(WIP) Darkwatch — Multiplayer Cooperative Subset (PlayStation 2) - RetroAchievements/guides GitHub Wiki
This guide provides comprehensive details on how to unlock each achievement within the base set, offering clear steps and strategies to ensure your success. Additionally, it includes useful information on the leaderboards for those interested in tracking their progress and competing at higher levels.
This guide mirrors the one available on the achievement set developer's Github
Set consists of xxxx achievements worth xxx points
Set released on DD MMMM YYYY
SOME_GENERAL_INFO_HERE
In this multiplayer cooperative subset, achievements are designed to unlock only if both players are actively contributing throughout a given Chapter. To promote fairness and teamwork, a participation tracking system is in place. This system monitors each player's engagement and disables achievement unlocks for the Chapter if it detects inactivity or a lack of contribution from one of the players.
Any achievement that requires completing a Chapter from start to finish in a single session will only unlock if both players meet the following criteria:
- Each player must remain active—if any player goes 30 consecutive in-game seconds without input, achievements for the current Chapter will be disabled. All inputs are checked except Start/Select (not during cinematics or when paused). This 30-second timer is halted during cinematics OR when an in-game menu is displayed. The timer is reset when pressing Restart OR when loading another ChapterSection.
- Players must provide a minimum number of valid gameplay inputs (depending on Chapter length). Analog sticks and Start/Select are excluded to prevent idle movements from counting. (Inputs are not counted when in a cinematic or when paused)
- 5–10% of Total Kills: Each player must contribute at least a small share of the total kills.
- 10–50 Shots Fired: A basic level of offensive engagement is required.
- 5–10% Accuracy: Encourages players to aim and not fire randomly.
The exact values for each requirement scale based on Chapter length—longer Chapters demand slightly more input and involvement.
This participation check exists to prevent "freeloading"—where one player does all the work while the other remains idle. Since RetroAchievements has specific guidelines for multiplayer subsets, active participation from all players is a requirement to ensure the integrity of the achievement.
This system ensures that achievements are earned cooperatively, reflecting the effort of both players working as a team.
If the explanation here doesn't suffice feel free to search up some guides, here are a few helpful resources:
- Retro Achievements Game Page
- Resource_1
- Resource_2
- Resource_3
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info_and_tip
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Due to how the game's continue system works for Coop Mode (details below), all achievements regarding the completion of specific Chapters, will require the players to complete them from start to finish within one session.
Important
- Restarting via the PauseMenu can only be used to retry the achievement if the player is still within the first ChapterSection.
- The only other way to retry these achievements is by replaying the entire Chapter from the beginning through the MainMenu. However, be aware that if a Chapter was quit while the player was not in the first ChapterSection, choosing "Continue" from the MainMenu will place them at the start of the last active ChapterSection, thus not the beginning of the chapter.
These achievements require the player to complete the entire Chapter in a single uninterrupted session, from start to finish. Because of this, it's strongly recommended to finish all chapters first, then create a backup of your memory card. This way, players can reinsert a fully completed Co-op Mode save and replay any chapter from the beginning as needed.
A ChapterSection is a distinct segment of a chapter, separated by a loading screen. For example, Chapter 3, "Boneyard", contains three sections. If players quit during the second section (e.g., inside the Church Catacombs), continuing from Chapter 3 via the MainMenu will resume the game at the start of that section, thus not the Chapter's beginning.
All achievements related to completing a specific Chapter from start to finish within one session, will unlock once the loading screen starts. But only if the Trigger Indicator is still active.
The achievements within this category revolve around progressing through the Coop Story Mode.
Title (dev_id) | Guidance & Insights |
---|---|
a_WrongTrain |
Complete Chapter 1, "The Wrong Train", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_RideDevil |
Complete Chapter 2, "Ride Like the Devil", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_Boneyard |
Complete Chapter 3, "Boneyard", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_DevilMine |
Complete Chapter 4, "Devil's Belly Mine", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_DWOutpost |
Complete Chapter 5, "Darkwatch Outpost", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_WarTrain |
Complete Chapter 6, "War Train", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_TortureMaze |
Complete Chapter 7, "Torture Maze", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_BaptismFire |
Complete Chapter 8, "Baptism of Fire", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_Rescue |
Complete Chapter 9, "Rescue", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_Prism |
Complete Chapter 10, "The Deadlight Prism", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_Invasion |
Complete Chapter 11, "Invasion", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_Hangtown |
Complete Chapter 12, "Hangtown", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_MorningAfter |
Complete Chapter 13, "The Morning After", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_Showdown |
Complete Chapter 14, "Showdown", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_RightTrain |
Complete Chapter 15, "The Right Train", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_Deadfall |
Complete Chapter 16, "Deadfall", from start to finish in one session. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
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These two win conditions achievements encompass the two different endings which can be acquired within the Coop Story Mode.
