Dark Sector

Dark Sector

Unlockables - Brutal difficulty:
--------------------------------
Successfully complete the game to unlock the Brutal
difficulty setting.


All hack:
---------
Submitted by: HARSHAL HATWAR

This scripts like flexible code-injected. What allows a full introduction to the process game
"Dark Sector" a modified executable file (patchs game, etc..) 

"Active Cheat-codes" 

Code:
[ENABLE] 
aobscan(_faddress1,83xxxxxxxxxxxx0fxxxxxxxxxx8dxxxxxxxx8dxxxxxxe8xxxxxxxx80) 
alloc(_newmem1,2048) 
label(_returnhere1) 
label(_Aoriginalcode) 

label(_pId) 
label(_cheatHealth) 
registersymbol(_pId) 
registersymbol(_cheatHealth) 


aobscan(_faddress2,8bxxxxxxxxxx8bxx8bxx8bxxxxxxxxxx8dxxxxxxxxc7xxxxxxxxxxxxxxffxxd9) 
label(_newmem2) 
label(_returnhere2) 
label(_originalcode2) 

label(_pres) 
registersymbol(_pres) 

label(_cheatmoney) 
registersymbol(_cheatmoney) 


_newmem1: 
mov [_pId],edx 

_cheatHealth: 
jmp short _Aoriginalcode 
mov [edx+468],#100000 
mov [edx+464],#100000 

_Aoriginalcode: 
cmp dword ptr [edx+00000468],00 
jmp _returnhere1 

_newmem2: 
mov [_pres],eax 

_cheatmoney: 
jmp short _originalcode2 
mov eax,[eax] 
mov [eax+1d4],#1000000 

_originalcode2: 
mov eax,[ebx+9c] 
jmp _returnhere2 

_pres: 
dd 0 

_pId: 
dd 0 


_faddress1: // 00969FE2 = DS.exe+569FE2 
jmp _newmem1 
nop 
nop 
_returnhere1: 


_faddress2: // 00969D8E = DS.exe+569D8E 
jmp _newmem2 
nop 
_returnhere2: 


[DISABLE] 
{ aobscan(_faddress1,90900fxxxxxxxxxx8dxxxxxxxx8dxxxxxxe8xxxxxxxx80) 

_faddress1-5: 
cmp dword ptr [edx+00000468],00 

unregistersymbol(_pId) 
unregistersymbol(_cheatHealth) 
dealloc(_newmem) 

aobscan(_faddress2,908bxx8bxx8bxxxxxxxxxx8dxxxxxxxxc7xxxxxxxxxxxxxxffxxd9) 

_faddress2-5: 
mov eax,[ebx+0000009c] 

unregistersymbol(_pres) 
unregistersymbol(_cheatmoney) }


Health: 

Code:
[ENABLE] 
_cheatHealth: 
db 90 90 

[DISABLE] 
_cheatHealth: 
db eb 14


No Reload: 

Code:
[ENABLE] 
aobscan(_faddress,8bxx8bxxxxxxxxxx8dxxxxxxxx8bxxbbxxxxxxxxffxx8bxx8bxxe8xxxxxxxx84xx75xx83) 
alloc(_newmem,2048) 
label(_returnhere) 
label(_originalcode) 

_newmem: 
mov eax,[eax] 
mov byte [eax+3e8],#30 
_originalcode: 
mov eax,[esi] 
mov edx,[eax+00000104] 
jmp _returnhere 

_faddress: // 0094D900 = DS.exe+54D900 
jmp _newmem 
nop 
nop 
nop 
_returnhere: 

[DISABLE] 
aobscan(_faddress,9090908dxxxxxxxx8bxxbbxxxxxxxxffxx8bxx8bxxe8xxxxxxxx84xx75xx83) 

