The Darkness Walkthrough

If you kill an enemy, you can walk over to his body and devour his or her heart. (You cant eat the hearts of innocent civilians that you kill.) Eating hearts will allow you to pump up your Darkness Level, which you can check in the Select menu. Increasing your Darkness Level mostly appears to increase the amount of Darkness power thats available to you, so the more hearts you devour, the longer youll be able to survive in sunlight and the more damage your Darkness Shield will be able to absorb. Eat the hearts of any one you kill, and you should be able to max out your Darkness Level around the 250-275 mark.

Devouring hearts is necessary if you intend to gain more Darkness Energy.

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Eventually youll reach an exterior area of the level, where a sole worker has his back turned to you. If you sneak up behind him and fire, youll perform an execution killing. These can be done at any time, so long as you get as close as possible to the enemy that youre facing, but itll be especially easy here.

Firing a Black Hole will use up all of your Darkness Energy, so if you use it, youd better be standing in a dark place. When it finishes, your tentacles will drop, along with your Darkness Shield, and you can only get them back if youre shadowed. Itll take some time for your tentacles to suck in more energy and recharge your batteries, but itll usually be worth the time it takes, since the Black Hole power is so devastating.

When youre ready to meet with Jenny, head to the rear of her building and go inside. Jennys apartment is on the 3rd floor, so head on up to meet with her.

Head through the pool hall here to reach the bum alley beyond. You can ask Matty Forehand about Dutch Oven Harry, if you wish. Hell give you the password to Harrys pad, which you can find by jumping over a dumpster. Head inside the crackhouse to find Roach Librezzi, whos standing in for Harry, along with an assortment of other rough-looking sorts. Head to Roach, grab the collectible behind him, and ask him about Harry. Approaching him diplomatically will net you the Ghandi achievement, but youll likely die as soon as Roach opens fire on you.

Of course, if youre facing off against enemies in close-range encounters, then youll be able to make use of your full suite of weaponry. When you dont have to worry as much about accuracy, you can bust out with your other weapons, notably the SMGs, which really shine in close-range combat. The shotguns are still rather poor weapons due to their inaccuracy, but feel free to try everything out!

If you havent gotten your fill of tentacles, then the Demon Arm will serve your needs well. Its basically a manipulator arm that shoots straight out in front of you when you activate the power. Itll vary its action depending on what youre aiming at. It has a goodly amount of auto-aim to it, so you dont need to be incredibly precise when using the Demon Arm.

Jackie Estacados having a bad day that keeps getting worse. Use GameSpots Walkthrough to the Darkness to help get him through it!

For the pistol and the SMGs, you wont actually reload your weapons; instead, youll drop them when theyre out of ammo and simply start using another one from your collection. Youll find plenty of different kinds of pistols and SMGs throughout the game, but they wont function very differently. Some of the pistols will be revolvers, and only have six rounds in them, but apart from ammo considerations, you wont need to worry about the differences between these weapons.

Eventually youll spot a few soldiers in a locked room with money on the table. You can shoot them through the window in the door, if you like, but you wont be able to reach the money yet. To do so, head through the locker room and through the cafeteria to the hallway in the r

Youre going to find plenty of guns in The Darkness, from the not-so-lowly dual pistols to a mighty assault rifle that the developers probably couldnt call an M4. In point of fact, none of the guns have names, so well do our best to give them generic names. Were not going to go in-depth here, however, since most of the guns are fairly similar: you point them at people, pull the trigger, and they go down.

Starbreezes success with the game has led them on to another licensed property, although this one has as yet not been made into a movie. Instead, The Darkness is based on the eponymous comic book series produced by Top Cow in the 1990s. It revolves around the story of Jackie Estacado, the current wielder of the Darkness, an ancient and malevolent power that requires a human host to manifest itself. With the power of the Darkness behind him, he attempts to defend himself against the predations of his adoptive Uncle Paulie, who runs the crime family that Jackie is a member of. After their relations take a decidedly bad turn, Jackies forced to wipe out Paulie and his friends while struggling to take control of the powers that hes suddenly inherited.

