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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter C » Cold Fear - Strategy Guide (Page 01)

Cold Fear - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Cold Fear - Strategy Guide (Page 01).

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              What began as an experiment has become a nightmare.
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  _______  _______  _        ______        _______  _______  _______  _______ 
 (  ____ \(  ___  )( \      (  __  \      (  ____ \(  ____ \(  ___  )(  ____ )
 | (    \/| (   ) || (      | (  \  )     | (    \/| (    \/| (   ) || (    )|
 | |      | |   | || |      | |   ) |     | (__    | (__    | (___) || (____)|
 | |      | |   | || |      | |   | |     |  __)   |  __)   |  ___  ||     __)
 | |      | |   | || |      | |   ) |     | (      | (      | (   ) || (\ (   
 | (____/\| (___) || (____/\| (__/  )     | )      | (____/\| )   ( || ) \ \__
 (_______/(_______)(_______/(______/      |/       (_______/|/     \||/   \__/

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                             It will kill us all.
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Copyright 2005 - Staley, Deuce ex Defcon.  Any site that wishes to host any of
my guides is free to do so, provided you contact me prior to posting the
guide(s), as I like to know where they're being used.

I cannot guarantee any site other than CheatCC will always have the most
current form of my guides, so if there's ever any doubt, always check CheatCC.
If you find an outdated form of any of my guides on any other site, please
contact me, and I will contact the site to get it updated.

If you have a suggestion, comment, complaint, request, or if you just want some
help, please let me know.  You can find me on the Cold Fear (PS2) board every
night from around 6pm to 2am CST and various times during the weekends.  You
can also easily find me on my site, found here:

Otherwise, you can drop me an email at cmstale@ilstu.edu or try me on AIM at
"Deuce ex Defcon".

Note:  This guide is just my personal advice, information, and thoughts on this
game.  If you have different opinions, strategies, and so forth, I will gladly
listen to you.  If you have some information that you think would make a good
contribution to this guide, feel free to share.

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|                                                                             |
|                                  CONTENTS                                   |
|                                                                             |
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0.00)  A Few Notes Before You Get Started
   0.01)  Controls
   0.02)  Things to Know

1.00)  Walkthrough
   1.01)  Find the emergency radio code
   1.02)  Find the radio room
   1.03)  Find Yusupov
   1.04)  Free Anna
   1.05)  Accompany Anna to the radio room
   1.06)  Find the autopilot unlocking code
   1.07)  Reach Anna in the look-out post
   1.08)  Find the medicine cabinet
   1.09)  Find Anischenko
   1.10)  Deactivate the magnetic field
   1.11)  Find the antidote for Anna
   1.12)  Administer the antidote to Anna
   1.13)  Find Kamsky's laptop
   1.14)  Find the room with the C4
   1.15)  Get the C4 and place the charges in the right order
   1.16)  Kill Dr. Kamsky

2.00)  Documents
   2.01)  A note about ammunition conservation
   2.02)  A note about electrical boxes
   2.03)  A note about the armory
   2.04)  A page from Yusupov's diary
   2.05)  A note about barrels
   2.06)  A page from Dr. Kamsky's diary
   2.07)  A note about fire extinguishers
   2.08)  A note about the red fuel valves
   2.09)  A letter about the spears
   2.10)  Yusupov's diary
   2.11)  Yusupov's journal
   2.12)  A letter to Anna from Kamsky
   2.13)  A note about the pumping station
   2.14)  A letter from Yusupov about the antidote
   2.15)  A page about mutations
   2.16)  A note about the retinal scan
   2.17)  A letter from Yusupov
   2.18)  A letter to Anischenko from Yusupov
   2.19)  A note from Anischenko about Bakharev
   2.20)  A note about the flamethrower
   2.21)  A note about the magnetic jammer
   2.22)  A note about the magnetic jammer
   2.23)  A page from Dr. Kamsky's diary
   2.24)  A report about contamination
   2.25)  A page about experiments
   2.26)  A page from Bakharev's diary about the antidote
   2.27)  A page from Dr. Kamsky's diary
   2.28)  A report about the exocel life cycle
   2.29)  A scientific log
   2.30)  A note about the yellow steam valves
   2.31)  A memo to Yusupov
   2.32)  A letter from Kamsky to Anna
   2.33)  Pages from Bakharev's diary

