Darkwood Wiki
Advertisement
Darkwood Wiki
Major spoilersThis article contains major spoilers. Reader discretion is advised.
Sawmill Icon sawmill
Sawmill - Exterior
Location
Swamp
Type Major Location
Characters Wolfman
Doctor
Creatures Swamper
Notable loot The Wolf's Gift
Violin (Musician)
Assault Rifle
Note from the Wolf #2
Table Leg
Sawmill Key
Notes {{{notes}}}
Release Alpha 9.0
Not to be confused with Table Saw.

The Sawmill is a major location in Darkwood.

The Sawmill is found in the Swamp, usually near one of the edges of the map. There is a single entrance on one of the sides of the building, just beyond which the Protagonist may find four scattered log piles. Inside, the Protagonist will find large stacks of lumber as well as more lootable log piles. There is also a locked metal door leading further into the facility near the single light in the room. If Wolfman is helped in Chapter 1, this location will be insignificant with little to do.

Wolfman[]

If Protagonist decides to help the Musician in Chapter 1 as opposed to Wolfman, he will at one point in the later game steal some of the items stored in the Workbench and leave a note, telling the Protagonist to meet him in the Sawmill.

In the Sawmill, the Protagonist will find a small room behind a metal door. Inside sits the corpse of a stuffed man with a sign around its neck, labeled "Assistant". Another metal door connects the small room to a larger arena, and after entering, the outer door will lock and Wolfman will instruct the Protagonist over loudspeakers to first leave his items on the assistant before beginning. Time will be frozen until the event is completed.

After doing so, Wolfman demands the Protagonist provide him with "entertainment" by forcing him to fight two Huge Dogs, providing nothing but a Table Leg, a Knife, and two Pills. Shortly after killing the dogs, Wolfman will charge into the arena through the metal door to the Sawmill's backroom finish off the Protagonist. He starts by shooting the Protagonist with an Assault Rifle until he runs out of bullet then he will throw his weapon aside (don't forget to pick it up after the fight!) and relentlessly charge after the Protagonist with vicious lunge attacks.

If the Protagonist lands enough blows, Wolfman will become incapacitated. The Protagonist must then finish him off and grab the Sawmill Key from his corpse, allowing the Protagonist to collect his stolen goods in a chest in the backroom and exit the Sawmill.

If the Protagonist is instead defeated during the fight, upon returning to the Sawmill, he will instead find the Sawmill Key inside the backpack that the supply was provided in, along with a Note. All the stolen goods will be lost forever and a consolation prize can be found in the previously locked backroom.

Strategies[]

This fight can be very challenging, given that the weapon of choice is (seemingly) limited, with insufficient lighting in the arena. However, it is possible to cheat in this fight.

To fight fairly, the Table Leg should be equipped as the primary weapon for this fight since the Knife will not stumble Wolfman (it can however be used as a throwing weapon in a pinch). Note that the lights flicker and it can be difficult to see. When Wolfman enters the arena and begin firing his Assault Rifle, he won't try to reposition to get a better shot, so simply stand behind one of the pillars until he finishes his volley. Afterwards, fight him with melee while being careful of the darkness caused by the flickering lights.

To cheat, an exploit can be utilize and it will make this fight completely trivial. Wolfman won't notice or care about any items that you drop, or any traps that you place inside the arena before the fight, so just do that before emptying the rest of your inventory into the Assistant. Then, once Wolfman starts talking again, re-equip your dropped items and get ready for the easy fight. Tip: Wolfman always enters the arena in a straight line, so placing a Bear Trap on the other side of his door stops him in his tracks the moment he enters the room. Note you have to wait for him to toss aside his assault rifle before you kill him while he's stuck on a Bear trap because when he dies and you loot the body the game will only give you the Sawmill key

Trivia[]

  • If the Protagonist visits this location at dusk or night, the Wolfman will tell them to go home and come back tomorrow.
  • This location is added in Alpha 9.0.
  • If the Protagonist interacts with Wolfman during the fight at just the right time (either right before or after a lunge attack), they're able to open Wolfman's character screen and trade. The reputation from Chapter 1 carries over, so theoretically some useful items (empty bottles, flares, gasoline and matches, red eggs) could be purchased mid-fight to give an edge. However, if you're going to cheat anyways you'd might as well utilize the exploit above.

Gallery[]

Advertisement