Darklings are summoned at Gateways, which are glowing holes in the ground that you can only see when your Darkness shield is up and activated. The specifics change based on the platform youre playing the game on, but its usually a simple two-button sequence to summon a Darkling, which will then crawl out of the Gateway and aid you.

The cemetary itself is a deathtrap; a dozen or so enemies will ambush you here. Stay back near the corner from which you came, stay behind cover, and dart out to unload on your enemies when you see them. Dont move too far into the middle of the cemetary or youll be caught in a crossfire. Stay back and fire liberally; you should have plenty of guns in your collection by now! If you run out of ammo, youll be forced to move forward and pick up the guns that your foes have dropped, which can be a risky proposition.

Head back to the streets, and youll find Paul Chen being chased by a couple of goons. Kill them quickly, then talk to Paul and explain the situation. Hell give you a collectible for helping him out. Find the alley that Butcher pointed you to (there are a few goons hanging around outside) and enter the restaurant. After helping Butcher out a bit, hell tell you about one of Paulies henchmen, Dutch Oven Harry, who runs his drug operations. Butcher thinks that taking him out might give you leverage with Paulie.

Return outside and climb the ladder to the fire escape. Youll need to fight your way through a few more goons inside the building before you manage to reach Harry himself. The plans scribbled on the whiteboard in one of the rooms will give you an idea of Paulies plans: he wants to blow up the orphanage that you were adopted from. Why? Just because, apparently.

Frank Mortis is standing across the way from the subway exit. Talk to him if you wish to learn about a mysterious control box near a gate nearby. Thatll get you past the electric lock that prevents access to Paulies place. You can find the lock if you shoot out the lights in front of the gate, switch on the Darkness, then look into the corners on the opposite side of the gate. Shoot it out, then pass through and kill the guards nearby.

Head across the platform towards the Chinatown exit and youll run across Nicky, wholl confirm your suspicions that Paulie has laid a hit on you. As if the bomb wasnt enough of a hint.

Speaking for ourselves, we never found the Darklings to be too useful in combat, at least on the default settings. On the harder difficulty setting, you may find them more handy, but for the most part, enemies are going to be easy enough to kill with your guns and powers, so you wont need to use the Darklings all that much. The AI is also often disappointing, resulting in Darklings getting lost or lagging well behind you when you might have found them useful, if they dont just up and disappear.

After getting blasted out of the building, youll come out in a small underground area. Quickly head through the door near you, or youll get sliced and diced by the bullets that come from above.

The first Darkling you get is the Berserker. There isnt much to say about this guy; when you point him at an enemy, hell run over and attempt to engage it in melee combat. If the Berserker gets within melee range, the enemy will usually be killed automatically, but thats a big if, since the enemies will usually shoot at it while it runs towards them and/or will be under lights if you havent closed in on them yourself. In tight corridors or stairwells, the Berserker can be useful, or if you can send him around a corner from your position, but otherwise hes not necessarily all that useful.

When you hit the subway, your girlfriend Jenny will page you. Theres a payphone near the subway tellers booth, which you can apparently use your Darkness powers on and use for free. Dial up Jenny, and shell tell you about her new apartment in Chinatown, which is your next destination.

So for the most part, youll want to be using the pistols as your killing weapons. Youll find plenty of them, and theyll make it easy for you to get headshots, even a good distance away. Their accuracy will also make it relatively easy to shoot out lights with them. The M4 is the only weapon that can really match them for accuracy, but you wont be finding a lot of ammo for it until late in the game.

