Showing posts with label (s). Show all posts
Showing posts with label (s). Show all posts

Tuesday, December 20, 2011

Still Life 2 Free Download s Version For Pc No torrents


Click Here For Free Download
Its a ISO file
Click here for download Daemon tools

Install Notes


1. Burn or mount
2. Install
3. Copy the files from the Crack directory
4. Play



Still Life 2




Still Life 2 is a 2009 computer adventure game by Microïds. It is a sequel to the 2005 game Still Life, and follows on from the characters and themes of 2003's Post Mortem. 



Plot


McPherson walking around the room in which the killer locks Hernandez in.
The game follows FBI Agent Victoria McPherson in tracking down and stopping a serial killer. Gameplay has moved with the killer, known as the East Coast Killer, to Maine. The game uses the same storytelling device of switching back and forth between two player characters as its predecessor. The second character is one of the killer's victims, journalist Paloma Hernandez, who has been covering the East Coast Killer's crimes, making the game switch between investigation and survival. A short introduction to the game was posted on August 31, which covers the dates of October 2 and 3, 2008 in the game. It states that on the evening of October 2 the body of a missing person was found on the side of Highway 201, near Jackman. The video which had been sent to the police and the media identifies the killer as the East Coast Killer. McPherson sees Hernandez reporting on the killing on TV and later arranges a meeting. Paloma is abducted and she wakes up on October 3 in the killer's dilapidated house. The East Coast Killer allowed Hernandez to call McPherson with clues to the location of the house to trap and kill her, a plan he formed with an ex-marine and former FBI agent Hawker who had been dismissed when McPherson refused to back his claim that killing an innocent person had been justified at the time. Despite being successsy ambushed, McPherson managed to turn the tables and saved herself and Hernandez, but not before nearly a dozen police officers and a rookie FBI agent were killed.
Through a series of flashbacks, it was revealed that the Chicago Killer was Richard Valdes who turned out to be the grandson of the man Gus was following through Prague.


Development

There was controversy surrounding the first Still Life in its lack of an ending. Still Life ended without revealing the villain, setting up a finalé which, for some time, was not made. However, on 6 December 2007, Microïds announced the development of this game, which was released in April 2009. Development was started in June 2007 by Gameco Studios. The game is also being developed for Apple Macintosh computers.


Preview trailers

In June 2008, a teaser video and screenshots were posted online. The video explores an abandoned mansion with a woman screaming in the distance. The end of the video showed a then-tentative release date of Fall 2008. In November 2008 a second trailer was released.
On August 31, another set of screenshots of the cinematic and in-game views were released.The official game series website opened on 19 September, on the same day the release was pushed back from November 2008 to the first quarter of 2009. In late October some high resolution images of Vic McPherson and some in-game screen shots were postedOn December 8 Microïds and GameCo launched a machinima contest, where fans created their own trailer for Still Life 2, using exclusive supplied material. The winner, out of over 120 entries, was announced on January 15, and the winner's and the runners up's trailers were posted on the Still Life website. The winner will also have their name listed in the game credits.
In February and March 2009 more screenshots, an introduction video, and in game footage of the game were released.The website also features videos of some of the makers of the game speculating on the identity of the killer.

Demo

A demo version of the game was released. This contained sections from early in the game in the killer's house.


Release

The game was first released as an online download to Germany in early April 2009. Further releases to Europe and North America followed. Encore is publishing the game in North America, and cdv Software Entertainment is in France. In the UK and Benelux it is published byIceberg Interactive.

Monday, December 12, 2011

scooby doo first frights pc free download s Version For Pc No Torrents


Click Here For Free Download
Its a ISO file
Click here for download Daemon tools


Install Notes



1. Unrar, burn or mount
2. Install the game
3. Copy over the cracked content located in the /Crack dir in the DVD to
your  lt install gt dir
4. Play the game


Scooby-Doo! First Frights



Scooby-Doo! First Frights is the latest Scooby-Doo game. It is developed by Torus Games. First Frights was published by Warner Bros. Interactive Entertainment, and released on September 22, 2009. The game tied in with the release of Scooby-Doo! The Mystery Begins on DVD. This is the fourth Scooby-Doo game to use a laugh track. 

