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Darksiders II eGuide
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Contents

  • Maps
    • Maps
      • Map Listing
  • Essentials
    • Exploration and Combat
      • Controls
      • Exploring
      • Combat
      • Leveling Up
      • Equipping Gear
      • Death’s Attributes
    • Skills and Combos
      • Skills
      • Moves and Combos
    • Appendix
      • Legendary Items
      • Secret Chests
      • Boatman Coins
      • Book of the Dead Pages
      • Stonebites
      • Relics
      • Soul Arbiter's Scrolls
      • GnoMAD Gnomes
      • Achievements
  • Walkthrough
    • The Keeper of Secrets
      • The Veil
      • Boss Battle: War’s Shade
    • The Fire of the Mountain
      • Forge Lands
      • Tri-Stone
      • Stonefather’s Vale
      • The Weeping Crag
      • Baneswood
      • East Trail
      • The Charred Pass
      • Passing Through
      • The Cauldron
      • Boss Battle: Gharn
    • Tears of the Mountain
      • Stonefather’s Vale
      • Shadow Gorge
      • The Fjord
      • The Drenchfort
      • Boss Battle: Karkinos
    • To Move a Mountain
      • The Nook
      • The Lost Temple
      • Boss Battle: Construct Hulk
    • Heart of the Mountain
      • The Foundry
      • The First Heart Stone
      • The Second Heart Stone
      • The Third Heart Stone
      • Boss Battle: Corrupted Custodian
    • The Tree of Life
      • Boss Battle: The Guardian
      • The Verdant Hollow
    • The Kingdom of the Dead
      • The Tree of Death
      • Leviathan’s Gorge
      • Breach
      • Breach Exterior
      • The Maw: West Valley
      • Serpent’s Peak
      • Eternal Throne
    • The Toll of Kings
      • Gilded Arena
      • The First Animus Stone
      • The Second Animus Stone
      • The Third Animus Stone
      • Boss Battle: Gnashor
    • Court of Bones I: Phariseer
      • Gilded Arena (Exterior)
      • The Maw
      • Phariseer’s Tomb
      • Boss Battle: Phariseer
    • Court of Bones II: Judicator
      • The Spine
      • Judicator’s Tomb
      • The First Soul
      • The Second Soul
      • Boss Battle: Tormentor
      • The Third Soul
      • Boss Battle: Bone Giant
    • Court of Bones III: Basileus
      • Gilded Arena
      • Psychameron
      • Boss Battle: Basileus and Achidna
    • The City of the Dead
      • The City of the Dead
      • Boss Battle: The Wailing Host
    • The Key to Redemption
      • Lostlight
      • The Crystal Spire
    • The Rod of Arafel
      • Earth
      • Boss Battle: The Noss
    • Stains of Heresy
      • The Ivory Citadel
      • Boss Battle: Jamaerah the Scribe
      • Boss Battle: Archon
    • The Lord of the Black Stone
      • Shadow’s Edge
      • The Black Stone
      • Boss Battle: Samael
    • The Well of Souls
      • Final Boss: Avatar of Chaos
    • Side Quests
      • The Crucible
      • Thane’s Side Quests
      • Muria’s Side Quests
      • Alya’s Side Quest
      • Vulgrim’s Side Quest
      • Blackroot’s Side Quest
      • Oran’s Side Quest
      • Ostegoth’s Side Quest
      • The Chancellor’s Side Quest
      • Nathaniel’s Side Quest
      • Uriel’s Side Quest
    • Side Areas
      • The Weeping Crag
      • Boss Battle: Gorewood
      • The Shattered Forge
      • The Scar
      • Boss Battle: Ghorn
    • Side Quests and Areas
      • Lair of the Deposed King
      • Boss Battle: Argul
      • Sentinel’s Gaze
      • Boneriven
      • Soul Arbiter’s Maze
      • Boss Battle: The Soul Arbiter
  • Extras
    • Behind the Scenes
      • Darksiders II Behind the Scenes
      • Creating Death
    • Behind the Scenes Videos
      • Video Interviews

Darksiders II Guide › Essentials › Exploration and Combat

Exploring

Exploring

In Darksiders II, Death spends much of his time exploring ancient temples and ruins. Let’s examine the many ways in which the Pale Rider can traverse his unusual surroundings.

Wall-Run

By running and jumping onto smooth walls, Death can scamper upward or sideways across short distances. This maneuver is known as a wall-run.

Vaulting

Death will automatically vault off of small wooden pegs during wall-runs, using them to preserve his momentum and extend his run along the wall.

Rounding Corners

During horizontal wall-runs, Death can round corners by jumping when he nears them. The Rider then continues to run along the adjacent wall.

