Desperados 3 game wiki




















They're rescued by a Voodoo practitioner called Isabelle Moreau , who joins them in order to find her partner, Marshal Wayne. Frank's gang imprisoned many people out in the Louisiana wetlands, to be shipped off to work in DeVitt 's mines.

Once they rescue Wayne, the group sets fire to the old riverboat that functions as a headquarters for Frank's people. This act puts Frank on alert, and he locks down the city.

Having snuck past the roadblocks and guards, Cooper asserts that he wants to face Frank alone, to which Kate and Hector object. At Hector's mention of John's father, who is revealed to have been killed by Frank, John snaps and wounds Hector, forcing Kate to let him through. At the docked freight ship, Frank and Cooper duel, but Cooper is outdrawn and wounded.

With the rest of his group also captured, they're all sent to DeVitt's gold mines as slaves. Eventually escaping, the group has a falling out. Doc cuts his losses and abandons them, whereas the rest eventually reconcile and undertake Wayne 's commission to abduct DeVitt himself from a lavish party at his mansion. They manage to spirit DeVitt out, but at the last moment their captive outwits them and holds them at gunpoint, only to be shot down by the returning Doc.

With the group back together, they undertake one final job to hunt down Frank at the Devil's Canyon , where James Cooper and a young John pursued Frank years ago.

Frank and John have another stand-off, watched over by Frank's lieutenants. The rest of the group overpowers Frank's posse, while John outdraws and finishes off Frank. Baron challenges are alternate versions of each level in the main game except the two flashback missions on Devil's Canyon. The missions usually feature different playable characters and changed or additional objectives. For more details see Baron Challenges. The money was originally thought to be stored in a hidden save in his now abandoned mansion but at the end of DLC 1 it turns out that Vincent 's brother had already taken it out beforehand.

After successfully storming or infiltration the fortress they escape with the money and go to celebrate with some Whisky. The next morning the crew wakes up from their hangover and find a letter left behind by Hector and Rosie , who escaped with the money. Alternatively it also allows you to customize the difficulty by tuning the individual parameters and combining them from different difficulty levels. It's Hitman-style social stealth, but only the bare essentials.

Rather than taking you down an elaborate path, the clues are more like 'there's a loose sign hanging above that guy's head', and you'll still spend most of the mission sneaking and killing your way through off-limits areas full of guards. Not that dropping a sign on someone isn't a good time. Accidental and environmental kills aren't limited to civil zones, and they're always just that bit more satisfying than filling someone with lead.

There's usually a bit of risk involved in using them, but after being quiet for hours, sometimes it's a relief to cause a ruckus by dropping a mine cart full of rocks on someone. You can use gatling guns and barrels of dynamite, too, though not surprisingly they don't count as accidental deaths.

Then there's the addition of magic. About a third of the way through the game, you'll meet Isabelle, and suddenly you'll be doing all sorts of dishonorable stuff. Possessing animals, making guards kill each other, connecting people so they both suffer the same fate—Corvo would be proud.

Every mission tasks you with manipulating enemies to get them into positions where you can kill them or pass by undetected, but normally it's done indirectly.

A character who can take complete control over almost every human and animal on the map, then, is a massive boon. Her lack of a proper ranged weapon is possibly the only reason you wouldn't use her exclusively; that, and the fact that she's in significantly fewer missions than anyone else. Mechanically, Isabelle's magic fits perfectly in a game that's all about lateral thinking, but voodoo and cowboys is an unusual mix.

Unfortunately, it's not one that the story explores. Instead, it's a straightforward tale of revenge mixed in with an origin story about the group, but more specifically its most boring member, Cooper. He's proof that not all gunslingers are cool, and tragic backgrounds are played out. None of the gang have wormed their way into my heart, but I've got no complaints about their performance on the job.

Right up till the end, I was finding new ways to take advantage of their myriad talents, and watching them clear a room in tandem, a plan finally going off without a hitch, is one of life's great joys. Showdown mode makes these synchronised assaults possible, letting you pause the game so you can issue each character an order, which you can then fire off individually or all at once.

It's an incredibly powerful planning tool, giving you the ability to set up complex sequences that you have complete control over without supernatural micromanagement skills.

The problem with setting up these elaborate attacks is waiting for the right moment, but that's less of a chore with the fast-forward feature.

You can use it at any time, and you'll probably use it a lot. The combination of firearms, lots of ammo crates and the ability to pause the action means you can drop the pretense of stealth and go in guns blazing, welcoming the alarms and turning it into more of a tactical shooter.

Even if you prefer to be sneaky and creative, it's reassuring to have the option to shoot your way out of trouble in your back pocket. Guns can become a crutch, however, letting you smash your way through a puzzle, but ammo is one of several elements that can be tweaked at the start of every mission. If you want, you can turn it into a pure, unforgiving stealth game. Everything's bigger—maps, enemy numbers, combat ranges, explosions. There are more obstacles—so many obstacles—but just as many tools to deal with them.

It's full of astonishingly complex clockwork dioramas, but Desperados 3 does rely a bit too much on its scale and overwhelming numbers to create its challenges. Early on there's a mission where you're defending a small farmhouse from attack, for instance, but instead of focusing on that one location, it's spread out across a large area, where you once again have to kill and sneak past an entire army.

Though they're impressive stealth sandboxes, none of the maps are lookers. There's a lot of mud, sand and ramshackle buildings, and while the gang's journey takes them across a few regions, a lot of the maps lack a distinct visual identity, especially compared to Shadow Tactics, where the lighting and art was so expressive and mood-setting.

There are, however, some excellent trains, and at one point you do get to set fire to a big boat in the middle of a swamp. You're in for a good hours of tricky tactical puzzles with the campaign, but each mission also comes with a slew of hidden challenges. The speed run challenges in particular make me balk, setting minute targets for missions that took me nearly two hours to muddle through.

There's a series of separate challenges, too, which repurpose the maps and throw in new objectives and twists. It's pretty filling.



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