
Hard West Die Ungewissheit ist ein steter Begleiter
Hard West ist ein rundenbasiertes taktisches Spiel, das von CreativeForge Games entwickelt und von Gambitious Digital Entertainment veröffentlicht wurde. Es wurde am November digital für Microsoft Windows, OS X und Linux veröffentlicht. Geschickte Anleihen und viele gute Ideen: Das taktische Roguelike Hard West entpuppt sich im Test als fast schon teuflisch gut. Als "Weird West" haben die Entwickler ihr Spiel während der Kickstarter-Kampagne bezeichnet, also als "Seltsamen" statt als "Wilden Westen". Im Review zeigt Hard West ungeahnte Stärken: Klassische Wildwest-Taktik mit starken XCOM-Anleihen und moralischen Entscheidungen - ein. Hard West. Fesselnde, rundenbasierte Kämpfe. Steuere bis zu vier Teammitglieder durch spannende, rundenbasierte Kämpfe und meistere. Story. In Hard West werden die Geschichten mehrerer Charaktere unabhängig voneinander erzählt. Zwar sind alle recht interessant und werden. In Hard West begegnest du einer Truppe von Charakteren, die unterschiedlicher nicht sein könnten, und deren Schicksal eng mit deinem.
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We are currently maintaining pages 28 articles. A unique "Weird" West World where western legends meet demons.
Collect and combine special Abilities by collecting and equipping unique Cards to create even more powerful combos. Luck of the draw with a combat system featuring luck as a unique guardian of engaging and challenging combat.
Dynamic and extensive cover system which allows for effective Cover making flanking and maneuvering a truly powerful tactic. Shadow Spotting: Exploit the blazing western sun to locate out of sight enemies by the shadows that they cast.
Utilize metal objects to allow master gunslingers to ricochet and shoot beyond the line of sight. To write a new article, just enter the article title in the box below.
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Sign in Create account Sign in. Hard West in library. Standard Edition. Why buy on GOG. No activation or online connection required to play. Safety and satisfaction.
Hard West. When a tragic turn of events sets one man down a path of supernatural chaos and revenge, he must brutally hunt down all those who wronged him.
Follow Warren on his descent into the darkest recesses of the human soul, and try to survive in a User reviews.
Product details. System requirements. Follow Warren on his descent into the darkest recesses of the human soul, and try to survive in a world full of hard choices and even harder consequences.
Because in this world, death is a constant presence and the black pacts which you make with forces beyond human comprehension will forever haunt all those around you.
Journey deeper into the world of Hard West and meet a colorful cast of playable characters whose fates are intimately intertwined with yours.
Together you will need to make divisive choices to uncover the ultimate plans of the ancient powers at play, as you unravel a deep narrative storyline featuring multiple endings depending on the choices you make during the game.
For a price. These cards can be combined to create even more powerful combos, and provide additional options in combat.
Raw Deal. Fastest Gun in the West. Kill an enemy in the very first action in a tactical encounter. Hard West localization kit. Hard West - A Raw Deal digital comic book.
The Art of Hard West. Hard West - A Raw Deal digital comic. Minimum system requirements:. Recommended system requirements:.
Game details. Strategy - Turn-based - Tactical. Works on:. Windows 7, 8, 10 , Linux Ubuntu Release date:.
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Hard West - Sammleredition
Er hatte halt verdammtes Glück und das hält nicht ewig. Reine Glückssache? Beliebte benutzerdefinierte Tags für dieses Produkt:. Hard West - Test. The Devil went down to Georgia. Test von Martin Woger, Chefredakteur. Aktualisiert am November Etwas RPG und viel Rundentaktik. Hard West Standard [Windows 7] - Kostenloser Versand ab 29€. Jetzt bei consumerizingssl.eu bestellen! Website besuchen Handbuch anzeigen Updateverlauf anzeigen Ähnliche News lesen Diskussionen anzeigen Communitygruppen finden. Allein gegen Für den User entstehen hierbei keine Kosten. Stattdessen spielen wir eine fair bemessene Story-Kampagne, die sich über acht Szenarien erstreckt. Alle 24 Bilder in der Galerie ansehen. Es gibt mehr als einen Weg, dieses Spiel zu kaufen. Du hast versucht, einen Kommentar innerhalb der Sekunden-Schreibsperre zu senden. Zudem müssen Wall Street 1987 Stream Downloads aktiviert und ausreichend Speicherplatz für den Download verfügbar Getaway Stream Kinox.Community wishlist. About GOG. General discussion forum. Support Game technical issues. Sign in Sign in Create account Sign in. Hand-picking the best in gaming.