Wall Bounce

When positioned between two narrow walls, Death can jump between them to extend a vertical or horizontal wall-run. This allows the Reaper to reach greater heights, or to traverse long, narrow passages that have no floor.

Finding Purchase

Death will eventually fall if he doesn’t grab onto something during a wall-run. Let’s take a look at objects that the Horseman can cling to.

Hand Holds

The most common objects that Death can grab are hand holds. These distinct grips allow the Rider to find purchase and keep from falling.

Death can shimmy between hand holds, jump from them, and even perform wall-runs from them. Consider the environment carefully whenever hand holds are present, as the Rider’s surroundings will often provide clues about where you might need to go.

Note

Press the Action button to drop down from any object that Death is hanging from.

Growth

The Pale Rider can scale the distinct growth that sprawls across walls. Death has complete freedom of movement while traversing growth, and can even climb onto the ceiling if the growth spreads to it. Like hand holds, Death can also jump and perform wall-runs from this scalable substance.

Posts

Wooden posts offer Death purchase as well. The Rider can circle around these narrow objects, climb up or slide down them, and jump upward or away from them, potentially initiating a wall-run. Some posts are affixed to walls, while others are free-standing.

180 Leap

Death can perform a special backward leap while clinging onto any object. Simply press and hold the Focus trigger to make the Rider turn and lean, and then press the Jump button to make Death leap directly away from the surface or object he’s grabbing onto. This useful maneuver is called a 180 leap, and is handy when you need to make precise backward jumps.

Crossing Beams

The Reaper can stand atop horizontal beams, as well as jump and initiate wall-runs from them. Tap the jump button while moving forward to skip across rows of beams.

Swimming

Death can dive underwater to explore the murky depths of any aquatic surroundings. Use the Secondary Attack button to dive, the Jump button to rise, and the Evade trigger to make Death zip forward with a burst of speed. The Rider can also initiate wall-runs while treading along the water’s surface—this lets him scale walls to reach higher ledges and hand holds.

Object Interaction

The Pale Rider can interact with a wide variety of objects. The vast majority of these interactions are performed by simply approaching the object and pressing the Action button. Such interactions include pushing switches, pulling levers, opening chests and doors, and speaking with entities that the Rider encounters.

Note

Occasionally, further action is required after you press the Action button to initiate an interaction with an object. Examples include turning a crank or dragging a movable object around. It’s usually obvious, and the walkthrough will detail how any special interactions are performed.

Other objects can be activated simply by moving Death into contact with them. For example, the Rider can activate pressure plates by standing atop them. Pressure levers that stick out from walls can be triggered by maneuvering Death on top of them as well. Whenever you see an unusual object that Death can’t activate through the use of the Action button, try standing atop it, or look for some other type of trigger in the environment. When all else fails, consult the walkthrough.

Using the Map

The map is an invaluable resource that keeps you on course as you explore Darksiders II’s vast locales. Regularly press the Chronicle button to call up your map—it’ll help you keep your bearings. The onscreen mini-map helps as well. Whenever you’re stuck or lost, consult the Chronicle map to determine which areas you’ve yet to explore.

Tip

By visiting the pause menu options, you can choose whether to have your mini-map rotate, or to lock it in place.

Note

As you explore your environment, treasure chests will appear on the in-game maps. Some chests aren’t easy to reach, even though you know where they’re located. Consult the walkthrough for help in finding them, along with any other items of interest.

The Dungeon Map

Every major dungeon in Darksiders II contains a special item known as the Dungeon Map. Once you find the ornate chest within each dungeon that contains this item, your Chronicle will be updated with a complete map of the current dungeon. Refer to the walkthrough to discover where each Dungeon Map lies.

Fast Travel

Darksiders II features a convenient fast travel mechanic that allows Death to travel instantly to any area he’s previously discovered. Simply call up the World Map through the Chronicle, highlight the desired destination, and press the Attack button to fast travel there. If you’re currently exploring a dungeon, a waypoint marker will be left at your current position—this allows you to fast travel back to the exact point where you left the dungeon.

Summoning Despair

While roaming through spacious areas, you’ll often be able to summon and ride Death’s fearsome steed, Despair. Whenever Despair’s icon appears onscreen, summon Despair by pressing the Skill and Evade triggers simultaneously. Banish Despair in the same fashion to return to normal exploration.

While riding Despair, press the Attack button to lash out with Death’s scythe. The Special Item trigger allows you to use your currently equipped item, such as Redemption, from horseback.

Press the Evade trigger to make Despair charge forward with a boost of speed. Each charge drains one pip of Despair’s stamina, which slowly regenerates over time.

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