Darkness Within 2: The Dark Lineage Director's Cut Edition

Darkness Within 2: The Dark Lineage Director's Cut Edition

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Darkness Within 2 Walkthrough
By Double Dark
A complete walkthrough for the game.
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Introduction
Please use the following walkthroughs if this guide is not helpful enough.
Clues and Notes
This is a list of notes throughout the game with the clues underlined.

Cottage
Envelope (inventory) 1, 2 (4 clues, 1 hidden)

Inn
Newspaper clipping in desk 1 (1 clue)
Newspaper article by bed 1 (1 clue)

Book Store
Recollections of the Past (inventory) 1, 2, 3, 4
Table of Contents (inventory) 1
Speaking machines note (inventory) 1, 2 (5 clues)

Old Building
Journal outside by the cart 1, 2, 3 (4 clues)
Pages in a drawer 1, 2 (3 clues, 2 hidden)
Book inside the chest 1 (1 clue)
Diary under pillow 1, 2, 3, 4, 5, 6 (5 clues, 1 hidden)
Frozen man's letter (inventory) 1, 2, 3, 4 (3 clues, 2 hidden)
Book in the tower 1 (4 clues)

Underground
Experiments book 1, 2
Homonculus notes 1, 2 (1 clue)

Mansion
Bird book 1
Book in grandmother's room 1
Grandmother's diary (inventory) 1, 2, 3, 4, 5, 6, 7 (6 clues)
Pages on library table 1, 2 (1 clue)
Library drawer note 1 (2 clues)
Grandfather's note (inventory) 1, 2 (4 clues)
Monkey's paw note 1

Necropolis
Edwin Pickman poem (inventory) 1
Cottage
The game tells you how to play at the beginning.

Right Click = inventory
CAPS LOCK = run
Spacebar = jump
C = crouch
F1 = lantern
F5 = quick save
F6 = quick load
F7/F8 = change quick load slot

You wake up in a cottage after being freed from a mental asylum. Take the envelope from the nightstand next to the bed. Read it and mark down the notes. Then open the drawers and take the wallet and flashlight. Pick up the lantern on the other nightstand and press F1 to wield it. Then open the wardrobe and put on on the clothes.

Optionally find and enter the attic for an achievement.
Sweep the Floor
Enter the attic using the ceiling trapdoor

Then head downstairs and exit the cottage.
Inn
Exit the train station and head up the stairs. Take a left and go to the building with the Worm's Feast sign outside. Try to enter the door twice and you will hear a muffled sound. This unlocks the thought "Scream from Worm's Feast".

Now go to the building with the lights on and enter Camphorwood Inn. Speak with the innkeeper and request a room. Then head through the doors to the left of the bar. Enter the hallway and read the newspaper clipping inside the desk on the left. Then head upstairs and enter your room on the right. Read the newspaper on the nightstand by your bed. Then open the left drawer and take the flashlight. Finally, interact with the bed to sleep.

You will wake up inside of a dream. The toilet seat will be vibrating and your door will be locked. Move the dresser by the bathroom and interact with the hole in the wall. An old man will talk to you and give you a strange key. Use the key on your door and exit your room. Then walk down the hall and enter the last door on the left. A man will be sitting in a chair near the window. Approach him and you will wake up from the dream. Exit your room and head downstairs to eavesdrop on two men. Then head downstairs and you will automatically go back to bed.

Head downstairs after you wake up and talk to the innkeeper. He will tell you about The Worm's Feast bookstore. Exit the inn and take an immediate left. Then head straight past the train station until you enter the bookstore.
Book Store
Talk to Henry the store owner. Ask him about the book mentioned in Loath Nolder's letter and he will agree to sell it to you. Head downstairs and examine the dragon, stethoscope, toy jeep, and music box.

Seeker of the things that should not be
Find a metallic box with a copy of Necronomicon and a statue of Cthulhu.
This is hidden underneath the crate.

Pick up the lever near the dragon. Then take the book Recollections of the Past from below the toy jeep. Examine the book and you will discover that it's locked. Then examine the lower left corner of book to focus on the lock mechanism. Mess with the lock until it mentions that you need something to hear the lock. Then pick up the stethoscope from below the dragon statue. Combine the stethoscope with the book by using the Brain icon in your inventory. Then examine the book again to solve the lock.

