TTTTT 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 2.0 (7/6/07) 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) ***************** 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. Fight the 8 or so guys on your way to the structure; Gunners help, and just shoot the red lights because they are hard to Demon Arm. Go down the ladder and fing a letter in the pipe looking out. Take the other pipe to return to the Village. Another letter along the way. The bars will just fall when you touch them. So follow the water back to the Brits. Ask Frances Fox about Anthony. Now take the path back to the short sewers that lead to the Trenches. Along the way you'll meet a Charlie Hazelgrove. The name may sound familiar to that of someone in New York. Save the quest for later and keep moving. ============= The Tank Ride ============= Collectables: 83 ---------- Objective: Man the turret ---------- Jump onboard. Shoot the plane if you can. There are two soldiers on the ground, then a tank, and then more planes (six planes is an achievement on the 360). As you go up a bridge there are more planes, soldiers, and then a turret in a building. Two tanks down one path, and then you'll take the other where there are two soldiers at the top of a curve in the road. Watch for another tank and some planes on the right side as you cross the bridge. Now you'll cross a narrow bridge all the way to an intimidating enemy bunker. Shoot the two guys in the placements. Not much you can do after the brakes go out other than aim where the bullets are coming from. You'll crash down into another path and there will be a break in the action, but watch for the tanks on the right side. Then you will arrive at another large structure and then you will crash. Watch the scene and then you will be picked up by a Shlogg. As soon as the thing has you in it's grasp you must fire at its head and never stop. When it moves you around you will have to quickly move the turret fire back onto the thing. It will not take long before 'fight' is over. Now go see Anthony. Go back to the side of the Shlogg and enter the room for another paper. Take the path near the hole in the ground and go through the door. There is another door near this one in the hall. Now just follow the lonely path to enter the castle. ========== The Castle ========== Collectables: 31, 77, 32, 33 ---------- Objective: Find the shell ---------- Bust all the lights and enter the shell cart room. Bust all the lights and kill the Germans. Go up the walkway and collect a letter. Pull the lever and return to the cart to start the engine. *NOTE: #77 is at the start of the bridge, on the left light.* Another ride, but this one is back to the cannon. One plane and then try your best to get the Germans around the cannon. When you stop, shoot the two in front of you and then drop to the right side and summon a Gunner to help you out. Kill all the enemies. Now is a good time to grab a letter underneath the platform with the shell cart, if you didn't get it the first time. Go up to the control room and fire the shell. Say goodbye to Stubs and cross the long bridge on your way to the castle. There is a letter at the very end of the thing, behind one of the last glowing dots. When you're inside, look to the left of the descending stairs for another letter. Then take the stairs. =========== Castle Hall =========== Collectables: 84 ---------- Objective: Take control of the Darkness ---------- Go forward and grab the letter behind the first gate, ahead of you. Go to each station and extract your darkness at each machine. Cough up your guns before you step onto your last machine. This is NOT a fight. Just put your guns away and move up to the Dark you. Then do it again and the story will move along. However, if you give up the guns last (or perhaps it was just a glitch I ran into the first time) then will not be able to just touch him two times; though, I believe that works if you can still pull it off. If he keeps pushing you away when you get close, just back off as far as you can. Kill the Darklings at his side and then pull away when he summons a vortex. If you survive, then just go up and touch him. CHAPTER 5 ( 555LAST ) ===================== Back in New York City ===================== Collectables: 49, 50, 52, 51 ---------- Objective: Find the Butcher ---------- Return to Fulton, find Vinny, and learn of your next move. Rosie is sitting on the bench nearby, so fulfill the request. Use this number on the phone. You will find a 'Little Petey' Terrone down here that also has a request. Return to Canal and turn to the