The Darkness Walkthrough :
This walkthrough for The Darkness [XBOX 360] has been posted at 11 Sep 2010 by jhun300 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up jhun300 and share this with your freinds. And most important we have 6 other walkthroughs for The Darkness, read them all!
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Walkthrough - FAQ/WalkthroughTTTTT H H EEEEE T H H E T H H E T HHHHH EEE T H H E T H H E T H H EEEEE DDD A RRRR K K N N EEEEE SSS SSS D D A A R R K K NN N E S S S S D D A A R R K K NN N E S S D D AAAAA RRRR KK N N N EEE SSS SSS D D A A R R K K N NN E S S D D A A R R K K N NN E S S S S DDD A A R R K K N N EEEEE SSS SSS ************ *The Darkness* ************ **************************** The Darkness FAQ/Walkthrough For Xbox 360, PS3 Version 2.05 (7/25/07) Written by Brad Russell "TheGum" (email at the bottom) **************************** Version 1.0 - got the walkthrough complete (7/2/07) Version 2.0 - redid the whole thing, and yes, got EVERY SINGLE collectable (7/6/07) Version 2.05 - updated the contact info (7/25/07) ***************** Table Of Contents ***************** Use Ctrl + F to surf around dude! Section: Code: 1. A Brief Foreword 2. Controls CON2222 3. Starter Tips TIPS333 4. Walkthrough FAQ4444 CHAPTER 1 555DARK CHAPTER 2 555WARS CHAPTER 3 555BACK CHAPTER 4 555RIDE CHAPTER 5 555LAST 5. Side Quests SIDE555 6. Enemies BADD666 7. Darkness Powers DARK777 8. Weapons GUNS888 9. Collectables ###9999 10. Credits/Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** Short, but sweet. That sums up this game. The Darkness is perhaps the best looking game I've ever seen. It's hard to keep saying this for each new game that comes out, but I believe it is true. The realism helps to tell the gritty story, which itself is presented in a remarkable fashion. This is one of the few games that drew me in. So much so that I will have to say this game is a must-play, for the story alone. And don't be surprised if you get creeped out a few times. Aside from some pacing issues, and a lack of compelling gameplay throughout, I think the story and graphics make this one of the better games of the year. TheGum ***************************************************************************** * 2. Controls ( CON2222 ) * ***************************************************************************** Well, I only have the book for one game. So, that probably means you PS3 fan boys will have to connect the dots. A - activate B - reload (not needed as much as you might think) X - move Darkling Y - jump RT - fire RB - use Darkness power LT - fire; melee on two-handed guns LB - turn on Darkness RS - look; click to zoom LS - move; click to crouch D-Pad - left/right switch weapons; up/down switch powers Start - pause Back - info ***************************************************************************** * 3. Starter Tips ( TIPS333 ) * ***************************************************************************** Just things to live by. *Surprisingly, do NOT reload your handguns at each chance. Instead of reloading each gun, you will just drop one and replace it with another. And you have two guns at any time, and the game is not that tough. *SHOOT THE LIGHTS! You have the edge in darkness, so make it so. And eventually you can use the Demon Arm to knock out lights without using ammo. *Ammo, at least on normal, is not really a big deal. So you don't have to waste time combing each area for any traces of ammo. *The handguns are always a solid choice. You should not need the other guns for much more than personal choice, or a specific situation. At least this applies in the early going. *To be honest, you don't need anything but the handguns. *Use the Demon Arm when up close. That's about it. The gameplay is not complex, and the game is not hard. ***************************************************************************** * 4. Walkthrough ( FAQ4444 ) * ***************************************************************************** CHAPTER 1 ( 555DARK ) ========= The Chase ========= Sit back and enjoy the ride and credits, for the most part. You'll eventually be handed a shotgun, but you'll take forever to load the thing. After a series of unfortunate seatbelt errors you will be able to blast wildly (but it really doesn't matter), so try to shoot some guys. The ride will end. ============================= Grave's End Construction Site ============================= Collectables: 1, 89 ---------- Objective: Whack the foreman ---------- Press BACK as you are on the ground to get the game moving. The icon pops up as soon as you do, so press BACK again to read the objective. Now go help Mikey Cimino to get your guns and then ask about each topic. And that's that. Don't waste your ammo and just break the lock on the door. Pick up a piece of paper called a collectable. Now press Y to get over the crate and proceed for something interesting. There's ammo by the yellow hat in the corner and then enter the elevator. There are two guys to kill, so just rush out and use the assisted aiming to whack 'em quickly. There are about two little spots of ammo in the room, so just move around. As you move through the doors you will open them on your own, and you'll end up outside. Quietly approach the back of the worker outside and execute the finisher. There are two more enemies in the area. Go past the door and there will be about four more guys in the next big room. Kill them and collect all the ammo on the ground and table. Now watch the TV for some build up and be ready for those workers to come for you. Go up the elevator and jump off to the second level, jump over the gap, and follow the path to another collectable. Now jump back down and bring the lift down to you, and then take it to the top. Walk along the path and under the support, and shoot the one guy as soon as the door opens. Climb up the ladder and aim to the window in anticipation, and then jump up to the window. Go around the hall and