Secrets of the game Dark Sector. Dark Sector: Walkthrough Ammo with Epherene


To begin with, a few tips: 1) Don’t get in trouble when you see that mutants are fighting with the military - it’s better to wait until some kill the others, and then finish off the survivors 2) Try to improve only one type of firearm. 3) A frozen or electrified glaive can be thrown into a puddle in which enemies are standing - very effective. 4)Use shelters more often. 5) All destructible objects in the game glow - pay attention to this.

Chapter I: Prologue

So, we were taken on a special flight straight to Lasria, with the sole purpose of transferring the main evil one to the category of the dead.

From the very beginning of the location we go forward along the road until we reach the city. We get the first additional task - to blow everything to hell. We remove the lock with a shot and climb into the building through the window. We go down the stairs and in the room with columns we install explosives on one of these supports. The exact same procedure should be carried out on the floor below. To do this, we stomp down the stairs and, passing the bathroom - there a special forces soldier kills a prisoner. Having dealt with the killer, we install a second bomb in this room. We move on and meet a couple more soldiers on our way, whom we send to a better world. We collect various goodies around the room and move on. In subsequent rooms we are greeted with dense barrage fire, but it is a matter of time to destroy the attackers. Covering the ground with the corpses of infidels, we reach a locked door - a shot at the lock will allow us to overcome this obstacle. Immediately outside the door we watch the story video.

It turns out that the goal of the entire mission is very, very close. We go up the stairs, but an ambush awaits us at the top. We carefully and carefully kill our opponents and go through the door on the left - behind it there is a staircase. Once at the top, we immediately turn on the second cosmic speed - the brave machine gunner in the helicopter will not hesitate. Having reached the rescue room, we take the grenade launcher and place explosives. We run out into the street, where we kill the special forces with a couple of well-aimed bursts and deftly plant a rocket in the belly of the “steel bird”. We watch the video and get upset - the goal was so close.

Chapter II: Impact

Two news: good - now the protagonist has become a cool mutant, bad - our Alter ego is slowly but surely dying. We will not be allowed back into the kind and dear America - we know this through negotiations with the authorities - for this we use the radio station in the shed. In addition, the task to destroy the main "byaki" remains in force. We won't have time to order pizza - we'll have to fight off the attacking commandos. Now the glaive has fallen into our raking hands.

We leave the barn and enjoy the spectacle of how the glaive beautifully quarters soldiers armed to the teeth. After eliminating them all, you can start looting: we take pistol cartridges and money, but we leave machine guns and shotguns to the corpses - they explode when used.

Now we climb the stairs to the second floor, find ourselves in the bar and go through the door on the left. There we organize a mass genocide of infantrymen, take plastic explosives on the scaffolding for personal use with the help of a glaive - we install them on a locked door. Bang! We go into the already open door and pay attention to the army container directly ahead. It contains an upgrade - we take it with the help of a glaive. We go into the next room, where the floor will collapse under us.

Having recovered from the fall, we arrange a funeral for the “meeting committee” and move forward along the corridor until we find ourselves in some huge room. We calmly eliminate the special forces scurrying back and forth, after which we calmly watch as a hefty mutant makes an extra door in the wall. We look around and notice a red button in the distance. We press it with a well-aimed throw of the glaive and go down the lowered bridge. We go into the gap and use a glaive to tear off the lock from the sewer hatch. We boldly climb down.

Chapter III: Baggage Claim

We found ourselves, oddly enough, in the sewer. We turn on the flashlight and crawl straight forward, picking up money along the way. Then we get out into the fresh air - we are inside the tent camp. Having destroyed all the local inhabitants, we poke our noses into the locked gates. You can’t just remove the lock - you’ll have to use the glaive’s new special ability. We heal the set key (by default it is “C”) and when the color bar begins to change gamma, release it - the glaive will fly forward with enormous force. The castle will not withstand such a blow. We open the gate and in the first tent we pick up another upgrade. Then we go down the stairs, open the next gate, destroy the attacking special forces and again crawl into the sewer through the hatch.

They again refuse to let us go forward - there is another cunningly locked door on the way. In order to open it, we disable the electrical panel by throwing a glaive - the “native” weapon is recharged with electricity, and then we throw a shuriken at the door - the passage is open. Immediately outside the door we pick up the upgrade, go downstairs and get at our disposal a new type of enemy - mutant zombies. Their fate is death from the glaive. After the act of murder, we recharge the glaive with electricity and open the next door with it. Further along the stairs we go down, where we are subjected to another attack by mutants. Of course, they can be chopped one by one. But it’s easier to recharge the glaive from a light bulb on the ceiling and throw a shuriken into the puddle where the zombies are hanging out - they will receive a lethal dose of electricity, and we will keep our health and nerves intact. After that, we go into the gap, open the elevator with a forceful throw of the glaive and go up on it.

We get a new opportunity at our disposal - a controlled throw. At first, controlling the flight of the glaive will not be easy, but it will take time to get used to it. This skill will come in handy when you need to get something or someone from behind cover or just see what’s going on around the corner. Next, with longing in our eyes, we look after the flying helicopter, cut out the opponents on the parade ground and climb down the central stairs - there is a certain amount of ammunition and other “goodies” waiting for us. Then we head to the wire fence and learn how to put the controlled throw into practice. Our goal is the button that opens the door. Having exhausted ourselves and feeling much cooler, we go into the opened passage and watch the video, through which we receive instructions for action. Again we climb through the hatch into the sewer.

Chapter IV: Moths to the Fire

Again the gate. We open them with a force throw and climb inside. Before us are vast expanses of sewers, which it is better to carefully examine - there are no enemies here, but ownerless money is lying around here and there. After collecting cash, we go through a narrow corridor and climb into the hatch. Voila, we are on the “black” market - here you can sell/buy weapons and ammunition, as well as install found upgrades, as well as use your own safe, where you can put away things that are not needed yet. In this chapter, we advise you to buy yourself a Kalashnikov assault rifle and install a damage grade on it. Despite the fact that you can only use one-handed weapons with a glaive, and if you use machine guns or machine guns for a long time, the game will automatically return the shuriken to your hands, the AK-47 will be a good help for the coming levels.

Having finished shopping, we go forward and jump into the hole in the floor. A fairly strong enemy detachment will be waiting for us there. There will be a large-caliber machine gun not far from us - we can use it, but it is much more effective to kill the bad guys from a freshly purchased Kalash. Having killed the special forces, we go through the door to the right of the machine gun, behind which there will be another gate - we open it with a force throw. Behind the passage, monsters will be waiting for us, which should be carefully dismembered. As you can see, the passage further is blocked by a mutant plant. In order to get to the exit, turn on the valve behind the monument, then go through the open door on the left and recharge the glaive from the electrical panel. After this, we go back and launch the glaive at the statue - the monument will light up. We “light” the glaive from the fire (a new ability!) and launch a shuriken into the plant - the passage is open.

We boldly step forward, then climb up the stairs to the elevator, where we get out into the street. We listen to a new task on the radio. We carefully poke our heads around the corner - special forces are sitting in ambush there. It’s better not to get into trouble - they’re pretty cool guys. We use the favorite tactics of real heroes - we sit in cover until a huge mutant does all the dirty work for us. After this, we bravely go forward and search the tents. Along the way, we will come across a hatch leading to the black market - if necessary, you can purchase useful items. Next, we follow straight into the building and climb down the stairs. We eliminate the shooter, who is freely positioned behind the heavy machine gun. Despite all the ineffectiveness of this weapon, in order to avoid wasting ammunition, it is still better to use free weapons - hordes of enemies of the people will attack us.

Having repelled the attack, we carefully move forward a couple more blocks. All this way we will be constantly attacked or shot at, so we should act very, very carefully. At the end of the path, the first boss will be waiting for us - a huge combat robot. To eliminate it, we select a rocket launcher near the pile of boxes. Then we constantly rush around the perimeter of the parade ground, picking up new missiles, trying to get into that part of the boss’s mechanical body that is marked with an orange marker. It is highly not recommended to hit the enemy in the crosshairs - he is a rather dangerous guy. When the steel giant collapses to the ground, we finish it off with a glaive, thereby igniting it, and make our way further by throwing the glaive at the doors.

We enter the building and head up the stairs. Next, using an electrical panel, we electrify the glaive and, through a hole in the floor, ignite the gas escaping from the pipe. We “smoke” the glaive from the fire and, with its help, open a passage straight ahead. We climb to the very top. There a crowd of zombies attacks us and with a magical kick subtly hints that this passage is closed. Let's go in search of another path. We go down, pass the hatch to the black market located on the parade ground and stomp into a narrow alley. There we watch how the special forces repulse the attack of the monsters - again, it is better not to rush into a brawl, waiting until the moment when all the infected die the death of the brave. After that, we cut out the remaining ones in the most effective and safest way for health - we throw the glaive from around the corner in flight control mode. Having dealt with the last soldiers, we go through the barricades along the bridge to the machine gun. We take the place of the shooter and destroy the slow-witted zombies who brazenly attack the protagonist. After this, we stomp to the gate, tightly closed by a mutant plant. We turn the valve on the right, set the glaive on fire, and, as before, throw it at the plant - the passage is open. Next, the ubiquitous zombies will crawl out from under the ground at us - it’s better to kill them even before they completely get out of the mud. In addition, it is necessary to light all the torch bowls. To do this, run down the stairs on the right to the valve.