This walkthrough is written for the Medium difficulty of the game. Note that were not guaranteeing to cover the various side missions that are offered to you; there are plenty of them around and were sure we missed a few. Were also not going to note every location of every collectible item in the game, since there are 100 of them and we only managed to find around 56 of them on our first playthrough. Were sure the obsessed gamers at will eventually upload a full list of collectible positions, however, so keep an eye on the gamespaces over there for updated lists.

Head through the nearby doors and enter another interior area to find another lift. Ride it up, crouch under the obstacle, head out the window nearby, and climb the ladder to reach a rooftop. Jump onto the air conditioning units to reach the interior of the next building over. Youll find a room where your Uncle Paulie has left a little message for you. Open the closet door and run like hell out of the room when you discover whats been concealed inside: a bomb!

When youre ready to move on, head out through the doorway and duck behind the dumpster to start firing at the cops in the street beyond your area. The shotgun wont be much use against them, so stick to the pistols and try to nab headshots if possible. You may need to get closer to finish off the last few of them. Unfortunately, the helicopter that theyve called in will be flying low and attempting to finish you off, so head to the right and proceed around the corner, then move up to the Bass St. alleyway to avoid it again.

Its best to simply ambush Roach first. Hell fire on you as soon as you show him a weapon, but if you hide in the shadows near his position, you should be able to draw without him noticing you, then move out and blast him quickly before he cuts you down. With that done, take a moment to shoot out the lights in the room, then fire on the incoming soldiers to kill them all as well, letting your Darkness absorb the gunfire. Kill everyone and devour all of the hearts before returning to Roachs position and using the intercom nearby. Go ahead and tell Harry whats going down, and hell send you some more hearts to devour.

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When you head back into the subway station, youll get pages from Jenny and Paulie, both asking for you to call them. Jenny wants you to meet her near the orphanage, which involves you taking a subway train from Chinatown to the Fulton Street station. You may have to wait for a train to arrive. If you move towards the subway tracks it should arrive a little more quickly.

Youre going to come across plenty of different ways to kill guys in The Darkness, some of which will be more useful than others. Well give you a glance at the various killing powers that youll run across in the game in this chapter.

Head back to the cemetary and use the Darkness to find an active gateway, then follow the onscreen prompts to summon a Berserker. Follow it, and itll move the car out from in front of the gateway and allow you to move on. Nearby, a gunman has locked a gate that you need to move through. In order to kill him and grab the key, return to the streets and find a vent above his position. Follow the prompts to send your Creeping Dark through the vent, then kill the gunman and nab the key to move on.

The auto-aim feature in The Darkness is incredibly generous on its default settings. If youre playing on the Medium difficulty with the default auto-aim settings, then youre going to find that the entire game can be played without using anything but the pistols. Youll find plenty of advanced weapons, but the sustainable fire of the pistols (one weapon can fire while you drop the other) makes them usually best for firefights, since you can keep firing them constantly where an advanced weapon like the M4 would require frequent bouts of reloading. Theyre also quite accurate, whereas most of the other weapons, especially the two shotguns, but also including the SMG and the AK-47, have a large spread of fire, making it difficult to hit distant enemies.

The Darkness guns act as something like infinite-ammo weapons that draw upon your Darkness Energy instead of physical ammo. There are two of them, both shaped like pistols: the one on the right will fire small bolts of darkness, and acts as something like an SMG, while the one on the right will fire larger shells that explode on impact, damaging everything in a small area. The Darkness Guns are notable for being capable of permanently killing the undead enemies in the World War I sequences in the game; killing them with other weapons will allow them to eventually come back to life until you devour their heart.

The Darkness that infests you in the game also brings with it a great deal of powers that you can use to further your goals in the game. Mostly this consists of killing lots of dudes. Some of the powers are more effective at this than others, though

Theres a can of gas in the Workshop here, so head in and grab it before returning to the larger door and opening it. Youll need to proceed carefully through the coolers here, as there are plenty of soldiers and a lot of light. Keep shooting out the flourescents if you want your Darklings to stay alive.