into the room for another TV scene. Open the closet and back up a bit toward the door. Scene. ================ Trinity Cemetery ================ Collectables: 29, 2 ---------- Objective: Get back to safety ---------- You'll begin with a small fight with two more guys up above. Some ammo in the corner and then exit through the door. Another interesting encounter and then grab the ammo on the table. Get back outside and you'll hear a voice when you see the cemetery, as well as the sound of a braking car. Quickly move forward and turn to the left and set up shop on the steps of the church. Stay to the left side, facing outward, and just move around a bit so that you can pick off the bunch of enemies that surround you. They will come from all sides and over the fence and wall. Just become a turret and make sure to kill the guys if they stagger a bit. Should not be too tough since you can use the doorway as cover and you can see the whole yard. Collect the ammo when you're done and enter the doorway across from the church. Follow the path and you'll run into Frank Rottenburg (the voice when you first entered the cemetery). Ask him about the topics and you're done. Now backtrack to the cemetery ASAP to get the show rolling. Scene. Now you're to the meat of the game. Eat the three hearts around you, pick up ammo, and summon the minion from the portal. Follow him and stop to watch the last bad guy die on the fence; eat his heart when he's done. The berserker will open the gate and you are free. *NOTE: backtrack the way you came to the room after you woke up. Bust the light and use the Creeper to open the vent on the bottom of the door, then go in and grab another collectable.* There is an enemy near the car. Round the corner and go to the dark point in the corner of the streets. Activate the Creeper and enter the vent. Break the fan and crawl down, get real close, and then kill the dude. Eat his heart and retract. Now go down the stairs, put away the Darkness, and enter the gate. *NOTE: before you leave, tunr around and look to the garage. One of the doors has a small opening at the bottom. Send in a Creeper and grab another number.* ==================== Canal Street Station ==================== Collectables: 34, 19, 3, 88, 39 ---------- Objective: Call Jenny ---------- Check the pager and take the time to scope out the Darkness info. Go forward and turn left to find the phone and another collectable. Now call Jenny to update your objective. And after you can use the numbers you picked up from the collectables; one is quite worth it, another will put you on hold. Move through the station and you'll run into Enzo Scardina down the way. Go forward to the Lower East Side station and you'll find another collectable. Use the phone nearby to call it. Now go down to the subway station and go around the stairs to find another paper. Look near #3 in the tracks and you'll find #88. Go down the walkway and listen to Frank Huntzinger, if you like. And you can even find Compton Scarr if you want. Use the phone near Scarr (by the other stairs) and call the two numbers. Go up the steps and talk with George Hadel. You get the equivalent of a side quest. Go down the steps and persuade Scarr to rethink himself; good stuff. Now tell George the good news and you get a free number, so use it. *NOTE: #19 is behind an intercom near the Lower East Side exit.* Now resume your trek to Chinatown up the steps. At the next station stop to watch Bum TV. After the report you can actually watch a strange collection of shows on Bum TV; funny, watching TV in a video game. Don't waste too much time. Move on and talk with Nicky Barruci about Paulie. Move on. ========= Chinatown ========= Collectables: 91, 53, 90, 5, 44 ---------- Objective: Find Jenny ---------- The area on the street is covered with enemies all over the place. Sneak ahead and break the glass to grab an outfit. Just pop out with your dark buddies and start picking off enemies. Make sure to take out lights so you can use your Darkness powers. Once you get 15 hearts you will level up. *NOTE: #5 is near a dumpster on Harcourt street.* Follow the streetsigns, kill guys, and go to the corner of Lester and Victoria to find a paper nearby. Follow George street and enter a small crevice to find another number. You can follow Orchid street to find a buzzer on the left of the basketball court for a bit of Jenny's voice. Then enter the opening on the right of the courts; you'll find another number behind a fence. You'll hear her voice and you can round the corner and look up to find her. Enter the door and go up until you find the room numbered 11. Ring the bell and go inside Jenny Romano's apartment. Yes, blow out the candles and then talk with your girl. Follow her and pick up the note. Now use the phone to call the numbers, and then call the Butcher's number. ---------- Objective: Reach the Butcher's place ---------- Now go sit down, and then things get weird... I guess you can get up and leave, but you may as well stay and watch the events unfold. When she is done doing stuff and almost asleep, then you can get up and leave; after she says she has to pee. Down the stairs is a quick message. Come out and you'll see a few guys cross your path. Only two have guns and attack you, so leave the other guy alone. Talk with Pete Chen and he rewards you with a number. Move along to the corner of George and take the street where a car will speed up to you and spit out two gangsters. Summon a Berseker after to help you kill the three guys nearby. Take the alley to the Grove and send a Berserker around the corner to help you kill the final two goons. Hop over the rail and enter the Olive. =============== Lower East Side =============== Collectables: 6, 56, 55, 54, 35, 7 ---------- objective: Reach Hunterspoint Alley ---------- Help Joyce put away the dirt. When you talk to him, don't cut to the chase if you want to hear about the situation a bit. Ask about the Chicago families and the