> ## Content Index
> Fetch the complete content index at: https://idleweekend.net/llms.txt
> Use this file to discover other available public pages before exploring further.

# Clive Barker's Jericho Walkthrough: A Route Through the Game
- URL: https://idleweekend.net/clive-barker-s-jericho-walkthrough/
- Published: 2026-10-11T20:37:20.000Z
- Updated: 2026-10-13T22:21:08.000Z
- Description: A full Clive Barker's Jericho walkthrough is easy to find, and the game usually takes 5 to 10 hours to finish. This article shows where to find a complete route and how to approach the squad-based fights.
- Author: Alex Morgan
- Tags: Clive Barker's Jericho, walkthrough, horror shooter, Xbox 360, #gce-f3d7dad4

A Clive Barker's Jericho walkthrough is a step-by-step route through the entire game, and full game walkthroughs like this one are available, not only guides to single levels. [\[1\]](https://www.trueachievements.com/game/Clive-Barkers-Jericho/walkthrough?ref=idleweekend.net) You can follow one path from start to finish, or jump in on the chapter where you are stuck. This article explains how to use a route well, and what it can and cannot do for you. For a closer look, read [Clive Barker's Jericho Boss Fights](https://idleweekend.net/clive-barker-s-jericho-boss-fights/).

TrueAchievements puts a full run at 5 to 10 hours. [\[1\]](https://www.trueachievements.com/game/Clive-Barkers-Jericho/walkthrough?ref=idleweekend.net) That gives you a realistic sense of how much time a complete route takes, so you can plan sessions around it. Keep in mind that a walkthrough is for stuck moments, not a script you read from the top.

## How does the seven-member squad change the way you play?

Your whole game runs on one mechanic: you lead a seven-man team called Jericho, and you control any member you choose at any moment. [\[2\]](https://steamcommunity.com/sharedfiles/filedetails/?id=2457769625&ref=idleweekend.net) Think of the squad as a set of tools you pick from, not one hero you carry through every room.

### How switching works

You control any team member by jumping to them. [\[2\]](https://steamcommunity.com/sharedfiles/filedetails/?id=2457769625&ref=idleweekend.net) Each jump moves your control to that person, and the rest of the squad is left to the game while you focus on one character.

Switching is the main tool for most encounters and puzzles. Use this direct sequence when a fight starts to turn:

```
Jump to the member who suits the threat
Use that member's strengths to ease the pressure
Jump again when the next problem appears

```

When a fight starts going badly, do not keep pushing the same character forward. Jump to the member best placed for the threat in front of you, and let that person take the pressure off the rest of the team.

### A simple way to play each new area

Before you move into a new area, look at what is in front of you. Ask which member is best placed for the enemies you can see, and which one can reach the obstacle or switch that opens the way forward. Then start with that member instead of the one you happened to be using.

For example, say you face a group of enemies in a narrow hallway. You might jump to the member who fits that tight space and deal with the threat there. Once the way is clear, jump to the next member who needs to move through.

### Keep the rhythm going

Good switching is about rhythm. Ask yourself who you should be controlling every time the situation shifts, whether that is a new enemy, a locked door, or a puzzle that needs two people in two places.

Jumping early, before a fight is lost, usually works better than trying to rescue it afterward. Over a few encounters, the squad starts to feel less like extra characters and more like a toolkit you pull from as the situation changes.

![Seven armored soldiers stand close together in a shadowy, crumbling stone hall lit by a single shaft of pale light.](https://tse1.mm.bing.net/th?q=seven%20soldiers%20standing%20together%20in%20dark%20ruined%20gothic%20cathedral&w=800&h=450&rs=1&c=4)

## Where can you find a full chapter-by-chapter route?

The fastest places to find a chapter-by-chapter route are GameFAQs and Portforward. GameFAQs gives you a list of guides to compare, while Portforward gives you one walkthrough split into numbered pages.

### GameFAQs: a list to compare

GameFAQs is the better choice when you want more than one writer's take. For Clive Barker's Jericho on the Xbox 360, GameFAQs has 6 guides and walkthroughs [\[3\]](https://gamefaqs.gamespot.com/xbox360/934443-clive-barkers-jericho/faqs?ref=idleweekend.net). If one explanation of a puzzle or fight does not make sense to you, you can open another entry and read how it handles the same spot. For more detail, see [Clive Barker's Jericho Tips for Beginners](https://idleweekend.net/clive-barker-s-jericho-tips-for-beginners/).

Start with the Xbox 360 entries, since the page covers that version. You do not need to read all six. Pick the two that look clearest from their titles and open the one that matches your problem.

### Portforward: one route in pages

Portforward's walkthrough is a single route that runs across many pages. It is divided into 33 total pages [\[4\]](https://portforward.com/games/walkthroughs/Clive-Barkers-Jericho/World-War-II-1942-The-Path-of-Souls.htm?ref=idleweekend.net), so each page covers only a short stretch of the game. That makes it easy to jump straight to where you are instead of scrolling through the whole run.

The route begins with the World War II, 1942 section [\[4\]](https://portforward.com/games/walkthroughs/Clive-Barkers-Jericho/World-War-II-1942-The-Path-of-Souls.htm?ref=idleweekend.net).