If you’ve already completed the story once, the best/fastest way to unlock the other ending is to restart from Chapter 14, "Showdown", and make the opposite moral choice at the end. This decision, made after the boss fight in "Showdown", determines which ending you’ll receive at the conclusion of the game.
Title (dev_id) | Guidance & Insights |
---|---|
a_CurseWestGood |
Complete Chapter 17, "Curse of the West", from start to finish in one session and achieve the good ending. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
a_CurseWestEvil |
Complete Chapter 17, "Curse of the West", from start to finish in one session and achieve the evil ending. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail condition is met. |
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A set of custom-made challenge achievements for Coop Story Mode, one for each Chapter. Most of these are variations of the same challenges found in the base set, with added Coop support.
Title (dev_id) | Guidance & Insights |
---|---|
a_ClgWrongTrain |
Complete Chapter 1, "The Wrong Train", from start to finish in one session on Deadeye difficulty, with no deaths, and a minimum combined accuracy of 70%. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the players' combined accuracy in percent. This has to be at or above 70% when the Chapter finishes in order to unlock the achievement. |
a_ClgRideDevil |
Complete Chapter 2, "Ride Like the Devil", from start to finish in one session on Deadeye difficulty, with no deaths, and without the players' combined HP dropping below 40%. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Players' combined HP drops below 40% HP If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. |
a_ClgBoneyard |
Complete Chapter 3, "Boneyard", from start to finish in one session on Deadeye difficulty, with no deaths, achieving at least 80 kills using the Carbine or Crossbow, and without using any throwable explosives. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player uses a throwable explosive If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the players' kills with the Carbine or Crossbow up to 80. It resets when any fail condition is met. |
a_ClgDevilMine |
Complete Chapter 4, "Devil's Belly Mine", from start to finish in one session on Deadeye difficulty, with no deaths, no powers, no throwable explosives, and with one player only using pistols and the other only 2-handed weapons. The players can chose for themselves which one is the pistoleer and which one uses the long guns. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player uses a vampire power (vampire vision and double jump is excluded) - Any player uses a throwable explosive - When the pistoleer player shoots with a long gun OR when the long gun user shoots with a pistol If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. |
a_ClgDWOutpost |
Complete Chapter 5, "Darkwatch Outpost", from start to finish in one session on Deadeye difficulty, with no deaths, and where the players' combined HP is never below max HP for more than 30 seconds consecutively. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Players' combined HP is below max for 30 consecutive seconds If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks seconds left till the challenge fails. Starts at 30/30, counts down for each second passed, when this hits 0/30, the challenge fails. |
a_ClgWarTrain |
Complete Chapter 6, "War Train", from start to finish in one session on Deadeye difficulty, within 5 minutes, no deaths, and without either player taking any HP loss. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player takes HP damage (vampire shield excluded) - Mission time exceeds 5 minutes If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks seconds left till mission time hits 5 minutes (= 300 seconds). |
a_ClgTortureMaze |
Complete Chapter 7, "Torture Maze", from start to finish in one session on Deadeye difficulty, with no deaths, at least 60% melee kills, and with one player only using melee and the other only shooting. The players can pick for themselves which one is going melee only and which one is only shooting. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - The melee player kills an enemy without using melee OR the shooting player kills an enemy with melee If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the ratio of melee kills to total kill across both players combined in percent. This should be at or above 60% when the Chapter finishes in order to unlock the achievement. |
a_ClgBaptismFire |
Complete Chapter 8, "Baptism of Fire", from start to finish in one session on Deadeye difficulty, with no deaths, achieving at least 80 kills using the Redeemer or Rail Rocket, without using any throwable explosives. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player uses a throwable explosive If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the players' kills with the Redeemer or Rail Rocket up to 80. It resets when any fail condition is met. |
a_ClgRescue |
Complete Chapter 9, "Rescue", from start to finish in one session on Deadeye difficulty, within 10 minutes, no deaths, and without either player dropping below 25% HP. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player drops below 25% HP - Mission time exceeds 10 minutes If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks seconds left till mission time hits 10 minutes (= 600 seconds). |
a_ClgPrism |
Complete Chapter 10, "The Deadlight Prism", from start to finish in one session on Deadeye difficulty, with no deaths, where each player can only use each power once. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - A player uses the a power for the 2nd time during the Chapter. If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. |
a_ClgInvasion |
Complete Chapter 11, "Invasion", from start to finish in one session on Deadeye difficulty, with no deaths, killing only with the Dual Pistols or Shotgun, and without using any throwable explosives. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player uses a throwable explosive - Any player kills an enemy with a disallowed weapon If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. |