Story

The game begins with the Mystery, Inc. gang at their "incorporation" (really just a small house in a swamp, as seen in Scooby Doo 2: Monsters Unleashed). Velma arrives with a newspaper, announcing to the gang that there will be a food festival at Keystone Castle. Scooby and Shaggy like the idea of going, but Daphne reminds them that they promised to help her cousin Anna at the St. Louis High School Musical. Scooby and Shaggy want to help her, but they plan to get it done quickly so they can go to the food festival. The game divides in to four episodes from here.

Episode 1

Anna is working on the musical with the drama teacher: Ms. Hillkin. As Anna works on her lines for the talent show, Ms. Hillkin mysteriously vanishes. Her disappearance is partially due to The Phantom of the high school musical. Laughing maniacally, he attacks Anna and scares her. She barely escapes. The gang then head to the high school. Episode 1 serves as a tutorial, guiding the player through the mechanics of the game.

Level 1

Scooby and Shaggy make their way towards the cafeteria and are informed by Anna that there is a Phantom trying to ruin the musical. Anna tells them where the cafeteria is, so that they can "fuel up" to help Anna in the contest. When they reach the roof, Scooby crawls through a vent leading to the cafeteria, leaving Shaggy deserted. Later, Fred and Velma are looking for clues. They come upon a baseball field, but the lights are off. With quick use of her technological know-how, Velma turns on the lights. They gather clues and find the Phantom's glove on the field. Then the school football coach, Coach Hayes, runs by and tells of a way to get in the school and suggests talking with Ms. Hillkin, seeing as she disappears every time the Phantom is around. After the coach leaves, many skeletons attack them. They make their way to the locked door of the school. On the roof above, Daphne shimmies on a pole and meets up with Scooby at the end of the vent he went through to find food. They make their way in the school, facing off against some musketeer ghosts and six witches so they can open the door for the gang to look for clues inside.

Chase

Scooby and Shaggy are chased by the Phantom and narrowly escape, avoiding skeletons, electrified floors, pitfalls and falling lockers as they run through the hallways.

Level 2

Fred and Daphne go searching for clues in the library, finding a coach's whistle in the library, suggesting the identity of the culprit. They go to the theater and talk to Ms. Hillkin. The Phantom is heard and Ms. Hillkin mysteriously disappears yet again. Daphne recalls that Ms. Hillkin was a famous actress at one point, having won a "Golden Square" award. Fighting past musketeer ghosts and a headless ghost of Shakespeare, Mystery Inc. makes their way to the stage, ready to stop the Phantom.

Boss

Fred and Velma face the Phantom, who sings through the whole first portion of the fight. In Stage 1 of the fight, Velma must hack two controls to shut off the lights and coax the Phantom off of his perch. During Stage 2, the Phantom flies around with the help of 4 skeletons that are holding him up. The skeletons must be knocked down to commence Stage 3 of the fight. With his flying ability stopped, the Phantom makes one final stand, as he fights Velma and Freddy. After being beaten, he is pinned underneath a pile of loose lighting fixtures. He is unmasked and is revealed to be Coach Hayes. His star player was in the show, which was on the week of the big game, so he tried to get the show sabotaged to get his star player back.

Episode 2

Pete Smithers, a fairground security guard, is busy making his rounds in a local amusement park when he is attacked by a giant Toy Robot! Frightened, he naturally runs away.

Level 1

The gang stops outside the park, finding that the place isn't open. Velma is shocked, saying this place is never closed. A scream is heard coming from inside the park. Fred, Velma and Daphne decide to investigate while Shaggy and Scooby decide to "investigate" some Dagwood Dogs (which are a type of hot dog). To find the Dagwood Dogs, they take a "shortcut" through the sewers. Along the way, they are attacked by some living rag dolls! They go clue hunting and find a tag of a man wearing a top hat and a bow tie and end up having to deal with jack-in-the-boxes that throw exploding teddy bears. After fighting off toys that look like pumpkin-headed Grim Reapers on roller skates and a clown in the big top, they make a sandwich, but their treat is interrupted by Pete Smithers. Shaggy and Scooby decide to make Pete a sandwich as well (just so they don't get busted). Enjoying their meal, Mr. Smithers suggests visiting the haunted house for clues.

Level 2

Daphne and Velma battle the rag dolls and some more Teddy bears. During their trek to the Haunted House, they meet a boy vigilante called Numbers. A machine on his belt starts flashing; suddenly, some big juggling clowns attack. Numbers claims he'll save them before falling off the big ferris wheel he was standing on and ends up hanging onto it for dear life, leaving the girls to deal with the monsters. After that, Velma and Daphne go to the haunted house and find the toy-detecting device that Numbers was using.