### Pick the source that covers your chapter

Before you read ahead, make sure the source you pick covers the chapter you are stuck on. A walkthrough that jumps ahead will show you enemies, puzzle solutions and story beats you have not reached yet. Reading only the section you need keeps the route a hint rather than a spoiler.

If that page does not explain the fight you are facing, check a GameFAQs Xbox 360 entry for the same chapter.

![An open paperback strategy guide lies on a wooden desk beside a black game controller, its pages marked with highlighter.](https://tse1.mm.bing.net/th?q=strategy%20guide%20book%20on%20desk&w=800&h=450&rs=1&c=4)

## Can a walkthrough help you earn all the achievements?

A walkthrough can help you earn every achievement in [Clive Barker's Jericho](https://idleweekend.net/clive-barker-s-jericho-worth-playing/) if you use it in two passes: a straight run first, then a return for what you missed. TrueAchievements lists 42 achievements for the game and builds its full walkthrough around all of them [\[1\]](https://www.trueachievements.com/game/Clive-Barkers-Jericho/walkthrough?ref=idleweekend.net).

A full-completion run should take between 5 and 10 hours [\[1\]](https://www.trueachievements.com/game/Clive-Barkers-Jericho/walkthrough?ref=idleweekend.net). For most players that means a few evenings rather than a long project. Your own pace decides where you land in that range, and stopping to explore every corner pushes you toward the top end.

### Play the route once first

Start with a straight run from the opening chapter. Follow the walkthrough in order, and switch squad members as each new area calls for it. Skip the side objectives on this pass. Moving steadily keeps the route easy to follow and lets you move through the story without stalling.

Keep a short list of anything you skipped, such as an area you hurried through or a fight you could not finish. A notepad file or a note on your phone works well. Write the chapter name next to each item, so you can find it again without rereading the whole route.

### Go back for the misses

When the story is done, return to the chapters on your list. Go in order and follow the walkthrough's section for each one. Look only at the parts you missed, so the second pass takes far less time than the first.

For example, if you skipped a fight in the middle of the game, go back to that chapter, find the fight in the walkthrough, and handle it with the squad member it recommends. Then move on to the next item on your list.

### Why this order works

A straight run keeps the story and the squad flow intact, so you are not fighting the game's pacing. The second pass goes faster because you already know the layout and the fights. Splitting the work this way also keeps the walkthrough a route rather than a spoiler for every surprise.

## How do you handle the fights a walkthrough makes look easy?

Use the squad member best suited to the threat in front of you, and switch early rather than pushing one character through a fight. Most tough encounters get easier once you ask who on your team fits the job, instead of who happens to be closest.

### Match the member to the threat

Look at what is coming before you commit. A group of enemies at range calls for a different approach than a single enemy rushing you in a tight space. Pick the teammate whose strengths fit that problem, and keep the others close as backup.

For example, if you are pinned down in a narrow corridor, do not keep fighting with the same character until its health runs low. Swap to a member who can reach the threat from another angle, then return to your first pick once the area is clear.

### Switch early, not late

Waiting until one character is nearly dead is the most common way fights go wrong. Switching at the first sign of trouble spreads the pressure across the squad, so no single member gets stuck in the middle of a losing fight.

A simple habit helps here. When you enter a new room, decide which member should lead before the first shot is fired. If the plan stops working, switch again rather than waiting to see whether it recovers.

### Plan around each member's role

Matching members to threats only works if you know what each one can do. Think of the squad as a set of tools, and ask which tool fits the problem in front of you.

For what each member does, the [squad abilities guide](https://idleweekend.net/clive-barker-s-jericho-squad-abilities/) covers it in more detail. Reading that first means you can plan your switches before a fight starts, rather than working it out in the middle of one.

Keep the route in mind as you go. The fights in this walkthrough are built around switching, so the faster you change members to fit each threat, the smoother the chapter tends to feel.

## Where should you start with the walkthrough?

Start with the walkthrough that matches your platform, since a guide for another version can send you to the wrong area. Choose that source before you read anything else.

Read one chapter at a time, and stop as soon as you are stuck so the route stays a hint, not a spoiler. When a new area opens, ask which squad member suits the threat or puzzle in front of you, and switch early rather than forcing one character through. That habit carries through the whole game, so treat each new area as a fresh squad choice. Your next step is to open the walkthrough for your platform and start with chapter one.

## Sources

1. [Clive Barker's Jericho Walkthrough - Complete Game Guide](https://www.trueachievements.com/game/Clive-Barkers-Jericho/walkthrough?ref=idleweekend.net)
2. [Clive Barker's Jericho | Complete Game | High Quality HD](https://steamcommunity.com/sharedfiles/filedetails/?id=2457769625&ref=idleweekend.net)
3. [Clive Barker's Jericho – Guides and FAQs - GameFAQs](https://gamefaqs.gamespot.com/xbox360/934443-clive-barkers-jericho/faqs?ref=idleweekend.net)
4. [Clive Barkers Jericho Walkthrough World War II, 1942](https://portforward.com/games/walkthroughs/Clive-Barkers-Jericho/World-War-II-1942-The-Path-of-Souls.htm?ref=idleweekend.net)