Having finished with the “Prometheus mission”, with a lit glaive we open the gate, where the next boss will be waiting for us - this time a mutant. The plan for his destruction is even simpler than it was with the previous boss. The mutant, in the best traditions of King Kong, will climb up the column - we don’t waste time, set fire to the glaive and throw it at the monster. The scorched boss will crash to the ground and come to his senses for a while - we take advantage of the opportunity and inflict additional damage on the mutant. After some time, the boss will realize that continuing to climb the pole is futile. Then you will have to knock out the remaining hit points in an open confrontation, constantly recharging the glaive with electricity or flame. Soon the giant will give up the ghost. After this significant event, we go down through the grate in the floor. We don’t mess around there for a long time, otherwise we might get hit in the ass by a rocket - watch the video and quickly get out back, having previously appropriated the suitcase from the next room. Next we run to the left and climb into the sewer.

Chapter V: Cargo

If necessary, you can purchase on the black market before the mission, but there will be nothing conceptually new there. After this, we habitually charge the glaive from the electrical panel and open the doors with it. At the exit, we will have to face another boss - the exoskeleton robot “Jackal” will bring down a fraction of its fire potential on us. Of course, this bastard can be destroyed, but it is much more effective to ride a heavy combat vehicle yourself. To do this, we blow up the truck standing to our right with a force throw. Then we set fire to the glaive from the car and throw it into the fence captured by the mutant plant - this will free up the electrical panel. We recharge the glaive from it in flight control mode. Now we boldly launch the glaive into the robot - it will short-circuit the formidable colossus. Without wasting time, we go behind enemy lines and throw the pilot out by the collar - now we are very, very tough. Walking on a combat robot is a very pleasant experience. We boldly move forward and only forward, emptying our ammunition without pity. But you shouldn’t get too carried away - we will be shot at from time to time from a grenade launcher. In order to knock missiles off the target, we use infrared traps (default “G”). With fire and sword, after walking down the street, we find ourselves at a dead end - we will have to leave the exoskeleton.

Selflessly we climb the stairs and go through the door. There we collect everything that is bad and move forward. Once on the parade ground, we are subjected to the first attack, having successfully repelled it, we find ourselves under a new assault - this time in the next building. There, by the way, we will acquire another special ability - a release of energy. In order to use it, we recharge the glaive, throw it at opponents and press the control key (by default “T”) - beautiful and effective. Next we go to the left, where we take the cash, then we go back and go in the opposite direction, going up the stairs. If you need to buy something, the hatch to the shelter of illegal traders is right in front of your eyes. Then we go further and watch a spectacular video.

Once on the ship, we plop up the stairs, where, by killing, we take the rifle with an optical sight from the sniper - and immediately, with its help, we eliminate the soldiers stomping below. Then we go down and at the end of the deck we pick up the upgrade. We look up - and so it is, a helicopter has arrived for our souls. We stomp to the very center of the deck, where there is a grenade launcher near the boxes - with the third rocket the “beetle” will calm down and very carelessly land on the deck. We jump through the freshly made hole into the hold - there are cells with zombies, which it is better to kill in advance. We go forward all the way until our path is interrupted by a story cutscene.

Now it's time to hurry up. Behind the stream of fire there is a ladder - we climb up it. Zombies will start to crawl out of the water - we carefully blow off their heads, and in between we shoot at the barrels with explosives. Next, we jump on the floating boxes farther away until we find ourselves in front of a locked door. It opens with the help of the union of a glaive and electricity. To open subsequent doors, you will have to recharge the glaive in flight control mode. Getting ready...

Chapter VI: Bait

Frankly speaking, this is not the easiest chapter in the game. At the very beginning, we will be attacked by a new type of zombie - we will have to tinker with them. Next, you will be asked to go to the “black” market. It is better not to neglect this opportunity - then there will be an acute shortage of cartridges, and the glaive turns out to be too slow a weapon for a “meat” fight. Having purchased as much as we can, we go up the stairs, where, after “smoking” the glaive, we launch it in a controlled manner into the pipe, through a hole in the floor. We pick up the upgrade behind the door and find ourselves in the hands of a whole horde of hungry zombies - we'll have to work hard. Next, we go out into the street through the window and direct our feet inside. There we select the next upgrade on the right and go forward.

Next we see how a special forces soldier in power armor fights monsters. This time it’s better not to wait, since the soldier will quickly deal with the zombies and attack us, “eating” a significant share of our health. While the infantryman is pouring fire on the infected, we are trying to get into some kind of backpack behind his back. After eliminating the main enemy, we finish off the remaining zombies, recharge the glaive with electricity from the dead soldier and open the elevator with it - we go inside.

Chapter VII: Industrial Revolution

First, let's buy some (if finances still allow) on the black market. Then, immediately after going outside, we will come under fire from monsters. The most effective way to fight them is with a frozen glaive. In order to achieve this result, we launch a shuriken at the ice box standing in the corner, and then at the zombies - they will freeze the ice figures. Proceeding further, we will freeze the glaive again, this time from a refrigerator car standing on the rails, and then we will launch it into the door - the passage is open.

Next we follow the door to the street. Attention, from now on another type of zombie will be set upon us - the invisible ones. Fortunately, they are not in a state of invisibility all the time, so it is better not to delay eliminating them - a force throw will solve the problem. Next, we inhale air into our chests and climb into the tunnel. There we will be attacked by another very unpleasant monster - we should drink from it, quickly, quickly throwing a glaive at the adversary.

It will be quite hot in the tunnels - zombies and special forces will attack us. Having met a soldier in power armor, we destroy him in the usual way from the last chapter, recharge the glaive from the corpse and open the door. Next we run along the rails to the left, where our road will be blocked by a fiery wall that must be extinguished. To do this, we break a barrel of liquid nitrogen, and after freezing the glaive, we throw it into the fire - the flame goes out. After that, we run along the rails, shooting enemies. We notice a rise on the right - there is a black market.

We rush to the machine gun, from which we will have to shoot at will - it’s not easy to fight off the attacking zombies. There will be an upgrade a little ahead - take it and go right. Once near the puddle, we turn the valve, freeze the glaive from the stream and throw it into the water - you can safely cross the ice to the other side, where a soldier in power armor is again waiting for us. Having killed him again, we put out the fire, let the speeding train pass and get out into the street. From there we wander into a building where we will have to fight quite seriously. After the battle, the next boss will be waiting for us - the invisible one.

This creature is quite dangerous, and will require good reaction and ingenuity to destroy it. On the sides there are barrels, as it turns out, with ice. Without wasting time, we smash them and wait until the boss goes on the attack. After this, we quickly begin to freeze the water around us, throwing the glaive from the barrels to the puddles. Our task is to make the boss freeze to the floor. When this happens, we hit him with all our might. After this, the creature will break out and retreat to its original position, from where it will begin to shoot zombie missiles. The main thing here is to put up the shield in time, then all the fired shells will return to the owner. Such impudence will cause the boss to go into trouble - don’t get confused, but quickly fire a magazine at him from a pistol or, better yet, a Kalash and finish him off with a glaive. After the enemy falls, we will receive another ability - “invisibility”. Let's use it (by default the “E” key) to go through the door using photocells.

Chapter VIII: Unnatural History

We make an effort and come to our senses - we are in a medical laboratory - a familiar picture. We enter the chambers - immediately outside the door a small group of zombies will attack us. Their fate is to die from our heroic glaive. After the bloodshed, we go forward along the corridor until we find ourselves in a room equipped with a voice message detector - there will be an upgrade right opposite. We continue our difficult path along the corridor, in which here and there we come across bloodthirsty mutants. When the “guts” are over and we go out into the hall - we’re not in a hurry to rejoice - a gang of invisible zombies will attack us. To kill them, it is better to use a heavy machine gun - the cartridges should be protected.

After dealing with the aggressors, we will select an upgrade in the center of the room and approach the locked door. In order to electrify the glaive in flight control mode, we launch it through the door littered with debris on the left - there is the desired electrical panel. We open the door and don’t rush to stick our nose out - there is an automated turret waiting for us - the health is not official. First, let's recharge the glaive again and blow away the muzzle of the sneaky machine gun with a force throw. We crawl into the elevator.

We go downstairs with this invention - several rooms full of traps await us there. We immediately switch to invisibility mode and carefully go through the first room, trying not to catch the laser beams responsible for the alarm. In the next room we quickly choose a shelter - the room is full of automated turrets. We sit quietly and wait until the large-caliber machine guns shred the zombies into cabbages, after which we turn on invisibility again and run through the dangerous room. Next, an analogue of the first room awaits us - we act in the same way as there. After this, a crowd of invisible zombies will fall on us - we will have to work hard. Having completed the shooting of the adversaries, we receive a prize from grateful spectators - armor.

We are preparing for a severe test. We run forward - we are met by zombies, but there will be no problems with them. Then we will find ourselves in the sights of an entire battalion of infantry, as well as automatic turrets - we change cover in short dashes, throwing a glaive at the turrets until there are no fragments left of them, and after that we put up a protective shield, and rush forward as fast as we can. Finding ourselves in the midst of infantrymen, we are happy to give them a luxurious funeral. After that, we enter the elevator and poke the button.