_faddress-5: 
mov eax,[esi] 
mov edx,[eax+00000104] 

dealloc(_newmem) 
//Alt: db 8B 06 8B 90 04 01 00 00


Inf. Ammo 

Code:
[ENABLE] 
aobscan(_faddress,8bxxxxxxxxxxxx74xxxxxx8dxxxxxxxxxxbfxxxxxxxx8bxx85xx74xx83xxxx74) 
alloc(_newmem,2048) 
label(_returnhere) 
label(_originalcode) 

_newmem: 
pushf 
push eax 
mov eax,[_pres] 
or eax,eax 
jz short _originalcode 

cmp ecx,[eax] 
jne short _originalcode 
mov [ecx+ebp*8+00000394],#99999 

_originalcode: 
pop eax 
popf 
mov ebx,[ecx+ebp*8+394] 
jmp _returnhere 

_faddress: // 0094AE8C = DS.exe+54AE8C 
jmp _newmem 
nop 
nop 
_returnhere: 

[DISABLE] 
aobscan(_faddress,909074xxxxxx8dxxxxxxxxxxbfxxxxxxxx8bxx85xx74xx83xxxx74) 

_faddress-5: 
mov ebx,[ecx+ebp*8+00000394] 

dealloc(_newmem) 
//Alt: db 8B 9C E9 94 03 00 00


Inf. Money: 

Code:
[ENABLE] 
_cheatmoney: 
db 90 90 

[DISABLE] 
_cheatmoney: 
db eb 0c


Dark Sector all Upgrade Kit Locations:
--------------------------------------
Submitted by: Noor-A-Alam

==-Upgrade Kit Locations-==
-=Chapter 2=-
Fire Rate
After:
Fighting through the abandoned diner.

Before:
Falling through the floor to the first floor.

Full Disclosure:
In the old wood building after the bar, you will go upstairs and fall through
a hole where a shotgun soldier will ambush Hayden Tenno. Before you drop
through, there is a weapon kit across a hole you cannot cross.

Fire Power

After:
The big warehouse and Colossus ambush.

Before:
Crossing the bridge and Colossus ambush.

Full Disclosure:
Outside the large warehouse where the Colossus attacks the soldiers, there is
a kit hidden in a vent above the second floor. Check the deadend to the right
(outside the warehouse). Naturally, you need to use the Glaive's Loot/Interact
ability to get the kit.


-=Chapter 3=-
Accuracy

After:
The first power-throw lock (right after you get the ability).

Before:
Encountering the machinegun nest.

Full Disclosure:
After getting the power throw, break the first lock and check the tent with
the broadcasting radio. The kit is in plain sight on the table.

Fire Power

After:
Jumping in the hole in the palace if you go ... the sewer entrance after the
machinegun nest.

Before:
The flooded room with zombies.

Full Disclosure:
There is a room full of power turbines before the zombie water chamber. Check
behind anything that looks remotely like a power turbine and steal this
valuable kit.

Double Shot

After:
Flooded room with zombies.

Before:
The elevator to the rooftop (exits this map).

Full Disclosure:
After the flooded room (full of zombies), there is an office for the sewer
management personnel. The kit is within that room.

Clip Extender

After:
The sewers

Before:
After-touching the glaive into the exit switch.

Full Disclosure:
On the rooftop where you earn the after-touch power, check the small storage
rooms on the roof. One has this weapon kit, guarded by several residual
enemies.

-=Chapter 4=-
Puncture

After:
The gun emplacement on the street and the electrified utility pole.

Before:
Entering the school building.

Full Disclosure:
Go past the emplacement and you will have to go through some small streets to
enter the school building's side entrance; explore the small streets and you
should find this kit near a locked door (or other dead end) on the street.
Once Tenno enters the school, the map will change and you cannot go back
outside.

Reload Speed

After:
Entering the school's map.

Before:
Heading up to the second floor.

Full Disclosure:
In the school's courtyard, there is a fire torch puzzle (the first one in the
game) where Hayden Tenno needs to turn on the inflammable gas, check the side
opposite of the electrical box and you will find this kit.