a_ClgHangtown |
Complete Chapter 12, "Hangtown", from start to finish in one session on Deadeye difficulty, with no deaths, shooting only with the Range Rifle or Redeemer to acquire a minimum combined accuracy of 75%. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player shoots with a disallowed weapon. If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the players' combined accuracy in percent. This is required to be at 75% or above when finishing the Chapter in order to unlock the achievement. |
a_ClgMorningAfter |
Complete Chapter 13, "The Morning After", from start to finish in one session on Deadeye difficulty, with no deaths, using only tier 2 or 3 powers, and with at least 40% headshot or melee kills. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player uses tier 1 or 4 power (vampire vision and double jump are excluded) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the ratio of headshot and melee kills to total kills, combined across both players, in percent. This is required to be at 40% or above when the Chapter finishes in order to properly unlock the achievement. |
a_ClgShowdown |
Complete Chapter 14, "Showdown", from start to finish in one session on Deadeye difficulty, with no deaths, where each player can only use one distinct power, and reaching a minimum combined accuracy of 65%. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player uses more than one distinct power (eg. using "Silver Bullet" and then using "Vindicator", chose one and stick with it) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the players' combined accuracy in percent. This is required to be at 65% or above when finishing the Chapter in order to unlock the achievement. |
a_ClgRightTrain |
Complete Chapter 15, "The Right Train", from start to finish in one session on Deadeye difficulty, within 7 minutes, no deaths, and without any player dropping below 50% HP. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player drops below 50% HP - Mission time exceeds 7 minutes If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks seconds left till mission time hits 7 minutes (= 420 seconds). |
a_ClgDeadfall |
Complete Chapter 16, "Deadfall", from start to finish in one session on Deadeye difficulty, with no deaths, killing only with the Range Rifle or Carbine, and with at least 30% headshot kills. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Any player kills an enemy with a disallowed weapon If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the players' combined ratio of headshot kills to total kills in percent. This is required to be at 30% or above when finishing the Chapter in order to unlock the achievement. |
a_ClgCurseWest |
Complete Chapter 17, "Curse of the West", from start to finish in one session on Deadeye difficulty, with no deaths, and with only 7 allowed power activations. - Any player dies. - Players quit to MainMenu - Players restart via PauseMenu - Any player is inactive for xx consecutive seconds (refer to Participation Tracking for details) - Players activated too many powers (vampire vision and double jump excluded) If any fail condition is met, the player can easily retry the achievement by following above mentioned methods. - A Trigger Indicator is displayed when the Chapter starts. It is removed when any fail conditions is met. - A Measured Indicator tracks the amount of power activations left till the challenge fails. Start counting at 7/7, when any player activates a power when this is at 0/7, the challenge fails. |
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A handful of bonus achievements for various small things regarding the game.
Title (dev_id) | Guidance & Insights |
---|---|
a_MultiKillers |
In a Chapter, score one multikill per player, without restarting. A multikill is registered if the player kills more than two enemies at the same time. Recommended to use throwable explosives, the crossbow, rail rocket or any powers. - Players restart via the PauseMenu If any fail condition is met, the player can easily retry the achievement by scoring more multikills. - A Measured Indicator tracks each players' multikill up to 2. Eg. if player 1 hits a multikill, this indicator will be at 1/2. Then once player 2 acquires their multikill, the achievement will unlock. |
a_SunHi |
Whilst standing in sunlight, activate the "vampire vision" repeatedly by pressing the zoom/sight button. Do this simultaneously, together with both players at the same moment, this doesn't have to be frame-perfect, just within a reasonable time frame of each other. - Any player has not activated his "vampire vision" within a small time frame. If any fail condition is met, the player can easily retry the achievement by simply activating "vampire vision" again. Developer note ⁃ I decided to only make this achievement pop when using vampire vision as using this ability in sunlight, makes the player character grunt. Other abilities usually don't. |
a_AllEvil |
Unlock all Evil vampire powers. Technically the achievement unlocks when the players unlock the last Evil power, "Soul Stealer". |
a_AllGood |
Unlock all Good vampire powers. Technically the achievement unlocks when the players unlock the last Good power, "Vindicator". |
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This section provides a detailed breakdown of the various leaderboards featured in the game, helping players understand how to compete, measure progress, and achieve high scores. Each leaderboard is thoroughly explained, covering its purpose, requirements, and how scores are calculated.
Inside, you’ll find:
- Leaderboard Overviews: A description of what each leaderboard represents, such as chapter completion challenges or special gameplay modes.
- Start Requirements: Information on how to activate the leaderboard, including prerequisites like starting conditions and restrictions on cheats.