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Why buy on GOG. No activation or online connection required to play. Safety and satisfaction. Hard West. When a tragic turn of events sets one man down a path of supernatural chaos and revenge, he must brutally hunt down all those who wronged him.
Time to apply the drastic treatment to some science-hating lunatics. Start by killing the enemies that are nearest to each of your characters. In the next turn make A kill the remaining enemy on the little northwestern room and then make Solomon retreat to the interior of the western building to force the enemies that will be standing in the yard to come out of cover.
Then keep C in his initial position while you make B head for the northeastern room of the building complex. Now make A take cover next to the door of the little northwestern room that leads to the central building so that he can kill an enemy that will be standing near said door.
Next, make C take cover behind the steam carriage so that he can start killing the remaining enemies that will be hiding in the yard and then make Solomon return to his original position.
Meanwhile, make B advance towards the northeasternmost room of the building complex. There will be one enemy inside that room, so make B kill him in the next turn and then keep using A to clear the central building.
Lastly, keep Solomon and C keep on the yard so that they can finish off any remaining stragglers. Once all enemies on the courtyard have been dealt with, there should be only 2 enemies left.
They will probably be hiding near the cage room that is in the northern end of the main building, so take this as a chance to FFB before ending the mission.
Next, travel to Workshop and buy 1 Revealer. Now it will be time to start exploring the nearby countryside, which was devastated after the crimson comet fell to Earth.
Then you'll need to follow that outcome by choosing to confront the family members in order to get 15 gold and 1 Blueprint.
Secondly, head to Ghost Town , where you can decide how much time you want to spend searching the town for valuables. Now head for Ruined Mansion and you'll be asked a password, so travel to Indian Village to learn said password and then buy 1 Sturdy Shoes before leaving.
Then return to Ruined Mansion and talk with the concerned father to unlock several new locations. The last sanity related event of the starting area can be found at Old Camp.
Lastly, head to Asylum to trigger the next tactical mission. During this mission every combat role will remain the same, although C should be already on the path to become a deadeye if he didn't die at Inhabited House.
If you followed my indications the combat stage will start right away and your characters will be positioned near the steam carriage that is in front of the saloon.
This mission's objective is making Salomon pick some notes from the church and then escape the zone.
There will be a few enemies near the church's grounds that will oppose your posse members advancements, but they can be dealt with easily enough.
The only change you'll need to make on your posse member's loadouts is equipping Solomon with Sturdy Shoes. Lastly, try to grant Solomon bonus Movement when distributing cards.
Time for Solomon to start following the breadcrumb trail to the madness' source. Start by making A take cover behind the right side of the nearby stack of boxes and then make him kill the madman that will be standing just outside of the saloon.
Next, take B inside the saloon and then make Solomon and C head towards the ruined shed that is in the southeastern side of the map.
In the next turn make A and B start dispatching the enemies that will be hiding in the graveyard and then take Solomon and C through the shed, making them kill the enemy that will be hiding nearby the shed as they advance towards the church.
Before making your posse approach the church, make sure that every enemy hiding on the graveyard is dead. Once the cemetery is clear, make everyone take positions near the church's rear gate, but be careful, as there will be two enemies hiding inside the small hallway that is behind said door.
Those will be the last enemies of this mission, so you can make whoever has the least scars use them to FFB.
Once the last enemies have fallen, you'll just need to take all notes using Solomon and then make him head for the escape zone. Once your posse manages to escape from the church, return to Laboratory to analyze the data you just collected.
First, head for Swamp and spend the 2 Ginseng you just acquired as a reward from clearing the last mission to find 1 Blueprint.
Return to the hut right after you leave to get a 1 card. Lastly, travel to Ranch , where you'll get to decide how do you want to tackle its exploration.
Solomon will keep being mostly useless as far as combat goes. If you keep A as a bodyguard for Solomon while you use B and C to clear the map from enemies, you should have more than enough time to collect all notes.
Leave any other loadouts unaltered. Lastly, when distributing cards make sure Solomon is granted bonus Movement yet again. Time to dive into one of those weird dream sequences that somehow end up advancing the plot.
Start by taking A inside the cabin that is next to the starting point and then make him kill the nightmare that will be hiding inside said cabin.
Lastly, make B and C take cover behind the well's lid that is close to the starting point. In the next turn, scan the cabin adjoining to Solomon's and then make him enter it so that he can kill the nightmare that will be hiding inside.