left for a ghost. You can hear it from a Dorothy Paine if you like. You'll find Mickey Famiano near a vending machine. Use the number. Stop by the Chinatown exit and meet an Alfred Blackmoore for a counter- productive side quest. Take a detour in Chinatown and revisit Dana's place. Talk with her and take the keys, then report back to Fred. Stop by Enzo Scardina at the cemetery exit for another objective. Pick up the briefcase and head to Fulton. You'll find "Noses" near the Gun Hill door. Just make the swap and head back for Enzo. Now to Lower East Side. ---------- Objective: Use the radio ---------- Send off the letters in the mailbox nearby. Go meet your aunt and Joyce. Ask both of them for info and you're sent to Grinder's Lane. There is a trio of goons to kill outside the gates, but you can't get in through the gates. Take the door in the corner. Summon a couple of Kamikazes to clear your path down this hall. Make it to the meat locker and summon a series of Kamikazes to clear the room of the guys that come in. Collect the ammo in the small room and be sure to get the hearts. Now use the door in here to quickly reach the workshop and use the radio. Now come out and have a Black Hole ready for the car of goons that rushes in. Make your way back to the station after you get the page. Use the phone to contact Butcher. Get on the train and return to the Lower East Side. Head down the street and follow it to the tunnel; you might run into a thief along the way. ======= Pier 19 ======= Collectables: 86, 94 ---------- Objective: Kill the boat captain ---------- Turn to the right and Black Hole the two chatters, then kill the guy by the car. Try to hit the thug on the bridge above if you can. *NOTE: If you joined this guide after Chapter 3, then there are four other numbers in this area, but you can't get two of them anymore. You just need to finish the game and reload Chapter 3. Just go to Pier 19 to get the last two you will need, if those are the only two you need.* Go toward the walkway onto the boat and take out the street light nearby as an enemy appears on the boat. There will be another to fire on you, and then make sure you pop as many lights as you can see before you get onboard. Open the door and use a Black Hole to try and clear the room, then back out, regain your power, and then go in to clear the place. Descend down the stairs and get a Light Killer from the portal. Send him into the next room (it will look a bit glitchy) and then send in a Kamikaze to finish off the bad guys. Go down and through two crate tunnels and then use the Creeper to find a number above the second open crate. Now come back and a lone enemy awaits at the ladder. Get up and summon a Gunner to accompany you up the stairs. Now go back to the outside and come around. After the save icon a bad guy should come from the stairs on the right. Shoot out the lights and go in. Follow the path and use a Black Hole on the enemies at the stairs. Another one will meet you when you turn around the corner. Use the gateway to summon some Kamikazes. Send them through the door on the same level and kill the guys in here. Summon a Gunner and go up the stairs. There will be a three guys past the obstacle, so just send a few Black Holes there way to clear the path. Down the steps and around the corner is the control room. Just open the door and send in a Black Hole to clear the objective. Come outside and make your way back to the start of the ship. Go to the front, kill a guy, and collect another number. Now get off the boat and head back. There is a car behind all the crates in the street, but the guys are already scattered. Just keep your Darkness on and go about killing the guys with your guns. Get to the portal that is behind a corner and use it to summon as many Gunners as needed. Poke your head out from the corner as the Gunner gets into position and help him clear the road. When the coast is a bit clearer you can run up and use a Black Hole to clear it completely, or enough to finish off the rest with ease. Then run back to the Side. ========= The Siege ========= ---------- Objective: Save Aunt Sarah ---------- This place is not safe. Be sure to shoot out the lights as you move down the street on the left. Yes, the spot where you were ambushed by cops and held up by a crook, that same alley corner is a trap. Just use a Black Hole to clear the goons. Now get to the corner of the street and two more thugs will be waiting. Keep shooting lights as you move. When you get near the home, watch out for the bad guy in the alley on the right, and try to use another Black Hole