Take the key out and rotate one of the sections of the key. Then put the key back in the lock to see that the section has turned red. If you press the large button on the key it will toggle the pins and a sound will play. The sound represents the red section of the key. A different sound will play for a correct position than an incorrect position.

Solution: The red numbers represent the number of turns for each section.


Head back upstairs and examine the map and the camera on the counter. Then talk to Henry about everything. Buy the map of Arkhamend, music box, toy jeep, and camera. Then travel to The Old Building. You can use the map to fast travel there.
Old Building
Take out your lantern (F1) and walk towards the building. Read the journal in front of the cart. Then enter the building.

Interior
Approach the desk with an anatomy poster and open the drawers. Then take the roll of tape and the flashlight from the drawers and read the pages in the right-most drawer. Drag the chair out of the way and crouch under the table. Then drag the chest out from under the table and read book inside it. Then solve the jigsaw puzzle on the desk and use the roll of tape on it to receive the taped puzzle.

Go into the next room with beds. Pick up the pillow on the single bed and read the diary underneath it. Then examine the wardrobe and notice that it's locked. Then go into the large open room and you will discover a frozen man. Examine the corpse and you will obtain a frozen man's letter and a blue capsule. Climb the ladder next to the corpse and enter the attic. Take the old compass and the small metallic handle from the drawer on the right. Then open the middle drawer and read the book. Then head back down the ladder.

Examine the two sets of muddy footprints in the large room by crouching. Then look at the large group of shoe prints by the beds. Now examine the side of the table to look underneath it. You will see a star shaped hole. Use the bent metallic handle on the hole and turn it to open a panel. Then take the metallic key from the compartment.

Go to the cupboards nearby and look at the floor to the left. You will see a raised platform and a hidden panel in the corner of it. Open the panel and use the metallic key to open the compartment. Inside is a 7 digit combination lock with 16 symbols.

Exterior
Go outside and use the camera on the 16 rocks around the building. This will reveal symbols in fluorescent paint.

Take out the compass to mark down the position of each symbol. If you rotate the compass you will see that it's broken. East and West are flipped. This may be why the jigsaw puzzle was torn up and the guy froze to death. Therefore in order to solve the combination you should swap East/West.

North = White
East = Red Black
South = Yellow
West = Black Red

Examine the jigsaw puzzle. The colored circles represent each cardinal direction. Zoom in and you will notice a slightly darker line that spirals around. This line represent the solution to the combination. The solutions is either following the line inward or outward. Now go back inside and solve the combination puzzle.


Solution:


Then interact with the raised floor to go down the elevator.

Combined Thoughts:
1. "Professor Jacob." + "The man with a fake beard" = "Identity of Professor Jacob."
2. "Did Dreaden report back?" + "The bodies found in the woods" = "Help for Dreaden."
Underground
Exit the elevator and you will see some large wasps flying around. Enter the first room to your right and pick up the empty sprayer on the table near the alembic. Now we need to create the bug spray.

Interior
Go back up the elevator and open the cupboard on the left. Pick up the mortar and pestle in the cabinets. Then open your inventory and click the Brain icon. Read the "Warding off insects" note for a reference of what we are currently doing. Open the two drawers of the cupboard and use the mortar and pestle on the following ingredients: geranium, rue, basil, henbit, and heath aster. Then use the empty sprayer on the water, alcohol, and neem oil. Now open your inventory and click the Brain icon in order to combine the sprayer with the mortar and pestle. Finally, equip the sprayer before going back downstairs.


Underground
Get stung by the wasps and then approach the top of the stairs. Your character will pause to tell you to listen to the morse code. Enter the first room on the right again and pick up the morse code sheet on the table. Then write down the morse code that you heard and decypher it. Then go to the door with the 7 letter combination and enter the code you heard.

.._ ㅤ... ㅤ.... ㅤ._ ㅤ_... ㅤ _ ㅤ..