Chase

Shaggy and Scooby are chased by the Toy Robot through the sewers, as they jump over pitfalls in the walkway to escape the beast. They finally lose him when they jump into the runoff of the sewer.

Level 3

Fred and Daphne find a catalogue s of the toys that they've been fighting and, while en route to the toy factory where all the toys are coming from, they meet a strange man named Tim Toiler. He seems oddly pleased with the park being shut down. He claims he knows who the Toymaker (the head of the factory) is and he plans to take them to him until Numbers shows up. Numbers fires a small explosive, scaring off Tim Toiler and blowing up an arch. Before he can be questioned, however, he disappears. They both head for the factory.

Level 4

While going through the factory, Shaggy and Scooby-Doo find a top hat, like the one Tim Toiler was wearing.

Boss

Velma and Daphne take on the Toy Robot, after Velma uses a power box to turn the thing on. In Stage 1, the girls must wait until the robot swings one of its arms down; after which, the girls can pound on it. After smashing all four arms, Stage 2 begins. The robot pulls a laser beam out of its chest and begins firing. When the laser cools down, the girls must strike it. In Stage 3, since the robot lost its laser, it activates two missile launchers in its eyes. When the girls destroy the robot's head, the mystery is over. After the fight, the gang finds that Tim "The Toyman" Toiler was behind this mystery. With the amusement park open, nobody wanted to play with the toys he made. In retaliation, he crafted evil toys to scare business away from the park.

Episode 3

Captain Bluebeard sees a ship sink and then is attacked by a "the deep one" a giant lobster.

Level 1

The gang arrive at Rocky Bay and find out that the village is deserted. Velma suggests they do a little investigating. Daphne and Fred are then ambushed by sea crabs, and fisherman holding anchors and crab cannons. They soon contact Velma about a crab bait box they found. They find Bluebeard and talk to him and diving instructor Seth Angler abou where to find clues. Captain suggests they should find Willy the Whaler down by the pier.

Level 2 

After fighting urchinmen, Freddie and Daphne found the whaler and are heading towards the lighthouse to see a better view of the bay. After that, they bump into Seth again and tell Shaggy and Scooby to go onto the ghostly cruise ship and look for clues. They find a bag of pearls in Seth's workshop. Fred rings the bell and he and Daphne set sail for the cursed ship.

Level 3

Shaggy and Scooby Doo arrive on the cruise ship. First avoiding enemies then finding a bank check that says "for boat recovery" on the back. They faced deep sea divers along the way too.

Chase

The two cowards are terrorized by the giant sea monster across the ship. To escape they jump below deck.

Level 4

Velma and Scooby find the final clue inside the storage rooms of the ship. Willy's boat plate. They decided to go to the middle of the creepy ship to face the Lobster MKLV.

Boss

Shaggy and Velma face their fears and use all their fighting skills to defeat the monster. Willy and Seth teamed up to recover Willy's boat.

Episode 4

In the final episode the gang arrive at their destination: Keystone Castle. But the food festival is over.

Level 1

Velma and Fred find their way through the castle. Costington, the castle butler, talks about the curse of the castle. They also met Lady Azarni Von Richinstoof, the baron's sister. They could not believe what they found in the courtyard: gold! They find the baron in the courtyard too.

Level 2

Shaggy and Scooby are lost in the woods. Freddie tells them to find Cal Perkins, the huntsman. When they find him they are spooked by werewolves. Then the huntsman tells them they could find Creepy Cabin by the lake and look for clues. The clue they find are Cal's keys to the castle.

Level 3

Daphne and Velma search the secret gold mine for evidence. The mine is next to a lava river. They tell Fred that they find Azarni's slippers in the mine shaft. They will meet back at the castle.
Chase: Shag and Scoob are chased by a werewolf through the mines.

Level 4

Daphne and Freddie are working their way through the castle in search of the witch queen. The mystery is getting more confusing by the minute. But in the library, they find the final clue. They found the Von Richenstoof family photo album and Lady Azarni is not in it once.

Boss

After a long fight, Shaggy and his pal managed to defeat the monster, but they didn't get a chance to unmask the Queen of Voodoo before the palace collapsed into ruins. The baron thanked Fred, Daphne, Velma, Shaggy, and Scooby Doo for saving the day, and the food festival is served.