on the group in front of the house. Go inside where you'll find the whole gang and a few new faces. Defend each room, living and kitchen, and look out each window. It's just a matter of peeking out, shooting, and then ducking back when you get hit. Eventually a car will rush in a your guns are put away. Meet with Butcher and accept the proposal of Jimmy. Now leave and take a quick detour in the station. Just call the last of your numbers. Then return to the pier. Avoid the cops in the area and turn left at the crates to find the boat. Get onto the boat and tell Mario you're ready to leave. ======== Showdown ======== ---------- Objective: Kill Paulie ---------- Daytime, not good. Go forward and up the steps are a few goons. Kill them and look to the sky. Hmm. Anyway, it will be safe to use your Darkness as you proceed up the steps. Eventually there will be complete darkness for you. Use the portals to summon Gunners. Use your rifles as you get close to the mansion. It may be tricky to hit the guys up above you, but a few Black Holes will clear them out. After 300 hearts (at least on the 360) you can stop eating them if you please. You'll round a corner and see a bunch of dudes, so a Black Hole is in order. You will notice that you can summon groups of Darklings to command. Get ready when you're about to enter the front yard of the mansion. When you get close enough, the spotlights will come on and endless streams on baddies will flow toward you. Just shoot out the lights, use the automatic Darklings, and quickly clear a path to the mansion doors. Now will begin a series of scenes for you to both watch and interact with. You will mainly do watching, but occasionally you can shoot and use the powers. For the most part, this sequence is just a big cutscene, so enjoy, or not. Then you will be back in control of a much more powerful Darkness. You can use continuous Black Holes, so make your way down and through the hall. Cut a path to the big room directly behind the room you came from. Scene. After the horrible scene, return to the first room, where you started, and go up the stairs and through the doors. Follow the path to the lighthouse and chase Paulie up the the stairs. Climb the last ladder and then follow the path to a door. Open it and shoot the coward. What follows is a scene where you can watch Paulie cower for a while, but don't let him pull the gun on you, kill him quick. Scene. Credits. Game Over. Congrats! Good game. Hope there's a sequel. ============= ***************************************************************************** * 5. Side Quests ( SIDE555 ) * ***************************************************************************** Yeah, it's an RPG game term. But they are the same thing in this game. Always find the people and get the mission. Return to them to collect more numbers that lead to extra content; sometimes nothing. Chapter 1 --------- George Hadel - the first time you meet him he will ask you to handle a thug named Compton Scarr, who is down the steps. Pete Chen - save him after you leave Jenny's apartment. Ingrid Pulanski - jump down to the tracks and grab the bracelet from under the concrete near her. Charlene Warburton - jump down to the tracks and grab the coins before you are squashed. (yes, this quest glitches up a lot, good luck) Chapter 3 --------- George Hadel - The second time you must kill Scarr in the Lower East Side. Vinny Moratarello - you are asked to become a hitman once more. The first hit is in front of Aunt Sarah's house. The next is a cop in Grinder's Lane. Then return to the Lower East Side and kill the guys by the car. Then go to Chinatown and kill the seedy character in the alley way near the entrance. The final one is hiding in a room on the second level in Gun Hill, near the door leading to Shrote's elevator. Terence Willis - return to the Whitefish entrance and kill the rowdy crowd outside. Lucas Hellinger - after you finished Willis' request, go to the cups game and select the new option. Mitch Deval - almost part of the main game. Just follow the path before you and you cannot miss his crazy brother. Then tell him when you return. Dana Cutrone - she asks you to get her key in Chinatown. Go there and enter the only open building on the right side of Jenny's place. Knock and get the key. Return it to Dana. Jimmy the Grape - apartment 216 is in the building on the left as you enter Grinder's Lane. Kill all the cops and ice Pete in the kitchen. Take his list and return to Jimmy. (no reward) Chapter 5 --------- Charlie Hazelgrove - a side quest from the other world. You'll meet him in your return trip and he asks you to give a trinket to his wife in New York. Rosie is the character that has been sleeping the whole game. Wake her and tell her the good news (awkward scene follows). 