- Cancel Conditions: Clear explanations of what actions or circumstances will deactivate or invalidate the player's leaderboard attempt.
- Submit Conditions: The steps necessary to successfully submit your score to the leaderboard.
- Score Calculation Details: A breakdown of how the player's score is determined, with formulas and factors like accuracy, damage taken, time spent, and other gameplay metrics.
With this guide, the player will not only understand the mechanics behind each leaderboard but also gain insights into how to optimize performance and climb the ranks. Whether aiming to perfect a story chapter on higher difficulties or striving for the top spot in specific challenges, this section equips you with everything you need to know.
Title (dev_id) | Guidance & Insights |
---|---|
lb_Watchers... |
A set of leaderboards covering all Chapters except the final one. Compete against other players and aim for the highest score possible in each Chapter. To qualify, a Chapter must be completed from start to finish in a single session, without quitting to the MainMenu. - The leaderboard starts when the specified Chapter starts from the beginning. - The leaderboard is canceled when quiting to MainMenu - The leaderboard is canceled when the mission time exceeds seven hours. This should be plenty of time to complete each Chapter. (This limitation is implemented because the mission time is used as a basis for the score system, more info below.) - The leaderboard submits when the Chapter is completed AND the loading screen starts. - This group of leaderboards use a custom scoring system. BaseScore = (1 - (TimeSpentInMission(in milliseconds) / 7_hours)) * 25.000 BaseScore + (Kills * 70) BaseScore + (HeadshotKills * 30) (scoring a HeadshotKill also increments Kills by 1) BaseScore + (MeleeKills * 10) (scoring a MeleeKill also increments Kills by 1) BaseScore + (ShotsHit * 12) BaseScore - (ShotsFired * 5) BaseScore - (PlayerDeaths * 5.000) BaseScore * DifficultyModifier (Greenhorn: 1 - Cowboy: 2 - Shootist: 3 - Deadeye: 4) (both players' stats are counted toward this score) Developer note ⁃ If I had access to multiple R/R instances (devTools), I could better balance the scoring system based on the most relevant stats. However, this is the best I could create with the available tools. |
lb_WatchersCurseWest |
A leaderboard for the final Chapter, "Curse of the West". Compete against other players to see who can defeat the final boss with the greatest precision and speed. This leaderboard is essentially a modified version of "Elite Regulators Watchlist", with adjusted scoring values to account for the fact that this Chapter features only one enemy. - The leaderboard starts when the specified Chapter starts from the beginning. - The leaderboard will not start if the player continues from a checkpoint midway through the Chapter. - The leaderboard is canceled when quiting to MainMenu - The leaderboard is canceled when the mission time exceeds two hours. This should be plenty of time to complete the final Chapter. (This limitation is implemented because the mission time is used as a basis for the score system, more info below.) - In Single Player Mode, the leaderboard submits when the Chapter is completed AND the loading screen starts. - In Gunslinger Mode, the leaderboard submits when the Chapter is completed AND the player presses continue at the StatisticsMenu. - This group of leaderboards use a custom scoring system. BaseScore = (1 - (TimeSpentInMission(in milliseconds) / 2_hours)) * 25.000 BaseScore + (Kills * 10.000) BaseScore + (HeadshotKills * 1.500) (scoring a HeadshotKill also increments Kills by 1) BaseScore + (MeleeKills * 1.000) (scoring a MeleeKill also increments Kills by 1) BaseScore + (ShotsHit * 17) BaseScore - (ShotsFired * 12) BaseScore - (PlayerDeaths * 5.000) BaseScore * DifficultyModifier (Greenhorn: 1 - Cowboy: 2 - Shootist: 3 - Deadeye: 4) (both players' stats are counted toward this score) Developer note ⁃ If I had access to multiple R/R instances (devTools), I could better balance the scoring system based on the most relevant stats. However, this is the best I could create with the available tools. |
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RA-User | Role |
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🟉 Achievement Set Developer | Badge Design | RA-Guide Author |
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🟉 Contributor | Tester - Contributed by ... - Tested the ... |
An indicator displayed by the Retro Achievements overlay, often used to track specific progress within an achievement.
Examples:
- Headshots - 7/12
- Enemies left - 11/100
- Accuracy - 47%
- Coins collected - 88%
An indicator displayed by the Retro Achievements overlay, typically used to show when a challenge achievement is available for unlocking or when it is currently active. If this indicator disappears before the achievement unlocks, it often signals a failure, indicating that a retry is necessary.
Examples:
- Enough headshots acquired, finish the mission
- All enemies killed, kill the boss
- Player has not yet taken a hit - for a hitless achievement
- All requirements are met, continue the game to unlock...