Evil West Mission 4 | Evil West Part 4 From Dusk Till Dawn | Full walkthrough Gameplay Guide

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Evil West
Game:
Evil West (2022)
Category:
Walkthrough
Duration: 14:11
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From Dusk Till Dawn is Evil West's fourth level. While being pursued by a horde of vampires, Jesse and the others must survive the night.
There are almost no collectibles to be found in this combat-oriented level. You will receive the Rentier Boomstick, a brand-new weapon, at the conclusion of the opening cutscene. This shotgun does a lot of damage to enemies nearby and stops them in their tracks, but it takes 20 seconds to reload to compensate.
You will be looking directly at a group of ships huddled around a TNT box once you gain control. Use one of your guns to blast the TNT to eliminate all of them at once and start a long battle with nearly every basic enemy we've encountered thus far. Although there are a lot of them, none pose a significant threat, so avoid becoming surrounded and keep moving! Take note of the environmental hazards and proteus that are firing at you from rooftops nearby. Utilize weak spots to instantly eliminate the rooftop snipers, and cannonball the Boo-Hags into the hazards whenever you can because they pose the greatest threat.
Once you have eliminated the enemies, a second group will emerge from a gate on the other side of the zone. They will run right by a TNT box, which you can shoot to eliminate them all immediately and bring the fight to an end.
You will arrive at an Overhealth pickup via this marker. Similar to Energy Pickups, this is a one-time upgrade that gives you a second health bar that lasts until it is depleted. These typically indicate the onset of a major conflict.
To get to, you guessed it, a big encounter, jump the next obstacle. The only difference between this one and the previous one is that there are now a few giants involved in the battle. Here's a quick reminder that the Zapper attacks can be used on any of these enemies; use them as much as you can for free melee combos. Additionally, don't forget to utilize your shotgun during cooldown! You'll need as many TNT as you can for an upcoming encounter, so try not to shoot any that are in the area. To eliminate your foes, employ your standard arsenal of uppercuts, cannonballs, and the Zapper.
Once they are all dead, a brief cutscene will play to introduce the massive Leecher, a new enemy. This foe possesses a massive spiked shield that can only be shattered by melee and shotgunfire. The basic idea is to use melee attacks to break its shield (use Kick-Off to stop the glowing attack!). then deal as much damage as you can before it takes 10 to 15 seconds to rebuild its shield.
After the shield is broken, the Leecher should be stunned for a while, allowing you to perform a full melee combo, use the shotgun, and then perform another. Due to the Leecher's potent melee attacks, it is best to back off when it regains its composure and use the Rifle or Revolver to deal more damage from a safe distance. The Leecher also has some ranged slam attacks that you can dodge sideways, so make sure you are always strafing.
The Leecher will frequently launch a forward charge attack when its shield is raised. This is a great chance to lead it directly into the TNT boxes mentioned earlier and then shoot the box to break the shield immediately and deal a lot of damage.

Some Boo-Hags will join the fight about halfway through, making things even more chaotic. If you can gather all of the enemies into a single group, this is an excellent opportunity to use all of your Quake Slam charges. You can also try to lure them in with a shotgun blast or a cannonball into one of the spike traps scattered throughout the arena. To get that free health pickup, just make sure to use a finisher when you finally kill them. You can continue with the previously discussed strategy until the Leecher is defeated once the Boo-Hags are eliminated.
You can reach a new encounter by ascending the wooden plank above the chest with all those Bucks in hand. You will have 90 seconds to survive a group of basic enemies in this timed encounter. Sadly, you don't appear to gain any experience from these kills, so killing anything is really only for fun! During my 90 seconds, I used the shotgun or Quake Punch whenever I became surrounded, uppercut-cannonballing as many enemies as I could.
After the timer runs out, a cutscene showing the gauntlet going haywire will play. After that, you'll be brought back into the fight with a powerup that lets you do some strong electrical punches. We will learn more about this upgrade in the future; for now, just punch until the cutscene at the end of the level plays.







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