'Little Petey' - take the letter to a Mickey Famiano in the Canal Station, near a vending machine. Alfred Blackmoore - undo the work you did for Dana Cutrone earlier. Enzo Scardina - near the cemetery area this guy asks you to find Mr. Tieri in the Fulton Station. He is near an info booth, so make the swap there. Frank Rottenburg - the bum in the cemetery bathroom. Use the Creeper to get his medicine. No reward, so it's up to you. Keeper of Secrets ----------------- A fun little 'hidden' quest, and an achievement on the 360. You can find random numbers throughout the game. Which ones carry-over and are saved is a mystery, because I could have sworn that I found 16 much sooner. Oh well, here are the ones that I know will work, and a few extras just in case. And it's probably best to use these in the same game to avoid confusion. 555 9898 555 9132 555 7892 555 4565 555 1847 555 1206 555 3243 555 6667 555 7934 555 3840 555 3947 555 1233 555 8024 555 6322 555 6893 555 2402 555 6118 555 4565 555 4569 555 9985 555 1037 555 6325 ***************************************************************************** * 6. Enemies ( BADD666 ) * ***************************************************************************** Hmm, not sure why I have this section. The enemies aren't exactly 'deep' as in most games. Oh well. Mobsters - oh my gosh! I've found their weakness! It's the head! They're powerless without their heads! (Scary Movie 3) No but seriously, make sure they are actually dead. If you can't eat their hearts, that means they are still alive on the floor, struggling to get up, which they will if you let them. Germans - tougher than normal enemies. Hearts must be eaten in order to keep down, or they will get up. Crazed Bums - don't let them shank ya! Watch for the traps in their area. SWAT - Yes, the strongest enemy you'll face. Kill them quickly before they set up any plans. The ones behind riot shields require Black Holes. Tanks - no, they aren't that tough. Just use the turret on your tank. They are more like tin cans on wheels than anything. Planes - not really a threat. Again, use the turret. (be sure to get 6 if you got the 360 version) Shlogg - As close to a boss as you get, and it's debatable as to whether it is actually a fight. Only fought one time, in the castle, and the only enemy that is not a humanoid. Dark Jackie - You have to touch him. If you can do it from his left side as soon as the battle starts, then this encounter is short. Otherwise, just hang back, shoot the Darklings, resist the Black Hole, and then go touch him. This is NOT a fight. ***************************************************************************** * 7. Darkness Powers ( DARK777 ) * ***************************************************************************** All of these turn on when you activate your Darkness. You only start with the Creeper, Berserker, and Shield, so you have to collect the rest along the way. Shield - When you summon the Darkness it will automatically protect you from incoming bullets, but only to a point. This creates the main theme for you to play by: shoot the lights. With all the lights off you can always have your shield on. Of course, if you don't know where the enemies are, then you will be shooting lights the whole game for no reason. Creeper - You focus all your dark energy to form an extension. This small 'snake' creature can go anywhere and fetch you stuff, and even kill people, but it has to be in complete darkness or it will come back. The thing runs on Darkness energy, so you kinda have a time limit. Retract when you're done. Demon Arm - A gained ability that lets you use the Darkness as a weapon. You can use it to stab people, move objects, and poke out lights. Darkness Guns - Ancient guns that are powered through your Darkness energy. The left one is a shock blast, and the right one is a quick shot. Not really worth it if you have handguns, but solid choices if you're out of ammo. Good to use while in the dark realm. Best to use on the Germans, no use elsewhere. Black Hole - The final power you unlock. Perhaps the only one needed for combat. Creates a vortex that pulls in enemies and drains life. The more Darkness energy, the stronger the vortex. Will consume a all of your energy for a short time, and then you can turn it back on. Best used when enemies are close together. Do not use when enemies are spread out, or you will be