Chapter IX: Border Guard

“Black Market”, now so sweet and dear! If we have money, we buy in full, but if we don’t, that’s fine, the game won’t leave us feeling offended. Let's go out. Bah, an ambush! Two or three dozen trained soldiers are keeping us at gunpoint. Eh, where did ours not disappear - we begin the process of strafeing, putting shelters into practice and systematically shooting down special forces. Having finished with the “wet” business, we go into the building straight ahead - a soldier in power armor is already waiting for us there, but we already know where to hit with the glaive. We take a machine gun with an under-barrel grenade launcher from the defeated enemy, electrify the glaive from it, with which we open the door, which is directly ahead. We run out onto the roof, where special forces and a helicopter hovering in the sky are waiting for us. It is better to deal with the first ones with the help of a glaive, since the machine gun has a large spread of bullets, and we shoot down the “steel bird” with a “grenade launcher”. We stomp to the other side of the house and enjoy how beautifully and quickly the zombies die under the bursts of a machine gun - it is more than effective against these bastards. Then we run forward until we see the bridge being blown up right in front of our nose.

Ambush, gentlemen. We will be met with dense barrage fire by a couple of guys in power armor - we throw grenades at them, which can be found right next to the blown-up bridge. Then, in stealth mode, we rush to the opposite side of the parade ground, where zombies of various types and sizes attack us. First, we cut out the smaller ones, and deal with the larger guys using the fire we got right there. Then we climb up the stairs, where we destroy the “meeting committee”. Next, the next boss awaits us, whom it won’t be difficult to recognize.

Despite his menacing appearance and the ability to throw his own glaive, the process of killing this boss is not too complicated or complicated. So, we rush around the parade ground, waiting until the enemy electrifies his own shuriken. After this, he will definitely throw the glaive at us - it is extremely important to dodge, but while the enemy is unarmed, what strength do you have to smash into him with your weapon, charged with electricity. After a successful hit, the boss will be knocked down - we run up and hit as hard as we can. We repeat until the creature goes to hell. After that, we go out into the street and get behind the wheel of an ownerless exoskeleton, and half the way, pouring lead on everything and everyone, we run forward to a dead end.

Chapter X: Territory of Darkness

There is very little left until the end. We go down the slope and watch the story video. After that, in a short shootout, we destroy the personal guard of the main bad guy and head to the building. We find a ladder, climb up it and press the red button - the doors will open. Inside the building we will be exposed to two waves of evil zombies - it is better not to delay dealing with them. Next, we go up the elevator, go to the room on the right. Where we press the button. The central door has opened, and behind it the final villain is waiting for us.

The final boss is Hydra. We charge the glaive with electricity and throw it at the enemy, trying to hit the bright spots on his body. After several hits, the hydra will scream, opening its mouth - without hesitation, we throw the glaive straight into the throat of the adversary. After the first three heads droop - the “enemy of the people” appears - we hit him with a glaive immediately. After this, the heads will come to life - repeat the procedure again. The heads will come to life again, only in the amount of five pieces - we again act according to the old scheme. A little torment and effort - the boss is defeated. Let's watch the final dramatic video. This completes the walkthrough of Dark Sector.

Dark Sector is the son of difficult mistakes. This long-term construction, which originated at the beginning of the new millennium, once started as a space stealth-action, gradually transformed into something between Gears of War and Resident Evil 4, replacing the scenery of deep space with secret Soviet-style bases. It was released in 2008 on Xbox 360 and PlayStation 3, canceled on a personal computer, and then returned to PC, but only in Russia and the CIS.

Sector of darkness

The plot of Dark Sector develops in the best traditions of three-kopeck action films of the early 90s. Hayden Tenno, the best agent with a burden of personal problems, an unstable psyche and problems with his superiors, is sent on a top-secret and super-dangerous mission. The region where the main character arrives has been infected, so its inhabitants are various monsters and task forces that are clearing the territory. By the way, the fictional country is located in Eastern Europe, so get ready for Soviet surroundings.

Behind the horror is former intelligence officer Mezner, who intends to obtain a mysterious virus that turns people into monsters endowed with superpowers. Hayden's task is a mere trifle: to single-handedly stop the spread of the infection, destroy the culprit and, if possible, stay alive. The operation is led by stern bosses who prefer to shoot rather than undershoot.

The plot is amazingly delirious until the very end. The hero is turned into a monster at the very beginning of the game. Then characters from the past appear on the scene and become enemies. The bosses regularly plant a pig, and in the end a terrible conspiracy is revealed...

What happens in the game resembles an unsuccessful parody of Resident Evil 4, only “Resident Evil” is supported by previous series and talented scriptwriters. In Dark Sector, the development of the story resembles individual shots into space. The heroes met, talked and went their separate ways. The action is clear and simple, but the plot actually exists separately from the game, and no sense of involvement is created.

The localizers who carried out the translation according to the anti-crisis economical program did not disappoint either: periodic discrepancies between subtitles and voice acting, untranslated lines and speech delays. After this, the actors sadly reading out the text and not trying to convey the emotions of the characters do not even cause surprise. Indeed, why and for what?

But the optimization is at a quite decent level: the game does not crash and pleases with good performance. It's a pity that the same cannot be said about the management. Playing from the keyboard is a real pain. The situation can be improved only if you have a programmable mouse with additional keys.

Resident of War

The gameplay in Dark Sector is a kind of mixture of Gears of War and Resident Evil 4. The game adopted the cover system and graphic style from the first. The main character, although he has superpowers, is often embarrassed and dies under machine gun fire. Therefore, you have to hide behind cover, occasionally leaning out to shoot enemies with precise shots or...

By approaching the enemy from behind, you can finish him off with one blow.

Cut off with glaive throws. Yes, don’t be surprised, according to the developers, this weapon can be thrown like a boomerang. The idea and implementation were borrowed not from history, but from the movie “Krull”. The local “glaive” does not have a proper shaft; it looks like a star with curved knife-rays. A sharp throw - and the blade goes flying, cutting off important parts of the enemy's body, so that it can then return to the owner. Surviving enemies fall into a stupor, giving them the opportunity to finish them off with one blow. Of course, this is not such a brutal spectacle as evisceration with a chainsaw in Gears of Wars, but it looks convincing and impressive.

The glaive can be charged with electricity, fire or cold if desired, and a charged weapon almost always kills on the first try. These nuances seriously change the gameplay. You have to think: should you finish off the enemy with a machine gun, or get to the burning car? Ammo is not very common, and if you waste it uncontrollably, you can be left with an empty horn when you really need an automatic weapon.

The graphics, especially the city levels, make us once again remember the “gears of war.” Gloomy and abandoned buildings with an imprint of majesty - similarity not only in design, but also in color scheme. The visual style, despite the obvious borrowing, is impressive, and the instilled fear makes you feel out of place. The first level, executed exclusively in black and white, was especially successful. But as soon as the action moves into the dungeon, we see dull corridors, blurry textures and incomprehensible piles of all sorts of rubbish.

From Resident Evil 4, in addition to a similar plot about biological weapons, the game inherited a system of improvements and boss battles. After the main character is infected, the selected weapon, thanks to infection sensors, begins to break after 7-10 seconds of use. In order not to look for a working machine gun during firefights, you have to buy and improve “clean” barrels for a decent amount of money. This adds versatility to the game. You have to think about what weapon to choose, and from this build your battle tactics, because you even need to take into account what kind of ammunition it requires.

Boss fights are made in the best traditions of Japanese action films and arcades. For each monster you need to develop your own battle tactics. The colossus cannot be penetrated by any weapon until you set it on fire. And the invisible Stalker can only be seen if you look closely at the circles from the paws on the water. Such fights periodically occur with ordinary opponents. Soldiers with shields and armored suits cannot simply be shot with a machine gun; they need a subtle approach. Of course, what’s happening doesn’t reach the level of Resident Evil 4 or Lost Planet, but it turned out pretty well.

The riddles are also good. At first they are quite simple - charge the blade with electricity to open the door, but then it gets more interesting - the blade has to be controlled manually in order to avoid obstacles and hit the desired object. And if this happens for a time when the character’s life is at stake... There is only one complaint about the riddles - they are interesting and exciting, but there are too few of them and they do not really strain the player. I would like it to be bigger and more complex.

Dark Sector is a kind of cross between Resident Evil 4 and Gears of War from enthusiasts who persistently refined the adopted ideas. It turned out interesting and exciting, although not without its drawbacks. In any case, if the plot is not the most important thing for you, and it is the worst thing about Dark Sector, the game is worth a try.

Glaive

When used correctly, the glaive turns into a formidable weapon. What is the principle of operation? You aim and press the throw key. Hayden throws the glaive. It flies forward until it encounters an obstacle or reaches its maximum flight range. If the enemy is an obstacle, the glaive will pass through him and continue to fly forward.

If the enemy has full health, then the glaive will not finish him off, but only wound him. This is sometimes tiring, because the weapon does not return instantly, but after some time. During these painful seconds, the enemy can limp to Hayden and begin to commit all sorts of obscenities. To prevent this from happening, the developers left a pistol in the left hand, which allows you to shoot back at enemies while the glaive is in free flight.