3.00)  Weapons

4.00)  Enemies

5.00)  End
   5.01)  Version History
   5.02)  Closing

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|                                                                             |
|                                                                             |
|                  0.00)  A FEW NOTES BEFORE YOU GET STARTED                  |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

                                ---------------
                                0.01)  CONTROLS
                                ---------------

-----------------
Left Analog Stick
-----------------

 - This will control what direction you walk and run, and it will also control
left and right motion when aiming a weapon.  It's also used in menus to select
choices and so forth.

------------------
Right Analog Stick
------------------

 - This is used to control part of your character's movement, depending on what
view you have selected.  In aiming view, this will control the up and down part
of your aiming.

--------
Triangle
--------

 - This will cancel you out of menu screens and stuff.  It'll also let you grab
ledges, should the need ever occur.

------
Circle
------

 - This button is used to preform actions that are displayed on the screen,
like opening doors, examining corpses, grabbing ammo, and things like that.

------
Square
------

 - This button reloads your weapon.

--------
X Button
--------

 - This button will allow you to run, assuming you're in the right view.  It
also functions as the confirm button in menus.

---------------
Directional Pad
---------------

 - This allows for easy switching to several of the weapons.  D UP takes you to
the spear gun, D LEFT takes you to the grenade launcher, D RIGHT takes you to
the shotgun, and D DOWN takes you to the AK-47.

---------
R1 Button
---------

 - This is your firing button.

---------
L1 Button
---------

 - This button will switch you into aiming view.  This view is basically the
only practical and usable view in the game, so be ready to use it a lot...
Just be aware that you can't run in this view.

---------
R2 Button
---------

 - This cycles through your current weapons.

---------
L2 Button
---------

 - This cycles through your current weapons in the opposite order as R2.

---------
R3 Button
---------

 - This will put you into another worthless view mode...  I never found a use
for it throughout the entire game.

---------
L3 Button
---------

 - This will make you crouch, which you will need to do a few times during the
game.

------------
Start Button
------------

 - This pauses the game.

-------------
Select Button
-------------

 - This will open up a menu where you can see your current objectives, current
items, current documents, and exit your game.

                             ---------------------
                             0.02)  THINGS TO KNOW
                             ---------------------

------------------------
Lighting Enemies On Fire
------------------------

 - Yes, there are many ways to light enemies on fire in this game.  While it is
quite funny sometimes, you should NEVER light any enemies on fire if you don't
absolutely need to.  Burned enemies will never have any items on them, so any
that you burn just detracts from your inventory.

----
Ammo
----

 - You do have enough ammo to kill every enemy you encounter, assuming you
actually search to find all the available ammo and weapons.  That doesn't mean
you can be careless with it, though.  You'll need to get a lot of headshots and
make every bullet count if you intend to make it through without any problems.

------
Health
------

 - You only have the health you have at any given time.  There's no way to
stockpile curative items to heal yourself in the middle of a battle or anything
like that.  One thing the game is pretty good about is giving you a medpack
when your health is in the red.  I found myself in that situation a lot, and it
seemed like the next soldier I took down almost always had a medpack on him.

-------
Stamina
-------

 - Your stamina bar controls how long you can run before you have to stop.
This rarely comes into play, but there are a few times late in the game where
you MUST be able to run through the entire event.  If your gauge isn't full at
the start of the event, you will not survive.  Always make sure your gauge is
full before you inspect any objects or plant any explosives.

---------
Headshots
---------

 - Headshots are crucial, since the only way to down the zombie guys is by
destroying the their heads.  Later in the game, the parasites will survive
headshots and escape from the corpse, and you must be alert to kill them before
they cause any damage to you.