Gameplay

The gameplay is straightforward, with 22 levels and 4 episodes. You can play as Scooby Doo, Shaggy, Velma, Daphne, or Fred. Scooby Doo has a sausage string to hit with, blocking capability, and the ability to crawl into vents. Shaggy shoots with a slingshot, has blocking capability, and carries a yo-yo to grapple with. Velma throws books, blocks, and can activate machines. Daphne has hand to hand combat, flying kick, and can climb up poles. Fred has hand to hand combat, stun bombs, and super strength to push crates. Each character has 2 costumes unique to each episode with different powers and weapons. Each level has a clue, and at the end of each episode you choose who you think the villain is, based on the evidence you have gathered . You can get trophies for doing certain tasks. You can unlock costumes for each of the 4 villains. You can also play with a friend in co-op.
The gameplay and interface are highly reminiscent of TT Games Lego game series.


Scooby-Doo! First Frights (PC)

Scooby-Doo! First Frights (PC)

Scooby-Doo! First Frights (PC)

Scooby-Doo! First Frights (PC)Scooby-Doo! First Frights (PC)




Friday, December 9, 2011

Super street fighter 4 arcade edition Free download s Version For Pc 1 File


Click Here For Free Download  
Its a ISO file
Click here for download Daemon tools







INSTALL NOTES

1. Mount or burn image
2. Install
3. Copy all files from the SKIDROW folder to the game installation
4. Play the game


Super Street Fighter IV



Super Street Fighter IV  is a 2010 fighting game produced by Capcom. It is an updated version of Street Fighter IV and has been said to mark the definitive end of the Street Fighter IV series. Having been deemed as too large an update to be deployed as DLC, the game was made into a standalone title, but given a lower price than that of a s retail game.It was released on April 27, 2010 in North America, April 28, 2010 in Japan, and April 30, 2010 in Europe for the Xbox 360 andPlayStation 3.Super Street Fighter IV: 3D Edition was released as one of the launch titles for the Nintendo 3DS, with 3D functionality, on February 26, 2011 in Japan. The game has sold 1.8 million units worldwide,while the 3D Edition for the 3DS has sold an additional 1.1 million units worldwideand the expansion Super Street Fighter IV: Arcade Edition has sold an additional 400.000 units worldwide.

Gameplay



Much like Street Fighter IVSuper Street Fighter IV features 3D backgrounds and characters played on a 2D plane. Exclusive additions like Focus Attacks and separate meters for both Super and Ultra Combos make a return. The Ultra Combo gauge and moves has been left unchanged since Street Fighter IV. All characters feature at least two Ultra Combos. However, only one Ultra can be selected at a time in a way similar to the Super Arts system in the Street Fighter III series.




The goal is to exhaust the opponent's health meter before the time runs out. The player wins a round if they deplete their opponent's health meter, or have more health than their opponent when time runs out. If both players deplete their meters at the same time or contain the same amount when the round timer ends, it will result in either a "Double KO" or a draw giving both players a round win. If there isn't a clear winner by the final match, it will result in a "draw game" (during online play, both players will lose battle points, and player points, in the result of a draw game).

Super Street Fighter IV: Arcade Edition (PC)
Similar to past entries, Super Street Fighter IV is played using an eight-way directional system giving players the ability to jump, crouch, and move towards and away from opponents. Generally, there are six attack buttons for both punch and kick commands with three of each type, differing in strength and speed. Similar to the latter two games from the Street Fighter III series, grabs are performed by pressing both light attacks, while taunts are performed by pressing both heavy attacks simultaneously.
Super Street Fighter IV: Arcade Edition (PC)
Super Street Fighter IV: Arcade Edition (PC)


When playing through the single-player mode, if toggled on, there are additional bonus stages allowing a chance to receive additional points, similar to the ones found in Street Fighter II. The first challenge involves breaking a car while the second has players break as many barrels as they can.
Super Street Fighter IV Arcade Edition SKIDROW1 Super Street Fighter IV Arcade Edition SKIDROW

Super Street Fighter IV: Arcade Edition (PC)


Modes


Super Street Fighter IV features modes from the original game including "Arcade", "Versus", "Training", and "Trials". The game features a few additional online modes apart from Ranked battles. "Team Battle" can have up to 4 players per team to battle against another group. "Endless Battle" has the winner playing against a rotating group of up to 8 players. To replace Street Fighter IV's "Championship Mode", "Tournament" allows players compete in a small single elimination bracket. "Replay Channel" allows players to view and save replays from various matches around the world.