It turns out to be a good combination - first you wound the enemy, and then quickly finish him off with a pistol. This way you can deal with a crowd of enemies with minimal expenditure of ammunition and time. And if you charge the weapon with fire, electricity or cold, then you won’t even need to finish off the enemy. After a while he will die on his own.

The glaive's capabilities are not limited to dismemberment alone. Over time you will receive new ones.

Collecting Items (Chapter 2). Point your sight at the desired item, and when the icon changes shape and color, throw the glaive. In this way, you can simply save time by collecting items, or pick up objects that you cannot reach on your own. In any case, it's a handy ability.

Powerful throw (chapter 3). Press and hold the throw key until the edges of the crosshair start to move. When they come together and the sight turns yellow, release the key. Hayden will perform a powerful throw that kills most enemies in one hit. This way you can still break strong locks.

Quite a useful ability, but mainly against zombies. They run quickly and try to force hand-to-hand combat, but nevertheless you can safely aim at them. This trick won't work with soldiers. While you're waiting for the right moment, you could die from an overdose of lead in your body. Of course, you can activate the shield, but no one guarantees that the enemy will not hide behind cover when the blade flies.

Manual control (chapter 3). If you press and hold the throw key after throwing the blade, you will be switched to manual control of the glaive. You can gracefully lead him into cover to surprise a soldier, or hit multiple enemies at once. But this is only in theory. In practice, controlling the blade is quite difficult and uninteresting.

It is much easier to make several accurate headshots than to actively move the mouse (this is not a joystick from a console, where it is more difficult to aim). Manual control is usually used to solve puzzles. For example, if you need to charge a blade with electricity to open a door, but the electrical panel is behind a fence and you need to first pass the blade through a narrow gap to accurately hit the target.

Special Abilities

As you progress through the game, the main character will unlock new abilities that make life much easier. Using them wastes energy. Its level can be determined by looking at Hayden's right hand. Energy is restored over time, but this does not happen as quickly as we would like.

Power shield (Chapter 4). A force shield is created in front of the character, which protects against shots (including missiles) and sends them back to the sender. Sometimes the offender dies from the rebound. In this case, you can fire back. In general, an extremely useful skill. It can be used not only during an attack, but also for defense. Let's say you've been caught in cover and your character is on the verge of death. Quickly turn on the power shield, move back and shoot back from the enemy.

Energy release (chapter 5). When the glaive is charged with fire, electricity or cold, throw it at the enemy, and then press the E key. The glaive will release its energy, causing an explosion. Quite effective, especially when there is a whole crowd against you. But it is advisable to have a constant source for charging the weapon nearby.

Invisibility (Chapter 7). Hayden can temporarily become invisible, allowing him to sneak up on an enemy and finish him off with one blow. Invisibility lasts until the first hit. A practically useless ability - after all, Dark Sector is not a stealth-action, and opponents never move alone. Having killed one enemy, you can find yourself in the company of scoundrels who will not allow you to calmly retreat to a safe distance.

Pistols

Tekna 9mm

Price- 9000 rubles. Clip capacity- 12 rounds. Ammunition type- for a pistol. When becomes available- Chapter 1.

The first available pistol in the game. The weapon is so-so, but considering that it is given for free, it will do for the first time.

Tekna Burst

Price- 10,500 rubles. Clip capacity- 26 rounds. Ammunition type- for a pistol. When becomes available- Chapter 4.

Unlike the base model, it has a larger clip and fires three rounds. It loses in accuracy, but wins in stopping power due to its rate of fire. In general, the weapon is almost for close combat.

Vekesk Micro

Price- 21,000 rubles. Clip capacity- 30 rounds. Ammunition type- for assault rifles. When becomes available- Chapter 4.

Not very accurate, but a fast-firing submachine gun with a large clip. It goes on sale simultaneously with Tekna Burst, so if you have enough money, it’s better to stick with Vekesk Micro.

Specter

Price- 28,000 rubles. Clip capacity- 2 cartridges. Ammunition type- for shotguns. When becomes available- Chapter 6.

A sawed-off shotgun, of course, is a good thing, even despite its short firing range. But two cartridges in a clip is no good. With the same Tekna Burst you will shoot more enemies with fewer problems.

Hammer 1895

Price- 31,000 rubles. Clip capacity- 6 rounds. Ammunition type- for magnum. When becomes available- Chapter 6.

A powerful revolver that has good accuracy and pierces through enemies. This is just great, but it is very problematic to find cartridges for it. Considering how much it costs, this seems like a slight mockery.

Primary Weapon

AKS-74

Price- 20,000 rubles. Clip capacity- 30 rounds. Ammunition type- for assault rifles. When becomes available- Chapter 4.

The main weapon in the game, which the vast majority of enemies are armed with. An excellent assault rifle with which you can easily run through the rest of the game without experiencing any particular inconvenience.

Striker

Price- 26,000 rubles. Clip capacity- 6 rounds. Ammunition type- for shotguns. When becomes available- Chapter 4.

A powerful but not long-range shotgun. Can be used against zombies who are armed with melee weapons. Not very useful in shootouts with soldiers.

Protecta

Price- 39,000 rubles. Clip capacity- 12 rounds. Ammunition type- for shotguns. When becomes available- Chapter 5.

A more powerful, but equally short-range shotgun. Therefore, again - exclusively against zombies.

VX Carbine

Price- 30,000 rubles. Clip capacity- 6 rounds. Ammunition type- for magnum. When becomes available- Chapter 5.

A sniper rifle with a telescopic sight that kills the enemy with one hit. But due to the low rate of fire and the fact that most fights in the game take place at mid-range, this weapon is only really useful at one level.

Korbov TK6

Price- 40,000 rubles. Clip capacity- 30 rounds. Ammunition type- for an assault rifle. When becomes available- Chapter 7.

The best assault rifle in the game, which is head and shoulders above the AKS-74. But it costs so much that if you decide to buy, you need to save up from the very beginning of the game, denying yourself almost everything.

Other items in the game

Ammo boxes. You cannot remove cartridges from captured weapons, even if you have the exact same model. Therefore, you have to look for boxes of ammunition. But Hayden's pockets are not bottomless, and they fit: for pistols - 350 rounds, for assault rifles - 800 rounds, for shotguns - 200 rounds, for magnums - 25 rounds.

Money. Cash in the game just lies in piles of 1000 rubles or is unpacked in suitcases - 3000 rubles. The money is spent on buying weapons.

Improvement. A metal suitcase containing an upgrade. They are usually hidden, so search the levels carefully.

Grenades. The explosion of a grenade covers a decent area, and the enemy often does not even have time to run away to a safe distance. Grenades are convenient for covering clusters of enemies, as well as destroying soldiers with shields that cannot be penetrated by firearms. You can carry up to four grenades. The extra ones can be sold for 450 rubles.

RPG-7. The grenade launcher is usually used to fight walking robots and helicopters (they still can’t be penetrated by other weapons). But if there are extra missiles left, the RPG-7 will also work against ordinary soldiers. One shot and no one moves. You cannot use other weapons while you are holding the grenade launcher.

Light machine gun/grenade launcher. Once you receive the suit, you will be able to pick up and use a light machine gun, which is armed with soldiers in armored suits. In addition to the machine gun with endless ammo, which spreads panic and fear, you can use the built-in rocket launcher. With its help, it is convenient to destroy enemies on the approaches or in shelters.

In-game store

The store in the game looks like a slightly open and slightly shiny sewer hatch. The seller offers the following services - sale of weapons, purchase of weapons and unnecessary items, free improvement and storage of items. The fact is that Hayden cannot simultaneously carry more than one main and secondary weapon. The remaining barrels have to be stored in a locker. Considering that the merchant is quite rare, it is better to take a responsible approach to the choice of weapons.

Improvements

With the help of black suitcases that are scattered throughout the level, you can improve the purchased weapon completely free of charge. But there is no turning back, so think carefully about each upgrade. Unnecessary suitcases can be sold for 2,500 rubles.

  • Accuracy- the weapon's shooting accuracy increases.
  • Increased clip- clip capacity increases by approximately 25%.
  • Double Shot- instead of one bullet, two are fired. Accordingly, the consumption of ammunition increases.
  • Enferon cartridges- bullets poison monsters and the infected, which is why they die after a while without your help. A good improvement, especially when the enemy isn't pushing too hard.
  • destructive force- increases damage dealt.
  • Rate of fire- the rate of fire of weapons increases.
  • Punching- the shot pierces the enemy and cripples the enemy standing behind.
  • Reload- recharge speed increases.
  • Stopping power- the shot knocks the enemy down, but does not damage him.
  • Additional cell- you can make additional improvements. This upgrade can only be used once on each weapon.

Walkthrough

First chapter

The first chapter, according to tradition, is a kind of training in which you will be told how to run, jump and shoot. You will start the level with a pistol, but no one forbids you to pick up a captured weapon. As long as Hayden is not infected, you can use it without fear that it will fail at the wrong time. After a series of shootouts and a meeting with a captured agent, you will find yourself on the roof, where you are attacked by a helicopter.