After Mikey gives you his guns, get used to the way they handle. Theres a bit of auto-aim in them, so you wont have to worry about them too much. As you proceed through the first area, youll find more pistols, so dont get too attached to them. You cant reload your guns, but you can always drop them and use one of the others that youve picked up. Doing so will waste any ammo in the guns youre currently using, though, so its best to simply keep them in your hands until theyre out of ammo. Youll automatically drop and switch your guns if you just keep firing.

The Creeping Dark power allows you to detach a tentacle from your body and send it out to scout or kill opponents without approaching them physically. You lose control of Jackie while using this power, but can guide the tentacle through spaces that you normally wouldnt be able to, such as through air conditioning vents. The tentacle can flip switches, knock out light sources, destroy locks, and kill enemies, but will constantly drain your Darkness Energy while being used, so you wont be able to use it for an infinite amount of time. It can also be seen by enemies and shot at, so if it starts taking too much damage it will retract back to Jackie. This wont cause any damage to you, however.

The powers that you obtain are scrollable by pressing up and down on the D-pad on your controller. Each of the powers that you use will require Darkness energy, though. You can obtain Darkness energy by withdrawing into a dark area of a level and letting your Darkness tentacles suck up the night juice. Your Darkness energy will also be drained if you spend time in a well-lit area with your Darkness shield, up, however. (Youll hear the tentacles sizzling in this situation, so either shoot the lights out or simply drop your shield until you reach safety.)

The Black Hole, when acquired, will let you breeze through the rest of the game. When fired, it will create a void in front of you that will suck in all nearby enemies and objects, twirl them around in the air, and finally drop them to the ground. An enemy thats affected by this will automatically be killed, and since most enemies later on in the game will be clustered in groups of three or four, you can find yourself instantly killing anything that gets in your way when you unlock it.

You wont be able to do anything during the car ride at the beginning of the game save to look around. Just sit back and enjoy the ride; youll wind up in the construction site soon enough. You somehow manage to survive a wreck that shouldve killed you, and find yourself lightly armed with a horde of gangsters coming after you.

When you blow out the candles here, feel free to tell Jenny whatever you like here; shell react in different ways depending on what you say. When you get Butcher Joyces number, call him on the phone to get an appointment to see him. Hell also tell you how to come see him without being detected.

The Kamikaze is similar to a Berserker, in that hell attempt to get close to an enemy, but unlike a Berserker, hell detonate himself when he does wind up close enough to do so, killing any nearby enemies (as well as damaging you and your other Darklings). He can be useful to send around corners, since hell home in on the enemies and blow them away, but as per usual, hell often wind up getting shot to death before reaching his target.

When used against enemies, youll wind up spearing them through the chest, instantly killing them. You can then move the arm around with the right analog stick to throw the body away, should you wish to. (Note that you still have to devour the heart, even if you get a kill with the Demon Arm.) This makes for a handy and instant kill if youre waiting around a corner and someone pursues you; simply click the button and your target will die. Sometimes the arm can get confused with targeting if there are both live and dead enemies in front of you, though; itll occasionally start spearing the dead bodies instead of targeting the living enemies that are shooting at you. Still, its good for an opening attack on enemies that are in your face. The range isnt very long, but it still kind of obviates the need to use the shotgun at close range.

The last Darkling you unlock has an electrical capacitor on its back. When he rubs his hands together, an electrical charge can be created, which will destroy nearby lights. It can also be used as an offensive weapon, but the Lightkiller will need to be close to your enemy in order to use it. Most lights are going to be easily shot with your pistols, Demon Guns, or Demon Arm, so the Lightkiller is rarely necessary.

The game here thus lends you a number of supernatural powers that are unlike anything youve probably encountered in a first-person shooter. With the help of the Darkness, and lots of guns, youll have to tear your way through Hell itself to pay Paulie back for what hes done to you. GameSpots game guide is here to help! Weve got tips on completing the game and all the different powers and abilities that are available to you. Enjoy!

