Overview
In this guide I will be breaking down the story of DUSK in chronological order, from E1M1 all the way to E3M10. I’ll explain the environments, make mention of important notes and events as well as add some theories at the end for certain parts. *This guide is still a W.I.P and I will be fixing and patching it up in the future. I was in a rush to get this out.None of what I am writing is confirmed canon and is all entirely speculation and theories on my part. If you think I am wrong or have your own theories please comment them down below.*I will not be including the Secret Levels, Secret References or DUSKWORLD
PART 01: BACKSTORY
BACKSTORY
The celestial entity known as Nyarlathotep arrived at the town of Dusk and took over, converting all of the town’s population into becoming Cultists and appointed Jacob as its second-in-command. Nyarlathotep gifted Jacob the QUAKE Powers (Can move insanely fast, utilize any weapon and take a lot of damage) and continued growing from there. At some point the Military learnt of this and attempted to liberate the town but failed and became Cultists.
The Intruder is a treasure hunter who had a wife that died prior to the events of the game. During his travels The Intruder heard rumours of treasures hidden in the town of Dusk. The Intruder arrives at Dusk and is immediately subdued and kidnapped by the Cultists who impale him on 2 meat hooks in a basement deep in the woods. Nyarlathotep senses great potential in The Intruder and gifts him the QUAKE Powers. Nyarlathotep instructs Jacob to monitor and guide The Intruder to ensure he completes his test.
The Intruder – now infused with the QUAKE Powers – unhooks and arms himself with the sickles, beginning E1M1…
EPISODE 01: THE FOOTHILLS
E1M1 – HEAD CHEESE
Deep in the woods, outside the town of Dusk is where The Intruder begins his test.
In a small clearing in the woods is a Cultist’s house. The double-story home has a basement and is surrounded entirely by trees.
After freeing and arming himself, The Intruder fights off the Leathernecks, Mages and Black Phillips that reside around the home.
With nowhere else to go but towards Dusk the Intruder begins making his way there.
E1M2 – DOWN ON THE FARM
On the farm is a two-story home and directly opposite is a barn and a small locked shack. To the side of the farm is a hedge maze that leads further into the woods and has a shack at the far end.
The Intruder fights through several Leathernecks, Black Phillips, Mages and Possessed Scarecrows, locates the key to unlock the shack and escapes through a tunnel.
E1M3 – OLD TIME RELIGION
In the area is a Chapel and graveyard run by the Cultists. Underneath the Chapel is an underground cave system that leads towards the sewer systems.
The Intruder fights his way through the Leathernecks, Mages, Possessed Scarecrows, Black Phillips and Rats before coming across The Intoxigator. The Intruder kills the Intoxigator which angers Jacob and causes him to lose his temper, displeasing Nyarlathotep. The Intruder escapes the caverns and enters into the sewer system.
E1M4 – STEAMWORKS
The sewer system has now been overtaken by the cultist who keep it running. The sewer system is a multiplex that has various rooms and pipes leading to various places.
The Intruder fights his way through the Leathernecks, Mages, Possessed Scarecrows and Rats. The Intruder is able to locate a Utility exit and leaves the sewer system.
E1M5 – SAWDUST
Originally a heavily populated area, the Mining Town has long since been abandoned. The train tracks that lead into and out have been destroyed, removing the ability to escape. The buildings and homes have been destroyed and a giant excavation area has been left untouched. The first cavern that was being mined was interrupted by the takeover and as such as the equipment had been left and the minerals uncovered were laid out. The other cavern that was being excavated has been locked.
Upon leaving the sewers, The Intruder fights his way through the Cultist and finds the lock to the second caverns, entering the crawlspace and proceeding forwards.
E1M6 – THE CUTTY MINES
The Cutty Mines was the name of the second digsite the inhabitants of the Mining Town were mining. The reason for why it was closed off was that it had been flooded and as such they weren’t able to continue their operations.
The Intruder advances through the tight corridors and cramp conditions before locating the other exit of the Cutty Mines.
E1M7 – DEAD OF THE NIGHT
The Cultist that resided in the outskirts of Dusk have set up camp on a ranch. Several Silos, Warehouses and even a Mansion are all lived in. Underneath the camp is another small campment where several more Cultist reside.
After escaping the Cutty Mines, The Intruder tears through the camp and kills the Cultist living there, before going underground and encountering The Duke Brothers. The Intruder dispatches them and leaves the underground bunker.
E1M8 – THROUGH THE GATE
The bunker creates a shortcut that leads to the entrance to the town of Dusk. The town of Dusk is surrounded by giant concrete walls with a large metal gate that is heavily monitored by the Military. Sometime during The Intruder’s trial the Military has been informed about the takeover of Dusk and sent in reinforcements to help liberate the town but don’t stand a match against the Cultists. In a last ditch effort the Military closes the gates, hoping to stop them from growing.