The helicopter will shoot a little and fly away to a safe distance. While he doesn't bother you, finish off the soldiers and grab the grenade launcher that lies near the container. Now you need to knock out the pinwheel. Given that the pilot has no brains, the firepower of a heavy machine gun is wasted. It is enough to hide behind a container, sticking out only to shoot. If you run out of charges, there is a box with endless rockets nearby.

By hitting the helicopter three times with a rocket, you will destroy the car and end the level. A biological miracle will come running to the roof, which, dashingly wrapping the rocket in a force field, will throw Hayden down. When the hero wakes up, the main villain Mezner will rush in and infect Hayden with the virus. After this, the game will take on color and the second level will begin.

Chapter two

After waking up after being infected, go to the hut to contact the authorities. During the communication session, guards will enter the house, and Hayden will grow a glaive, with which he will gut his enemies. After the cutscene, exit the house and use the blade to finish off the enemies. Sure, you have a gun, but it's missing ammo. From this moment on, you cannot constantly use captured weapons; they will burn out after some time.

But that’s not so bad, but the fact that Hayden doesn’t have the intelligence to remove the clip is a real problem. Therefore, carefully search the level for the presence of boxes of ammunition. After a short fight, the character will have a new ability - to collect objects using a glaive. Pick up the explosives - they will show you where they are - and place them on the door. An explosion will occur and you will be able to move on.

Once in the building, you will fall through to the first floor. There is little room for maneuver here, so try to keep your distance from enemies. When you go out into a room with windows facing the street, you will be ambushed. Collect ammo and shoot back, hiding behind the partition. Then a huge monster will come running and break through the wall of the house. The soldiers will immediately forget about Hayden and start shooting at the mutant.

Everyone has forgotten about you, so run out into the street and, taking advantage of the situation, begin to slowly cut out the soldiers. When you are alone, the mutant will begin to attack Hayden. You can't penetrate his armor yet, so limit yourself to somersaults and rapid escape. Finally, the Colossus will get bored and rush away.

Throw the glaive at the control panel on the other side to lower the bridge. Collect the pluses, break the lock and move on to the third chapter.

Chapter Three

The level will begin with a massacre of soldiers among tents and gloomy landscapes. After this, Hayden will receive the ability of a powerful throw, which periodically helps in battles, but right now it is needed to break a strong lock on the gate. Next, another crowd of stupid enemies awaits you, after dealing with which you can safely go down into the sewer.

In the sewers you will meet zombies for the first time. They attack exclusively with sticks, but quickly hobble, which does not allow them to stand in one place and cut with impunity with a glaive. Constantly jump from side to side, throw your blade and shoot back with your pistol. You can use electricity to kill monsters with one hit.

After clearing the room, charge the glaive again with electricity and throw it at the lock to unlock the door. In the sewers you will encounter crowds of zombies, so in order not to waste time, charge the blade with electricity and throw it into the water to hit several opponents at once. Hayden himself is in a suit and is quite reliably protected from side effects. If there is no constant source of energy, you can use lamps - they are enough for exactly one charge.

Once you reach the elevator, go up to the top tier. You will immediately be attacked by a squad of soldiers, and the developers will give you a new ability - controlling the blade in flight. If the enemy is not too aggressive, you can use this trick to kill enemies right in cover. Just be careful not to get carried away, because soon soldiers with shields will appear. To hit them, throw grenades or shoot at their legs.

Then you need to control the blade in flight, move the glaive over the fence and hit the control panel. Given the gifted management, this may take some time. Having completed the task, you will find yourself in the agent’s hideout, who, having issued a new batch of instructions, pushes Hayden out the door. Follow the corridor to end the level.

Chapter Four

In this level, a merchant will appear for the first time, whom it is advisable to visit in order to buy an AKS-74 or at least an improved pistol. In the courtyard you will run into a detachment of soldiers. Hide behind stone benches - wooden shelters tend to break quickly. Then enter the building and step into the school courtyard.

Zombies are running around in the yard. Having dealt with the monsters, turn the valve to release the gas on the fountain. Then charge the blade with electricity and ignite the gas. Now charge the glaive with fire and burn the black film that is blocking the door. Enter the building and go up to the second floor. Break the locks and burn the next black film to get to the elevator. The source of the fire outside the window is a fountain that was set on fire.

On the third floor everything is the same - a black film that needs to be burned. When you get out of the school, you will come under massive fire. Hide in cover and wait. Soon the Colossus will come running and kill all the soldiers. Now you can move on. After a while you will reach the Jackal robot. This four-legged machine fires a machine gun and periodically launches rockets.

Immediately grab the grenade launcher lying at the entrance to the courtyard and collect the rockets. If there are not enough of them, look for additional ones - they are scattered on boxes and benches in the yard. You need to act like this: hide in cover, and when the robot stops shooting, lean out and fire a volley. It will take approximately five hits to destroy the machine. Then charge the glaive with fire from the burning Jackal and burn the film on the door.

Enter the building and go up to the second floor. You need to charge the glaive with electricity and set fire to the gas on the first floor (look for the destroyed kitchen). Now charge the blade with fire and burn the black film to move on. When you reach the attic, a monster will attack Hayden and throw our hero out the window. Hayden will lose consciousness and wake up late at night.

Walking forward a little, you will see soldiers fighting zombies. If you weren't too lazy to carry a grenade launcher with you all this time, you can load a rocket into the crowd. Also, the RPG-7 will help get rid of soldiers with shields. After crossing the bridge, quickly blow up the barrels in the tunnel to stop the endless stream of zombies. Then go down the tunnel and go through the door on the left. Eventually you will come out to a cemetery.

First you need to turn the valve to light the torches and destroy the black film. Go straight, and when you reach the mausoleum, run left. You will be taken to the mentioned crypt. Turn the valve to light the torch. Charge the blade with fire and run to the next torch stand. You must light it before the glaive goes out. So you must light the torch at the crypt. Now go to the right of the mausoleum, setting fire to the torches you encounter. Finally burn the black film to exit the cemetery. You will find yourself at a church where soldiers are fighting the Colossus. Ignore them, but immediately destroy the black film and enter the church. The Colossus will be waiting for you there, ready for the decisive battle.

The battle takes place in two stages. First, the Colossus will jump onto the column and throw debris. You must charge the blade with fire and throw it at the monster. He will fall to the ground and turn slightly red. At this moment you must run up and strike. Then the Colossus will jump back onto the pillar. If you act quickly, he will not even have time to attack - he will only fall down.

After receiving three hits, the Colossus will change tactics. Now he will run around, trying to trample the main character, and throw debris. When the monster stops and releases green gas, you need to throw a blade charged with fire at it. The colossus will catch fire and become vulnerable. At this moment, you need to switch to the machine gun and shoot at the enemy until it goes out. If you run out of cartridges, look for boxes with ammunition in the corners of the room.

Having received a shock dose of lead, the Colossus will die, and Hayden will receive the ability - a force shield. Run into the room with an automatic cannon and a power shield and reflect the missile so that it destroys the passage behind the cannon. Then go downstairs and enter the room. After the video, the countdown to the explosion will begin. Finish off the zombies blocking the path. Run out into the corridor and jump into the tunnel on the left.

Chapter Five

The level will begin with a battle with the Jackal. Only this time it must not be destroyed, but captured. First, blow up the fuel truck. Charge the blade from it and burn the black film. A generator will be found behind it. Charge the glaive with electricity and throw it at the robot. It will short out slightly. Run up close and throw the pilot out of the cockpit.

Now you have a robot and you can move forward. The weapons are a machine gun, a cannon and an anti-missile system. The latter is needed to shoot down missiles. You can recognize their launch by a high-pitched squeak and icons on the screen. Go forward, taking out the infantry, until you reach the warehouse. Drop your equipment and go on foot. By going outside, Hayden will gain the ability to dissipate the energy contaminated in the glaive.

You can indulge yourself in this new ability, since there is a burning car nearby. Move forward until you find yourself on the ship. Finish off the sentry and pick up the sniper rifle. It burns out much more slowly than a machine gun, and you can manage to finish off all the soldiers on deck.

When you go down to the deck, you will be attacked by a helicopter. Grab the grenade launcher and start shooting back. Considering that you have a force field, it will be much easier to deal with the enemy. When the helicopter crashes onto the deck, jump down the hole. After wandering around the decks a little, you will release the Stalker from the cage, and the ship will begin to rapidly sink. You have ten minutes to leave the ship.

You will run away, everything will explode. It’s unclear where monsters will jump out and bite in different places. In addition, three times you will have to first, under manual control, hit the power source with your glaive (it is located behind the fence), and then run to the door and throw the charged blade into the lock.

Chapter Six

The sixth level will be marked by the appearance of new opponents - mutants. They prefer not to get involved in hand-to-hand combat, but to shoot with incomprehensible clumps. Don't pay attention to their strange appearance, they act exactly the same as ordinary soldiers: most of the time they hide in cover, running across only if they are really pressed.

Having reached the opening covered with black film, look for an invitingly sparkling pipe. Break it with your glaive. Water will fill the opening and short-circuit the generator. It will burst into flames and you can charge the blade to burn away the black film. Then zombies and mutants await you. In the large hall you will be introduced to a new enemy - a soldier in an armored suit. He is armed with a machine gun, but can sometimes fire a rocket launcher.