Next, make A take care of the enemy that will be standing right outside said cabin. Meanwhile, make B and C kill any enemies that they spot as they advance towards the middle portion of the map while you make them use the train and its nearby stacks of boxes as cover.
Now make A and Solomon take cover inside the next cabin in the southern row. In the next turn, use Solomon's first action to make him approach the office where the first note is to trigger the spawning of 3 demons and then make him return to the cabin where he was taking cover.
One of the demons will be inside the office, so, if possible, make A enter said office and kill the demon as soon as he spawns. If A isn't able to do that, just make him stay inside the cabin where Solomon is until you manage to take out the other two demons, which will be standing close to the office's exterior, and then play hide and seek to kill the demon hiding inside the office.
To make things easier on you, keep C in the middle portion of the map so that he can flank and kill some of the enemies threatening A and Solomon.
Meanwhile, take B to the northwestern end of the map and so that he can kill any enemies hiding in there during the next turns. Once you get Solomon to the northeastern end of the map, where several stacks of wood planks are, there will probably be a few enemies still hiding in the middle portion of the map, so make A and C dispatch them.
Lastly, make Solomon take the notes that are between the stacks of books and then make one of the Pinkertons kill the enemy that will be hiding inside the office where the last note is.
Now that the path is clear, make Solomon fetch the last note and the mission will be over. Don't head in there though, as there will be much to do before triggering the next tactical mission.
First, travel to Battleground , where another sanity related choice awaits. Next, head to Burned Fort to be presented with another two choices yet again.
As soon as you have explored the first set of new locations, return to Workshop and buy as many Assorted Parts as you need to reach a total number of 7.
Next, go to Heldelanse Shaft and spend 3 Assorted Parts to obtain 75 gold. Then head to Eriksson Mineshaft and use the remaining 4 Assorted Parts to get another 75 gold.
Lastly, travel to Mine and pick the only option available, which will make you earn gold if you fully developed the engineering domain.
Once all new locations have been explored, it will be time to return to Laboratory to invest all of your Blueprints in the gunsmithery domain.
Now it will be finally time to return to Crater and trigger the next tactical mission. First, equip A with the newly acquired Holy Musket and Doomsday Watch and then keep your other character's weapon loadouts unchanged.
Lastly, distribute cards as you see fit, but do note that Solomon will only need a Movement boost during this mission, so any additional cards should be equipped on the Pinkertons.
Time for Solomon to descend into ground zero while the Pinkerton brothers play tower defense. A's initial position will leave him pretty exposed, so make him take cover behind the back of the central wagon in order to make him face the central lane.
The western lane will be defended by B, so make him take cover behind the stack of boxes that is next to the debris of the northwestern palisade's corner.
That will leave C in charge of guarding the eastern lane, so make him take cover behind the southeastern rock that has a tree embedded into it.
In the next turns enemies will start pouring from the three lanes, but your characters will have an easy time dealing with them from their superior positions.
After some turns have passed, Sheriff Turner will appear; he can show up in whichever of the three lanes, but the eastern lane is the one from which he'll probably arrive.
Do note that he is a jinx, so kill him as soon as possible; making B use the Ricochet ability with Holy Musket is the quickest way of doing so, but if you can't use that strategy the Golden Bullet ability can also make quick work out of him.
Once Solomon emerges from the excavation shaft, you should be able to get him to the escape zone in turns, so by that point the mission will be pretty much over.
This will be your last opportunity to acquire and use Blueprints. Do note that fully developing the gunsmithery domain will unlock the Revolving Revolver trinket at the Workshop and the Fate Trader shops stocks.
Once you are satisfied with your research levels, head for Laboratory and choose to research the meteor to trigger the last mission of this scenario.
As I predicted back on the introduction of this scenario's initial mission, Solomon will still be quite a mediocre character, but to compensate for that the Pinkertons will have become quite the imposing trio of deadeyes.
The Pinkertons role will be to defend the laboratory from the last wave of lunatics besieging it. Next, equip C with Golden Derringer and swap his 10 ga.
Triple Shotgun for a Holy Musket. Triple Shotgun and, if he meets the requirements I mentioned previously, equip him with Snake Leather Boots as well.
Enemies tend to prioritize shooting at the Pinkerton standing on the eastern side, so place the one with the most HP there.
I recommend activating the levers on the eastern zone first and leave the ones on the western building for last, as enemies tend to take cover inside it.
The safest way to complete this mission is by making the Pinkertons kill all of the enemies while you keep Solomon hidden.