cops will approach. Go back inside and enter a closet on the left side of the kitchen to find another number. Now go out to the dining area. From how you entered, go to the right and wait in the area near the window. A SWAT truck will back into the wall nearby and take out most of the lights for you. Just summon your Darkness and wait for them to jump right in front of your line of fire. When they are iced, another group enters from the doors at the front of the place, so kill all three from the same spot. Now eat all the hearts, collect the ammo, and grab a shotgun! Actually, it's not a good thing. Switch to your handguns (D-pad) and exit the place. There will be another group of cops to the right, so just crouch and use the dumpster as cover. Pick up the ammo and the hearts. Turn down the left path and go into the corner, not the dead-end street, to find another number. The helicopter might show up, maybe not, so just hold on for a second. Now head back to the cop cars, and take the pathway through the buildings. Two cops should close the gate as you get toward the end. Duck near the dumpster on the right and bust the light with a bullet, then pull out your shotgun and the Darkness and blast the fools. Then hold the LB and summon a Berserker to open the gate. Turn around an find the vent near where the light was. Send a Creeper inside the vent and you'll get #55. Act like you're going down to the end of the alley, toward the street, and this will cause a cop car to speed in. Kill the two cops and if you go toward the street, and if you chopper was guarding #56, it will now move down this new road. Don't come out unless you want to get fired at. Go get #56 in the first street if you couldn't before. *NOTE: Look in the phonebooth near the police car that sped into the alley for #7.* Return to the gate in that alley (near 55) and take the other end of the alley. Climb up the ladder on the fence and jump on top of the crate to get another number. Kill the two police that show up. Hop down and go forward to the open spot in the wall, near a fire. Go through and a cruiser will break through the gate. Get back to the street and fight the cops from there. Then send a Creeper on top of the crates for another number. ================== Hunterspoint Alley ================== Collectables: 8, 97, 9, 57, 58, 59 ---------- Objective: Kill Dutch Oven Harry ---------- Go through the pool hall, not much interesting, and you'll find Matty Forehand near another number outside. Ask him about Harry. Jump over the dumpster and go down the stairs to talk with Dmitri Mihailov and tell him what he wants to hear. *NOTE: After you talk with Matty, there is a white door with a light above it. Shoot the light and send a Creeper through the vent above the door. You will find #97 and the Jungle outfit for the Berserker.* You can mingle with the goons, and then round the corner and find Roach along with a number on the ground (on the wall too) and some ammo. Talk with Roach, but the conversation will turn sour. Just pull out your shotgun after you've been ratted out and get the jump on Roach before he tears you up. Shoot out the light in the hallway and set up shop. Your handguns might be best for this part as the guys will run back and they hide behind cover, but you can get them easily with the handguns. You may even be able to summon a Berserker if you wish. Collect all the ammo, hearts, and the new uzi guns. Now return to Roach's room and play Roach on the intercom. Another bad guy pops up in the place, so just kill him and go outside. There will be a guy at the top of the stairs to greet you and then one more up high. At 55 hearts you will gain another Darkness level. Now climb up the ladder and follow it until you can crawl into a room. Read the writing on the wall for a cool little story. You can peek into the living room area and spot the two guys talking. Shoot the lights in the hall and use the gateway to summon a series of Berserkers to help you clear the room. Check the kitchen for another number. Now exit through the door. Look to the right and grab the paper through the barrier. When you turn the corner to go up the stairs there is one guy waiting for you. There is another at the top with the lights. Shoot out the lights and pull out the shotgun. Open the door and blast the guy on the other side. Now pull out the handguns, shoot the lights in your way, and then round the corner and start blasting the guys in the room. Shoot out the lights and peek into the big room with the stairs, but step back and let the guy up top run dry of bullets. Now go out and shoot the light up high (the guy should be gone) and up the stairs. Open the door and watch the tiny scene. Don't just jump down, fall off the left side and you'll be on a metal shading. Wait for the train to go by and then hop down for another number and then get the juicy, evil heart. You can summon Gunners, so do so and stand back to the side as the train approaches and the gunner goes to work. Now follow the tracks back to Canal Street. ============================== Canal Street Station Revisited ============================== ---------- Objective: Call Paulie and Jenny ---------- It will be dark, so just move forward until you're back in familiar territory. Use the nearby phone and call both people who need it. Now call all the numbers you've collected. Then step in the train and take a ride. ===================== Fulton Street Station ===================== Collectables: 95, 10, 41, 42 ---------- Objective: Meet Jenny ---------- Find Ingrid Pulanski for another side quest. Her bracelet is to the right of where you talk to her, when you step down into the tracks. Quickly hop down and grab the thing after the train leaves, it's on the side, and then hop out. Now talk with her for another number. You can accept Charlene Warburton's wager, but wait! There is a glitch at this part. You must be looking at her the right way, depending on where she will go to