The soldier will begin to beat the mutants, and when he is finished with them, he will attack Hayden. Before you attack the soldier, you need to destroy the three blue things on his back. The enemy is quite clumsy, so you can run around brazenly. He will only try to turn around. There is an optimal distance when the soldier does not yet start shooting, but is no longer trying to hit him with a machine gun.

After destroying the three blue things, throw the blade at the soldier. The opponent will be short-circuited and turn red. At this moment you need to come close and deliver a finishing blow. Or just shoot with the machine gun until he passes out, but this will require a lot of ammo. Then charge the blade from the destroyed suit and throw it at the elevator control panel. This will make it work, and you can go down to the lower tier.

Chapter seven

You are already familiar with fire and electricity. In this chapter you will have to get acquainted with the cold. A hit from a blade charged with cold turns the enemy into an icicle. It also destroys black film. Take advantage of this feature to move on. Having reached the area where soldiers and mutants are fighting each other, you will meet an enemy in an armored suit. He kills himself in the same way.

Charge the blade from the suit to open the door. Going forward, you will reach a tunnel engulfed in flames. Charge the blade with cold and put out the fire. Next you will meet a Stalker who will try to strangle Hayden. Press the indicated key to release the grip. Soon you will emerge into a tunnel where soldiers are fighting mutants. Using the carts as mobile cover, sneak closer and finish off the enemies.

In a huge cave, turn the valve to release the water, then freeze it with a charged blade to create cover for yourself. Extinguish the flame at the end of the tunnel. Next you need to be careful not to get hit by a passing train. Finally, after going through many rooms and killing many mutants, you will reach the Stalker.

The monster acts quite monotonously. He turns invisible and runs to the corner of the room, then runs invisible towards Hayden and tries to hit him. You can understand where the enemy is moving from by following the tracks on the water. At this moment, shoot at the Stalker, jump to the side just before the blow and shoot again. Alternatively, you can charge the glaive with cold - the containers move along the wall - and temporarily freeze the enemy.

Having received a certain amount of damage, the Stalker will climb onto the pillar. Keep shooting at him until the monster jumps to the floor and fires a blast of energy. Turn on the force field to reflect the projectile. Having received his gift back, the Stalker will stop and blush slightly. At this moment, run up to the monster and deal a fatal blow. After defeating an enemy, Hayden will gain the ability to become invisible. Use it to sneak past the security camera and finish the level.

Chapter Eight

It's time to get a suit that will make us cool and indestructible. Where did he suddenly come from? Well, it's simple - at least that's what the developers think. We're on a military base, period.

The level will start traditionally - hordes of monsters, long battles in the corridors, once a machine gun and clearing the large hall. In it, do not rush to go down the stairs, but destroy enemies from the second tier. Then go to the rubble and, controlling the blade in flight, charge the glaive from the electrical panel. Open the door and then use electricity to destroy the automatic machine gun. Just don’t forget to cover yourself with a force field first so that the recoil doesn’t hurt you. Get into the elevator and go down to the laboratory.

To go further, you need to run through the security camera under invisibility. Otherwise the door will be locked. In the room, do not get caught in the rays, otherwise the doors will be blocked and poisonous gas will be released into the room. In the next room, automatic cannons await you. Wait until they shoot enough mutants - just finish off the survivors - and run past under invisibility.

In the next room you need to go through laser beams. There are significantly more of them, but they move slowly, and there is also where to stand and wait until they move away so that they can run past. Then, under invisibility, go past the security camera. Finally you get to the military suit.

Contrary to expectations, it does not add much to survivability. But there are benefits, and it looks great. Now you need to get outside. This will be interfered with by soldiers and monsters, who both fight among themselves and try to hit Hayden in the neck. The slaughter will be long and difficult in places. Two automatic machine guns must be destroyed with electricity. Entering the elevator will complete Chapter Eight.

Chapter Nine

There are no new weapons for sale, so after making an improvement, you can safely go into battle. The shootout will take place in the standard manner. The main thing is not to forget to destroy the shooters on the upper tiers. As you move forward, you will be attacked by soldiers with shields. Blow them up with grenades or turn on invisibility and attack from behind. Then collect ammunition and enter the building.

A soldier in an armored suit attacks you in the room. Quickly destroy it - the tactics remain the same - and charge the blade with electricity. Throw the glaive at the switch to open the door and return to the soldier. Now when you wear the suit, Hayden can pick up a light machine gun. This weapon has infinite ammo and ten missiles. You also can't run or jump, which adds some difficulty.

However, the force field and timely retreat will save you. Go outside and start crushing your enemies. You don’t have to skimp on ammo, because there’s a second machine gun nearby. What to save when ammo doesn't stack? Then you will come across a zombie. Considering what kind of weapon you have in your hands, you will pass through the ranks of enemies like a hot knife through butter. Once you reach the bridge, you will fall down to the lower level.

They are already waiting for you here, but, in addition to the usual shooters, you will have to deal with two soldiers in armored suits. Immediately focus your machine gun fire on them. If you're lucky, you'll be able to finish them off before they even set foot on the bridge. Having reached the stairs overgrown with black film, throw the machine gun, charge the glaive with fire (the fire is in the far dead end) and burn the obstacle. Having climbed up, finish off the next squad of soldiers and go to battle with the boss.

Nemesis is not a difficult opponent, but he is a terribly boring opponent. She has two attacks - blade strike and blade throw. The second kills with one hit, so when you hear a characteristic sound, roll to the side. Now you cannot penetrate the monster's armor, limit yourself to maneuvers. When Nemesis gets tired of chasing you, which can last up to five minutes, she will charge the blade with electricity and make a throw.

While the blade is sticking out in the wall or floor, you need to charge the glaive from it and throw it at Nemesis. A loaded weapon will break through the defense - the lady will blush slightly and drop to one knee. At this moment you need to run up and strike. The monster will now jump onto the ledge, charge the blade again and throw it at Hayden. Power up the glaive with electricity again and attack. After this, Nemesis will jump down and start chasing you again.

That, in fact, is the whole tactic. You need to shock the lady three times and hit her three times. After this, Nemesis will die and it will turn out that she is already familiar to us. This is understandable and expected, but why the hell is she in a suit head and shoulders taller than Hayden? Trendy military uniform with heeled boots?

But the level won't end there. You need to get on a walking tank and get to the base gate. The main thing is to remember to shoot down the missiles in time. Regular enemies do not pose a serious threat.

Chapter ten

The last level is a traditional battle with the main villain. True, first you will have to fight with soldiers and mutants, and you don’t have to fight with the latter to the end. The main thing is to call the elevator, wait for it and get out quickly. Then you will be taken to Mezner.

The old man went completely wild and merged with a huge monster. The battle traditionally takes place in several stages. During the first stage, the tentacles will spit muck and throw debris. Avoid attacks by rolling over to the side.

First you need to charge the blade with electricity. The installation is located directly above the monster. With a charged blade you need to hit one of the bubbles on any tentacle. This is easiest to do by manually operating the blade. After this, all the tentacles will open. Quickly throw a charged blade into the center to destroy the appendage. If you don't have time, repeat the attack on the bubbles. When you hit all the branches, Mezner will appear, who needs to be hit with a charged glaive.

During the second stage, you need to do the same thing, but there will be two tentacles, and endless zombies will pester you. There is no point in fighting them, rely on speed. They quickly charged the blade, hit the bubble and immediately destroyed the shoots. Of course, they will try to eat you, but when you manually control the blade, time moves much more slowly and no one really interferes. After destroying the tentacles, hit Mezner a second time.

In the third stage, the zombies will disappear, but five tentacles will appear. In addition to the three in the center, there are two more on the sides. They attack in the same way, so a somersault will save you from all troubles. Destroy all the shoots and throw the charged blade at Mezner one last time.

The world is once again saved, and the heroes, wiping away blood and sweat, rush home. It is unlikely that we will meet with them again, so all we have to do is say: “Goodbye, Hayden. “Goodbye” is probably not appropriate here...”

Game: Platform: PC, PS3, X360 Genre: action Release date: March 25, 2008 Developer: Digital Extremes Publisher: D3 Publisher of America Publisher in Russia: New Disk / Hunt down Lasria, USSR, 1987

Chapter 1

Prologue

A creepy start, by God. A hero who does not believe in his success, grayish tones and a voice-over constantly broadcasting about infection. And also some kind of pathological association with Sam Fisher. However, the mental difficulties of gaming do not in any way imply. Moreover, there is no smell of stealth here. The first enemy we meet on the way will assure us of this.

We move forward by jumping over obstacles and shooting through the keyhole with a pistol. We go downstairs, where our first competitor finishes off the infected. Well, here's the opening fight. The enemy's fire is not very accurate, so we can deal with him calmly. We select a rifle and move on.

Around the next turn is the first serious skirmish. Four opponents will fight us at once. It’s better to hide and peek around the corner with control shots. 2 clips taken from the previous victim should be completely enough. We confiscate the cartridges from the corpses and continue moving.

Again, the usual shootings using the usual method: we take cover around the corner, take aim, shoot. Soon we will find ourselves in a prison cell, and the gameplay will turn into a video.

“The job is done,” as the main character said. Why do we need to move on - at the exit the guards are waiting for us again. Again, no difficulties will arise, although there are about a dozen of us opposing us. Climb up and immediately break into a run - the window is being fired upon from a helicopter.

