The Darkside Detective: 100% Achievement Guide

All The Darkside Detective guides

Every case in The Darkside Detective has one achievement for closing it, including the Christmas episode and the two bonus cases. The rest come from optional actions, such as reading every book in the library in Case 2 or answering every call from Davon’s dad in Case 5.

A few others build up over the whole game: searching bins, examining cars, reading a trashy magazine in each main case, and watching the credits after Case 6. Two of them, Classic Dooley and Lost And Found, can be missed for the rest of a playthrough. Expect spoilers for every case.

How to Unlock All 30 Achievements

Achievements are grouped by the case where you earn them. The Miscellaneous group covers the ones that build up across several cases.

Case 1

Thorough Investigation achievement iconThorough Investigation
Check Roy’s Alibi.

Use the matchsticks on the telephone upstairs to confirm his alibi.

Problem Solvent achievement iconProblem Solvent
Close case 1: Malice In Wonderland.

Unlocks when you close the case.

Case 2

Book Worm achievement iconBook Worm
Read all the book titles in the library.

Click every book in the library to read its title. Keep clicking a shelf or pile until the titles start to repeat. The achievement unlocks only after every book has been read. Check all of these:

  • Every shelf on each floor except the top one, at least 7 times per shelf (including the 2 bookshelves in Sci-Fi and Fantasy and the 2 in the Children’s section on floor 2)
  • The unsorted pile on the top floor (3-4 books)
  • The books stacked on tables
  • The books on the trolley in the fourth floor hallway
  • Every row (A-Z) of the horror shelf, clicked again and again until the titles repeat
  • The glowing book on the pedestal, once the lever opens the shelf
  • The opened shelf to the right of the glowing book
  • The books near the skull (5-7)
  • The shelf on the left and the bookshelf on the right in the secret room
  • The books you carry in your inventory (their titles start with L and T)

Important: The DIY section has to be read twice. While Gail is there, you can read the left bookshelf but not the right one. Once she leaves, read the right bookshelf. The pile on the librarian’s table can only be read while she is in the kids’ section, so check it from Reception after you get the ROOF KEY.

Ghost Whisperer achievement iconGhost Whisperer
Close case 2: Tome Alone.

Unlocks when you close the case.

Case 3

Toilet Humour achievement iconToilet Humour
Listen to all of John’s gags.

The toilet knows three jokes and tells a new one each time you start talking to it again. Start a conversation with it three times. A good moment is in the Darkside toilets, when you pick up the PLUNGER HEAD.

Look Skyward! achievement iconLook Skyward!
Spot the Darkside SkyBeast.

Once you step outside on the Darkside, watch the purple sky near the disguise shop. Something flies across it, most likely a dragon. Click the creature.

Master Hacker achievement iconMaster Hacker
Complete the virus minigame in three steps.

Start from the default layout and tap bottom-right, then top-center, then bottom-left.

Ticket To Ride achievement iconTicket To Ride
Close case 3: Disorient Express.

Unlocks when you close the case.

Case 4

Brickman Super Fan achievement iconBrickman Super Fan
Listen to all of Dick Brickman’s radio shows. Featuring Dick Brickman.

Brickman hosts 4 different shows, and each one airs at a different stage of the case. All of them play on the radio in McQueen’s office.

  • At the start, check the radio for the weather broadcast before you leave the room.
  • Go back and tap the radio after each Gremlin you catch: the shooting range, dispatch, and evidence room Gremlins.
  • The last show airs right after Dooley breaks the urn, so check the radio then.
Karma achievement iconKarma
Give Laxatives to McKing.

Mix the laxatives into the coffee, then give the coffee to McKing.

UrnWanted Gift achievement iconUrnWanted Gift
Close case 4: Police Farce.

Unlocks when you close the case.

Case 5

Camp Counsellor achievement iconCamp Counsellor
Take all of the Turner’s calls in the Bloodwolf HQ.

Davon’s overprotective dad calls 5 times during the case to check on him, and you need to answer every call. Return to the rec building each time you get an important item. The calls come at these points:

  1. When you first enter the rec building.
  2. After you get the MAP from the office.
  3. Right after you cross the lake by boat. Go straight back to the rec building.
  4. After you take the CAMERA from the reporter.
  5. Right after you show the PHOTOGRAPHIC EVIDENCE to Barry and Larry.
mooR deR achievement iconmooR deR
Enter the Cursed Lodge.