Characters

Super Street Fighter IV includes all the original 25 characters from the home version of Street Fighter IV, as well as ten new characters, all of which are unlocked at the start of the game.After the game's release, Ono also showed interest in making additional characters available in the future as downloadable content (DLC).
Among the added characters are Dee Jay and T. Hawk from Super Street Fighter II, who were initially intended for the original Street Fighter IV but later dropped. Adon from the original Street Fighter and Cody and Guy from Final Fight are available, based on their incarnations in the Street Fighter Alpha series. Additionally, Dudley, Ibuki, and Makoto return from the Street Fighter III series.
The first among the two new characters is Juri, a young South Korean female Taekwondo fighter, who works for Seth's organization, S.I.N. Juri has an energy-boosting device implanted inside her left eye called the "Feng Shui Engine", which provides her with time-warping abilities. The second fighter, Hakan, is a Turkish oil wrestler who seeks to prove that Turkish oil wrestling is the greatest fighting style on Earth.
Each returning character from the original version of Street Fighter IV features an additional third costume, whereas newly introduced characters have only 2 available. Old costumes from the original Street Fighter IV can be used after purchasing downloadable costume packs from Xbox Live or PlayStation Network. These costumes are automatically loaded in Super Street Fighter IV.

TIGER WOODS PGA TOUR 12 FREE DOWNLOAD s VERSION


Click Here For Free Download 
Its a ISO file
Click here for download Daemon tools


install notes



1. Burn or mount the image.
2. Install the game. If you don't like wasting your time, just unzip
data.zip from the root of the disc to whereever you want to install.
 Remember to install VC redist from <install>\__Installer dir afterwards.
3. Copy over the cracked content from the Crack dir on the disc to the
 <install> dir of the game.
4. Play the game offline. Don't allow the launcher or main game exe to
connect online and don't update.

Monday, December 5, 2011

Mass Effect 2 Free Download s version for pc no torrent


Click Here For Free Download 
Its a ISO file
Click here for download Daemon tools




Install Notes


1. Install the DLC ARRIVAL
2. Run the giveme2entitlements.exe at the end click YES
3. Copy mass effect 2 1.02upadte crack to your binaries folder in your installation directory and run mass effect from this folder!
4 Make sure that internet connection to cerberus network is of in the game!
5 Have Fun!

Fallout New Vegas Free Download s version for pc no torrent



Click Here For Free Download
Its a ISO file
Click here for download Daemon tools




Install Notes:


1. Unpack release
2. Mount image or burn it
3. Install
4. Copy the cracked content from the SKIDROW folder on the DVD
to the main installation folder and overwrite
5. Play the game


Additional Notes:


Be sure to use the DirectX version included with the release,
as it's needed to run this game.







































Warhammer 40k Dawn of war Dark crusade Free Download


Click Here For Free Download
Its a ISO file
Click here for download Daemon tools





install notes



Mount with daemon tools etc.
install with serial
PLAY!



Warhammer 40,000: Dawn of War: Dark Crusade





Warhammer 40,000: Dawn of War: Dark Crusade is the second expansion to the PC-based RTS game Warhammer 40,000: Dawn of War developed by Relic Entertainment and published by THQ. Based on Games Workshop's popular tabletop wargame, Warhammer 40,000Dark Crusade was released on October 9, 2006The expansion features two new races, the Tau Empire and the Necrons. Including the Imperial Guard from Dawn of War's first expansion pack Winter Assault, this means a total of seven playable races in this expansion.
Unlike Winter AssaultDark Crusade is a standalone expansion that does not require prior installation of Dawn of War or Winter Assault to play, allowing the user to play as all seven factions in both single player Skirmish and Campaign modes.
Parallel to the release of Dark Crusade, THQ also released a triple pack of Dawn of War,Winter Assault, and Dark Crusade, dubbed Dawn of War Anthology. The case is embossed with images of all the faction leaders of the campaign dressed in their respective wargear.

Gameplay

Khorne Berzerkers attacking an Imperial Guard listening post.
As with previous Dawn of War titles, Dark Crusade is focused on the conflict part of gameplay; in order to obtain more resources players must fight over them. Each player starts off with a base and wins by fulfilling mission objectives. There are multiple tiers of technology, with each allowing for more powerful units and upgrades.
The Tau fighting the Necrons for a Control Point.


