Dark Sector Walkthrough

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Егор Ульянов

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Aug 4, 2024, 4:47:40 PM8/4/24
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Beforeyou can venture into the Investigations Sector, however, you must first ensure you've completed the seventh mission of Control's main campaign, The Face of the Enemy. Visit our Control walkthrough if you're having trouble with that mission and also make sure you've properly downloaded the DLC itself.

Your first step in completing the AWE DLC for Control is to reach the Investigations Sector, which, after downloading the DLC and meeting the mission requirements, will be accessible in the Sector Elevator.


You'll do this by taking the Power Core from the socket on the left-hand room up the stairs on the right-hand side of the room. This can be done by either destroying the cupboards and desk placed in front of the stairs or launching the Power Core through the window onto the socket.


In the motel, you'll want to press the bell on the desk as per usual to open the first motel room. You'll also want to turn off the vending machine next to the desk to open the second motel room door.


To truly reach the Investigations Sector, you'll want to levitate across to the other side of the firebreak. Once you've landed, levitate down to the second firebreak platform, while avoiding the Astral Spike roaming it, and, from there, float down to the left-hand side of the final firebreak.


To unblock the doorway, you'll need to use the launch ability to pick up the lamp, which sits to the left of the doorway. Now all you have to do is aim the lamplight, using the launch ability, at the darkness till it disappears completely.


To continue your explorations through the Investigations Sector, you'll want to head through the door opposite the Control Point and then, in the hallways, go through the doors to your right to enter the Operations Center.


You'll find a Power Core at the top of these stairs, which you can then place in the socket located at the top of the first set of stairs you used in the Operations Center. Doing so will destroy the darkness blocking the doors to the right of the socket.


Take hold of the Power Core again and place it on the socket in the room you've just gained access to. Now all you have to do is flip the switch in the same room to restore power to the Operations Center.


Doing so will summon a number of Hiss, this includes the new Airborne Hiss Rangers, and you'll need to take care of them before you can move on. If you're having issues with the Airborne Hiss Rangers, stay on the upper floors of the Operations Center where you'll have more cover.


On this page of our guide to Control expansion set - AWE you can find a detailed description and a walkthrough of A Dark Place mission. By using our walkthrough, you will find out, among other things, how to reach the Investigations Sector, how to deal with areas blocked by Darkness, and how to chase down the a major boss - Hartman.


If this task is unavailable in your journal, then it means that maybe you haven't made enough progress in the game yet. Take care of the main quests of the primary campaign. Don't play the DLC if you haven't unlocked the Levitate ability yet, which can be acquired during My brother's keeper main mission. The stronger Jesse gets, the more easily she will be able to defeat the more powerful opponents of the DLC.


You will soon reach the first checkpoint. Every time you visit a checkpoint, it's worth to check whether you have gathered enough materials to construct or improve a new type of Service Weapon - Surge. It can be used to eliminate enemies and one of the trophies is associated with it.


Surge works like a grenade launcher that launches sticky bombs. Fired explosive charges (you can fire up to three of them) can stick to opponents and elements of the environment. Then, you can detonate them manually.


You will get to the hanging switch and you should remember how to behave - you have to pull the switch three times in order to move to the Oceanview Motel. A cutscene with Alan Wake will be displayed.


Get to the front desk and ring the bell. Go to the vending machine and interact with it. Then explore the two rooms on the left side of the corridor where you need to interact with a TV and a radio. Then look into Room 226 to find a key. Return with it to the starting point and use it to open the door with an inverted black triangle. Use the 3x switch to leave the motel.


You will return to the Investigative Sector. Go to an area with three narrow passageways separated by chasms. You have to use Levitate here and it's also worth helping yourself with dashes to move forward faster.


There is an indestructible sphere moving around the middle passageway. Land far away from it and re-activate the Levitate ability before it gets closer to Jesse. Use the only accessible passageway to reach the Abandoned Offices.