During the liberation, many of the Soldiers are either killed or have been possessed and are joining the Cultists. The Intruder kills the Soldier guarding the gates, opens it and ventures into the town of Dusk.
E1M9 – GHOST TOWN
The town of Dusk was once a well-populated hotspot that had several amenities such as a Hotel, Restaurants, Convenience Stores, Gas Stations and Parking Garage, The town is now empty, with several of the buildings devoid of life leaving only small items and signs of human life. Cultists reside all over the town, keeping a watchful eye for any survivors / the Intruder.
The Intruder single-handedly liberates the town and discovers a service elevator that leads deeper into the town of Dusk. With nowhere else to go The Intruder rides down.
E1M10 – CREATIONS
Deep underneath Dusk was a secretly Research Facility whose origins have been lost and is now used to create new Cultists. The Mad Scientist working there have created Experiment #1 and #02.
The Intruder kills the Scientists and Experiments but learns that he isn’t done yet. Too far in to turn back, The Intruder leaves Dusk through the service tunnels…
EPISODE 2 – THE FACILITIES
E2M1 – THE GRAINARY
The Grainery is a large processing facility that processes grain and several other deadly toxic items. The workers have been converted into Cultists and keep the facility running.
The Intruder clears out the area and discovers that the facility runs deeper underground and begins journey deeper into the earth.
E2M2 – THE UNSEEN
Underneath the Grainery is the electrical wire and framework that powers the Grainery and several other facilities. The Mad Scientist have been creating new creatures for the Cultists and unleash the Wendigos that reside underground.
The Intruder navigates his way through the dark and escapes the complex.
E2M3 – INTO THE THRESHER
Next to the Grainery is the Thresher, a giant building that is used to scrap and slice items apart. All of the dead bodies have been collected and thrown in that goes through a pipe and further into the ground into the Infernal Machine.
The Military has now been converted and are working for the Cultists. Turrets are set up and the Cultist are on high alert. Determined to see this through to the end The Intruder fights his way through and rides down the pipe that leads to the Infernal Machine.
E2M4 – THE INFERNAL MACHINE
The Infernal Machine is a blood-soaked slaughterhouse ran by the Cultist. Several large and industrial saw blades slice up the bodies that pass through and make up the walls and floors of the machine.
The Intruder survives the slaughterhouse and is able to locate an exit.
E2M5 – THE ESCHER LABS
Prior to the takeover, the Escher Labs was a standard research facility that has been converted into a Creature Lab similar to Creations. The Scientists have been turned Mad and with Nyarlathotep’s power are able to begin creating new creatures and experiments. The Labs are being powered by the Erebus Reactor.
The Intruder arrives and begins fighting his way through. As the Mad Scientist begin making more creatures they start overloading the Erebus Reactor and make it explode, unleashing lethal levels of energy that begin to affect the world. The laws of physics begin to bend and shift and the fabric of reality starts to become distorted. Mama is created because of this disturbance and the Intruder is able to defeat her. With nowhere left due to the world being destroyed The Intruder breaks into the Erebus Reactor.
E2M6 – THE EREBUS REACTOR
The Erebus Reactor begins to break down and become unstable due to the high demand of the Cultist. The earth slowly begins to break apart and shift as it begins creating new objects out of thin air such as Silos, Warehouses and even enemies.
Since it is far too late to repair the reactor, The Intruder overcharges it and destroys it, effectively shutting down the reality-warping powers. The Erebus Reacor is connected to the Sky Lab via a launch pad that is guarded by Big John who seems to be aware of being possessed but isn’t able to break free. The Intruder puts him out of his misery and goes towards the sky.
E2M7 – NEOBABLE
The Sky Lab is a floating fortress that absorbed the energy of the Erebus Reactor and was channelling it towards The Dig. The outside of the Sky Lab is heavily protected by the Cultists.
Because the only way to break through the earth is via a large pipe that runs from the Sky Lab, The Intruder breaks in and makes his way to the lower-levels of the Sky Lab and is able to go pass the earth via the giant pipe.
E2M8 – BLOOD AND BONE
Inside the Sky Labs are the gears and motors that keep the Sky Lab floating along with several Cultists protecting it. The energy being channeled by the Erebus Reactor is being fed into a device that is sending a green electrical signal that runs throughout the Altars and then through a pipe that leads into the earth.
The Intruder follows the green energy and takes a leap of faith down and lands in the dig.
E2M9 – THE DIG
The Nameless City is where Nyralathotep resided before coming to Dusk. The Portal leading to the city has been caved in and blocked off by The Guardian whose job is to guard the portal. Jacob tasked the Cultist to begin digging through and locating the Portal to allow the Cultists in The Nameless to come through.