Units

The number of units a player may field at one time is determined by population and vehicle 'squad caps'; these limit the number of infantry troops and vehicles a player may have on the battlefield. Squad caps may be increased using methods differing between races. Most units have a melee attack and a ranged attack. Units are often specialized to be better using one attack type. All units also have stances; these affect how the units respond to enemies. There are five types of units: commanders, infantry, heavy infantry, daemons, and vehicles.
Commanders are hero units, and can usually only be built once. If they perish, they may be rebuilt. A sub-class is the semi-commander unit, which has many abilities like the commander unit but may be built multiple times. Infantry are foot soldiers, and may either be regular or heavy, with heavy infantry being much tougher than normal infantry. Vehicles are heavy weaponry and transports, and include tanks, artillery, troop carriers and walkers.
All units, aside from most heroes and vehicles, come in squads. These are groups of infantry that are commanded as a single entity. They may be reinforced with additional members, equipped with special weapons, or be attached to hero units. Some squads have special abilities, such as grenades, teleportation, and stealth, unlocked with research or leader units. Unit longevity is determined by their health and morale points, which govern a squad's fighting effectiveness. Both are reduced by weaponry; morale recharges independently or due to unit abilities, while health is increased by healer units or repair, with some units also able to heal themselves. The Necrons have the ability to reassamble themselves and spawn again.


Multiplayer

Players may either connect directly by IP connection, play on their LAN or play through an online service offered by Gamespy. There are eight game modes available for online skirmish play, such as Annihilate, which requires the player to destroy every enemy buildings capable of unit production or Sudden Death, which causes a player to be eliminated if another captures one of their strategic points. Multiple game modes may be enabled, calling for multiple winning conditions. Due to its nature as a standalone expansion pack, the player may only play as the Tau or Necrons in multiplayer. They may enter their original Dawn of War CD key to gain access to the original four races. Likewise, aWinter Assault CD key is needed to access the Imperial Guard.


Campaign

The expansion features a "Risk-based strategic layer",a campaign including a "meta-map", similar to that in Westwood Studios's Dune games as opposed to the programmed, linear storylines of previous versions. Due to this lack of linearity, there is no plot aside from the opening cinematic; rather, as the player conquers various opposing factions the game provides a narrative specific to whom the player has conquered. If the player wins the campaign, a cinematic is played that depends on which faction the player was controlling.
The player may pick a faction to play as, and then engages in turn-based combat with the other A.I.-controlled factions. There are multiple provinces, which are conquered by fighting a regular skirmish match over them. These may either give a special bonus or supply special 'honour guard' units, which are powerful, non-trainable versions of regular units. They may only be made on the main battlefield overview screen, and, like provincial reinforcements, cost planetary requisition, a resource gained on a per-turn basis based on how many provinces the player controls. Honour guard units transfer over provinces and may be used repeatedly. There are also seven 'Stronghold' provinces that function as bases for respective factions; these are made like more traditional campaign games, with multiple secondary and primary objectives that vary from faction to faction.
The Tau commander, equipped with a majority of wargear upgrades.
Also, a race's commander unit may be upgraded with special "wargear", unique, customizable upgrades that vary by race. These are awarded at battle milestones, ranging from a certain amount of kills to conquering many provinces.
Campaign scenarios are persistent, meaning that all player structures are 'saved' when a game is won. For example, if a player builds a base and conquers a province, only to have a neighbouring faction attack aforementioned province, the player will start out with his previous base, with the exception of having no technology researched. Also, the CPU always starts out in the same spot, rather than being random. If you build a defense around the CPU's starting point and it's too close, it will be removed at the beginning of the defense match. Players may also choose to garrison provinces with units that are instantly available should the province be attacked. These are bought with planetary requisition.


Setting


Races

All five of the pre-existing factions gain new units, and two new playable races are available.


Tau Empire


One of the two newer races, the Tau are unique in multiple ways. Tau warriors and vehicles are powerful in ranged battles, but lack melee prowess; their commander even lacks a melee attack entirely. Many tau units tend to be relatively fragile, few in number, and expensive. To compensate, they fight alongside the alien Kroot, using these primal warriors as auxiliaries. Also, they are the only race with a 'choice' in their final technology choices; two final tier buildings are presented, which provide different end-game units and technologies. Only one may be chosen. The Tau also do not have any standalone defensive structures or minefields. However, their best Heavy Infantry, the Broadside Battlesuit, can be entrenched and use its shoulder mounted railguns, effectively making them into turrets.