without your shield. Not a wise choice on the Germans. Darklings - Summoned at the holes in the ground with the tentacles. You start with the Berserker. Berserkers - can open gates and help you do stuff. They can melee fight with bad guys, but not too well. Search for the costumes found in the game to dress them up. Gunners - the best choice when you don't know where the enemies are coming from. These shooters will spot enemies and start spraying. Kamikazes - use only when the enemy is close. These guys run to goons and blow themselves up. A bad choice if the enemy is far away. As close to a grenade as you'll get. Light Killers - they knock out lights. That's pretty much it, and sometimes they don't even do it! They can fight, but not often. Good choices if you just want to bring a pal wherever you go. Darkling Weapons ---------------- Broken Sword - Near the entrance of Chinatown Machete - In Hunterspoint Alley, through the vent near Matty Saw - In Dana Cutrone's apartment Axe - During Jimmy the Grape's side quest Sledgehammer - Near the final hit on Vinny's objective Jackhammer - In the broken train in City Hall Station Golf Club - Dial 555 5664 2K - Call 555 4263 ***************************************************************************** * 8. Weapons ( GUNS888 ) * ***************************************************************************** Handguns - just the collection of all the small guns you've picked up. There are many kinds, but you don't get to choose which ones you get. Doesn't really matter. Good choice for all encounters. (pretty much all I used through the whole game) Shotgun - eh, why did they even bother? It's not like the kind you find in zombie-shooter games, with the wide shot. This one just shoots a bullet in a narrow line pretty much, and it's tough to hit anything at close range. Sub-Machine Guns - if it wasn't for all the smoke they create, these might have been better. Good choices if you must, but the ammo runs dry in a hurry. World War I Rifle - okay if you run into single enemies, by themselves. Other than that, the reload is terrible. Assault Rifle - a solid gun, nothing wrong with it. Used primarily for big fights. AK-47 - same as the last one. Although, this one didn't seem quite as effective in killing. Riot Shotgun - it was bad enough with the last shotgun! No, this one is better, but don't think close-range-only with these shotguns. ***************************************************************************** * 9. Collectables ( ###9999 ) * ***************************************************************************** Complete list. You might find this elsewhere on the net too. Chapter 1 --------- Grave’s End #1 – Hard to miss. Found after you open the first door. #89 – While going up the elevator in the room with the TV ambush, get off on the second level and follow the walkway. Trinity Cemetery #29 – Backtrack a bit after you gain the Darkness to a room that you could not get into earlier. Break the vent on the bottom of the door and send in a Creeper. #2 – Send the Creeper under the garage door that is slightly open. Canal Street Station #34 – Near the phone as soon as you enter from the cemetery. #19 – Near an intercom at the Lower East Side exit. #3 – Under the stairway, can’t miss it. #88 – On the tracks nearby #3. #39 – Complete George Hadel’s first, short objective. Chinatown #91 – Found at the corner of Lester and Victoria. #53 – In a doorway on George Street. #90 – Behind a fence in the alley to Jenny’s place. #5 – Near a dumpster by the crates at the end of Orchid. #44 – Save Pete Chen after you leave Jen’s place; don’t kill him. Lower East Side #6 – Found in a broom closet in Butcher’s kitchen. #56 – After the gunfight outside the Green Olive, and after the chopper moves away if it blocks the path, go around the subway entrance and find this one in a dead-end alley. #55 – Use the Creeper to find a vent in the corridor through the buildings after the gunfight. It’s the vent at the end of the path, near where the cops try to trap you with the gate. #7 – In a phone booth at the end of the alley where the cop car stops. #54 – It’s in the alley adjacent to the Whitefish pool hall. You can either send a Creeper to snake it, or if you’re coming from the Green Olive you can climb the fence and jump down to grab it. #35 – On top of the crates before you enter the pool hall. Hunterspoint Alley #8 – After you get through the pool hall, it’s on the ground just as you exit. #97 – Near Matty there is a door. Bust the light and send a Creeper through the vent for the number and the Jungle outfit. #9 – In