Day Watch: Game Walkthrough and Guide
Following the release of the movie “Day Watch” The Universe of the world of Sergey Lukyanenko enriched with the same game. But, unlike movies, the plot of the game does not repeat, but complements the book, telling us completely about other events…
This time we do not need to save the world, no, no. The story told by the developers of the game “Day Watch” – about complex relationships between Anna and Stas, the main characters of the first part. After the sphere of forces was broken, the mind of our friends clouded. Anna became dark, and Stas broke up with her and fell into depression. After some time, he will be thrown into prison and the inquisitors will be judged, and Anna will try to justify him and investigate the case on their own. It is waiting for a dangerous road…
Dark lane
Character on this us is issued fully Ready – Witch Anna. Its skills can not be tuned before the game, you can only develop in the process of execution of the mission chain.
Tasks in the game this time will be much more interesting than in the first part. After all, as we remember, the formulation of “kill everyone” was present at least in half the missions. Now we put quite another tasks – it is necessary to get it unnoticed there, there is a peaceful conversation.
True, the nonlinearity of the plot suffers: we can choose only ways of passing a specific current mission. The ending is also only alone, and do not miss her.
On the mission we will issue several tasks. Of these, if you wish, failing not basic – it will not affect the principal line of the plot. But if you successfully perform side tasks – Anna as a prize will receive a beneficial subject or additional information.
Bar “Fold Vurdalak”
Partners
Between the missions Anna will be able to hire himself in the partner bar for the next adventure – one or two. With increasing detachment, special skills begin to work and the battle tactics will be diversified. But it is often not necessary – after all, if you pass the game alone, the whole experience will only get the main heroine. And she, of course, will progress noticeably faster. And the partners are very capricious in the choice of teammates – that they do not like, they do not work with it. However, these are individual features, about them below.
If your partner is fighting in battle and does not give signs of life – do not worry very much. He just lost consciousness until the end of the fight. As soon as the battle is over and you will return to real-time mode, he will come to himself and returns to you.
- Charger Vladimir
Not the best choice. Arsenal of the spells of Vladimir is not particularly different from the possibilities of Ani, and the characteristics are worse. In addition to Anna, I agree to work with Peter.
- Werewolves Peter and Natasha
Middle Fight Fighters – Wolf and Cheetah. The stock of the magical energy is small, so long in dusk they will not last. This is compensated by the skills to lift the wounds and beat from the runway, sneaking enemies. Be careful with movements: Werewolves do not know how to jump and climb. For example, if Peter climbs to a sofa in human blows and turn into a wolf, then he will no longer be drunk from there.
Werewolves are also not the best choice. Do not get with each other, and each of them works only with a representative of his sex.
- Witch Marina
A good partner for Anna – with a rough witch in Ani, several good skills available for two witches begin to work. Collaborates only with Natasha.
- Vampire Vasily
Of course, the best of mercenaries. Owns spells of sucking life and hiding in the shade. Works fine and like a fighter hand-to-hand combat, and as a magician support. Because of its excellent characteristics in terms of missions, it is not available. In addition, Vasya is an individualist and works only alone. As a last resort – a couple with anechka.
This is interesting: The game has a fun mistake that allows you to stay in a real-time dusk. To do this, you need Anya to enter Dusk, and Vasily applied the spell to “hide in the shade”. Then you need to click on the end of the stroke. As a result, the vampire will return to the real world, and Anya will stay in dusk, and the real-time mode will go. True, the benefit of this is no – a stupid partner will run nearby, gives out the hidden witch with his head.
Probabilistic analyzer
Progress does not stand still, and even other, with all their supernatural abilities, do not abundant its fruits. One of the modern developments that both guidance enjoys are – a probabilistic analyzer created by the best minds of ordinary people under the leadership of the Inquisition. This program allows you to reliably predict the options for the development of the situation, based on the data that the user enters it. Therefore, sentient, going to the operation, first prefer to evaluate the upcoming risks.
At your disposal will also be a copy of this program. Before each mission, the main heroine automatically pulls out its PDA and launches the program.
The program field displays several multi-colored rays that symbolize favorable and unfavorable probability for your group. Red rays sign about negative, green – about positive, and blue – about neutral events. The more rays fall into a special field marked with a cross, the stronger the effect. Depending on the location of obstacles, it can fall into it from 3 to 8 rays. The current state is displayed on the indicator panel to the right of the main field.
- Green rays
1 beam: more good things fall out of enemies.
2 beam: In addition, the effectiveness of enemy spells is reduced.
3 Ray: And in addition, your opponents become less aggressive.
- Blue rays
1 beam: Characters begin to joke a lot.
2 beam: Plus, the possibility of peaceful passage appears.
3 beam: and at the level of the secrets appear.
- Red rays
1 beam: enemies are actively using potions.
2 beam: In addition, the opponents appear more powerful spells.
3 beams: and now immunities.
Optimal alignment – before each mission to exhibit 1 green and 3 blue beam.
Witching
The main emphasis in the game process is reduced to the destruction of opponents in various ways. For this, Anna will have to use weapons and spells.
Weapon
In addition to the spells, Anna will sometimes have to go into the course of weapons. Let’s see what we are armed.
