Dark Sector - PS3 XB360/Weapons
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Dark Sector | Walkthrough | Quick Strategies | Weapons & Upgrades | Achievements | Multiplayer
Starting in chapter four, players gain access to a black market weapons dealer found by entering sewer covers. This allows players to purchase new guns, upgrade guns, and change which weapons they are using.
Contents |
Weaponry
Glaive
In chapter 2, Hayden gains access to the Glaive. This weapon is a 3 bladed weapon that can be thrown or used in melee for deadly results. The Glaive can be used in conjunction with a sidearm (handgun) allowing you to throw the Glaive and still fire your sidearm.
During gameplay, you will gain several new abilities related to the Glaive.
Power Throw
This is a timed throw which when executed effectively doubles the damage of the thrown Glaive. To use it, hold down the shoulder button and release it when the target reticule turns yellow. Some locks in the game can only be broken with a power throw.
Absorb Element
The Glaive has the ability to absorb environmental elements including: fire, electricity, and ice. Absorbing any of these dramatically increases the damage of the Glaive. A power throw combined with an element is extremely deadly. The absorbed element will only last for a short duration before fading.
This ability can also be use to proceed forward in the game. Some doors are electrically controlled. They can be identified by sparks coming from the door. They can be opened by hitting them with a electrically charged Glaive. Black masses sometimes cover passages or doors. They can be burned by a flaming Glaive.
After Touch
After touch grants the ability to control the path of the Glaive in flight. This allows you to attack from behind cover or to hit enemies that are hiding.
Elemental Explosion
This ability allows the player to detonate the Glaive when it has absorbed an element. This expends the absorbed element. It's useful for attacking multiple enemies or ones hiding around tight corners. It does a very large about of damage.
Reflection Field
While not a direct ability of the Glaive, this allows Hayden to generate a protective field that will reflect projectile attacks. Extremely useful against "Dart Thrower" enemies.
Invisibility
This ability allows Hayden to temporarily become invisible. This allows you to sneak up behind unsuspecting foes and execute a melee finisher. If you're pinned down behind cover, it allows you to change locations without being hit.
Sidearms
Side arms can be used in conjunction with the Glaive which makes for a powerful combination. With a sidearm equiped, you can use a flashlight by pressing up on the D-pad.
Tekma 9 MM
Cost: 9000
Ammo: Basic pistol
Clip Size: 12 rounds
This is the weapon you begin the game with.
Tekma Burst
Cost: 10,500
Ammo: Basic pistol
Clip Size: 26 rounds
An upgraded version of the Tekma that fires in 3 round bursts.
Vekesk Micro
Cost: 21,000
Ammo: Rifle rounds
Clip Size: 30 rounds
A sub-machine gun type weapon. The Vekesk is very versatile.
Spectre
Cost: 28,000
Ammo: Shotgun shells
Clip Size: 2 rounds
A classic sawed-off shotgun. It packs a punch at close range, but isn't very useful overall.
Hammer 1895
Costa: 31,000
Ammo: Magnum rounds
Clip Size: 6 rounds
A classic magnum revolver. It packs a punch at almost any range, but lacks the ammo capacity of the other handguns.
Heavy Weapons
Unlike sidearms, heavy weapons can not be used in conjunction with the Glaive. You can pick up weapons from fallen enemies, but they burn out after a short time. For a weapon you can keep, you'll have to buy one from the Black Market.
AKS-74
Cost: 20,000
Ammo: Rifle rounds
Clip Size: 30 rounds
This is the standard issue assault rifle found in the game. The high fire rate can make up for the low damage per bullet.
Striker
Cost: 26,000
Ammo: Shotgun shells
Clip Size: 6 rounds
Standard issue short barrel pump action shotgun found in the game.
Protecta
Cost: 39,000
Ammo: Shotgun shells
Clip Size: 12 rounds
This is a heavier shotgun and far better than the striker.