Fire Rate

After:
Exiting the school.

Before:
The black market's manhole outside.

Full Disclosure:
There should be supply tents shortly after leaving the school. Check the spot
between the tents and the concrete wall for this kit. If you complete this map
and find yourself standing behind a gun emplacement, you've gone too far ahead.

Stopping Power

After:
A map transition putting you behind a gun emplacement.

Before:
You leave the enemy encampment under the emplacement's zone of fire.

Full Disclosure:
Once you appear on a new map behind an enemy emplacement (overlooking an enemy
tent HQ), check the promenade's planters for the weapons kit. Just be sure to
clear out the enemies first, since the soldiers can kill Hayden rather easily
due to sheer concentration of firepower.

Accuracy

After:
Defeating the Jackal tank.

Before:
The stalking mutant attacks and throws Hayden out the window.

Full Disclosure:
In the large mansion, go to the attic. At the top of the stairs look left for
a kit. If you wander too far in, the stalker attacks and throws Hayden out the
window, effectively cutting you off from any further exploration.

Fire Rate

After:
Hayden wakes up at the night-time section of the map.

Before:
You go any further and see the bridge.

Full Disclosure:
At the start of the night-time map, check around the large tree in the
starting plaza.

Enferon Shells

After:
Breaking the birdge's roadblock.

Before:
Entering the graveyard/mausoleum.

Full Disclosure:
Head past the roadblock on the bridge. Right before you exit the bridge map
(and go into the mausoleum), you should check a ruined crypt for the kit. It
is sitting on an altar. Simply put -- look for a small ruined building and
explore it. The kit is hard to find only if you are not aware of its location.

Reload Speed

After:
Entering the cemetary and being attacked by infinite numbers of zombies.

Before:
Heading outside to ignite torches in the cemetary.

Full Disclosure:
In the cemetary, Hayden needs to turn a valve in a brightly lit circular
chamber to get the gas flowing (and the fire started on all the torches). The
big lit room as a side room near the valve which has this kit.

Puncture

After:
Escaping the cemetary.

Before:
Fighting the Colossus' boss.

Full Disclosure:
In the courtyard where the Jackal is destroyed by the colossus, locate the
flaming passenger sedan. Near it, there is a planter box with the upgrade kit.

Increase Slots

After:
Boss fight.

Before:
End of the timed escape.

Full Disclosure:
During the timed escape from the radio room, look into the side room for the
weapon upgrade kit before escaping. You should have ample time provided you
are not caught fighting zombies repeatedly.


-=Chapter 5=-
Clip Extender

After:
Starting chapter 5.

Before:
You go beyond the range of the first black market manhole.

Full Disclosure:
It's right at the beginning of chapter 5, near the black market. Can't miss it.

Double Shot

After:
The sniper on the ship.

Before:
Destroying the chopper and entering the cargo hold.

Full Disclosure:
Kill the sniper on the ship, hop down to the container deck and check out the
containers to that side of the vessel. A kit is hidden on the port (left) side
of the ship, near the bow. Note that Hayden entered the ship at the front, so
the ship's starboard (right) side is to Hayden's left.

Fire Power

After:
Destroying the attack chopper.

Before:
You free the Stalker and sink the ship.

Full Disclosure:
In the lower cargo hold with the dog mutants, check the areas near their cages
for this helpful upgrade kit.

Increase Slots

After:
The ship starts sinking.

Before:
You escape the ship.

Full Disclosure:
After getting to the exit of the ship, climb the stairs all the way (the exit
is on the middle level). The kit is at the very top level. Take the kit and
escape. You should have more than enough time if you were quick in
avoiding/killing zombies.


-=Chapter 6=-
Accuracy

After:
Starting chapter 6.

Before:
You enter the large building in the main plaza.

Full Disclosure:
Check inside (and around) the tents of this revisited area (from chapter 2)
for this upgrade kit.