drop the coins. If you're in her way and she doesn't move, then you MUST immediately restart the area from the checkpoint. Accept her wager and then make sure she goes to the tracks; in fact, you should just jump down and follow her wherever she goes. You have like three seconds to grab about four coins, just smash the button and then jump back on before the train comes blazin' through. If she doesn't glitch up again and you fail, just ask her again, or you will have to reload the area. Collectable 95 is in the men's bathroom in the last stall. Another is on the opposite tracks you came from. Nothing up the other set of stairs, so just go toward the orphanage and find Jenny. Go to her and Jimmy and watch the TV. Talk with Jenny and then with Jimmy. The two will talk to each other after, but you are free to leave. Back through the station and up the opposite stairs to reach Grinder's Lane. ======================= Grinder's Lane Abattoir ======================= Collectables: 11, 36, 62, 60 ---------- Objective: Hit the Stash ---------- Don't shoot Frank Mortis. Instead, go to him and let him talk. There is nothing else out here, so just go toward left side of the gate. Shoot the lights around it and then blow up the control box through the gates. Use your powers and just gun down the two bad guys yourself. Go into the workshop on the side, get the gas, and listen to the radio. Now go through the only open gate to enter the meat lockers. Pass through two more gates and then blast the lights in the small room. Open the gate and there will be four enemies waiting. Use your Darkness and just gun fight them to death. Another guy will pop up when you go near the door, so make sure all the lights are out before you move along. Break as many lights and enter the next room. A guy will run in on the opposite side, so be ready. Break the lights and go to the door on the right corner. Kill the three enemies in here (you can use a Gunner) and then summon a Berserker to open the door for you. Eat the hearts, collect ammo, and then burn the dough; if you didn't get the gas from the workshop then you can return to the last room and leave through the gate that was stuck at the start. Now go through the small door and through the next to kill two more guys. Go through and turn left; there is nothing on the right. There is a bad guy in the first room that you can stealth kill in the first room, and then a number in the second. Now follow the path and unlock the door to leave back to the station. *NOTE: There IS something to the right. After you've cleared the office space, go to the empty room and send a Creeper through the vent on the floor to get #36.* *NOTE: Go to the entrance of the freezer area, with the two gates. Send a Creeper above the metal shedding for #62.* *NOTE: as you leave back to the station, send a Creeper into the long room above the steps to the station. Crawl through one of the windows to get #60.* =============================== Fulton Street Station Revisited =============================== ---------- Objective: Meet with Jimmy ---------- Use the new numbers on the phone. Now go to the meeting spot and Jimmy is a bit beaten up by the wall. He will rise and tell you the surprise twist details of what happened. Now through the gate to the orphanage. ==================== St. Mary's Orphanage ==================== Collectables: 12, 100, 99, 98, 61 ---------- Objective: Rescue Jenny ---------- Kill the three goons in front of you before they find you (fast gun play will do it). The orphanage is on the right, and there is more down the way. Another route to Grinder's Lane is down there, but no reason to go. Just collect the uzi ammo in a corner and then come back to St. Mary's. *NOTE: Near the same corner as the ammo, send a Creeper under the ramp to get #12.* *NOTE: Return to Grinder's Lane from this area and use the Creeper to move some boxes near a dumpster and grab #61.* *NOTE: After you watch the scene at the steps of the orphanage, send a Creeper directly above the front doors for #98.* Watch the creepy little scene at the steps and enter. Go to the left room for more creepiness and grab the number in the corner. Now back and through the door on the right. Outside is a quick creep, so follow the ghost to the storage room for quite a long 'scene'. Now backtrack and take the steps for another ghost scene. Go forward, and after a quick show of power from the Darkness, there is another ghost scene in the big room. *NOTE: After the scene up the steps, go out to the bombed out area and hop along the surfaces to a bathroom for #99.* Go through the door, then another, and then just watch. CHAPTER 2 ( 555WARS ) ==================== World War 1 Trenches ==================== Collectables: 14, 13, 63, 38 ---------- Objective: Trenches - Find out what the heck is going on ---------- After the ... strange scene ... go to the left, pick up the new guns, and then come back and ice the bad dude. Now collect the evil heart and you get your second Darkness power. The Demon Arm allows you to poke things, mainly you can now poke out lights. Just switch to the new power by pressing Up on the D-pad and round the corner. Poke out the light and then move the debris with the arm. *NOTE: The Demon Arm makes a good weapon to kill guys.* A bad guy will pop out from the left as the clutter is moved, and his little hideout holds some ammo. Then there is another enemy on the right as you move on. Use his binoculars to spot the statue and the blinking thing below it. *NOTE: Send a Creeper directly up the trench behind the binoculars. In the ruined building is a letter.