When we go out into the street, the helicopter will fire a rocket at us, so we go down to the stairs as quickly as possible - the projectile will fly there. The shelling of the aircraft will end, but soldiers will appear from below and begin firing from different sides. Without hesitating for a second, we deal with them and look for a place for cover, because soon the helicopter will again take up its usual business (yup, catching spies). Climbing to the base of the fortress, you can find a bazooka - it will force the helicopter to shut up forever. We don’t worry about the supply of shells - there is a box of shells nearby, so at some point our “bird” will “click” its blades.

Learn the materiel, friends!

Chapter 2

Impact

At first we see poorly, we walk crookedly, and we need to get rid of these inconveniences. We go straight into the open barn and after watching a short video we can already feel confident. At the same time we saw the glaive in action. We're moving straight ahead.

This is the first fight for the level. Hiding behind cover, we try not to stick out too much and throw the glaive at dozing enemies. Let's get into the building and, before going up the stairs, look into the room on the right - we'll pick up the cartridges. Once at the top, we will also start looking for cartridges, they will be needed very soon.

During the subsequent shootout, we will learn to attract objects to ourselves. It just becomes clear how to open the blue door blocking the upcoming movement. To do this, we will attract explosives located on the scaffolding of the adjacent building.

The subsequent shootout will end halfway, because a huge boss nicknamed the Giant, reminiscent of his own employee Security from Collapse, will appear on the stage. Destroying this giant at the moment does not seem likely, so the best solution is to help the monster deal with human opponents. We run up to the adversaries from behind, pick up their weapon, shoot with our own pistol or throw ourselves with a glaive... Obviously, the boss won’t leave us unattended either - we need to constantly dodge his powerful runs and the pebbles that he throws. Having gone a little mad, the creature goes home. It is better that all the enemies are dead by this moment, otherwise we will simply be surrounded from all sides.

Our first meeting with the Giant. After a couple of levels you even have time to get used to it.

A bridge will take us to the other side across the water, which opens by hitting the glaive on a reddish light bulb flashing on the other side of the shore. We dive into the hatch inside the building, and the mission will end.

Chapter 3

Receipt of baggage

Having picked up cartridges and supplies, we run away from the sewer. A shootout awaits us on the street; now the fighters will begin to use grenades for the first time. Just don’t rely on just one glaive; it’s better to grab a captured weapon from dying opponents. We open the metal door using a force throw. It is quite difficult to perform this technique the first time; you need to accurately guess the time when the sight lights up yellow. After a couple of attempts it will certainly work. In the tent there will be a chance to practice your power throw again - you need to open the chest. Let’s not forget to “grab” the “Accuracy” skill from the table.

The subsequent shootout will bring elements of strategy, because there are many enemies and in fact they are all hiding behind strong covers. Our task is to catch one of these guys in the open so that he drops his weapon. We select him with the help of a glaive and try to shoot as many opponents as possible. Repeat a couple of times. We are afraid of grenades - you actually don’t notice them, but after each throw the grenade launcher shouts out to those on duty, “Now it’s going to explode!” Grenades, by the way, can be shot in the air. The machine gunner will be the last to fall; it is better to run for cover from him and, getting closer, shoot him point-blank. There is nothing more to do on the surface - having knocked out the lock to the left of the machine gun, we penetrate into the hatch.

After the video we will find ourselves underground again. To open the blocked door in the sewer, let's go back to the corpse. There is an electronic shield there, let's throw a glaive at it. Soon there will be a first meeting with zombies - there are only a few of them, so there won’t be any problems. We recharge the glaive on the nearby electronic shield - and go! Soon we will get to the drain, zombies are waiting there again, which in an unknown way will be born directly from the water. You need to hold out until the door on the other side opens. We proceed as follows: we run in a circle, throw ourselves with a glaive, and in the rarest cases we shoot back. You can electrify the glaive from a light bulb and simply throw it at the input - H2O serves as a good conductor.

Monument to the builders of communism. Oh, these “Westerners”! They will never calm down with our reddish past.

On the surface there is another massacre. It is better to take a massive cover at the very beginning of the perimeter and not jump down - from here you can shoot completely in all directions. The main thing is not to miss a fighter with a shield, who can probably ambush you behind another cover. Let's try to get rid of it first. Despite his stern appearance, his shield is not as strong as it seems. The best strategy is to hit him with your glaive, and when he opens his armor for a couple of seconds, shoot him with a firearm.

To open the grate, throw a glaive at it, switching to direct control mode (hold the “C” button and control it with the mouse), and hit the reddish light. And before leaving, let’s not forget to look into the basements where enemies ran out - useful things are hidden there. Three-pointed star
Of course, the main “trick” of Dark Sector is the glaive. Immediately after the game was released, the public rushed to incriminate the developers, saying that Hayden’s weapon was not a glaive at all, but a shuriken or even a chakram. The glaive, according to critics, is a spear with a pointed tip, used mainly by the Swiss army in the Middle Ages. In fact, these accusations were made out of ignorance, and not on the merits. The English word “glaive”, as well as the Russian “glaive”, has two meanings. In fantasy and science fiction, it is precisely a throwing weapon with several tips. The theme of such a glaive is particularly explored in the cult fantasy film of the 80s “Krull”. Now let's take a closer look at the capabilities that the glaive of the main character of Dark Sector has endowed.

Throw

They will give it immediately after the protagonist’s mutation. With the help of a throw, you can not only chop down opponents of all types, but also select weapons, cartridges, and equipment. It is worth saying that during the game we will use the visible one hundreds of times.

Power throw

It should be used mainly to open doors. It is not effective enough against opponents because it requires a certain amount of time to complete, which we never have. Moreover, during use the ward is very vulnerable.

Electricity

You can charge from all electronic sources. Opens heavy doors. Has the property of a chain reaction. Hit opponents a lot. There is only one drawback - it is electrified for a short period of time.

Change direction

We control the glaive in flight manually with the mouse. It will be necessary, since human enemies really love to evade the “automatic” mode of the glaive. Well, it’s absolutely indispensable when you need to point the glaive at a clear place, from where you otherwise can’t get there. For example, when you need to charge it from an electronic source.

Fire Glaive

It acts exactly like electricity, only it destroys the cocoons blocking the path. But for some reason you can’t set fire to barrels. In battle it has the same destructive power as current.

Force field

The force field is “showed” for the first time in black and white by Nadia. Halfway through the game, we too will acquire this skill. It creates a non-piercing shield around the hero that deflects bullets and missiles. “The Matrix”, no different... There’s no point in talking about usefulness - during firefights it’s simply priceless. With the ability, we are not afraid of any massacres.

Glaive Charge

By charging the glaive from any energy source (fire, ice, current), you can make a small “boom”! The effectiveness is not very great, because performing the technique requires a lot of effort, and the effect is not as desired.

Freeze Glaive

Similar to fire and electricity, but freezes opponents. Oh yes, it also allows you to pass through fire and some kind of barriers.

Invisibility

Golden find. With it, you can really create real stealth - hit your opponents in the back, constantly infiltrate huge concentrations of opponents into the rear undetected. Use as often as possible.123

The action of the game "Dark Sector", the passage of which is divided into chapters, begins in some remote alley, overflowing with creepy creatures. Frankly speaking, they are not very hospitable. After a short and dangerous wandering through the back streets, an entrance to the catacombs is discovered, in which you have to have a good fight with the marauders. During the game, carefully examine all the difficult places in the game world - you can find many useful things, such as first aid kits and cartridges. During firefights, it is best to fire at enemies from cover (fortunately, the Unreal Engine allows you to do this). The prologue ends with the main character climbing out of the catacombs, taking a bazooka and shooting at an enemy helicopter.

Impact

Judging by the video, it is not difficult to understand that the hero turns out to be a mutant with supernatural powers. But it’s okay, it’s only to our advantage. Coming out of the barn, you need to destroy all opponents, and then go up to the bar. In fact, the passage of the game "Dark Sector" comes down to a corridor action game in which you need to destroy crowds of enemies without stopping. Naturally, a crowd of benevolent guys will be waiting for us at the bar, eager to cut our throats. In this situation, using the superpowers of the main character will come in handy. Next, we find explosives, blow up the door, take the suitcase and suddenly fall under the floor. It turns out that under the bar there is a certain workshop in which a mutant similar to a gorilla was kept. It is he who will make our way to freedom, breaking one of the walls with his massive body. This is how the second chapter of the game "Dark Sector" ends. The passage of the third will again begin from the surface and end in gloomy dungeons.

Retrieve baggage

After destroying all the soldiers in the tent city, the hero will receive a new ability - a power throw. It is with its help that we can break the lock on the door blocking our path. In the square you can find a hatch leading to the catacombs. The next descent down will be aggravated by the presence of monsters in the underground rooms that can gnaw off all the limbs. After some wandering, an elevator is discovered. Having gone upstairs, we learn a new ability - a controlled throw.

Moths to the fire

At the beginning of this chapter, the player will have the opportunity to buy/sell and improve his equipment - another nice little thing in the game "Dark Sector". The passage for the most part consists of street shootings, accompanied by periodic influxes of hordes of zombies.