Enferon Shells

After:
You enter the train station.

Before:
You break the water pipe, ignite the generator and burn down the black barrier.

Full Disclosure:
More or less what was described above, the precise location of the kit is for
it to be on a table near the broken water pipe. Sit Hayden still for a moment
and watch for that item sheen.

Stopping Power

After:
Entering the train depot.

Before:
Leaving the train depot using the dead power trooper's electricity.

Full Disclosure:
In the train depot where the power trooper is fought, locate a blue bench on
the (higher) sides of the hall. One of them will have this upgrade kit.


-=Chapter 7=-
* Note * there may be discrepancy between kits depending on which version of
the game you have (retail and beta code).

Fire Power

After:
Starting chapter 7 and destroying the black barrier with a cryogenic glaive.

Before:
You proceed too far into the trainyard -- fighting mutants at the L-shaped
building is too far.

Full Disclosure:
The first part of the second trainyard has a weapons kit sitting atop a train
car on the side. Essentially, go past the first cryogenic tank and check out
the next trainyard.

Increase Slots

After:
Defeating the power suit soldier in the fiery courtyard.

Before:
You transition the map to an area where you need to use ice to douse a large
fire in order to proceed.

Full Disclosure:
Defeat the power suit soldier in the fiery courtyard and head to the next
yard. Mezner will speak into Hayden's mind; at that point, check the small
trainyard for items. Look for a raised walkway above some parked train cars
for this kit.

Puncture

After:
The map change from the previous area.

Before:
You douse the large fire using an iced glaive.

Full Disclosure:
Immediately after the Upgrade Slots kit, the map changes to a new area. The
small locomotive with the three (destructable) cryotanks has this weapons kit.

Clip Extender

After:
Going into the train tunnel.

Before:
Leaving the tunnel.

Full Disclosure:
Inside the train tunnel (where you push cars, etc. go find the second gun
emplacement. The cave under that gun's field of fire has the kit. Check the
blocked tracks there and you should find it easily (and loot it).

Double Shot

After:
Leaving the train tunnels.

Before:
Entering the power plant type structure.

Full Disclosure:
After getting the previous kit, you will end up back outside. Look for a
courtyard with a Russian statue. A truck filled with cryogenic gas tanks will
be parked in that particular courtyard. The kit is under the truck.

Stopping Power

After:
Entering the power plant and fighting through the first room.

Before:
You can start freezing dripping water into ice columns.

Full Disclosure:
The plant's second room is a machine room; loot the kit at the top of the
stairs.


-=Chapter 8=-
Accuracy

After:
Starting chapter 8.

Before:
You leave the starting map.

Full Disclosure:
Look for a laundry room that has this kit. Remember that hospital laundry
machines are large and industrial front-loaders, not the top-loading dink
machines you have in a residence.

Clip Extender

After:
You arrive at a two-level hospital lobby.

Before:
You leave described lobby.

Full Disclosure:
The info desk at the hospital lobby has this kit. Loot it from the second
floor or you can wait until Hayden gets down to the first floor to grab it.
Just remember the map ends right after the lobby, so there's no back-tracking.

Fire Power

After:
Passing two Enferon quaratine chambers.

Before:
Leaving the surgical theater.

Full Disclosure:
After passing through two Enferon gas chambers, there is a surgical theater.
Loot the kit on the surgical table (or maybe it was a gurney) before moving on.

Reload Speed

After:
Getting the special mutant suit.

Before:
Leaving the next large room with mutants.

Full Disclosure:
Get the suit from the locker, then check the next large room (with pillars)
for this kit. It should be near or on a push cart.

Enferon Shells

After:
Braving the double machinegun turrets and manned barricade.

Before:
Exiting the chapter.

Full Disclosure:
Get past the two machinegun turrets, kill the soldiers and check the side
rooms (not the exit elevator) for this kit. You must get behind the turrets in
order to have access to the side room with this kit.