* Keep moving, and those are planes shooting at you so just keep the Darkness on the whole time, and then eat the heart of a dead guy to summon the Kamikaze minion. He will clear a small path for you to crawl through. Turn and you will see two enemies patrolling outside. So get close and summon another Kamikaze to take both out. Collect the hearts and guns and move on. There is a guy around the corner as his buddy is bombed out, so be ready. Two more that guard the exit to the field (use the Demon Arm to kill them, works well). *NOTE: Turn left as you leave the trench area. You'll see a bunker across a canyon, but check the ruined structure for a wooden door on the ground. Shoot it and crawl down for #13. Lots of ammo down here too.* Turn to the right and start killing the soldiers on your way to the statue, but be sure to kill them and eat their hearts or else they will just keep coming back to life; use gunners where applicable. When you reach the statue thing, go up the hill for a paper, and make sure your Darkness is on so that they take the damage from the thing. Back down the hill and take the walkway on the right where you'll be met by two more soldiers at the end (you can use the Demon Arm to toss them off the edges, fun). Follow the path, kill soldiers, and you'll end up at a bunker. Kill the one guy inside the turret placement, and then scoot around his position to arrive at a tree and a summon point. Summon a Kamikaze and then go back around to see the open door. Go through and kill the two enemies inside. There are plenty of spots to catch ammo. Now line up in front of the door and switch your power back to the creeper. Climb up the wall and through the opening to unlock the door. Kill the patrolling enemy and then another down the right path. Summon a Gunner at the portal so he can open the path by destroying the box of ammo. Now cross the field. *NOTE: From the hole in the bunker, come out and go to the left side of the bunker. If you stand on the cliff and look back to the outside of the bunker you should see a letter. Send a Creeper to grab #38.* Yeah, jump down and talk with the Allies; yes, they are not right. You can visit the lads in this trench and get a feel for the whackiness; if you vist the poetic guy and then keep moving, something might happen in suicide corner. And then down the hatch. =========== The Village =========== Collectables: 15, 66, 16, 65 ---------- Objective: Find the American ---------- Proceed and grab the letter on the floor near the singer. Keep moving and up the ladder. Turn around the corner and find another letter. There is a camp of men with a cache of guns. Listen to a crazy man, if you can stand the madness, and then find another letter nearby. Crawl into the space before the bridge to find another letter and then climb back up. Cross the slanted bridge for a interesting image. Now go back to the crazy man and keep going to enter the church. You'll meet Anthony Estacado, your great grandfather. Talk with him about what the heck is going on. Now back out and take the first bridge that is now open. ========= The Hills ========= Collectables: 80, 87, 79 ---------- Objective: Find the man on the cross ---------- *NOTE: #87 is above the bell, only reached by a Creeper.* Move through the sewers and past the poor souls on the floor. Use your arm to move the bell blocking your path. Now go make your way outside. Follow the path with the lights on either side. Not much advice other than to make sure you put your Darkness back on each time it lightnings, and all the guys that revive will not lead to happy images for you (so kill them quickly). At 110 hearts you will gain a Darkness level. *NOTE: As you head to the cross, you might want to eat the hearts of the bodies that are already on the ground.* You will, after becoming seriously freaked up, you will reach a trench. You can find letter 80 on the left. Now go up the hill and have a nice cup-of-tea chat with The Crucified. After you got the guns, turn tail and run back the way you came. Only a few new enemies, but you can just keep running all the way back to the village. Just use the left gun from afar to kill all the zombies without eating their hearts. *NOTE: As you head back from the cross, you will find a path in the ground that leads to a house on the left. #79 is in the fireplace.* ===================== The Village Revisited ===================== Collectables: 28 ---------- Objective: Talk with Tony about the next move ---------- Get back to Tony who is in a new spot. Talk with him and then ask about the zombies, then the next topic. The guards will open a path for you to take, so just hop down. Right after you crawl through the hole, there is #28. ========== The Sewers ========== Collectables: 17, 67 ---------- Objective: Get through the sewers ---------- Follow the path and you will arrive at a big room with three enemies inside. Kill them, knock out the lights, and collect the hearts. The door is jammed with water, so you must take the stairs up. Three guys in the room at the top. *NOTE: At the top of the long stairs, turn right and send a Creeper over the railing for #17.* Keep to the path and head into the room on the right. Eat the dead guy's heart to gain the final Darkling summon. Bring out the Light Killer and move to the big machine on the side. He will bust the lights (hopefully) and you can turn the valve to lower the water level. Now return to the middle room. Enter the other room and bring a Light Killer with you. Turn the valve and the path below will be open. Return to the big room and turn the valve that will open the way. Enter the left chamber for a letter. Move forward, and only three enemies are in your way of the exit. ============= German Bunker ============= Collectables: 18, 27, 68, 26 ---------- Objective: Find the cannon ---------- Bust the lights as you move through the doors. Four enemies await your arrival in the big room. Use the Darkness guns to kill them and then summon a Light Killer. Move up the steps and kill the two guys at the top. A collectable is in the corner, near the portal. *NOTE: Upon leaving, it was clear that another letter was waiting in the corner of the gate. It's on the tracks connected to the cannon that lead to the gate.