Cargo

In this part, the player will have to use a helicopter to get onto the ship and destroy all opponents on it. Along the way, you will often need to use a bazooka and a glaive - the most effective weapons in the game "Dark Sector". The passage can be made somewhat easier by first destroying all the zombies imprisoned in cages in the hold. Otherwise, they will get out, and it will be painful and scary. At the end of this chapter, a small surprise awaits the player.

Bait

In this chapter we will meet new enemies, the variety of which is one of the positive aspects of the game "Dark Sector". The best way to protect yourself from the new monster is with a shield. To defeat a guy with a battery firing a machine gun, you need to throw a glaive at him as often as possible. When the unfortunate fat guy turns red, go up and finish him off.

Final battle

It is worth saying that this article does not describe all the chapters, but only half. The remaining parts are similar in their mechanics to the previous ones. With this information, you can easily understand certain game situations. At the end of the game, the main character faces the final battle with the boss - a huge mutant. You can defeat him using a glaive charged with electricity. Cutting off one limb after another, we reach the nose and immediately remove it. After defeating the monster, we watch the final video, after which all we can do is wait for the release of "Dark Sector 2", the passage of which is the topic of the next article.

Lasria, USSR, 1987

Chapter 1

Prologue

A creepy start, by God. A hero who does not believe in his own success, gray tones and a voice-over constantly broadcasting about infection. And also some kind of pathological association with Sam Fisher. However, the psychological complexities of games do not at all imply. Moreover, there is no smell of stealth here. The first enemy we meet on the way will convince us of this.

We move forward by jumping over obstacles and shooting through the keyhole with a pistol. We go downstairs, where our first opponent finishes off the infected. Well, here's the opening fight. The enemy's fire is not very accurate, so we can deal with him calmly. We select the rifle and move on.

Around the next bend is the first serious skirmish. Four opponents will fight us at once. It’s better to hide and peek around the corner with control shots. Two clips taken from the previous victim should be enough. We confiscate the cartridges from the corpses and continue moving.

Again, the usual shootings according to the usual algorithm: we take cover around the corner, take aim, shoot. Soon we will find ourselves in a prison cell, and the gameplay will turn into a video.

“The job is done,” as the main character said. Therefore, we need to move on - guards are waiting for us at the exit again. Again, no difficulties will arise, although there are about a dozen of them opposing us. Climb up and immediately start running - the window is being fired upon from a helicopter.

When we go out into the street, the helicopter will fire a missile at us, so we go down to the stairs as soon as possible - the projectile will fly there. The shelling of the aircraft will end, but soldiers will appear from below and begin firing from different sides. Without hesitating for a second, we deal with them and look for a place for cover, because soon the helicopter will again take up its usual business (yup, catching spies). Climbing to the base of the fortress, you can find a bazooka - it will silence the helicopter forever. We don’t worry about the supply of shells - there is a box of shells nearby, so sooner or later our “bird” will “click” its blades.

Learn the materiel, friends!

Chapter 2

Impact

At first we see poorly, we walk crookedly, and we need to get rid of these inconveniences. We go straight into the open shed and after watching a short video we can already feel confident. At the same time we saw the glaive in action. We're moving straight ahead.

This is the first battle for the level. Hiding behind cover, we try not to stick out too much and throw the glaive at unwary opponents. Let's get into the building and, before going up the stairs, look into the room on the right - pick up the cartridges. Once at the top, we will also start looking for cartridges, they will come in handy very soon.

During the next shootout, we will learn to attract objects to us. It just becomes clear how to open the blue door that blocked further movement. To do this, we will attract explosives located on the scaffolding of a neighboring building.

The next shootout will end halfway, as a huge boss nicknamed Colossus, reminiscent of his colleague the Guardian from Collapse, will appear on the stage. It is not possible to kill this giant now, so the best solution is to help the monster deal with human opponents. We run up to our adversaries from behind, pick up their weapons, shoot with our own pistol or throw ourselves with a glaive... Of course, the boss won’t leave us unattended either - we need to constantly dodge his massive runs and the stones he throws. Having gone a little mad, the creature goes home. It is advisable that all enemies are dead by this moment, otherwise we will be easily surrounded from all sides.

Our first meeting with the Colossus. After a couple of levels you even have time to get used to it.

A bridge will take us across the water to the opposite side, which opens by hitting the glaive on a red light flashing on the other side of the shore. We dive into the hatch inside the building and the mission will be completed.

Chapter 3

Receipt of baggage

Having picked up the cartridges and money, we run away from the sewer. A shootout awaits us on the street, now the soldiers will begin to use grenades for the first time. Just don’t rely on just one glaive; it’s better to grab captured weapons from dying enemies. We open the iron door using a power throw. It is quite difficult to perform this technique the first time; you need to accurately guess the time when the sight lights up yellow. After a couple of tries it will definitely work. In the tent there will be a chance to practice your power throw again - you need to open the chest. Let’s not forget to “grab” the “Accuracy” skill from the table.

The next shootout will bring elements of tactics, since there are many opponents and almost all of them are hiding behind strong shelters. Our task is to fish one of these guys out into the open so that he drops his weapon. We select him with the help of a glaive and try to shoot as many enemies as possible. Repeat several times. We are afraid of grenades - you practically don’t notice them, but after each throw the grenade launcher shouts out to those on duty, “Now it’s going to explode!” Grenades, by the way, can be shot in the air. The machine gunner will be the last to fall; it is better to run for cover from him and, getting closer, shoot him point-blank. There is nothing more to do on the surface - having knocked out the lock to the left of the machine gun, we penetrate the hatch.

After the video we will find ourselves underground again. To open the blocked door in the sewer, let's go back to the corpse. There is an electric shield there, let's throw a glaive at it. Soon you will have your first meeting with zombies - there are only a few of them, so there will be no problems. We recharge the glaive on the nearest electrical panel - and go! Soon we will get to the drain, zombies are waiting there again, which in an unknown way will be born directly from the water. You need to hold out until the door on the other side opens. We proceed as follows: we run in a circle, throw a glaive, and in rare cases shoot back. You can electrify the glaive from a light bulb and simply throw it at the input - H2O serves as a good conductor.

Monument to the builders of communism. Oh, these “Westerners”! There will be no peace with our red past.

On the surface there is another massacre. It is better to take powerful cover at the very beginning of the perimeter and not jump down - from here you can shoot in absolutely all directions. The main thing is not to miss a soldier with a shield, who can certainly watch for you behind the next cover. Let's try to get rid of it first. Despite his formidable appearance, his shield is by no means as strong as it seems. The best tactic is to hit him with a glaive, and when he opens his armor for a couple of seconds, shoot him with a firearm.

To open the grate, throw a glaive at it, switching to direct control mode (hold down the “C” key and control with the mouse), and hit the red light. And before leaving, let’s not forget to look into the basements where enemies ran out - useful things are hidden there.

Three-pointed star Of course, the main feature of Dark Sector is the glaive. Immediately after the game was released, the public rushed to blame the developers, saying that Hayden’s weapon was not a glaive at all, but a shuriken or even a chakram. The glaive, according to critics, is a spear with a pointed tip, used mainly by the Swiss army in the Middle Ages. In fact, these accusations were made out of ignorance, and not on the merits. The English word “glaive”, as well as the Russian “glaive”, has two meanings. In fantasy and science fiction, it precisely means a throwing weapon with several tips. The theme of such a glaive was especially explored in the cult fantasy film of the 80s “Krull”. Now let's take a closer look at the abilities that the glaive awarded to the main character of Dark Sector.

Throw

They will give it immediately after the protagonist's mutation. With the help of a throw, you can not only chop down enemies of all types, but also pick up weapons, ammunition, and money. Needless to say, during the game we will use the throw more than one hundred times.

Power throw

It should be used mainly to open doors. It is not very effective against enemies, since it requires a certain amount of time to complete, which we never have. Moreover, during use the ward is very vulnerable.

Electricity

You can charge from any electrical sources. Opens heavy doors. Has the property of a chain reaction. Hit enemies hard. There is only one drawback - it is electrified for a short period of time.

Change direction

We control the glaive in flight manually with the mouse. It will come in handy because human enemies really like to evade the “automatic” mode of the glaive. Well, it’s absolutely indispensable when you need to direct the glaive to a precise place where you otherwise wouldn’t be able to reach it. For example, when you need to charge it from an electrical source.

Fire Glaive

It acts exactly the same as electricity, only it destroys the cocoons blocking the path. For some reason you can’t set fire to barrels. In battle it has the same destructive power as current.

Force field

The force field is first “seen” in black and white by Nadia. Halfway through the game, we too will acquire this skill. It creates a non-piercing shield around the hero that deflects bullets and missiles. “The Matrix”, no less... There’s no point in talking about usefulness - during firefights it’s simply priceless. With this ability, we are not afraid of any battles.

Glaive Charge

By charging the glaive from any energy source (fire, ice, current), you can make a small “boom”! The effectiveness is not very high, since performing the technique requires considerable effort, and the effect is not as desirable.

Freeze Glaive

Similar to fire and electricity, but freezes enemies. Oh yes, it also allows you to pass through fire and some kind of barriers.

Invisibility

Golden find. With it, you can really create real stealth - hit your opponents in the back, constantly penetrate large concentrations of enemies into the rear undetected. Use as often as possible.