At some point Trumercliff 9 HP will show up on the courtyard, so make all of the Pinkertons fire at him once he does. Once every enemy has been dispatched, take Solomon on a lever-activating tour.
Whichever way you choose to do it, this is a pretty easy mission despite the high number of enemies it features, so in no time you'll have cleared another scenario.
This scenario features the most ludicrous and over-the-top story of the whole campaign. The core mechanic of this scenario is the search and acquisition of cipher pieces, all of which will be safeguarded by a different Order member.
In order to reach the cipher carriers, you can either spend some money to learn their identities or you can just massacre everyone inside the general area where they are hiding and search through the remains afterwards.
I'll warn you now that only Cervantes will remain in the posse for the whole scenario, so he should have priority over any other character when FFBing during this mission and the next to come.
In my opinion, this is one of the most difficult missions of the base game. Achieving victory requires following a specific order when killing enemies to keep your characters from getting flanked.
You must also activate a hidden lever in order to take care of a group of enemies that will be hunkered down inside a cabin, thus avoiding an unwinnable attrition battle.
Lastly, it is worth mentioning that Cervantes' initial weapon, The Judicator trinket , will be unlocked at the Fate Trader shops' stock after clearing this mission.
Time to show those feeble Order acolytes how the Spanish Inquisition rolls. In the next turns several enemies will advance towards your characters' positions from the southeastern side, so keep using Fanning to take care of them.
Once every enemy in the southern side is dead, make your characters advance towards the nearby house. Then make Cervantes take cover next to the door of the ground floor's eastern room the one where the staircase is and end your turn.
Next, use the 2 available actions that both characters will have just recovered to open both doors and make both characters use Fanning to kill the enemies that will be standing inside the house.
Lastly, end your turn again. Now we get to a delicate part. Use Cervantes's first action to move him next to the well that is in the center of the back yard to trigger the appearance of a new side objective regarding finding a lever and then use his remaining action to take him inside the house again.
As soon as the lever is activated, Solomon will come out in the open, as well as the henchman that will be hiding next to the cabin you just blasted, so take that as an opportunity to kill Solomon as quickly as possible, which will be a priority for you because his shots will inflict crippling injuries.
Once he goes down, you can FFB with the remaining enemy as much as you please before killing him and ending the mission.
Anyway, after listening to Yahiko it will be time to decide how lenient you will be. Once you have gathered all these items, return to Altar and Raum will tell you who you need to eviscerate.
If you want to revel in glorious bloodbath instead, just head for the three locations Raum told you about and let the massacre events guide your hand, but do note that carrying out massacres has a negative effect on the area.
This means that weapon's prices may go up if you destroy an iron mine, some shops will run out of certain supplies if you destroy nearby farms, etc.
Once you have obtained the first 3 cipher pieces, talk to Raum again to resume the pursuit of the Road Runner. Before heading for the next mission location, travel to Chinese Trader to buy 2 Dose of Opium so Raum can get wasted enough to reveal the location of a hidden tunnel leading to the church.
Lastly, head for Church and choose to enter through the secret tunnel. During this mission a new character, Rosa, will join your posse; she is a depleter-type character, but her role during this mission will be that of human bottleneck.
Entering through the secret tunnel will allow you to get the jump on the enemy from behind via a setup stage, but, if you choose not to use the secret entrance, the combat stage will start right away and your characters' starting position will be near the front entrance of the church.
First, equip whoever has the lowest Aim with Candle of the Dead. Start by making Cervantes take cover behind the eastern stack of boxes where an enemy will be standing just next to the southern wall of the church.
Time for the Coyote to shield himself under his little parasol. Once every enemy on the church's surroundings is dead, make both characters enter the church through the rear entrance and then assemble them inside.
Right after Cervantes realizes he has been deceived again, a new hunter will join the party: Sor Rosario Aiza. Once Rosa has the closest one within her reach, make her take him down and then make her kill the remaining trespasser in the next turn.
Once all enemies in the yard are dead, use Cervantes to scout the southeastern zone where he was at the beginning of the combat stage and you should spot enemies.
This will also be a good spot to FFB before ending the mission. You can pay Wedholm gold per location in order to learn which people you need to gut, or you can just let the devil sort every person in their vicinity out.
Now you will finally be ready to head for Abandoned Mine to trigger the next tactical mission. Cervantes' loadout needs no changes. Start by placing Cervantes and Rosa next to the shacks that surround the mine's main entrance.
Next, make him take cover inside it and then make him kill the Order Elite that will be standing just outside of said shed.