* Go outside and yes, you have found the cannon! Move to the back of the thing, which will take a while, and kill the soldiers you find. Pop the light and up the ladder. Open the door and use your Darkness Guns to pop the lights inside the cannon room and kill all the Germans; you can stay outside for the most part. *NOTE: #68 is under the walkway in the room with the red star on the wall.* Head up the steps after everyone is dead, or their hearts are eaten. Follow the walkway o the exterior of the cannon. Keep going until you find the hatch to the controls. Yikes! I think he needs a break! Use the controls, against the wishes of the one who obviously needs some worker's comp. Scene. *NOTE: Before you go down the hatch into the control room, turn around and start heading to the cannon, the actual cannon. Send a Creeper up the right side to find #26 on the hinge.* CHAPTER 3 ( 555BACK ) ============== The Real World ============== Collectables: 4, 40 ---------- Objective: Go see Aunt Sarah ---------- You're back in the Canal Street Station. Talk to Jimmy and grab the new objective. Talk to Jimmy again to gain an additional quest about a snitch. You can find a Terence Willis in need of help near the East side stairs. Accept his proposal and save it for later. Find a Lucas Hellinger nearby for another seedy proposal. You can play all you want, but you'll never win, so don't bother for now. George Hadel has the same old story, so help him out yet again and add his request to the queue. Near the other stairs is a Dana Cutrone who needs your help. After you have collected the other side quests, take the quick detour to Chinatown. No mob hitmen waiting this time. Just go forward into the alley and take the first door on the right. Knock on the door here and don't ask nicely for the keys, ask for the keys. Take them and enter the room to collect a number and a new outfit for your Darklings. From here, go back to the main road and head back to the station, but stop by one of the blue mailboxes to drop off the letters. Report back to Dana with the good news. Now you can dial your new numbers. Head up the Lower East Side stairs for an interesting encounter, and then up to the Side. ======================= New Faces in Old Places ======================= Collectables: 54, 47, 46, 45, 20, 43 ---------- Objective: Meet Aunt Sarah ---------- Yes, you've been here before, there just aren't any cop cars flying in at you everytime you take a step. Follow the path through the alley and climb the ladder on the fence at the end. Jump down from the walkway up here and collect another number. Now jump down. Pop the street lights at the corner and look down the street. There is Scarr and his boys down the road, and then Willis' guys in front of the Whitefish. Use the handguns to take out Scarr and his guys from afar, then go collect the harmonica and hearts. Now turn around and handle the group of punks. And after everyone is waxed you will have two objectives completed. You can return to Canal Station before you go to the row of houses in the corner. Terence reveals the secret to the cups game. So return to Lucas and use the 'distract him' option. Now dial the four new numbers. Be sure to talk with Jimmy to learn about Pete 'Pajamas'. Go to Fulton and then head to Grinder's Lane. Take the building next to the yellow cab and use your Demon Arm to smash lights, hopefully not alerting the guards. Summon a Kamikaze at the gateway and send him into the hallway to kill the guards. Summon one more, unlock the door, and then send the minion inside to clear the room. Clean up any survivors, grab another outfit on the wall, and make sure you grab the list from Pete's body. Return to the station. In the Fulton Station, talk with Mitch Deval and Vinny Mortarello. Now return to the Grape. Oh well, too bad, no reward. Okay, after all that mess, NOW return to the Lower East Side. When you get there, go up the steps and turn right and go to the small neighborhood. If you talked with Vinny you will notice the guy in red hanging around outside. Get close to him and listen to his bad manners; makes killing him all the easier. Wait for him to turn his back and then perform a stealth kill. Now go to the house with the windows and ring the bell. Go into the bedroom ahead for collectable 20. Talk with Sarah about whatever and you'll be given the task of going to Gun Hill. Head back into the station, but on your way you will see a car rush in and a gang of goons will hop out. Don't let them get settled and just start shooting away; you don't have to use the Darkness if you are fast enough. Collect the loot and head down. You can use the number if you wish. Then hop on the train. Vinny's Side Quest ------------------ Now might be a good time to tackle Vinny's request. Head for Grinder's Lane. Go scope out the cops hanging around the gate. The one with the camera is your target. Shoot out one of the lights so you can use your powers and just send a hail of bullets their way. Return to Vinny. Use the train to return to Canal station. Go ahead and take up the Lower East Side hit. Go up the steps, turn around, and you will see the gang near a car. Slaughter them. Return to Vinny if you wish and then head to Chinatown. You'll find the dude in the alley on the corner of Plum and Orchid, so dispatch him as you wish. Return to Vinny. Now you're sent to Gun Hill. Take the corridor behind Vinny and head to the Hill. Go toward the end and turn on the Creeper power. Look up and enter the open window. There is another Darkling outfit up here. Position yourself behind and on the right side of guy in the chair (don't worry about the light), just get into position so you can kill him. Take the heart and retract. Now back to Vinny. At long last, you finally get the number! *NOTE: You can wait to return to Vinny, if you want to fight Shrote while you are here, but it will take a while.