The Intruder ambushes them and follows the excavation that eventually leads him to the entrance to the Gauntlet that is protected by the Son of the Intoxigator and the Twins. The Intruder dispatches them and enters the arena.
E2M10 – THE GAUNTLET
The Gauntlet is a small arena that houses a portal that leads to the Nameless City. The Guardian has been tasked with protecting the Portal against anyone coming in or out.
The Intruder fights the Guardian and is able to power up the Portal, opening up a gateway to the Nameless City. With the Guardian defeated, The Intruder jumps through the portal into the Nameless City.
EPISODE 3 – THE NAMELESS CITY
E3M1 – THE IRON CATHEDRAL
The Nameless City is a dark dimension where nightmare creatures and minions that serve Nyralathotep. Several floating island make up the majority of the Nameless City, each one disconnected from each other. The Iron Cathedral makes up the island that houses the Portal that leads into the Nameless City.
The Intruder fights his way through the area, killing the Minions and proceeding further into the Cathedral.
E3M2 – FIRE AND ICE
Past the Iron Cathedral and leading deeper is the core of the island. The middle is all rock, the bottom has lava and fire and the top has ice and snow. Breaking through the top layer is the ruins of an old cathedral that has been destroyed, leaving on the foundation in place.
The Intruder unlocks the door that leads out of the Iron Cathedral and towards the residence of the Minions.
E3M3 – CITY OF SHADOWS
The City of Shadows is the resting place of the Minions. This small village has several buildings, a church and a well with an infinite water source. Inside the well is Chomper and his sons.
The Intruder wipes out the town and disposes of Chomper and his kin. In order to escape, The Intruder floods the town and is able to reach the crypts.
E3M4 – CRYPT OF THE FLESH
The Crypts are where the rest of the inhuman Minions reside that are born of blood and bone. All Horrors and Evil live here and wait until instructed to leave.
The Intruder invades the crypt and makes his way through, killing the Minions and finding a staircase that allows him to leave the crypts.
E3M5 – BLASPHEMY
The staircase leads to an isolated island that is completely barren except for a single church at the center. The Church houses the Tome of Flesh, a giant pile of meat.
The Intruder completes the trials that grant him access to the Church and destroys the Tome of Flesh, releasing a stench that summons a tornado that obliterates the church and reveals a secret underground complex. The underground complex has a colorful spiral staircase and houses a Red Portal. After killing the Cultists that reside underneath, the Intruder goes through the portal.
E3M6 – BRIMSTONE GHETTO
The Red Portal leads to an alternate dimension of earth that has been destroyed by an apocalypse. The town of Dusk is now burnt to a crisp and covered in Brimstone, the sky is scorched and the Cultist and Minions have been let loose.
The Intruder is in an unknown location and needs to find a way back. After clearing the city streets, going through the subway he locates a Blue Portal. With nowhere left to go The Intruder enters the Portal.
E3M7 – HOMECOMING
The Blue Portal was a trap placed by Nyarlathotep to gain access to The Intruder’s memories.
Nyarlathotep takes the Intruder back to his home and forces him to relive the memories of losing his wife to an unknown incident.
Nyralathotep deems the Intruder to be worthy and decides it is time to for his ultimate final test, but first he must reverse the events that have unfolded as a final task.
E3M8 – AS ABOVE, SO BELOW
The follow sequence of events is reversed. It begins with The Intruder starting off in the Nameless City and from there he backtracks, encountering locations he has visited before. The Intruder makes his way through the Nameless City, The Facilities and through The Foothills before arriving back the basement where he was reborn.
In order to complete the circle, The Intruder must impale himself on the meathooks. Upon impaling himself, Nyarlathotep determines that The Intruder is ready for the final challenge.
E3M9 – THE DWELLER IN DARKNESS
Nyarlathotep has tasked Jacob with creating a Test for The Intruder to prove his worth. The Intruder enters the arena and faces off against waves and waves of Cultists and Minions. Upon surviving The Intruder must fight the Creations and finally The Watchers of the Gate.
Having completed his test, it is time for the final challenge. Nyarlathotep grants The Intruder access to the centre of Dusk.
E3M10 – DUSK
Upon arriving, the Intruder must locate 3 gems to power a portal, where he must face his final challenge: Jacob. Upon entering, Jacob and The Intruder engage in combat. Both are equally matched but as the Intruder begins to win, Nyarlathotep deems Jacob unworthy and turns the Cultist on him. With Jacob dead and his test completed, the Intruder begins to ascend and leave Dusk…
Until Nyarlathotep decides to give the Intruder 1 final test, himself. The Intruder and Nyarlathotep engage in a fight and The Intruder proves himself to be worthy but before he can kill Nyarlathotep, the Intruder is paralyzed by Nyarlathotep who reveals that because he passed the test he will become Nyarlathotep’s new disciple, whether he wants to or not.