Darkness escape game walkthrough




















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, it's a good bet that you need to send the Creeping Dark through it and unlock the door. If you haven't gotten your fill of tentacles, then the Demon Arm will serve your needs well. It's basically a manipulator arm that shoots straight out in front of you when you activate the power.

It'll vary its action depending on what you're aiming at. It has a goodly amount of auto-aim to it, so you don't need to be incredibly precise when using the Demon Arm. The Demon Arm makes for a decent mechanism to instantly kill enemies that get too close. When used against enemies, you'll 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 you're 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; it'll occasionally start spearing the dead bodies instead of targeting the living enemies that are shooting at you.

Still, it's good for an opening attack on enemies that are in your face. The range isn't very long, but it still kind of obviates the need to use the shotgun at close range. 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.

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 Guns are worthwhile if you like to shoot lights out, since they consume no ammo, but you'll probably never run out of pistol ammo anyway, so that shouldn't 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.

Personally, we managed to get through the game without ever using the Darkness Guns, so they're by no means required. To each his own, however. The Black Hole will make the last quarter of the game revert to easy mode. 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 that's 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.

Firing a Black Hole will use up all of your Darkness Energy, so if you use it, you'd 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 you're shadowed.

It'll take some time for your tentacles to suck in more energy and recharge your batteries, but it'll usually be worth the time it takes, since the Black Hole power is so devastating. 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.

Throughout the game, you'll find various Darklings that you'll 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, you'll be free to use them, or not, as you wish.

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 won't 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 don't just up and disappear. 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 you're playing the game on, but it's usually a simple two-button sequence to summon a Darkling, which will then crawl out of the Gateway and aid you. 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 you've unlocked thus far, up to the maximum of four.

You can't have four Berserkers or four Gunners, but you can have one of each kind of Darkling, if you wish. Darklings are not incredibly intelligent, although they'll 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. They'll also fade away if they're exposed to bright lights for too long. They don't cost anything to summon, though, so it's usually worth summoning them when you're near a Gateway.

The first Darkling you get is the Berserker. There isn't much to say about this guy; when you point him at an enemy, he'll run over and attempt to engage it in melee combat. In tight corridors or stairwells, the Berserker can be useful, or if you can send him around a corner from your position, but otherwise he's not necessarily all that useful. Gunners aren't the best teammates to have around, but at least they give your enemies something else to shoot at.

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 don't expect them to actually kill many of your foes.

The Kamikaze is similar to a Berserker, in that he'll attempt to get close to an enemy, but unlike a Berserker, he'll 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 he'll home in on the enemies and blow them away, but as per usual, he'll often wind up getting shot to death before reaching his target.

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. This walkthrough is written for the Medium difficulty of the game.

Note that we're not guaranteeing to cover the various side missions that are offered to you; there are plenty of them around and we're sure we missed a few. We're also not going to note every location of every collectible item in the game, since there are of them and we only managed to find around 56 of them on our first playthrough.

We're sure the obsessed gamers at gamefaqs. Just sit back and enjoy the ride; you'll wind up in the construction site soon enough. You somehow manage to survive a wreck that should've killed you, and find yourself lightly armed with a horde of gangsters coming after you.

After Mikey gives you his guns, get used to the way they handle. There's a bit of auto-aim in them, so you won't have to worry about them too much.

As you proceed through the first area, you'll find more pistols, so don't get too attached to them. You can't reload your guns, but you can always drop them and use one of the others that you've picked up. Doing so will waste any ammo in the guns you're currently using, though, so it's best to simply keep them in your hands until they're out of ammo. You'll automatically drop and switch your guns if you just keep firing.

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 aren't too happy to see you, so drop them as quickly as possible. You don't have a health bar, so if you wind up taking too much damage, you'll have to duck behind cover and wait until your screen returns to normal to move on.

You might want to turn around there, buddy…. Eventually you'll 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, you'll perform an execution killing. These can be done at any time, so long as you get as close as possible to the enemy that you're facing, but it'll be especially easy here. 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. You'll 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 what's been concealed inside: a bomb! After getting blasted out of the building, you'll come out in a small underground area.