-----------------
Stomping On Heads
-----------------

 - If you manage to knock an enemy down, you can stomp on their head to smash
it.  This is a great way to save ammo, but only if there aren't too many
enemies nearby.  Otherwise, you'll get destroyed while you're messing around
trying to stomp on people.

---------
Lightning
---------

 - No, you're not crazy;  things appear in flashes of lightning that aren't
actually there.  If a flash of lightning makes it look like there's a zombie on
the deck of the boat, don't always assume it will be there when you check
again.  I personally love that feature, I think it gives the game a great
environmental effect.

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|                                                                             |
|                                                                             |
|                             1.00)  WALKTHROUGH                              |
|                                                                             |
|                                                                             |
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|                                                                             |
|                                                                             |
|                    1.01)  FIND THE EMERGENCY RADIO CODE                     |
|                                                                             |
|                                                                             |
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---------
Rear Deck
---------

You'll find yourself here at the very beginning of the game.  Take a few steps
forward when you get control of Hansen, then use your circle button to pick up
the item on the ground.  It's "A note about ammunition conservation."

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.01 of this guide.]

Continue forward along the deck, taking a left when you can.  You won't be able
to go through the two doors on the left, so instead, cross the deck to the
other side of the boat, and take another left to head down this side.  Hansen
will remark about how much the boat is moving.

A Russian guy will take a few shots at you, then get hit by a wave.  Watch the
waves to learn their timing, and after the first one crashes down, use your X
button to run past that spot.  After the second wave hits, run past there.
Don't worry about inspecting the downed Russian guy, since he doesn't have
anything on him.

In the next hallway, Hansen will remark that he knows some Russian.  Use your
L1 button to enter the aiming mode, then point at Russian words to make Hansen
translate them.  The door labled "Storeroom" is locked.  The one labled "Main
Deck" is also locked, but you can open it by shooting the blue box to the right
of the door.  Do so, then enter the door.

---------
Main Deck
---------

Watch the short scene that occurs, then deal with the two Russian guards.  The
first door on the right is locked.  The first door on the left has a dead man
with some pistol ammo.  The second door on the left contains a healthpack.  The
second door on the right has a Russian man in it.  Kill him, then go back to
the main hallway and examine the blue valve at the end to put out the fire.

Head down the hallway where the fire used to be.  Take a left and grab the next
document off the ground entitled "A note about electrical boxes."  You can read
it by pressing your Select button, choosing Documents, and then choosing this
document to read.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.02 of this guide.]

Once you're ready, enter the door labled "Armory."

------
Armory
------

There isn't much to do here right now.  The soldier on the ground has some
pistol ammo if you need it, and "A note about the armory" is on one of the
crates in the room.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.03 of this guide.]

Exit the Armory back to the Main Deck.

---------
Main Deck
---------

The other door in this area is marked "Crew Quarters."  Before you head up
there, take the stairs down to the flooded area.

-------------------
Portside Cold Rooms
-------------------

The doors in this area can't be opened due to the water pressure in the area.
Just go to the end and grab the Upper Deck Key from the dead guy, then go back
up the stairs to Main Deck and go through the door marked "Crew Quarters."

---------------
Upper Main Deck
---------------

The first door on the left at the top of the stairs is Sick Bay.  Unless you
need a medpack, there's nothing of interest in there.  The first door on the
right and the second door on the left are both locked.  The second door on the
right is open.  Examine the dead guy for some ammo, and examine the corner near
him to find "A page from Yusupov's diary."

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.04 of this guide.]

Examine the big door at the end of the main area to use your key.

----------
Lower Deck
----------

The far right of this hallway is on fire, so you won't be able to pass through
it.  There are three other doors;  the far left one is labled Captain's
Quarters, the next one to the right is labled Showers, and the third one is
labled Crew Quarters.  Go through the door marked Showers first.

-------
Showers
-------

As you approach the toilets, a Russian guy will attack.  Shoot him, then raid
the bodies for pistol ammo.  Exit back into the lower deck.

----------
Lower Deck
----------

The door to the Captain's Quarters is locked, so enter the third door in the
hallway instead.