Get rid of the first few (weaker) opponents. There's a new checkpoint in one of the next corridors. Once you reach an area with office space, you will take part in a slightly longer battle. However, no elite enemies will appear.


Turn right at the earliest opportunity and take the door leading to the larger location called Operations Center. You have to find a lamp again. Grab it by using Levitate and use it to get rid of the darkness in order to unlock access to the control room which is located upstairs.


Enemies will appear in the central room. For the first time ever you will come across a new enemy type - Hiss Ranger Airborne. They are not very difficult enemies, but try to attack them from a great distance so that their firearm attacks won't be able to hit Jesse. Fortunately, these opponents do not possess telekinesis or any other offensive powers.


After winning the fight, take your time to leave this room. It's worth looking for the bulletin board shown in the picture above, which allows you to add side missions to Jesse's journal. Side quests have been described in a separate section of our walkthrough.


Choose the north door - you'll find a new checkpoint along the way. You will get to a large location - Active Investigations. Jesse will gradually lose her health while she stands in the dark. Fortunately, even if the health bar gets completely depleted, the heroine won't die.


Try to use the central elevator. After trying to switch it on, a boss will appear - Hartman. However, this will not trigger a fully-fledged boss fight. Instead, you must follow the steps described below to drive away the creature from the room with an elevator.


Avoid staying in the dark for too long during this sequence. Only then, while standing in the dark, Hartman is able to get Jesse. The boss can quickly appear near the heroine and cause severe injuries or even kill your character.


After getting out of the elevator, wait until a cube appears in front of Jesse, which you can grab by using Telekinesis. Turn slightly to the right and throw the power core into the slot shown in the screenshot. It will light up the area around the generator. Move there.


Take an interest in the yellow wall with the Power Cores inscription. Use telekinesis to destroy its rectangular metal shields. You'll discover a box with multiple power cores by doing so. Use telekinesis to grab one of them.


Return to the Power Core storage as you must take another, that is, fourth core with you. Repeat the route to the spot where the third generator is running. Use Levitate to get near the generator.


If you want, you can explore the Active Investigations room more carefully. You will find, among other things, the slot machines shown in the picture. The first slot machine allows you to take part in large battles with hordes of opponents. The second slot machine (unlocked after the first game has been played) allows you to repeat the battles against bosses from the original story campaign. Fighting these monsters can provide you with lots of resources and modifications.


You may find this guide to be somewhat... schizophrenic in nature. I played both the Light Side and the Dark Side by alternating between saved games, so that the complete guide to both Jedi paths is presented here.


Conventions

Once again, I've eschewed that handy yet game spoiling Table of Contents! OK, so this guide is loaded with outright spoilers anyway, but I try not to ruin all the fun right up front by providing you with a listing of all the important locations you will visit. If you're looking for references to a particular location, person, weapon, etc., then just search for it in your browser.


Directions are given assuming that the top of your screen is north, and the longer direction names are abbreviated, like SW for southwest. In locations where there are more directions than can be indicated in this manner, the numbers on a clock face are used, like: 9 o'clock.


Tips

There is a 25MB patch available here. Read about it first before downloading (but beware there are mild spoilers in the descriptions of problem fixes). I didn't bother downloading it, because the most useful thing it does is allow you to re-map movement from the ASWD keys to the cursor keys. Not worth a 25MB download in my opinion, unless you also have a critical game play issue or two that the patch addresses.


To play the Light Side, you need to take non-confrontational dialogue choices, and act in an altruistic manner. To embrace the Dark Side, just think selfishly and always accept short term gains. It does you no good to fence-sit, because the more Light Side 'points' you have, the less Force Points it costs to use a Light Side Force Power, and the same for Dark Side Powers. So choose a side early on, and stick with it! Even though cross-side Powers are more expensive to use, you may have to take one or two just to be on the safe side. For instance, Heal is very valuable even for a Dark Sider as it cuts down on the number of Medpacs you need to acquire. There are also several Universal Powers that are available to both sides at no advantage or penalty. Note: you only get access to Force Powers once you attain Jedi status, part way through the game.

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