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Darksiders III eGuide
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Contents

  • Foreword
    • From Reinhard Pollice
  • A Deal with the Council
    • Riddle of Sorrows
    • Fury’s Pact
  • Unleash Fury
    • Intro to the Basics
    • Staying Alive
    • Souls and Leveling Up
    • Wrath and Havoc Meters
    • Controlling Fury
  • Weapons and Enhancements
    • About Advanced Abilities
    • The Many Forms of Scorn
    • Weapon Enhancements
    • Relics
    • Crafting Ingredients
  • Vulgrim’s Wares
    • Meet Vulgrim
    • Found Items
  • Forces of Chaos
    • Creatures of the Apocalypse
    • Swarm
    • Sycophants
    • Suffering
    • Insects
    • Minions
    • Skeletons
    • Lava Creatures
    • Undead
    • Angels
    • Fish
    • Legion
    • Other Creatures
  • Hunting the Deadly Sins
    • Envy
      • Path to Envy
      • Haven: Crater
    • Wrath
      • Path to Wrath
      • Haven: West End
      • Haven: Skyscraper
      • Haven: Crossroads
      • The Nether: Hatchling Cesspool
      • Nether: Splintered Station
    • Avarice
      • Path to Avarice
      • Hollows: Lord of the Hollows’ Chamber
      • Hollows: Blistering Bridge
      • Hollows: The Catacombs
      • Nether: Accessway
      • Nether: Atrium of Greed
    • Sloth
      • Path to Sloth
      • Nether: Splintered Station
      • Nether: Cistern and Tangled Grotto
    • Lust
      • Path to Lust
      • Haven: North End
      • Haven: South End
      • Bonelands: The Hulking Carcass
      • Bonelands: Festering Pool
      • Bonelands: Hangman’s Tree and Drowned Warehouse
      • Bonelands: Mangled Freeway And Cargo Ship
    • Gluttony
      • Path to Gluttony
      • Bonelands: Cargo Hold
      • Depths: Forgotten Lake
      • Depths: Eroded Pipeline
      • Depths: Sunken Tracks & Sewage Egress
    • Wrath (Revisited)
      • Path to Wrath
      • Depths: Eroded Pipeline
      • Scar: Gnarled Cliffs & Drilling Annex
      • Scar: The Lowlands
      • Scar: Dust Halls
      • Scar: Demon’s Peak
      • Scar: Refinery
    • Pride
      • Overview
      • Haven: South End
  • Atlas
    • About the Atlas
    • Haven
      • Haven – The Crater
      • Haven – Westend
      • Haven – Skyscraper
      • Haven – Crossroads
      • Haven - Southend
      • Haven - Northend
    • Scar
      • Scar - Gnarled Cliffs
      • Scar - The Lowlands
      • Scar - Dust Halls
      • Scar - Demons Peak
      • Scar - Refinery
    • Nether
      • Nether - Hatchling Cesspool
      • Nether - Splintered Station
      • Nether - Accessway
      • Nether - Atrium of Greed
      • Nether - Cistern and Grotto
    • Hollows
      • Hollows - Blistering Bridge
      • Hollows - Lord Hollows Chamber
      • Hollows - Catacombs
    • Bonelands
      • Bonelands - Hulking Carcass
      • Bonelands - Festering Pool
      • Bonelands - Drowned Warehouse
      • Bonelands - Cargo Ship
      • Bonelands - Cargo Hold
    • Depths
      • Depths - Forgotten Lake
      • Depths - Eroded Pipeline
      • Depths - Sunken Tracks and Sewage Egress
  • Achievements
    • Overview
    • Story Progress
    • Upgrades & Collectibles
    • Combat and More

Darksiders III Guide › Forces of Chaos

Sycophants

Primary Region: Haven

Enemy Signature Attack

Red Sycophant

Melee weapons

Ranged Sycophant

Throwing daggers

Green Sycophant

Melee weapons

Black Sycophant

Delayed uppercut

White Sycophant

Dual-wielding blades

Sycophant Captain

Charged mace attack

Winged Sycophant

Teleport dual-stab

The most common class of enemy is undoubtedly the Sycophant. These gangly Demons inhabit nearly every corner of Haven and beyond, using their claws in the war against the Angels, tearing Humans from limb to limb, and thriving in the ruined cityscape. It’s not uncommon to find a small gang of Sycophants lingering around a campfire cooking a shank of some grotesque meat.

The Red Sycophants and Green Sycophants pose little threat, as their attacks are slow and weak. Close on the Ranged Sycophant as soon as you spot him to neutralize his throwing blades.

The rarer, deadlier Black Sycophant, Sycophant Captain, and White Sycophant are not to be taken lightly. These powerful foes attack with charged attacks (be patient when dodging so as to not evade prematurely), are quite a bit faster, and, in the case of the Winged Sycophant, can even teleport. Fortunately, even the toughest of the Sycophants are primarily standard melee combatants and can be defeated with basic evade-and-counter tactics.

Delay Your Dodge!

Some of the more powerful Sycophant attack with delayed, charged attacks. They try to trick you into dodging early with a slight feint. Be careful not to dodge too soon, especially against the Black Sycophant’s powerful right-hand attack.

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