---------
Rest Room
---------

Two Russians will attack you, so blast them.  Examine them for ammo, then
enter the door labled "Galley."

------
Galley
------

Nothing much of interest in here.  Work your way to the left and open the next
door.

----------
Lower Deck
----------

You'll find yourself on the other side of the fire that was blocking the hall
earlier.  Turn to the right and use the blue valve to activate the sprinklers.
Try not to get caught on fire by the guard that runs out, thengo through the
door across from the Galley door you just came out of.

----------
Front Deck
----------

Head around behind the door you're near to find a dead soldier with "A note
about barrels" next to him.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.05 of this guide.]

Head down the other side of this part of the deck and eliminate the two Russian
guys over there.  Look near them for a staircase leading down, go down it, and
deal with a third Russian guy.  There are three doors in this area.  The large
unmarked set in the middle has another Russian in it, along with a medpack.
One of the other two doors is marked "Storeroom."  Don't bother going in there
right now, since you'll be going through there shortly anyway.  Instead, enter
the door marked "Dormitory."

---------
Dormitory
---------

There's "A page from Dr. Kamsky's diary" on one of the small tables on the
right between two sets of beds.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.06 of this guide.]

Raid the bodies for ammo, then make your way to the bathroom in the back of the
dormitory to continue the story.  On your way out, you'll be forced to deal
with your first "zombie."  ALWAYS shoot for the head against these guys, since
they aren't completely dealt with until you pop their brains.  When you open
the door back to the Front Deck, you'll be given your first opportunity to save
your game, and I highly suggest you do so.

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|                                                                             |
|                                                                             |
|                         1.02)  FIND THE RADIO ROOM                          |
|                                                                             |
|                                                                             |
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----------
Front Deck
----------

A Russian soldier is fighting off a zombie on the deck.  Help him out if you'd
like, but don't move away from the door you're standing by.  If you kill that
first zombie, the soldier will start firing at you, and even if that doesn't
happen, several more zombies are going to come around the corner in front of
you.  Shoot them all in the head, check them for items, and continue around the
deck to the door marked "Storeroom."

Another zombie is in front of the door.  If you're lucky, the swinging hook
nearby will knock him off the boat.  If not, blast his head, then enter the
Storeroom.

---------
Storeroom
---------

Examine the body close to you, then grab the AK-47 from the middle of the room.
A zombie will drop down from the ceiling, so take out its head.  Grab "A note
about fire extinguishers" from the crate near where you got the AK-47.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.07 of this guide.]

Exit the Storeroom through the door near the fire extinguisher.

---------
Rear Deck
---------

Immediately turn to the right and kill the zombie by the door.  He'll charge at
you, so be as quick as you can.  Inspect him, then open the door near where he
was standing.

---------
Main Deck
---------

Enter the first door on your left.

----------------
Main Deck Hold 5
----------------

There's a Russian guy hiding behind the thing on your right, so carefully
eliminate him.  Examine him for items, then take the Handwheel item from the
shelf nearby.  There's also a medpack on another shelf if you need it.  Exit
the hold when you have the Handwheel.

---------
Main Deck
---------

Turn to the left and deal with the zombie near you, then head down the hallway,
turn right, and deal with the second zombie.  Stop at the Armory and examine
the shelf to stock up on AK-47 ammo, then head down to the flooded area.

-------------------
Portside Cold Rooms
-------------------

Make your way through the water to the small set of stairs in the back-right of
the room.  Examine the door to use your Handwheel to open it.  You will be
offered a rare chance to save, so I highly suggest you do.

---------
Fish Hold
---------

Grab "A note about the red fuel valves" from the console to your right.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.08 of this guide.]

Use the set of stairs near you to head down to the lower level of the Fish Hold
area.  There's a medpack right before you get to the whale's corpse, but you
might want to consider waiting to use it until after the next fight.  Walk to
the other end of the whale and grab the Radio Room Key from the body on the
ground.