Go inside the room and examine the coffin to your right that is slightly ajar. Interact with the skeleton and you will receive a strange shaped key. Use the key on the locked box on the table in this room. Then pick up the homonculus. Then read the book and homonculus notes on the table.

Enter the next room with bugs covering the cabinets. Equip the bug spray and use it on the cabinets. Then open the cabinets and take the 3 metallic sticks and 2 phonograph cylinders.

Then leave the room and go to the door with a lock on it. The homonculus will destroy the lock for you. Enter the room and open the cabinets. Then take the metallic capsule and gasoline canister.

Interior
Go upstairs in the Old Building and put the 3 metallic sticks into the locked wardrobe. Then solve the puzzle and take the protective hazmat suit.

VIDEO SOLUTION
The Machine
Go to the room where you found the morse code sheet and bug sprayer. Make sure you have read the 'Recollections of the Past'. Then examine the large device in the back of the room. This is the machine illustrated in the book.

Book Store
Go back to the bookstore using the map. Then talk to Henry about the cyphered book and he will offer to decypher it for you. Go downstairs and find his War of Northbridge book to help him do this. It can be found behind a briefcase on one of the upper shelves. Then go back upstairs and give it to him. Leave the store and come back immediately. Then ask Henry about his progress. He will give you a decyphered Table of Contents. Then ask him to decypher the part about the speaking machines. Leave and come back immediately to obtain the speaking machines document. Then read the document before returning to the room with the machine.

Underground
Examine the phonograph to the right of the machine and put the horizontal cylinder in it. Then press the switch to turn on the phonograph. A static noise should start playing. Now focus on the radio unit to the right. Your goal is to get both arrows into the green. This puzzle is randomized. You can solve it using the left 2 switches OR the right 2 switches. When the puzzle is solved a red light will turn on and an audio recording will play.

VIDEO SOLUTION

The recording will tell you about a hidden compartment in the device. Open the compartment and enter the code 51637. After you enter the code you can remove the combination lock to reveal a hole. Open your inventory and click the Brain icon. Then combine the metallic canister with the blue capsule. Plug the capsule into the hole and then turn to your left. Examine the power generator and use the gasoline canister on the intake on the left side. Then press the green button on the generator to turn on the device.

After a short cutscene you will wake up in the bunk bed upstairs. There will be a note attached to the bed with a knife stuck through it. Pick up the foreign note and then go to the book store.
Mansion
Talk to Henry about the note and he will translate it for you. The note will tell you to go to The Gate. Henry will tell you to visit Jacob's house near the wolf statue to learn more.

Enter Jacob's house and have a long conversation with him. Then go to the inn and talk to the innkeeper. The innkeeper will tell you about a lady that was staying at the inn a long time ago. She was awaiting a train but a group of fake-bearded men dragged her away against her will. You will then be transported to the front of the mansion.

Outside
Go to the left of the mansion and you will notice a side door and chained cellar door. Then go to the building behind the house and take the shovel from in front of it. Then use the shovel on the chained cellar doors to open it.

Cellar
Examine the lamp in this room and you will unlock the thought "There is a lantern lit!". Then drag the furniture out of the way and enter the next room. Pick up the gasoline canister by the door and use it on the generator to the right. Then start the generator by examining the bottom right of it. Walk through the next few rooms to obtain an achievement below. Then go upstairs.

Toys and Tools do mix
Obtain the Ankh inside of the red chest in the cellar.

Mansion 1F
You will enter the kitchen. If you walk around you will notice a lot of incense sticks scattered around the house. Take the mansion key from inside the key box in the kitchen. Then go to the garage and pick up the sledgehammer from the table and the screwdriver from inside the drawers. Then go to the dining room and unlock the front door with the key. Then open the top drawer near the radio and take the flashlight.

Flashlight Collector
Collect all 4 flashlights in the game.

Mansion 2F
Now go upstairs and you will be forced to walk into your room. Go to sleep in your bed and you will wake up in a dream. Pick up the candle from the table with the teddy bear and children's drawings. Equip the candle and go downstairs into the kitchen. Then take the well key from the key box. Now go outside and unlock the well before waking up.