Lastly, make Cervantes and Rosa kill the enemies that will be standing right next to them. First, take Rosa towards the eastern side of the mining complex, where the rusted locomotive wagon is, and then make her kill the enemy that will be hiding nearby.
As soon as you can move through the scenario map again, head to Saloon and, by no means a surprise at this point, Cervantes will get bamboozled yet again.
Travel there to learn from Dohosan where your new objectives will be hiding. Now you'll be able once again to pay gold per each cipher piece carrier in order to learn their identities.
Before going there, stop by Outlaw Joint and pay gold to Charlie Hinshaw so he joins your posse. Lastly, go to Cave and choose to only kill the mule, which will in turn lead to Dave Oshry joining your posse.
Once you have obtained the third set of cipher pieces, return to Indian Tent to learn the location of the last piece. Before you leave, Dohosan will offer to sell an amulet to Cervantes, but I recommend refusing to buy said amulet because the result of the next event will always be the same regardless of Cervantes having the amulet in his possession: Rosa will leave the posse and Cervantes will obtain the last cipher piece.
As soon as you reach this point and if you committed a certain number of massacres, the Devil will materialize and reward Cervantes for his bloodthirstiness with Mammoth Rifle trinket I don't know which exact number of locations you need to depopulate for this event to happen; I triggered it after carrying out massacres in all of this scenario's locations but Cave.
Now that Cervantes will have all of the cipher pieces in his possession, return to Altar and Raum will join your posse. Now it will be finally time to take the meteor concealed on Sanctuary by force.
Cervantes will be the only true deadeye available for this mission, but thanks to the equipment you will have collected so far you'll be able to turn the other posse members into deadeyes as well.
Raum: The Judicator, Mammoth Rifle if you earned it, or 10 ga. Triple Shotgun if you didn't, and Doomsday Watch.
Time for the Coyote to finally seize his coveted prey. Start by making everyone take cover behind the trees that are near the starting position.
Now take advantage of your superior firepower to take out any Sanctuary Guardians standing out of cover. At some point an enemy coming from the eastern zone will try to flank your characters, but he can be easily spotted and killed.
From there you can scan the upper floor and easily kill the enemies that will be hunkered down inside the manor's upper floor.
Once the manor is secured, take everyone to the back yard so that they can kill the remaining enemies. You can accomplish this by either using the eastern and western zones to play hide and seek or by making your characters advance through the columns so that they can flank the last enemies.
Once Solomon Delear and his minions have fallen, the next combat stage will automatically begin. Time to perform a good old satanic ritual in order to restore chaos in the Weird West.
Use the first turn to make your characters rush towards the skull poles; send Chip and Dave to the ones that are located near the manor and then make Cervantes and Raum head for the ones that are placed near the rear maze garden.
In the next turn make your characters light all of the poles and then make them retreat to the back yard so that they can take cover behind its many columns.
Now you'll just need to deal with the mob Sor Rosa will have brought, whose components are considerably weaker than the Sanctuary Guardians you previously fought, so just make your characters stay in their cover spots while they butcher them as they show up.
This will be your cue to make your characters rush the remaining enemies; move every character forward to finish off the wretches who thought that they could stand a chance against the mighty Inquisitor and his demonic sidekick.
This scenario's plot follows Cassandra, who embarked on a quest to get rid of her augur "gift" after escaping from Cervantes.
This ability makes taking her out in the open less risky than usual, but she has low Max HP, so refrain from using her to rush enemies until she has acquired some cards and equipment to increase her base Max HP.
Fortunately, there are few of them, so rushing them from the rear is a feasible strategy. Start by moving Paco next to the nearby fence that is adjacent to an staircase and then make him subdue the peasant that will be standing right next to him.
Next, make Hardin circle around the starting position and then make him take cover in the corner of the building that is next to the street that leads to the gallows plaza.
Time to fulfill a prophecy. Start by making Hardin and Paco kill the peasants that will be standing right next to them and then make Cassandra take cover in the northwestern corner of the western building the building whose ground floor is practically empty.
In the next turns make your characters rout the remaining peasants, leaving the ones with 3 HP for Cassandra to take care of. Now make one of your characters stay close to the door that leads to the northeastern zone of the map to trigger a side objective regarding finding a key to open said door.
Once the key's possible locations get marked on the mission map, take note of the three tills' locations; the key will be in the till that is inside the building where the last enemy hid, so in the next turns make your characters ransack the other two first and then make one of them get the key.
As soon as you have the key in your possession, it will be finally time to make your characters take positions in order to catch the remaining enemies off guard.