Necrons


The Necrons are unique, as they do not require requisition to build their army. All units are in and of themselves free of requisition point cost. Power is the only resource Necrons need, in order to perform research, construct buildings and to construct and reinforce squads. However, capturing Strategic Points and building Obelisks (the Necrons listening post) on them will increase the speed of research and building, and will also expand the population cap. The Necron Monolith, their home base, is restored as more buildings are built, while also unlocking new units (similar to the Zerg in StarCraft), and functions as the only vehicle- and troop-producing building. When sy restored it becomes mobile (albeit very slow, though it can teleport) and is armed with powerful weaponry. Many Necron units have the ability to resurrect, and most will leave persistent corpses on the battlefield that may either self-resurrect after they die or be restored by specialized Necron units (this resurrection can actually allow the Necrons to go over their population cap).
Necrons were previously seen in Winter Assault at the end of the single-player campaign, but noticeably stronger.


Notable characters

Dark Crusade features some reappearances by characters in past games, such as Farseer Taldeer and Warboss Gorgutz 'Ead 'Unter, who were featured in Winter Assault and Shas'la Tau Kais who featured in the first person shooter game Fire Warrior now as Shas'O Tau Kais the Commander of the Tau involved in the Dark Crusade.


Campaign

The events of Dark Crusade take place on the planet of Kronus, a world on the eastern fringe of the Imperium, where the local human population un-easily co-exists with the nearby Tau Empire. An ancient Titan Hellstorm Cannon firmly entrenched in Victory Bay and the need to aid the local human population are the very reasons the Imperial Guard arrive on Kronus to "liberate" them from Tau rule. It is also an ancient Necron tomb world, whose inhabitants are starting to awaken. Eldar from Craftworld Ulthwé soon arrive to stop the Necron threat from growing. In addition, Kronus happens to be a world with hidden relics, left behind from the Horus Heresy, that are significant to the Blood Ravens and the Word Bearers Legion. There is also a local Ork population in the southern jungles who quickly mobilizes against the new threats after becoming united under a new warboss. Faced with such opposition against the thriving colony, The Tau Ethereal Aun'el, knowing the world must be kept, orders the Fire Warriors into battle against the other factions.