Personally, we managed to get through the game without ever using the Darkness Guns, so theyre by no means required. To each his own, however.

There are plenty of gangsters on the streets, so shoot out the lights as you see them and start rampaging. Your Darkness will shield you from a bit of damage, so feel free to take them out at long range or get close for some executions. Youll find Jennys apartment building near the basketball court (check the subway maps for guidance if needed), as well as a few collectibles on the streets and in doorways, but before you head up to meet her, youll want to roam around and kill anyone else that you see on the streets. More corpses = more hearts to devour = more Darkness powers in the long run. Eat them hearts up!

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Enza Scardina is near the entrance to the subway. Feel free to talk to him if you like, but he doesnt have much of interest to say. Head down to the platform of the station here. You can find another Collectible if you poke around on the ends of the platform; its hidden in a small alcove near the tunnels. There are a few more characters here, including Frank Huntzinger and Compton Scarr, as well as George Hadel up the steps leading to Chinatown. George has a problem with Compton, so if you talk to him, you can pressure Compton into letting George play his harmonica. Do enough of these simple missions and you can eventually get a 360 achievement. George will also give you a collectible.

Unfortunately, bfeore you can get to Harry, Captain Eddie Shrote will come gunning for you. He and his men are in Paulies pocket, so theyre not interested in arresting you. Shoot out the lights in the restaurant while theyre breaching the wall, summon a berserker from the gateway behind one of the low walls, then shoot the SWAT team as they exit out the back of their truck. They, and the cops that shoot the lock off the door and come in, will drop shotguns, so grab them and start blasting away at anyone else in the area.

When you clear the area out, youll notice that the exit from the cemetary is blocked. Youll need to head down into the bathrooms and talk to Frank Rottenberg. He has nothing useful to say, but on your way out of the bathrooms, your Darkness powers will manifest for the first time, allowing you to kill off the ambushers once and for all.

The Guns are worthwhile if you like to shoot lights out, since they consume no ammo, but youll probably never run out of pistol ammo anyway, so that shouldnt be a huge consideration for you. As weapons, the guns are decent, although inaccurate. They also act as a constant drain on your Darkness Energy, so if you wind up getting into a firefight and taking damage (which also drains your Darkness Energy), you can sometimes find yourself unexpectedly dropping your shields and switching back to your normal weapons.

Get off at Fulton automatically, then take the steps leading up to St. Marys Orphanage. Youll have to jump the turnstiles to leave the station and meet up with Jenny. Jimmy the Grape will tell you more about Paulies proclivities, and give you your next mission: burn the cash that Paulie is holding for the Chicago goombas. Theres an exit to Grinders Lane elsewhere in the station, so return to the platform and find it by following the signs.

If you run out of Darkness power, then your tentacles will drop (along with the damage shield that they afford you). You wont be able to use any powers until you resummon them, which will usually only be possible in a dim location. If you run out of Darkness power in a bright spot, then you usually wont be able to resummon your tentacles, so be careful!

Each Gateway can only summon one Darkling at a time. If you use a Gateway to summon a Berserker, then decide you want a Gunner instead, you can simply summon a new Darkling. The Berserker will pop out of existence and the Gunner will take its place. If you can find multiple Gateways, though, you can summon each kind of Darkling that youve unlocked thus far, up to the maximum of four. You cant have four Berserkers or four Gunners, but you can have one of each kind of Darkling, if you wish.

Exit up into Chinatown and youll find a Potato Sack Outfit across the way from the steps. Outfits go onto your Darklings and let them accoutrement themselves as they see fit. Youll find more as the game goes on.

If you attempt to reload or drop a weapon manually, youll lose any ammo that was remaining in the weapon or the clip. It can be useful to reload a weapon that only has a couple of rounds in the clip remaining, especially if you think youre going to be turning around a corner and being forced into a gunfight. Otherwise, though, reloading manually too often will just cause you to throw away a lot of good ammo.

