Q and A - p. 1 | Walkthrough The Darkness II Guide
Last update: 11 May 2016
New objective: Speak to Jimmy
Ignore gangsters gathered around start place and head right away to Jimmy in order to talk to him (the 1 key). During the conversation you'll learn that Swifty is hiding in a nearby club and you have to get him first to interrogate him. Follow Jimmy listening to the plan on getting alone into a surrounded club to find Swifty.
New objective: Find Swifty at the pool hall
Choose the only available passage, reaching the club entrance after a while. Before you do anything, you can make some purchase thanks to local Talent Shrine, but this is no "a must" of course. If you think that you're ready, approach the main entrance, grab the door with left tentacle (Q) and then pull it out (rhythmically E).
Start attacking bandits gathered inside the club. Note that you begin this chapter without any firearms, so it is good to rely on your tentacles at the beginning, to throw objects at opponents (billiard cues and fans hanging from the ceiling are perfect here) or perform slashes to tear apart enemies' bodies.
In the next phase of fight it would be good to get some firearms from one of the defeated enemies, but this is not absolutely required. Remember about destroying surrounding light sources (mainly lamps hanging over billiard tables), so you will not find yourself in the situation of inability of using Darkness powers. Keep fighting until you eliminate all enemies. Make sure, of course, to eat their hearts.
After the fight explore a small room with slot machines, located to the right from the club entrance. You'll find there a shotgun and a new relic (Sister of Light - 4/29). Now head to the stairs leading to the upper club floor. Once you get there listen to the conversation taking place in an adjacent room and then pull out the door (Q and then rhythmically E). Watch a short cutscene with running away Swifty.
New objective: Pursue Swifty
Ignore Swifty because you won't be able to get him right now. Instead focus on eliminating enemies gathered in the room. Due to the fact that the battle is fought in a short distance, you should rely on your tentacles. You can also use firearms if needed. After the fight head to the corridor where Swifty was fleeing, eventually reaching the club exit.
Go to the accompanying darkling and notice that you've come under massive enemy attack. As suggested by the game it would be good to grab with your left tentacle any car door (the Q key) and do not throw it but instead keep it with you, using as a cover (screen above). Move then towards enemies, shooting them with firearms. After reaching positions occupied by them, deal with survivors in any way.
Continue your walk until you reach a new Talent Shrine. Ignore for the moment a path marked by the darkling and go to the left. You should reach the place, where you'll find another relic (The Dark Man - 5/29). Return to the shrine and now choose the right path, walking over partially overturned fence.
Prepare for another series of fights with Swifty's bandits. Same as previously it is good to use grabbed car door as a cover to shorten distance to your opponents. But watch out for enemies with melee weapons, which can come running from the left. Also destroy light sources along your way, so you won't move accidentally to the illuminated zone. A little further you'll encounter enemies gathered on upper balcony and the best way to get rid of them is to throw at them metal bars found nearby.
Head to the alley behind the damaged van, destroying nearby light source and then pulling out the gate (Q and then rhythmically E). Along your way you'll encounter several other lamps, but you do not have to destroy them at all costs. Soon you'll reach a place where the game will load the next part of this chapter. When the game resumes, look around for a Talent Shrine and ammo. After few moments you'll get to the construction site, where you'll fight with Swifty.