VX Carbine
Cost: 30,000
Ammo: Magnum rounds
Clip Size: 6 rounds
This is a pretty basic scoped sniper rifle. It can be useful for taking enemies out beyond the thrown range of the Glaive. However, the aiming seems to drift a lot while looking through the scope making it somewhat frustrating to use. Use an accuracy upgrade to steady this drift.
It should be used sparingly; ammunition for this rifle is hard to find.
Korbov TK6
Cost: 40,000
Ammo: Rifle rounds
Clip Size: 30 rounds
This is a upgraded version of the AKS-74 assault rifle. It is more accurate and does a bit more damage per bullet. If you can't decide between carrying the AKS or the sniper rifle, this can fill both roles.
Misc
Grenades
Grenades aren't particularly useful in Dark Sector. They are better off being sold at every possible chance for 450 each.
Rocket Launcher
During certain encounters, you will need to pickup a nearby rocket launcher to win the fight.
Emplaced Machineguns
These are stationary machineguns mounted on turrets. They have unlimited ammo, but can't be moved and aren't very accurate.
Mini-gun
Chapter nine allows players to use a mini-gun. It is wildly inaccurate and slows movement. It is, however, very powerful and has unlimited ammo.
The Jackal
The Jackal is a four-legged, armored robot armed with a cannon and machine guns. There are two points in the game when you can operate them.
Upgrades
Weapon upgrades are found throughout the game. They look like silver briefcases. Some are hidden and some are obvious. They can be sold for 2500 each at the black market dealer.
All sidearms initially have 2 upgrade slots while heavier weapons have 3.
Available Upgrades
Upgrades are found in briefcases during the game. They can be added to weapons when visiting the black market. Once an upgrade has been applied to a weapon there is no way to remove it.
Accuracy Increases the accuracy of the weapon. Useful with the VX Carbine.
Double Shot Causes a weapon to fire two bullets for every shot. This causes the weapon to burn through ammo quickly, but dramatically increases the damage done per shot. Multiple double shot upgrades increases the number of shots fired per trigger pull by one. Double, triple, quad, and so on.
Fire Rate Increases the firing rate of a weapon. While double shot increases the rounds fired per shot, fire rate simply increases the rounds you can fire per second.
Reload Speed Allows you to reload the weapon more quickly. Weapons in general reload quickly, so this upgrade should probably be sold for money.
Puncture Bullets from this weapon now penetrate through one target into the next. Its not often that targets get lined up nicely. Plus, when they do, you can simply throw the Glaive through them all. Sell this upgrade for cash, it's not worth using. This is also a built in effect on the Hammer 1895 magnum pistol.
Stopping Power Stopping power increases the chance of a bullet knocking the target down. Stopping power is naturally available to shotguns and the magnum pistol.
Enferon Shells This upgrade causes the weapons bullets to release the anti-infection poison Enferon. You should notice a brownish puff on impact. This basically poisons infected targets causing them to die in convulsions after several seconds. Enferon does not affect heavier targets. Stacking Enferon shells causes the poison to act faster.
Clip Extender Clip extenders increase the base magazine capacity of a weapon by 25%.
Firepower This upgrade increase the damage the weapon inflicts per shot. It is perhaps the most useful upgrade.
Upgrade Slots This doesn't take up an upgrade slot. It will actually add an upgrade slot to a weapon. It will increase pistols from 2 slots to the max of 3. Heavy weapons will be increased from 3 slots to a max of 4.
Upgrade Locations
There are 37 upgrades to be found throughout the game. The locations of each are noted in the walkthrough.
| Chapter | Number of Upgrades |
|---|---|
| Chapter 1 | 0 |
| Chapter 2 | 2 |
| Chapter 3 | 4 |
| Chapter 4 | 9 |
| Chapter 5 | 4 |
| Chapter 6 | 3 |
| Chapter 7 | 7 |
| Chapter 8 | 5 |
| Chapter 9 | 2 |
| Chapter 10 | 0 |