Throughout the game, youll find various Darklings that youll be able to summon and use as pets, in a sense. Some sections of the game will force you to have a Darkling around to bypass a specific obstacle (usually right after you manage to summon the Darkling for the first time), but apart from that, youll be free to use them, or not, as you wish.

These gals are going to be your heavy-weapons friends. Gunners wield a chaingun that can fire quite rapidly at your foes. Unfortunately, the chaingun requires some time to spin up before it can fire, leaving the Gunner exposed to enemy fire while it prepares to shoot. Gunners can also be confused by corners and elevation changes, which will lead them to stand in place shooting at a wall for a long period of time. They can be useful diversions in a firefight, but dont expect them to actually kill many of your foes.

After making your way up north to Waterfront St., proceed to the northwestern corner of the street, where the sign for the poolhall is located. Make your way inside after clearing out the cops, and youll load up the alleyway.

Although the Creeping Dark can be handy when enemies are expecting you to attack from a certain direction, its almost always easier to just activate your Darkness Shield, pop out from cover, and shoot them in the head. We generally only used it when the game forced us to do so. If a door is locked and has a suspiciously obvious vent covering above it, its a good bet that you need to send the Creeping Dark through it and unlock the door.

Anyway, Harry will fall to his death when you confront him. Drop down to his location and eat his heart to find a Gunner Darkling, then proceed into the subway tunnel nearby to move on.

You can leave now if you want to, but if you want an easy achievement, sit on the couch and watch TV with Jenny for three or four minutes until she kisses you. Youll eventually get the Romantic achievement and will be able to leave guilt-free, since Jenny will be asleep on the couch at this point.

With the guns in hand, shoot the lock off the door nearby and proceed through. Ride the lift up to the upper area here to find a couple of construction workers. Like the rest of the workers here, these guys are packing heat and arent too happy to see you, so drop them as quickly as possible. You dont have a health bar, so if you wind up taking too much damage, youll have to duck behind cover and wait until your screen returns to normal to move on.

Now that youve unlocked your Darkness powers, you can use them to escape the cemetary. First, though, you can also use them to find Collectible 29, near where you landed after the explosion. Head back there and find the high voltage room with the reinforced glass window. Manifest the Darkness here, then hit the button that lets you send out a creeping tentacle. (RB on the 360, probably R1 on the PS3.) If you attack the vent on the bottom of the door, you can send the tentacle through to pick up the collectible.

Note that the Black Hole does have a maximum range, so if you try and use it on especially distant enemies, it will wind up going off in midair.

Even for the other weapons, youll only rarely want to actively reload. For pistols and SMGs, you can just click on the fire buttons until you run out of ammo; Jackie will automatically drop the gun and start using a new one at this point. If you run out of ammo while using one of the heavier weapons, then youll automatically insert a new clip and resume firing.

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No one really expected a game based on a middling sci-fi movie to be all that good, but Starbreeze Studios beat the odds with the release of The Chronicles of Riddick: Escape From Butcher Bay. With its intense combat and stealth features, Riddick was a challenging and exciting game that had no business being as good as it was.

Secondly, the Demon Arm is great for extinguishing lights when you near them. It can reach far enough to extinguish most streetlamps, even the ones on the telephone poles in NYC, and its auto-aim feature will let you hit most lamps without having to draw a bead on them with your gun.

Tip: If you take a left through the small corridor that connects Bass St. with Thompson St., you can hang a right onto Raspberry St. at this point and head to its northern end to find a collectible. Youll have to return to Clark St. to backtrack, though.

Darklings are not incredibly intelligent, although theyll do their best to help you in your mission. They can be shot at by enemies and will pop out of existence if they take enough damage. Theyll also fade away if theyre exposed to bright lights for too long. They dont cost anything to summon, though, so its usually worth summoning them when youre near a Gateway.

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