* Before you take off to Gun Hill, make sure you fit this detour into your flightplan. ======= Pier 19 ======= Collectables: 92, 37, 85, 93 ---------- Objective: Grab four collectables ---------- The first one is down the alley to the right as you enter. #37 is in a garage that is slightly open by the water. Send in a Creeper to open the door. Clear the clutter and grab the number. #85 rests under a kid sitting by the over the water. Kick him off, for more than a laugh. #93 is under some crates near the crane. *NOTE: 85 and 93 should be done during Chapter 3, because you don't get another chance.* ======== Gun Hill ======== Collectables: 69, 21, 71, 70 ---------- Objective: Find Shrote ---------- *NOTE: Just as you enter the outside, send a Creeper above the shack with the trash cans for #69.* Just go all the way down the left path and enter the door to find Abe Hunter. Take the key and enter the elevator to use it. Enter the first door and Shrote will make his escape. Slip to the left and enter the room to find some ammo near another number. Keep moving and you will keep following Shrote. Eventually you will find a big room where you find a new gun, the Assault Rifle. There is also a lot more ammo in the room. Move along and you will see him run through a door that locks. Quickly break the lights around and watch as the copter gets close. Make sure your Darkness is on as the thing begins to fire. After you pop your head through the window twice, the chopper will fire a missile, and you should back into the hallway. Now you have an exit and the chopper should fly away. Climb the ladder down and don't take out the light. Jump on top of the units and make sure you stay up here. Follow them around the edge until you find another number. Hop down to the area below and follow the ledge (you should be able to look down and see that bald guy when you first entered the area below) and then hop onto another unit and follow the venting. Just hop along the vents and hop up where needed until you arrive at another rooftop. Smash the light and then use your Darkness as a shield as you gun down the three cops. Go toward the door and jump onto the vent and then into the room to collect your loot. Follow the path and you'll enter a small room that looks into the office space of the police. Sadly, you must kill all the cops. Start by taking out the lights, then gunplay, summon a Light Killer if you want, and then collect all the rewards; there is a bunch of ammo in the corner. Take the door on the opposite side and follow the path to the roof. Don't let the chopper get airborne. Run around the corner to the right and grab another number. Then go back to the door, but instead, run forward through the opening in the fence and watch the short scene. Now you're free to leave. =========================== Fulton Street Station Again =========================== Collectables: 96 ---------- Objective: Find the key ---------- In the station, you can give Vinny the word to finish your objective for him if you didn't come back. Then use the phone and call the numbers, then call Butcher. Pretty simple, just enter the men's bathroom and break open the closed stall to find the key. Now come out and take the path to the left of the stairs, next to Mitch. Follow the dark path all the way to City Hall. *NOTE: #96 is found in the dark tunnel with the tracks, right before you go into City Hall. Turn around and enter the dark (can't use your power). You're basically following the tracks that the train would take, and it's blinking in the dark, and no, the train is not coming.* ========= City Hall ========= Collectables: 22, 72, 81, 73 ---------- Objective: Reach the baths ---------- *NOTE: At 180 hearts you go to your last Darkness level. Not much reason to stress over hearts, unless you want a 300 achievement on the 360.* Follow the tunnel all the way to a deserted train car and enter it for a number and an outfit. Move up the steps to talk with Emerson Darke and ask about this place. Head down the path and you will get an update for the Deval mission. Move along and you will literally be bum-rushed. Summon a Kamikaze at the gateway and he should kill the bums before they rush you. Move to the next gateway and summon another Kamikaze and send him ahead you to kill two more bums. Proceed to another portal and summon one more bomber to kill one last bum. Open the door and go down; watch out for the brick trap on the bottom step. Another number is in the corner. Bust the lights and be sure to Demon Arm the wire up ahead to disable the fire trap. Proceed and don't step into the water with the electricity touching it (a life lesson that you've hopefully already learned before). Switch to the Creeper power and snake your way to the wall where the wire is coming from and cut it. Now retract and keep going. Now cut the wire and move down the steps where you will have to touch these wires and activate the gas trap behind you. Use the Demon Arm to bust the light and hit the vent above the door. Then run into the wire yourself and come back out and hide in the corner. Send your Creeper through the vent and unlock the door. Enter. Deval has gone crazy and has locked himself behind the gate, and behind a bulletproof shield. Go to one side and start breaking the chains on the gates. This will cause him to freak out and get up and start shooting you. So just gun him down. Now move to the gate on the right and open it. Move the box nearby and use it to jump up. Claim the evil heart and you will have the Black Hole power. Grab the number in the corner and then move on. Use the Black Hole on the locked gate to lift it open so that you can crawl under. Two more guys down the path. Hop down and go left all the way to the baths. *NOTE: Before you hop down to the ground, follow the railing to the corner and look to the left to see the blinking number. Now jump down and send a Creeper to nab it.