Start by moving Cassandra through the upper floor of the building where the door that leads to the northeastern zone is and then make her take cover in the corner of the building that has an exterior terrace.
Lastly, make Paco and Hardin kill said enemy in the next turn, but do note that, as soon as he receives the first shot, he and the remaining enemies will shapeshift into demons.
Once the first demon is dispatched, make your characters carefully advance towards the cages, as there will be an enemy standing among them.
Luckily, there's a ricochetable object close to the cages, so you'll be able to easily kill him by playing peek-a-bullet. Once he goes down, there should be only 2 enemies left inside the northwestern building, so kill the carrier pigeons and then make your characters head towards the inn.
Now you'll be able to kill the enemy that will be standing inside the inn's ground floor either by making your characters use the folding screen that is near the entrance and the inn's windows as cover or just by making Hardin and Paco rush him.
If you take the second approach, mind the enemy upstairs, as he will come down to rush your characters unless you set up a bottleneck near the stairs.
This will also be your best chance to FFB before finishing the mission. Right after your posse manages to escape from the Inquisitor's minions, head to Ferry and choose not to loot the ferryman's corpse.
Next, travel to Sonora Inn and choose to employ Cassandra's precognition powers when engaging in the card game to earn 50 gold. Then ask for transport across the river to unlock a new location.
Now go to Riverbank and leave. Go there and choose to steal the boat without raising the alarm to get 1 card at the expense of Hardin getting afflicted by a random injury.
Just be careful not to accidentally raise the bridge that leads to the little isles where the supplies are stashed, as doing so will permanently cut you off from that area and you'll be forced to restart the mission.
The cover spots in this mission are somewhat scarce and can be easily flanked, so making your characters take good positions will be crucial in order to clear the mission.
Fortunately, there will be few enemies and they can be easily duped into leaving their cover by playing hide and seek.
During this stage you'll only need to give Cassandra the Musket you bought at Sonora Inn. Start by making your characters take cover behind the ruined walls that lead to the main area, but ignore the enemies that will be standing in the unreachable isle for now.
In the next turn make your characters use the wall that is adjacent to the bridge lever and the columns that are next to the ricochetable brazier as cover.
This will prevent the 2 aforementioned enemies from shooting at your characters. Now that your characters will have reached the main area, you should be able to make them kill the enemy that will be standing on the western lane.
Then make them hold their positions for a few turns until another enemy arrives from the same direction, along with two additional enemies that will arrive from the eastern lane.
As soon as the main area is clear of enemies, it will be time to get the supplies. Start by making your characters take positions next to the bridge lever, but be careful not to make them stay in line of sight with the enemies that will be hiding next to the first supply cache.
In the next turn, scan the first cache's area and then make your characters storm that position, kill the two enemies that will be standing around that area and retrieve the first supply stash.
Now make your characters head for the second cache the one that is next to the southeastern bonfire , but be careful not to make them reveal the enemies that will be standing next to it.
Once your posse members are in a secure position near the columns that are in front of the bonfire, end your turn. As soon as he dies, the rurale that will be standing next to him will probably retreat towards the third cache area, so that will leave only 2 enemies left to kill in the supply caches area, as there will be another minion hiding near the last cache.
In the next turns scan the third cache area and then make your characters flank the remaining enemies so that they can take them out in a single turn or, if you'd rather take a more cautious approach, just make your characters play hide and seek to lure the last enemies in their direction.
As soon as the two remaining enemies have fallen, make someone snatch the last supplies and then make your posse head for the eastern boat.
Once your characters reach the bridge lever area again, make them take cover behind the walls and columns that face the northeastern side and then make them flank and kill the two enemies that will be hiding near the eastern boat.
In the next turn make someone release the eastern boat and then make your characters start heading towards the western boat through the narrow horizontal lane that is on the northern edge of the map.
Next, make everyone take cover behind the ruined wall that is in front of the northern little bridge; this will make the two remaining enemies head for your characters' position, so scan your surroundings and, as soon as the last enemies are within reach, make your characters come out of cover and kill them.
With that the way to the escape zone will be clear and the mission will be pretty much over. Once Cassandra has managed to give Cervantes' lackeys the slip, take your posse to Adelante and choose the option regarding paying a visit to the brothel requires precog powers , which will lead to Felicia Alambre joining your posse.
Next, go to Pilgrimage and agree to look for the calacas. Now head to Mexican Army Fort and choose to let Hardin stay in the yard.