Exit your room and enter the door straight ahead. Go to the dresser with a broken mirror. Read the book and open the jewelry box. Examine jewelry box and you see that it is empty. Examine it again to reveal your grandmother's diary.

Leave the room and go to your grandfather's library. Open the cabinet at the end of the room and take the black mirror. Then go to the table in the corner of the room with a skull and map. Read the pages on the table and the note in the drawer. Push the knocked over chair out of the way. If you walk over the spot where it was you will notice a creaking sound. Crouch and open the hidden floor panel. Then read your grandfather's note and take the skeleton key.

Enter the guest room past the stairs and enter the bathroom with two mannequins. Examine the bath tub and take the hairpin. Then go downstairs.

Mansion 1F
Go to the study with a fireplace and read the bird book on the table. Then open one of the cabinets to reveal a locked box. Use the hairpin on the box to open it and earn an achievement.
Gotta hand it to you
Find the monkey's paw.

Mausoleum
Exit the mansion and go to the building where you got the shovel. Use the skeleton key on the door and go inside. You will see some reptilian statues. Examine the crypts on the left and you will find coffins of your grandfather, father and you. You will also notice that the item that your grandfather left for you has been stolen.

Family Reunion
Discover your father’s coffin in the tomb.
If you open the coffin you will find that he killed himself with sleeping pills.

Mansion
Leave the building and a snow storm will have started. You will have to wait out the storm before going back to town. Go back inside the mansion and then and enter the library upstairs. Leave the room and you will hear rats in the walls. Go to garage and then back to the kitchen. You will see rats scurrying downstairs. Follow them to the basement and you will see "Welcome Home" written on the wall. Take a right into the wine cellar and you find a staircase leading downwards. Go down the stairs and interact with the gate for a cutscene. Then you will wake up in your bed again.

Head downstairs towards the kitchen and Loath Nolder will talk to you. After the conversation you will go back to bed. When you wake up you will be unable to leave until you find Loath Nolder. Go to the wine cellar in the basement. Then use the sledgehammer on the floor boards to reveal the stairs from your dream. Then head downstairs.

Hidden Place
Enter the first door on the left and talk to Loath Nolder. He will give you the first sign piece. Then go back upstairs to the garage and put gasoline into the car before returning to town.
The Sewers
Go to the book store and you will see that Henry is gone. He also left a book on the table.

Bookshelf Bonus
Find the HP Lovecraft book in the Worm’s Feast.

Then go downstairs and the homunculus will show you a hidden door. Open the door and you will find Henry's dead wife. Look closely at the lever that you found in front of the door and you will see blood on the end. This is probably the murder weapon.

Grim Discovery
Discover Henry's dead wife.

Go to the inn. The two men you eavesdropped on will leave. Follow them and enter the sewers. Then travel through the sewers until you reach the nursing home. Go down the hall until you find the glass case with the head of a gorilla. Examine the case to see the second sign piece. Then open the bottom of the display case to find an alarm system. Use the screwdriver on the toy car to obtain a battery. Then use the battery on the empty battery socket. Now press the switch and take the second sign piece from the gorilla.

Go back to the sewers and you will be knocked out and dragged to a room. Interact with the door and you will hear the two men being slaughtered. Open the door and go back to the gorilla case. Then take the lever, flashlight, first sign piece, and second sign piece from the desk. Then look on the floor next to one of the two corpses and pick up the strange metal object with a wooden handle. Then go back to the inn through the sewers.

Inn
When you enter the inn you will notice that it is empty. Take room key 101 and room key 201 from behind the desk. Then go upstairs and use the key to open room 201. The homunculus will open the bathroom for you. Enter the bathroom and examine the corpse.

No Outsiders Here
Find the Dead Reporter Secret.

Go downstairs and enter room 101 using the key. Then move the bed and examine the floor boards. Use the lever on the loose boards to break them. The lever can be found in the book store if you don't have it. Then take the third sign piece. Then use the map to go back to the mansion.
Mansion (revisited)
Mansion 2F
Go to the library for an optional achievement.