Send Larry and Barry away by giving them the Bigfoot picture, then answer the call from the cabin straight after. A red window now shows up in the dark woods. Go into the cursed cabin there.

Bloodwolf achievement iconBloodwolf
Close case 5: Loch Mess.

Unlocks when you close the case.

Case 6

Culture Club achievement iconCulture Club
Examine all of the museum’s contents.

The museum is one of the three locations you visit in Case 6. Examine everything inside it.

Classic Dooley achievement iconClassic Dooley
Use the kango hammer on everything in the sewers before advancing.

Missable.

You get the KANGO HAMMER from the workers on the first sewer screen. Before you use it on the sewer gate, use it on everything interactive on all five screens. If you leave the sewers or go to the gate too early, this achievement is lost for the playthrough.

  1. Screen 1: the sewer grille, the ladder, Dooley himself, the gate, the pipes, and the ‘go right’ indicator.
  2. Screen 2: the ‘go left’ indicator, the television, the sewer alligator, the sewer water, and the ‘go right’ indicator.
  3. Screen 3: the ‘go left’ indicator, the electrical box, the paper boat, the evil clown, and the ‘go right’ indicator.
  4. Screen 4: the ‘go left’ indicator, the construction sign, the hole in the wall, the pile of construction material, and the ‘go right’ indicator.
  5. Screen 5: Dooley again, the ‘go left’ indicator, and last of all the sewer gate.
Darkside Detective achievement iconDarkside Detective
Close case 6: Don Of The Dead.

Unlocks when you close the case.

Case 7

BFFs achievement iconBFFs
Take a photo at the photobooth.

Use the Photobooth to take a picture.

Independence! Yay! achievement iconIndependence! Yay!
Remember neglected responsibilities.

Talk to Agnes in the food court.

Arcade Kid achievement iconArcade Kid
Play games in the arcade.

Play the Pac-Man-style game in the Arcade.

Lost And Found achievement iconLost And Found
Fully explore the vents.

Missable.

Explore every dead end of the vent before you find the left boot. Four of them hold something you need to interact with. Directions start from the vent entrance (R = right, U = up, D = down, L = left):

  • Teddy bear: D-R-R
  • Glowing rat: R-U-L
  • Tentacle: R-R-R
  • Tiny houses: R-R-U-R-R-D-D-R
Saved Christmas achievement iconSaved Christmas
Close case 7: Buy Hard.

Unlocks when you close the case.

Case 8

Wiseguys achievement iconWiseguys
Close case 8: Polterguys.

Unlocks when you close the case.

Case 9

Don't I know you? achievement iconDon’t I know you?
Call Santa out in the diner.

Call out Santa while you are in the diner.

Make Adventure Games Again! achievement iconMake Adventure Games Again!
Get Dooley a souvenir hat.

Get a souvenir hat for Dooley.

All Bottled Up achievement iconAll Bottled Up
Close case 9: Baits Motel.

Unlocks when you close the case.

Miscellaneous

Dumpster Diver achievement iconDumpster Diver
Search 10 bins.

Bins turn up all over the game, such as the ones in the office, the tin bin outside the antique shop, and the bin on the train platform. If you inspect everything you come across, you will hardly miss any.

Hot Rod achievement iconHot Rod
Examine 8 cars.
  • Inspect your own car at the start of each case.
  • Case 4 has two more in the garage.
  • Case 6 has one more: the black car.
Light Reader achievement iconLight Reader
Slack off the job and read a trashy mag in each case.

Each of the six main cases hides one magazine, often in bins and other odd spots, such as the tin bin outside the antique shop. Read all six:

  • Case 1: ‘Jugs Weekly’, in the magazine stack in the study
  • Case 2: ‘Guylight’, found by inspecting the calendar in the office
  • Case 3: ‘News’, on the newspaper stand outside the Darkside disguise shop
  • Case 4: ‘Late Fees’, the blue book the construction worker is carrying
  • Case 5: ‘Crime Solving for Boys’, under the pillow of the top-right bunk in the dorm
  • Case 6: ‘Deepclean’, in the tin bin outside the antique shop
That's A Wrap achievement iconThat’s A Wrap
Watch the credits to the end.

When you finish Case 6, let the credits play all the way through without skipping.