Once the commander leaves his office, choose to search his desk to obtain 1 Army Requisition Form, 75 gold and 1 Loaded Dice.
Next, travel to Gambling Den and choose to use Cassandra's precog powers. As soon as the divination event is completed, 3 new locations will be unlocked, all of which share a variation of the name Shipwreck ; I recommend exploring them as soon as they pop up on the scenario map.
After getting inside it, one of your posse members will contract the Numbed Leg disease and you'll find gold.
The second event will take place in a shipwreck full of dead bodies. Once you arrive at its location, choose to search the cargo hold.
The third event will take place in the Spanish galleon Amaya Calvo, which will be loaded with gold. As soon as you enter the cargo hold, disregard Hardin's advice and choose to pack as many loot as possible in order to receive Now that every precog event has been completed, return to Gambling Den and choose to join a high stakes poker table by offering the Silver Mine Deed you just found as entry payment.
Then choose to lose on purpose to learn your adversaries tells. Lastly, use the Loaded Dice you previously acquired to win as many dice games as possible until they kick you out of Gambling Den.
Lastly, travel to Hospital to buy a laxative and heal any diseases afflicting your posse members. Now you will be finally ready to enter Reception Hall.
Bug Warning! Once the final poker game starts, attack Rossetti first and then bluff to defeat him. Next, dispatch Fay by using the knowledge you acquired at Gambling Den.
Lastly, use Cassandra's precog powers to defeat Jim Vaughn and win the tournament, thus earning the Tournament Trophy trinket and 2 cards.
Then travel to Lafortuna Residence to unlock a new main objective. Lastly, head to Trainyard and choose to fortify the area before the train arrives.
Jim: Sawed off Cobra and Mammoth Rifle. Time for an overkill train hijack. Once your characters are positioned like that, they will be able to dispatch almost every enemy in the mission map without breaking a sweat.
Those will probably be mercenaries 9 HP that will be hiding next to the ramp that leads to the upper floor of the building where all of your characters will be hunkered down, so, as soon as you can pinpoint their exact locations by scanning said area, make everyone leave their positions and rush them to end the mission.
Lastly, stop by the Fate Trader shop one last time to buy 1 Snake Leather Boots and 1 Holy Musket and then travel to Harbor to trigger this scenario's last tactical mission.
The majority of this mission will consist of a setup stage, so having the Disguise ability card will considerably speed things up. Note: this mission technically features two combat stages, but I have omitted writing indications for the first one because it will be over as soon as it gets triggered.
Lastly, make sure to grant Cassandra bonus Movement when distributing cards and, if you have acquired the Disguise ability card prior to this mission, equip her with it as well.
Time to put an end to the Protector's twisted experiments. Start by making Cassandra break out of her cell and then make her leave the prison building through the roof's scaffolds.
Once she is outside, take her inside the ground floor's office where the prison key is and then make her fetch it. Next, make her return to her companion cells through the same path she used to exit the prison and then make her free them.
You'll only need Cassandra to finish this stage, so don't bother moving neither Vaughn nor Paco. Now make Cassandra exit through the roof again and circle around the prison so that she can reach the building where the Protector will be hiding without getting spotted.
Lastly, make her use her Holy Musket to kill the Protector, which will trigger and end the first combat stage at the same time. Afterwards, Cassandra will spend some days analyzing the Protector's notes in order to learn how to use his machine.
Time for Cassandra to scorn her gift roll credits. This scenario will come to an end as soon as you make Cassandra interact with the Protector's contraption, but do note that there will be 2 enemies hiding inside the room that is adjacent to the one where the machine is and 1 additional enemy hiding inside the room that is directly above the machine's location, so make your characters kill them if they enter the machine room.
Well, this is it, the time to tackle the last scenario has finally come, but don't fret, clearing it will be an easy enough endeavor.
There are several map events that would normally affect your posse in a negative way, but having the right person on your posse will allow you to avoid such hindrances.
An specific posse member will even make new locations pop up on the scenario map if you recruit him.
Do note that during this scenario you'll be able to recruit 3 different characters as your second posse member, but only one of them can fill that position.
Note: since this scenario's title is quite long, I'll label its sections with the OE acronym. The WWE legend will be the first character to make a return in order to remind you of what a badass he is.
Undertaker will have to take care of a legion of cultists and a respawning demon all by himself, but, fortunately, the mission will open with him hunkered down inside a three storied fort, so he'll have enough maneuverability to kill every enemy without taking many risks.
Now he will be able to destroy one blood vial from that position, so take the time to do so as soon as there are no out-of-cover enemies in his sights.