Canonical Ending

The Game has various endings for all the different factions, but Relic has stated the Blood Ravens defeated the Necrons, Eldar, and Imperial Guard. Through the dialogue in Dawn of War 2, it is apparent that the Blood Ravens were able to conquer Kronus and return control of it to the Imperium. Davian Thule also bears scars in Dawn of War 2 which he received during the final battle with The Necron Lord Of Kronus during the events in Dark Crusade. Also, Tarkus received Terminator Honours after his struggle against the Necrons and Tau during the Dark Crusade. The Blood Raven ending reveals that the Blood Ravens went through one of their greatest trials after the Dark Crusade was over; the Inquisition launched a thorough investigation into the Blood Ravens after they fought the Imperial Guard. Though not necessarily canonical, if the player beats the Space Marines as the Imperial Guard, it is shown that the Guard discovered documents detailing secrets about the Blood Ravens' history that didn't match up with their official past known by the Imperium, thus leading the probing investigation by the Inquisition.
The Dividing of the Ork Clans
The Warboss Gorgutz, who survived the battles of Lorn V in Winter Assault, began his new Waaagh! in the Ork-infested Green Coast on Kronus. As is often the case with the Orks, Gorgutz's Waaagh! was formed by uniting several weaker clans under his banners, which were used as symbols of his authority in his stronghold. The Blood Ravens used this dissent by destroying Gorgutz's banners, causing the clans to begin fighting against each other and defying Gorgutz's reign. The Blood Ravens ultimately slaughtered their way through the infighting clans and kill Gorgutz's personal guard. However, he took his revenge on the Space Marines that bested him by detonating several warheads, killing his own minions and several fighting Blood Ravens. In the confusion of the explosions, he escapes through a cave and is able to flee Kronus on a hidden space ship, returning once more in Soulstorm. If defeated in Soulstorm, he flees the system in a similar manner.
The Necron Catacomb's Collapse
The Necrons, the original rulers of the planet Kronus, emerge from the center of the map in the Thur'abis Plateau. The Blood Ravens descended into the caverns beneath the plateau to discover a huge network of catacombs hidden within, holding innumerable amounts of Necron soldiers. Despite the dark and fearsome location, the Blood Ravens fought their way through the catacombs, destroying Necron beacons (Which could cause different effects on the player or his enemies, such as reviving fallen Necrons or causing the player's vehicle units to turn on him/her) as they worked their way into a key structural point inside. Davian Thule placed a powerful explosive device which caused the catacombs to collapse, thus ending the Necron threat on Kronus.
Farseer Taldeer's Gambit
Farseer Taldeer constructed her attack force from the northwestern reaches of the planet Kronus, and rather than risk her own Eldar warriors in her stronghold's defense, positioned herself between a splinter cult of Chaos Space Marines and a small force of dissatisfied Orks that broke off from Gorgutz's Waaagh! However, in doing so, she backed herself into a corner controlled by three Webway Gates that allowed her access to the rest of the Eldar army in space. The Blood Ravens fought their way through their old enemies, defeated the Ork and Chaos threat, and were able to hold the Webway Gates to prevent any possible escape from Taldeer. The Eldar Farseer chose to sacrifice her own life in order to allow her troops to flee, seeking refuge on the planet. The ultimate fate of Taldeer is later left as a subject revisited in Dawn of War II: Retribution.
Governor-Militant Lukas Alexander's Last Stand
The Imperial Guard, having set their stronghold near a Hellstorm cannon that had once been a part of an Imperial Titan, named their starting location Victory Bay, sy believing that they could regain control of the planet. The Blood Ravens, however, were able to fight their way through the heavily defended Imperial stronghold, eventually taking control of the Hellstorm cannon itself and sparking a revolution in dissident Imperial troops. They gathered their troops and fought their way through the heavy defenses held by Lukas Alexander, and were able to end the Governor's reign on Kronus. In the after battle report, it is mentioned that the Blood Ravens held Alexander in the highest regard, especially since he had stayed absolutely loyal to his orders and in defending Victory Bay. Despite his loss, Alexander and his Imperial troops were commended and honored for their bravery in standing up to the Blood Ravens assault (with the exception of the treacherous 5th Company, who were all executed without mercy for betraying their regiment, even though they joined forces with the Space Marines after Anton Gebbett, the Commissar attached to their company, was killed).
The Fall of Or'es Tash'n
The Tau began their campaign on Kronus by landing there task force in their planetary capital of Or'es Tash'n, which had been built on the ruins of the Imperial city of Asharis. A stronghold of sizable proportions, O'Kais used both his own Tau units as well as the Kroot and their other allies to create a powerful defense in the city. Using the city's own communication tower, they were able to keep tabs on the invading Blood Ravens until the plaza was captured by the attacking Blood Ravens and the Comm tower's detection stealth capability was turned against the Tau. After a difficult struggle in which the Blood Ravens had to fight their way through Kroot and Tau alike, the Blood Ravens were able to kill the Ethereal Aun'el, effectively crushing the morale of what remained of the Tau forces. Shas'o Kais, the Tau Commander, fled Kronus in order to return the defeated leader's body to the homeworld of T'au, and the surviving Tau were either killed in the ensuing rout or evacuated from Kronus, leaving Asharis to the Space Marines.
Eliphas the Inheritor's Sacrifice
The Chaos Space Marines of the Word Bearers Legion, under orders of their leader, the Chaos Lord Eliphas the Inheritor, were able to rip open a hole in the Warp and construct a gate around it to keep it stable. This allowed Chaos Daemons to pour through the rift and corrupt the land beneath their feet, as well as construct large pillars designed to use Chaos magic and sacrifice any willing or unwilling beings that ventured too close. In the defense of the Warp Gate, the Chaos Commander Eliphas the Inheritor decided to allow his troops to defend their own sections of a long, twisted path to the gate instead of focus on the defense as a whole. However, because he was unable to command his defenses effectively, the Blood Ravens were able to cut their way through the bloody gauntlet of Chaos Space Marines and demolish the Warp Gate. Eliphas, having failed his daemonic masters one too many times, was sacrificed as a failed subject.
Eliphas returns in Dawn of War II Chaos Rising as part of the Black Legion due to an unexpected level of fan popularity.


Development

Dark Crusade uses the same engine as the original Dawn of War game, which allowed game developer Relic to focus most efforts on revamping the single-player campaign and balancing out the two new races. By E3 2006, the two new races were demonstrated through an in-engine feature, though no playable version was showcased.New units were unveiled regularly after August 11. The first available playable build was released on September 18 to GameSpot. Dark Crusade exited the development stage on September 21, and was expected to be shipped worldwide by October 9.