Lord of the Secrets
Examine the two books near the skull in the library.
Darkness Within and The Nameless City

Hidden Place
Go to the cellar and go down the stairs to the Hidden Place. Then go down the tunnel until you reach the reptilian statue holding a knife. Leave the room until you are forced to pause. Then go back to the reptilian statues and take the ring from the statue's finger. Examine the ring and open it to see that it contains incense.

Now go to the room with wasps flying around a large bowl. These wasps are immune to bug spray. Put on the protective hazmat suit and pick up the special liquid to the right of the bowl. Then use the special liquid on the bowl. Then use the ring on the bowl to create a blue flame that disperses the bugs. Take the secret room key on the left side of the table and then leave the room. You will be forced to wait while a sound plays. Go back to the reptilian statues and take the ceremonial dagger. Then go upstairs into the mansion.

Mansion 1F
Go to the kitchen and use the secret room key on the door.

Search high and low
Open the Secret Kitchen Room.

Master Detective
Examine the charcoal drawing on the desk.

Statuesque Secret
Walk close to the native bust and use the music box.
The End
This is the end of the game. There is no going back once you enter the well.

ENDING CHOICE
  1. TARTAROS
    Complete the game without the family ring.

  2. NEXT TIME
    Complete the game with the family ring and choose the good ending.

  3. METAMORPHOSIS
    Complete the game with the family ring and choose the bad ending.

  4. ESCAPE (NON-ENDING)
    Use the Brain icon in the inventory and combine the following thoughts:

    1. "Scream from Worm's Feast" + "Henry's wife is dead" = "Henry is a murderer!"
    2. "Harmal smell?" + "There is a lantern lit!" = "Preparations"
    3. "They know me!" + "I would come back?" = "They were expecting me!"
    4. "They were is expecting me!" + "Henry is a murderer!" + "Preparations" = "I was fooled!"

    "Scream from Worm's Feast" is obtained by trying to enter the book store on the first night.

    "There is a lantern lit!" is obtained by examining a lantern in the mansion cellar.

    If you have unlocked "I was fooled!" then you will receive a choice when you are entering the well. Say "No" and you will travel back to the cottage. The game will never end and you will be unable to leave the cottage. Enter the attic and you will hear the voice that tells you to "wake up".

The family ring can be seen in the image below.



The Well
Go to the well and use the strange metallic object on it. This key can be found in the nursing home after the two grave robbers are killed. Then enter the well and walk through the tunnel until you reach an elevator. Examine the floor of the elevator and open the floor panel in the corner. Then solve the steam pressure puzzle. The goal of this puzzle is to get the top pressure gauge into the red without having too much pressure on the other gauges.


Underwater City
After you have solved the steam puzzle you can use the elevator to go down. Exit the elevator and travel through the Bioshock inspired underwater tunnel. Then travel down the tunnel until you see a man across a pit. Approach him and an earthquake will cause a cave in. Now search the floor for 12 pages of a poem. They will automatically combine once you have found them all. Then go to a giant eyeball on the floor and stab it with the ceremonial dagger. The giant wyrm head will come alive.

The solution to the wyrm puzzle is in the poem. It has 3 dials which directly relate to the 3 stanzas of the poem. If you solve a dial then the wyrm head will writhe in pain. This is a difficult puzzle to solve and it requires some trial and error to understand how it works. Therefore I have diagramed how to solve the puzzle.


Solution:


After solving the puzzle go back towards the start. Take a left and then enter the door. You will be in a cave again. If you take a left you will see Henry and the innkeeper across a pit. Keep going through the cave until you come across a door. Open your inventory and use the Brain icon. Then combine the first sign piece, second sign piece, and third sign piece to obtain the metamorphosis sign. Use this on the door and and then pass through.

You will now be in a large area with snake-men and a vampire-looking man named Nyarlathotep. Approach him and then examine the red crystal in front of him. You will enter a hallucination and a large monstrosity will speak to you. You have two options:

1. Agree to walk the path of your ancestors. Loath Nolder will wake you up from the hallucination. Use the dagger on Loath Nolder. You must have the family ring in order to stab him.
Pessimist
Choose the bad ending.