In the next turns, make Undertaker keep killing enemies from the above-mentioned position, but watch the stairs, as some enemies might try to flank him from there.
Once the Skullspawn Demon comes into sight, make Undertaker kill him by using Fanning, but do note that he will resurrect after some turns have passed.
If Undertaker runs out of Luck while being flanked, take him inside one of the 4 buildings that are located in each of the fort's corners so that he can receive a shot while in full cover.
These buildings are also good spots to play hide and seek in case the cultists manage to take the fort's ground floor. Once all cultists are dead, make Undertaker take cover behind one of the palisades that face the yard where the invocation pentagram is and then make him shoot at the remaining blood vials.
If you destroy the last vial before the Skullspawn Demon respawns, the mission will automatically end, but if he respawns before you manage to do so, just make Undertaker destroy any remaining vials and then make him put the Skullspawn Demon down for good.
Once you make your choice, head to Military Camp and choose to eavesdrop on the soldiers' conversation to learn some useful information about Burns.
Next, go to Massacre Site , where another recruitment event will play out. Burns is an average character stat-wise, but at least his initial weapons are Navy Gun and Musket.
Next, ask to see the Wizard and, regardless of which set of choices you pick, several new locations will be unlocked. Then head for Disbanded Armymen and give them the alcohol you just bought to grant Burns and Warren the Inspiration buff.
Do note that Warren will keep this buff even if Burns is replaced by Cheveyo. As soon as the last side event is completed, it will be time to start absorbing all of the meteor pieces.
Persons will join your posse even if Warren absorbs every meteor piece. First, travel to Necropolis and choose not to shoot at the mysterious figure, which will in turn reward you with the first meteor piece, 50 gold, 1 Medical Bag, 1 Noise Bomb, 1 Petrification Bolt and 1 Vitality Elixir.
This first piece will automatically be absorbed by Warren, thus granting him a permanent buff. The second piece will be part of the ornaments displayed at Church.
You'll be able to find the third meteor piece at Illegal Mine. Once you arrive there, you'll find out that the piece is inside a well full of toxic waste.
Whoever gets his hand inside the well to catch the meteor piece will get afflicted by a disease, so you might as well make Warren retrieve it.
The fifth piece will be in the possession of the merchant that opened a shop at Orchid House. Warren will then proceed to search his corpse, which will unlock Henry H.
If you want to replace Burns, head to Sacred Grounds and let the Indian warrior kill him, after which Cheveyo will join your posse. Once he joins your posse, travel to Cougar Trails and let Cheveyo do the talking to get the last meteor piece with no further incidents.
The process for obtaining the last meteor piece will be the same as above if Cervantes is the one who joined your posse, but only Warren will get afflicted by the Gushing Wound injury after killing the cougar.
Finally, head for Lookout Hill to rescue your next posse member. Absorbing all of the meteor pieces will result in Warren becoming the best character of the entire game, so from now on he'll act as a deadeye.
First, equip Warren with Navy Gun and Musket. Lastly, try to grant Movement bonuses to both of your characters when distributing cards.
Time to save the only Pinkerton clone that developed an individual, and rather quirky, personality.
Start by making Warren take cover behind the nearby well lid and then make him kill the uncovered Gun-Toting Bozo that will be standing inside the fort.
Meanwhile, take his companion inside the nearest southeastern shack and then make him take cover in the small corner that is next to the door that leads to the southeastern yard.
In the next turns make Warren kill any out-of-cover enemies while you make his companion sweep the eastern side of the map and claim all three opium stashes.
Once every opium stash has been collected, make Warren head for the western wall of the fort and then make his companion do the same on the eastern side.
In the next turns make your characters kill the enemies that will be sheltered inside the fort's ground floor. Then make both of your characters ascend through the fort while they kill any enemies they find.
The only enemy you'll need to be careful with is Sean Vermillion, since he has 9 HP. Every enemy should be dead by the time you reach Henry, so the only thing left to do will be making one of your characters untie him to end the mission.
Once the third member of Warren's legendary posse has been rescued, head to The Vaquero to sell all of the opium you collected during the previous mission and any other unwanted stuff.
Then stop by the Fate Trader shop to buy 1 Doomsday Watch. Now travel to Brothel , where the last posse member will be imprisoned.
Once you arrive there, ask to talk with the madam and then choose to leave peacefully. Lastly, return to Brothel and choose to sneak inside.
Utilize metal objects to allow master gunslingers to ricochet and shoot beyond the line of sight. To write a new article, just enter the article title in the box below.
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