* ============= Turkish Baths ============= Collectables: 74, 75, 24, 82, 25 ---------- Objective: Find the briefcase ---------- Follow the path and then use your Black Hole to completely clear the debris in your way. Summon a Light Killer at the portal and take the left path to find a number. Now come back to the portal and take the other route where you will have to use your Arm to break a wall. *NOTE: There is actually an AK-47 in the stairs, I just missed it the first time.* You will emerge in a bathroom and you will see a few guys across the way. Try to bust the light nearby and then start fighting the four guys in here; two on bottom, two on top (try a few Black Holes). *NOTE: #75 is on a platform in the corner of the bath; use a Creeper.* Move down the hall, busting lights, and there are two more bent cops in the next room. Another will appear on the stairs, and he holds a new gun, the AK-47. Bust the lights and assume his position to take out the guys further up the steps. Again, Black Holes are your friend. Cross the small wooden bridge by setting your red dot on it and move forward as the dot keeps you level. Enter the hall and summon a Light Killer. Then move so that you can look into the next room, and then a bunch of guys will come after you; maybe the Light Killer will act as a decoy for you (send him in first). At 180 hearts you will gain another Darkness level. Go forward and another enemy will be waiting around the corner. Get your Black Hole ready, open the door, and use it to take out the bad guys guarding the case. You will also find the last new gun, the Riot Shotgun. Make sure to loot the place of all the ammo and then send a Creeper over the fence to grab another number. Now grab the briefcase. Come out and go down the path to the left for another number. Backtrack past the old ghost and then go down the path with the blinking light. Grab another number in the sauna. Backtrack to the gateway and summon a Gunner, just in case. Send him to the railing and then step out for the SWAT guys to start falling. Now, send a Black Hole toward the sunroof to not only kill the bad guys with you, but you will also down the chopper outside (some funny dialogue, and an achievement on the 360). Now send another vortex to the fire below to kill the dude down there. Then drop down to the floor from up here, bypassing the other room and more enemies. Use a Black Hole on the guy hiding behind a riot shield in the doorway. In the long corridor there are two guys hiding behind riot shields. Just hug a crevice in the wall and summon a Black Hole to open the path. Return to the debris, have a Black Hole ready, jump over, and use it. Claim the hearts and return to the tunnels. =================== City Hall Revisited =================== Collectables: 23, 30 ---------- Objective: Return the briefcase to Joyce ---------- Follow the path around and your old friend Emerson will open the door for you and give you some advice. Go through and follow part of an old path where you will hear the voices of the police. Move along and enter a bathroom on the left for another number. Summon a Gunner at the gateway and maybe he will start shooting enemies, but just send him inside the room so he can shoot something. You poke in and send Black Holes in the directions of the enemies. Make sure to hide in the archway and shoot the lights; summon more Gunners too. Collect hearts and ammo. Come around the barricade when the place is clear and watch the door by the second lamp. It will open when you get near and a cop will come through. Summon either Gunners or Kamikazes, or just use a Black Hole. *NOTE: #30 is in the walkway where the SWAT guys stood.* Now down this old bum path, summon a Kamikaze, send him to he end, go to the gateway, summon another, and send him back to where you first found Emerson. Now bring another one (that makes three Kamikazes) and send him down into the train tunnel to clear it. Back in near the abandoned train car, summon a Gunner and send him down the path. Use a Black Hole on the lone SWAT guy, and then hide from the far away guns on the tracks. There is quite the blockade down the way. It might be best to just to poke your head into the open and use the handguns to pick off each one, because for some reason the Black Hole didn't work all the time. But if you can pull it off, the vortex will do best. ============ Back to Base ============ Collectables: 48 ---------- Objective: Return the case to the Butcher ---------- Help Mitch as soon as you return. Now use all the numbers you've collected. Now go into the bathroom to meet with Joyce. Do the deed and then use the phone outside. Spend #'s and then go back to Canal Station and then to the cemetery. Go past the ghost and enter the yard. Visit Jenny's grave in the corner and then enter the church after you have the revelation. ============== Trinity Church ============== ---------- Objective: Spring the trap ---------- Go through the doors to enter the sermon hall. Shrote is behind you, but just do as he says. Hide behind a pillar and turn on the Darkness when the lights go out. Whip out your machine guns and kill the guys on the ground first. Then summon a Gunner to help you as you take out the SWAT up high. Just switch sides and move around until all are dead and your weakness exposed. Use Black Holes as needed. Watch the gruesome events and eventually you will have some options. You will assume that it is as if you have your Demon Arm on the whole time. So go through four of the options and then let the arm go as you look at the case. CHAPTER 4 ( 555RIDE ) ====================== Return to the Darkness ====================== Collectables: 76, 78, 64 *NOTE: Remember to use the Darkness Guns on the Germans, and don't use any Black Holes.* ---------- Objective: Find Anthony ---------- *NOTE: Send a Creeper under the walkway on the ground for #76.* Ah, good to see your old friend is still employed. Press the button to update the objective. Open the hatch and go up. Follow the walkway and climb down to the ground. Listen to the corpse and then head to the area behind the cannon. |
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