- Punch
AP: 8
Damage: power * 2
Rough Strength will need Anna only in the first mission of the game.
- Rubber Dubinka
AP: 10
Damage: 7-11
Medious approach of melee, ana it is not necessary.
- Ancient Sword
AP: 10
Damage: 15-27
Best melee weapon in the game. The last argument when the energy is over and the cartridges. But it is better not to bring.
- Nightwall flashlight
AP: 5
Damage: 15-33
Excellent and rapid weapons. The only minus – only works against dark other, and therefore Anya will use it extremely rare.
- Pistol
AP: 8
Damage: 15-33
Gopnik’s weapons and guards. Anne is useful when magical energy ends or opponents will have immunity to too many spells. Be careful – the rope is enough for one shot!
Spells
The tactics of the fight in the “Day Dosor” is always pretty monotony. Anna imposes on the “Fast Spell” chairs, turns off the most dangerous opponents of “silence” or “freezing”, and the rest begins to gently cheat the battle spells. With an excess of magical energy, you can turn off opponents with a “death” spell – expensive, but efficiently. All spell parameters are listed in tables.
Anna and Story
one. Past returns
Coming out of the house, Anya faces in the park with a vampire, and gopniks are attacked around the stalls on her. Crashing with them thanks to the convergent walking Peter, the witch goes with a new acquaintance to the club.
2. Shock with a night watch
But they can not get to the place calm. A group of operatives of the night watch for a false accusation attacks Petya. Anya rushes to the club – call their help. The emerging wheels and wizards will help her to cope with the enemies, and then liberate her awolver friend from the nearest shop.
3. Room Werewood
In the house of Peter is going on something wrong. He in the company Anna penetrates his estate through a small gate right. They go to the house through the garage and save the sister of Stas from death. After that, Anya returns to the car for the energy drink, explores the house, returns to Natasha and calls it with him for the second time.
Threesome, they rise to the second floor and attack light magicians, applying special abilities. Crashing with them, Anya watches in the next room of the madness of Stas.
4. Shopping complex
Marina in the bar will introduce an Anya with the device “Parandji” and will tell that the eurika can be found with a partner in the shopping center. Peeling into the store, witches are sent to the department of computer games and quickly kill the partner of Yura. Then they lure the angry guards to the street and without any obstacles rise to the second floor, in the pizzeria. Having learned necessary from Yura, Anna with Marina diligently bypass the patrols of light, filtered the building. Under the cover of dusk they return to the car.
This is advice: During the game, you will repeatedly offer imperceptibly slipping by the enemy or resolve the question in peaceful way. If you do not listen to good advice, and diligently make opponents, Anna will receive much more experience, which will make it easier for her life in late levels.
five. Memorial Lincoln
Anya persuades American sentiment to miss her to the memorial. Right on the track advertising shield, giving additional elements to “Paranje”. To the left of the staircase in the bushes of the reporter, and not far from its legs – a video camera with compromising materials. Anya picks up a video camera, rises to the memorial, breaks the seal. Then, in the dusk, removes the roused on the right and left walls. Who came running police persuades not fight, and let go home.
6. Tribunal
Mission requiring secretive passage. Light magicians and magicians stand in three groups in almost every room. Anya breaks the camcorders in each room, then in dusk steps on the second floor, in the video surveillance room. The witch guarding her vampire burns the night watch lantern and turns off the camcorder. The guard key goes down to the first floor, in the receiving tribunal. There she persuades Alice to skip it and demonstrates a video inquisitors.
7. Office night watch
Anya in the guise of Anton rises to the second floor and bypasses the rooms. In the first right and the second left of the staircase – additional elements of “parandi”, and the first on the left – tiger. But the real Anton comes to himself and hurries to the office. Vapir Vasily buys in a stall of 5 tiles of chocolate and goes behind him, in the dusk penetrating the inside of the office and the starrock of the head of light magicians. Then fights in the courtyard with two groups of persecutors, not forgetting to apply their ability to control the enemy.
Anya, in the meantime, deceives Olga (the dialogs work fast saving F5) and runs away from the office.
8. In search of a witch
A young witch is talking to Katerina, standing under the lantern, and expands the margin of “Parajni”, then communicates with the gopnik at the stall and the neighbor at the entrance to the park. After which Louise Filippovna appears. Anya talks with her and encounters a sharp rejection. Grandma runs away in the park. Near each bench, the heroine is waiting for a group of 2-3 skeleton-skeleton, and for the house – Ivan, the skeleton-vampire. In battle, you do not fit close to the house, otherwise he can throw you in. And try to keep the distance – the sword in his hands is terrible.
Cleaning the park from the walking bones with a flashlight, Anya meets a strange maiden on the path, which after a long dialogue confesses in its true entity and turns back to the witch Lou.
I. On the approaches to Schron
In the bank Anya quarrel with the second client in line, and she will be held guard. In their direction, she patiently listens is patient for a while, and then enters Dusk and kills the rivable securities without applying magic, in parallel refusing to accept the help of Peter. Then during the robbery of the bank quickly penetrates in dusk to interior. Without leaving the dusk, it follows to the basement.
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