-=Chapter 9=-
Fire Rate

After:
The first courtyard with all the soldiers.

Before:
Leaving the second yard to fight the power suit soldier.

Full Disclosure:
The yard with soldiers has this kit behind a sealed door. This door will open
to release enemies (a monster closet), so check the side doors of the first
and second yard for this kit. The VX Carbine (with four accuracy upgrades)
helps immensely for this encounter.

Fire Power

After:
Firing the power suit soldier's mini-gun and missile weapons a few times and
dropping down from the cliffside to the container yard.

Before:
Shooting past the second (and last) black market manhole in this chapter,
effectively pitting Hayden Tenno against his former Lasrian squeeze slut now
turned psycho bitch, Nadia Sudek.

Full Disclosure:
In the container yard (after the cliffside area), look for a small wood row-
boat that has reefed itself on some rocks. A gun emplacement should be nearby.
Effectively, this is the last upgrade in the game, since the next black market
manhole you encounter is the final one in the whole game.


Easily Defeat all Bosses:
-------------------------
Submitted by: Noor-A-Alam

-=Chapter 1 VTOL Gunship=-
When ever there is a Kamov chopper, there is a rocket launcher with a crate of
infinite rockets (courtesy of the Freeman underground). This first chopper is
slightly harder than the second, mostly due to the fact Hayden does not have
his Tyrant-103 mutant powers yet. Since the gunship only strafes forward, stay
near or underneath it (and covered) while promoting the rocket's lock-on
ability. Three strikes takes out the chopper.

-=Chapter 4 enclosed Jackal (walker tank)=-
Unlike the chopper, there are no infinite rockets. Since Hayden has loot, use
that power to take the rocket launcher and some ammo. Try not to miss, as the
Jackal tank takes five rockets to blow up. There's no getting around it, since
you need the fire from the wreckage to burn the infected webbing off to
continue.

-=Chapter 4 non-Wander Colossus=-
The colossus is easy. Set it alight when it climbs up the wall. When the boss
is ablaze and glowing red on the ground, sprint to it and finish it from the
front (the only facing where the finisher will work for the boss). Once the
boss stays on the ground to dash and pound Hayden, dodge, ignite the glaive
and set the boss on fire when it emits a greenish gaseous halo. Spending
excessive shotgun ammo on the boss may speed up the process to finish the
creature off. Don't forget to pay attention to the displayed button for the
proper finisher.

-=Chapter 5 exposed Jackal=-
This Jackal is different from the first one. Although you can rocket it to
death, it's far easier to electrify the glaive, then shock the Jackal. While
the boss is stunned, sprint behind and hijack the tank. You will get an
entitlement or achievement for this feat.

-=Chapter 5 VTOL Gunship=-
Same deal with the first helicoptor, but Hayden can now use his shield to
reflect missiles back at the chopper, and save himself some RPG ammo. There is
a case of infinite rockets on the mid-ship deck, but the mutant powers are
also free.

-=Chapter 7 Stalker=-
This boss can be frozen using the occasional liquid nitrogen tanks found
moving on the walls. Otherwise, look for splashing from one of the four
corners of the room. Dodge and shotgun the mo'fo. The boss will eventually
clamber up one of the cooling vanes -- sometimes you can do enough shotgun
damage to elicit the finisher (which kills the boss instantly). If not, and
the Stalker does go up a cooling vane, hang back and watch for the boss to
fire a cloud of missiles. Shield the missiles right back to trigger the
finisher. Unlike the colossus, there may not be a button sequence for this
boss finisher.

-=Chapter 9 Nemesis=-
Save your ammo, there's no need to anger it. Use the glaive instead. You lure
the boss into triggering an electric elemental pulse (kills instantly). Dodge
the pulse and dodge the boss' glaive. Electrify Hayden's glaive from the boss'
glaive and simply hit the boss with the electric glaive -- once to get rid of
the shield, and again to trigger the finisher. Do this five or six times. If
the boss jumps up to its high perch, do the dodge-glaive, eletrify-your-glaive
routine to get it back to the ground.