Roach’s room. #57 – In the kitchen of the apartment with the goons. #58 – In the stairwell, after the previous apartment, reach through the barrier to grab it. #59 – Next to Dutch Oven Harry’s dead body. Fulton Street Station #10 – On the tracks near the break-dancers. #95 – In the men’s restroom. #41 – Ingrid Pulanski’s sidequest (the bracelet is wedged between track and concrete). #42 – Charlene Warburton’s dare (restart if she just stares at you after you talk with her, because she glitches up a lot). Grinder’s Lane #62 – On the metal roofing in front of the two gates near the workshop; send a Creeper. #11 – In the office area. Look in the second room near a desk. #36 – Send a Creeper in the vent of the big empty office room; the vent leads to the money stash room. #60 – Above the station stairs is a long room with a few open windows. Send a Creeper to the room. St. Mary’s Orphanage #12 – Before the orphanage, send a Creeper under a ramp in the corner of the map. #61 – Take the path to Grinder’s Lane. You’ll be in a small place that you could not access before. Use the Creeper in the corner of a dumpster to move some boxes and open the way to the number. #98 – Before you enter the place, send a Creeper above the front door to a balcony. #100 – In the left room as you enter St. Mary’s, in the classroom corner. #99 – On the second floor, after the memory scene, take the door to the bombed-out area. Jump along the platforms to a bathroom. Chapter 2 --------- Trenches #14 – Opposite where you look through the binoculars. Either send a Creeper up the trench, or visit the ruined house after you are on the field. #13 – Right after you kill the two guys who guard the trench exit, go left until you see a bunker across a gap. Look around the nearby ruined structure for a trap door in the ground. Shoot the door and climb down for another letter. #63 – Right under the Pestilence thing that you see in the binoculars. #38 – As you exit the bunker, turn left and look to the side of the bunker. Send a Creeper along the bunker to grab the letter. Village #15 – In the short sewer to the village, near the harmonica player. #66 – In a small shack after you exit the sewer. #16 – In the bombed out building next to the church, the one that overlooks the water. #65 – Climb down the ladder that leads to the sewer water. The Hills #87 – Above the bell, send a Creeper. #80 – Just as you see the cross on the hill, turn left and grab this letter in a small trench. #79 – In the fireplace of a ruined home. Best grab this one when you have the Darkness Guns. It’s on the left as you return from the cross to the village. There is a path in the ground. Village Revisited #28 – Right after Anthony lets you down into the sewers. Sewers #17 – From the top of the stairs in the big room with the locked door, turn right and send a Creeper over the railing and down to pick it up. #67 – In the left chamber after you open the door. Bunker/Cannon #18 – At the top of the stairs, near a gateway in the room before you exit. #27 – Follow the tracks connected to the cannon to a large gate. In the right corner is the letter. #68 – After the battle inside the cannon room, go to the red room with the star on the wall. The letter is reached by sending a Creeper under the star. #26 – On the right hinge of the cannon. You’ll have to send a Creeper up to the side on the cannon before you go down into the control room. Chapter 3 --------- New York City Revisited #4 – Found in Dana Cutrone’s boyfriend’s place. #40 – Given by Dana after you return her keys. #45 – After helping George Hadel again. #47 – Given by Terence Willis for killing the gang outside Whitefish. #46 – Only after you get #47, talk with Terence again to learn the secret of the cups game. #20 – Found in Aunt Sarah’s home. #43 – From Vinny after you beat his objective. Pier 19 #92 – In the alley to the right as you enter. #37 – In the garage door by the water. Send in a Creeper, open the door, move the junk, and then grab it. #85 – Kick a punk kid off the pier into the water, and grab it. #93 – Near the workers (who are not friendly) by the crane. Just move the crates and pick it up. *Those last two cannot be done during Chapter 5, so you have to get them now. Gun Hill #69 – As you first step outside, send a Creeper above the metal shack where you can see a gateway. #21 – Soon after the chase starts, you’ll find this one in a small room on the side. #71 – After the helicopter fires the missile, climb down the ladder and find this one on the ledge, near the light. #70 – As soon as you get to the rooftop and the helicopter starts