2. Refuse to obey. Then use the dagger on the red crystal.
Lesser of Two Evils
Choose the good ending.
Story Achievements
Keen Mind
Underline Arkhamend in the letter that Loath Nolder left.
Unlock the Secrets Inside
Acquire the key to the door in the first dream.
Bygone Days Telling Tales
Finish the first dream sequence.
Smooth Talker
Persuade Henry to sell the book.
In Remembrance
Solve the recollections of the past book puzzle.
Meadow Mystery
Find the stone building in the forest glade.
Piece it Together
Solve the jigsaw puzzle in the old stone building.
No Stone Unturned
Open the small trapdoor which holds the key to the underground galleries of the old stone building.
Going Down
Solve the disc puzzle in the elevator.
Bug Killer
Prepare the mixture for the dangerous insects.
Hidden Room
Find the secret room in the underground galleries of the old stone building.
Making a new Friend
Find the Homunculus experiment.
Cover Up
Find the protective suit.
Necromancer
Summon Wolfgang Schneider from beyond
Pull back the Vale
Retrieve the whereabouts of the mansion named The Gate.
Down into the Dumps
Enter the Mansion cellar.
Childhood Trauma
Finish the childhood dream sequence in the Loried mansion.
Keep Looking Down
Find the concealed compartment in the floor of Nathanael’s room.
Long Awaited Reunion
Speak with Loath Nolder.
Second Piece
Retrieve the second part of the key, from the nursing home.
Last Piece
Retrieve the third part of the key, from grandma’s room.
Into the Darkness
Solve the steam puzzle in the elevator.
Last leap into Unknown
Use the last puzzle piece on the door beneath the well.
Secrets and Easter Eggs
Secrets
Get stung by the wasps 3x and then examine the corpse buried in mud under the old building.
Sweep The Floor
Find the attic trapdoor in the cottage.
Toys and Tools do mix
Combine elements to get a secret Ankh.
Gotta hand it to you
Find Monkey’s Paw Secret.
Family Reunion
Discover your father’s coffin in the tomb.
Statuesque Secret
Unravel the Native Bust Secret.
Grim Discovery
Discover Henry's dead wife.
No Outsider Here
Find the Dead Reporter Secret.

Easter Eggs
Seeker of the things that should not be
Find a metallic box with a copy of Necronomicon and a statue of Cthulhu.
Bookshelf Bonus
Find the Lovecraft book in the Worm’s feast.
Master Detective
Find a symbolic picture of the Zoetrope development team on the table.
Lord of the Secrets
Find the book of Darkness Within 1 along with a Lovecraft book in the mansion.
7 Comments
GX7 16 Jan @ 10:17pm 
After Henry deciphers Table of Contents of the "Recollections of the Past" book, you need to ask him a second time to decipher the part about the 'speaking machines'. For that dialogue option to become available, first you have to travel back to the underground galleries and look at the window of the big machine (doesn't matter if you had done so before going to the bookstore).
Naemen 29 Aug, 2024 @ 7:10am 
I completed the game without the family ring and still got the NEXT TIME ending :S
probinson417 17 May, 2024 @ 6:56pm 
You've got the endings reversed. If you stab the crystal, you get the "Pessimist" achievement. If you stab Loath Nolder, you get the "Lesser of Two Evils" achievement.
Armanda 21 Jun, 2023 @ 8:37am 
Questa guida è scritta benissimo , ho trovato anche gli Easter Egg, ne avevo trovata un'altra ed era sbagliata in diversi punti grazie a questa ho potuto terminare il gioco ,Grazie ottimo lavoro :steamthumbsup::steamhappy:
Double Dark  [author] 13 Oct, 2022 @ 2:34pm 
This may be related to the comment... but Steam had an issue where images were randomly deleted from guides. I believe I added all of the images back. Let me know if there's other issues with the guide.
Double Dark  [author] 16 Aug, 2022 @ 2:32am 
It would help a bit more I knew what the mistakes were so I can fix them. There is a video walkthrough at the top as well.
Paul 15 Aug, 2022 @ 10:40pm 
This guide sucks. Soooo many mistakes and missing infos.