-=Chapter 10 Final Target=-
All that ammo you've been hoarding is used for the second and third phases of
this fight. Essentially, the way to beat the boss is the same -- you shoot or
glaive the wavering RE4 Salazar tentacles to get them to open up (resembles a
Y) and use an electrified glaive to hit the center of the palm. Once all the
tentacles are so stunned, all Hayden needs to do is shoot or glaive the boss'
human body/head before the PSI-attack is over.

For the second phase, there are infinite zombies who come up from two spawning
pits. Simply find a break in the endless wave (the strafe behind/finish tactic
still works on these zombies), hit the tentacles and be done with it. The
third and final phase simply has more tentacles who throw rocks. Electro-
glaive and down them all to get the boss to die.-----------G.B 


All achievements & secret achievements:
---------------------------------------
Submitted by: Arju

Accomplish the indicated achievement to get the number of Gamerscore points:

Prologue (10 points)          : Complete Chapter 1.
Exposure (10 points)          : Complete Chapter 2.
Baggage Claim (10 points)     : Complete Chapter 3.
Moths To The Flame (10 points): Complete Chapter 4.
The Shipment (10 points)      : Complete Chapter 5.
The Bait (10 points)          : Complete Chapter 6.
Industrial Evolution(10points): Complete Chapter 7.
Unnatural History (10 points) : Complete Chapter 8.
Threshold Guardian (10 points): Complete Chapter 9.
The Dark Sector (100 points)  : Complete the Game.
Headhunter (10 points)        : Decapitate 30 Enemies.
Incinerator (10 points)       : Incinerate 30 Enemies.
Electrician (10 points)       : Electrocute 30 Enemies.
Jack Frost (10 points)        : Kill 30 Frozen Enemies.
Finesse (40 points)           : Kill 30 enemies with Aftertouch.
Hardball (35 points)          : Kill 30 enemies with Power-throw.
Sharpshooter (10 points)      : Get 30 Headshots.
Glaive Master (10 points)     : Complete a Level by Only Using the Glaive.
The Finisher (10 points)      : Perform 30 Finishers.
Double Decap Latte (15 points): Get Two Decapitations In One Shot.
Skeet Shooter (10 points)     : Shoot 10 Projectiles in Mid-flight.
Weaponsmith (10 points)       : Apply 5 Upgrades in the Black Market.
Greed (10 points)             : Collect over 50,000 rubles.
Researcher (10 points)        : Collect 10 Weapon Upgrades.
Master Researcher (15 points) : Collect All the Weapon Upgrades.
Rebound (15 points)           : Kill an Enemy With a Reflected Projectile.
Glory (30 points)             : Finish Best Overall in a Ranked Infection Match (Multiplayer).
Veteran (30 points)           : Score 500 Points in Ranked Infection Games (Multiplayer).
Hero (40 points)              : Score 2000 Points in Ranked Infection Games (Multiplayer).
Champion (30 points)          : Finish Best Overall in a Ranked Epidemic Match (Multiplayer).
Comrade (30 points)           : Score 500 Points in Ranked Epidemic Games (Multiplayer).
Hero of the People (40 points): Score 2000 Points in Ranked Epidemic Games.

Additionally, there are five secret achievements:
-------------------------------------------------
Colossus (50 points)       : Defeated the Colossus.
Stalker (65 points)        : Defeated the Stalker.
Nemesis (85 points)        : Defeated the Nemesis.
Ghost (35 points)          : Used Shifting to get a finisher.
Jack the Jackal (35 points): Took the Jackal for a ride.


Brutal mode:
------------
Submitted by: Arju

Successfully complete all ten chapters to unlock the Brutal difficulty.

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