to leave, grab this number in the corner and then jump through the hole in the fence before you get blown up. City Hall #96 – Right before you enter City hall, while you’re in Fulton Station, turn around and go to the tracks. In the dark you should see the paper blinking down the tracks. #22 – In the busted train car, and next to an outfit. #72 – After you go through the door with the star, and past the brick trap, this one is down on the pipes. #81 – After you kill Ernie just check the left corner. #73 – Above the light after you jump down to the ground, right before you get to the baths. Turkish Baths #74 – Take the left path at the first fork, where you find the gateway. #75 – In the big room with the bath there is a platform that you cannot reach, near the fire. Send a Creeper along the pillar and work your way onto the platform. #82 – Next to the room where you grab the briefcase, in a dead-end hallway. #24 – In the fenced-off area in the briefcase room. Just send a Creeper over the fence. #25 – After you have the briefcase, backtrack, and enter the area with the blinking light. This number is in the sauna room. City Hall Revisited #23 – In the stall of the bathroom. #30 – In the walkway of the room where you are ambushed. Fulton Station #48 – Talk with Mitch Deval after you’re return, because you had to cross paths with Ernie. Chapter 4 --------- Cannon #76 – After you see the skeleton, go to the left and send a Creeper under the ramp. #78 – In the pipe right before you enter the village from the cannon sewer. Village #64 – In the sewer pipe as you re-enter the village. *Make sure you talk with Charlie Hazelgrove for the first half of a quest. Tank Ride #83 – Enter the room nearby as soon as you kill the Shlogg. Cannon/Castle Entrance #31 – On the catwalk in the cart room (one chance to grab it). #77 – Just as you start to cross the long bridge, stop at the first two lights and it sits next to the left one. #32 – As you get to the end of the bridge, this letter sits next to the light on the right. #33 – Before you go down the stairs inside the castle, go the left side to find this letter in a collapsed doorway. Castle Hall #84 – In the gate as soon as you arrive. Can’t miss it, unless you try. Chapter 5 --------- Subway Stations #49 – In Fulton, give Mrs. Hazelgrove the locket. She sleeps on the bench near Vinny. #50 – The short side quest for “Little Petey.” Famiano is near a vending machine. #51 – Pull off Enzo Scardina’s swap of the briefcases. He’s by the cemetery exit. “Noses” is near an intercom. #52 – After you beat Alfred Blackmoore’s collection quest. You’ll find him at the Chinatown exit. Just take the keys from Dana and report back. Pier 19 #94 – In the front of the ship, on the ship, under some steps. #86 – In the cargo hold of the ship. It’s above the second hollow crate that you can walk through. Send a Creeper up the sides and above the top of it. ***************************************************************************** * 10. Credits/Copyright * ***************************************************************************** ------- Credits rattlesnakedick - for an external guide, but no longer needed, helped me find collectables though ------- ----------- Please contact me if you need any help, if you want to praise me, if you want to talk, or if you want to ask a question. And if you must send a flame, please be nice so that I'll consider it. Also, if you have a cool trick or comment that you want me to add to this guide, good luck, I don't accept just anything. You will have to present it well and I will have to like it a lot! Please have 'The Darkness' in the title. My email: lunatic_252000@yahoo.com PS - If I don't respond, don't take it personally, but there is most likely a good reason (lazy, heard it a million times, it's stupid, etc.). ----------- ----------- I have other guides floating around too. They are: Resident Evil 4 Dead Rising Gears of War Lost Planet Crackdown GRAW 2 Rainbow Six Vegas TES IV: Oblivion (work-in-progress) Shivering Isles Knights of the Nine I've also been published in GamePro magazine, June 2007. Pretty cool if you ask me, and all because I write these little guides. Here is my list of sites: Cheat Code Central (cheatcc.com) GameSpot GamerHelp MyGamingHelp* GamersTemple (http://www.gamerstemple.com/) and even a few foreign ones too! *Not launched All other sites must ask permission if they want this. All I ask is that the guide be ad-free and in this text format. ------------- --------- COPYRIGHT --------- This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2007 Brad Russell