Quickly head through the door near you, or you'll get sliced and diced by the bullets that come from above. 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.

Don't move too far into the middle of the cemetary or you'll 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, you'll be forced to move forward and pick up the guns that your foes have dropped, which can be a risky proposition. When you clear the area out, you'll notice that the exit from the cemetary is blocked.

You'll 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 Berserker you summon here can push the car away.

Now that you've 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 , 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. 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 it'll 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. When you hit the subway, your girlfriend Jenny will page you.

There's a payphone near the subway teller's booth, which you can apparently use your Darkness powers on and use for free.

Dial up Jenny, and she'll tell you about her new apartment in Chinatown, which is your next destination. Enza Scardina is near the entrance to the subway. Feel free to talk to him if you like, but he doesn't 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; it's 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 achievement. George will also give you a collectible. Head across the platform towards the Chinatown exit and you'll run across Nicky, who'll confirm your suspicions that Paulie has laid a hit on you.

As if the bomb wasn't enough of a hint. Exit up into Chinatown and you'll 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. You'll find more as the game goes on. Two kids from the same orphanage. How do you know you're not related? 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.

You'll find Jenny's 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, you'll want to roam around and kill anyone else that you see on the streets. Eat them hearts up! When you're ready to meet with Jenny, head to the rear of her building and go inside. Jenny's apartment is on the 3rd floor, so head on up to meet with her. When you blow out the candles here, feel free to tell Jenny whatever you like here; she'll react in different ways depending on what you say.

When you get Butcher Joyce's number, call him on the phone to get an appointment to see him. He'll also tell you how to come see him without being detected. 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.

You'll eventually get the Romantic achievement and will be able to leave guilt-free, since Jenny will be asleep on the couch at this point. Head back to the streets, and you'll find Paul Chen being chased by a couple of goons. Kill them quickly, then talk to Paul and "explain the situation". He'll give you a collectible for helping him out. There Will be a red towl, grab it but don't put it in your inventory, click on the mirror and it will sipe the fog off of it.

Oh NO!!! A FACE!!! The Soap will be knocked over, and in it's place a KEY!!! It's a key to the master bedroom, unlock it and walk in. YOu can't do anything but the t. Go to your inventory and get the rubber gloves, get the key to the red chest in your room. Now grab the toilet paper and put it on the toilet paper holder thing. Ah Another Hand!!! Turn to the shower. Look hair in the drain, click on it and quickly start pushing spacebar until the ghost thing goes away. Now leave the toilet and go to your room.

Open the chest to get out the already used candle, now go back to the shower and get the shower nob thing and go to the master bedroom. Inthe bedroom, the thing under the tv you cant open it, use the shower thin you just got and use it. It will reveal a VCR. Get the tape and put it in, click on the tv screen to play the tape. Now click under the bed to get the dresser key, that is next to the bed to get matches. OH NO!!! Good Job, you just beat the game.

I played this game awhile back, then me and my friend rented the movie the Grudge.. Cannot kill monster as it were for vcr scene, press space rapidly does nothing, game over repeatedly, 1 star awful. Subscribe and get daily new escape games by email. Just ahead is a small room with a window that leads outside. Crawl through the window to a fire escape and then climb the ladder to your right.

Once at the top of the ladder, immediately take aim at the shattered window straight ahead. A construction worker fires a couple of warning shots that should let you know where he is. Cross the fire escape to the adjacent rooftop and jump onto the dumpster and other clutter to get into the window you just shot through.

Once inside, follow the hall to an empty room. Open up the closet door to the right, then leave the room. The Darkness Wiki Guide. Last Edited: 2 Oct am.

Was this guide helpful? Imagine that you went to a warehouse to take him to work. Today unfortunately he got trapped inside in his warehouse. Find some hidden objects and solve some interesting clues to escape the warehouse. Good luck and have fun! Like Top10 New Games on Facebook to be notified about new live games! Socail Media Share Link.

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