That will cause several little exocel things to attack you.  Run up that sloped
hatch behind the whale and pick off all five of the exocels with your handgun.
When the music calms down again, go use the medpack if necessary, then exit the
Fish Hold through the same door you used to enter it.

-------------------
Portside Cold Rooms
-------------------

Turn to your left and eliminate the zombie, then climb the stairs and open the
door leading up to the Upper Main Deck (Crew Quarters).

---------------
Upper Main Deck
---------------

Go up the stairs and approach the big doors at the end of the hallway, but be
prepared to deal with a zombie that breaks down the door of the second room on
the left.  Eliminate him, then open the bid double doors.

----------
Lower Deck
----------

Turn to your left and blast all three of the little exocels crawling around,
then run under the sprinkler and climb the stairs.  Open the door on the left.

-------------------
Bridge (Radio Room)
-------------------

Two zombies will attack you instantly.  Eliminate them, then grab the pistol
ammo from the console on the left.  Enter the door in the back on the left
marked Radar Room.  Eliminate the zombie in there, then grab "A letter about
the spears" from the table nearby.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.09 of this guide.]

Open the door in here that leads to the Radio Room.  Grab the pistol ammo from
the floor, then examine the radio.  Exit out the other door in this area, then
through the door on the right that leads back to the Lower Deck.  You'll be
offered a chance to save your game again.

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|                                                                             |
|                                                                             |
|                             1.03)  FIND YUSUPOV                             |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

----------
Lower Deck
----------

You're headed for the Rear Deckhouse, which is way back near where you started
the game.  Turn to the right and take care of the zombie coming up the stairs,
then go down the stairs, turn around, and take the door on the right that leads
to the Front Deck.

----------
Front Deck
----------

Lots of zombies and soldiers are on the lower level of this area.  Run across
the catwalk to the stairs that go down, then stand at the top of the stairs and
wait for the zombies to approach.  Kill them, then go down to the lower level
and head for the Storeroom door on the left.

---------
Storeroom
---------

Nothing new here, you're just passing through.

---------
Rear Deck
---------

Take a left and head for the area that has the crashing waves.  A zombie is
going to jump down at you as soon as you try to cross the first wave, so when
you run out there, quickly run back when the zombie appears.  Eliminate it,
then make your way past the waves.

When you turn right to go up the stairs, another firefight is going to break
out between some zombies and at least one Russian soldier.  Join in the fight,
and make sure you aren't careless with your ammo.  Make your way up one of the
large sets of stairs, then up the next set to the top of the area.  Raid the
fallen bodies for items, then open the door marked Rear Deckhouse.  You'll be
given the chance to save your game.

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|                                                                             |
|                                                                             |
|                              1.04)  FREE ANNA                               |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

--------------
Rear Deckhouse
--------------

Watch the scene, then be ready to blast the exocel on the ground.  It will
almost certainly grab you, so make sure you move fast.  Once it's dead, grab
the experimental speargun, the ammo, and "Yusupov's diary" from the ground.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.10 of this guide.]

Exit this room through the same door you used to enter it.

---------
Rear Deck
---------

Immediately turn and aim down the stairs closest to you while the conversation
continues.  Two zombies are going to come up there eventually, so deal with
them.  Head down the stairs, and take a left at the bottom of the second set.
Enter the door on your right.

----------------
Starboard Ladder
----------------

Watch the scene, then be ready to blast a zombie.  Note that the exocels will
now come out of their subjects' heads when you destroy them, so always be
looking for them when you kill zombies.  Go down the stairs and open the door
when you're ready.

-----------
Engine Room
-----------

Head straight forward to the narrow and windy staircase in the back of this
area.  When you take the next left, be prepared to deal with several zombies
and some exocels.  Shoot one of the barrels underneath the nest thing to
destroy it, then kill the surviving exocel.  Take the Propeller Shaft key from
the wall near the nest, then turn around.

Go up the stairs at the end of this room and grab the ammo and medpack if you
need it, then head back towards the narrow windy stairs you came down earlier.
Open the door on the left of the stairs to get another chance to save your
game.

--------------------
Propeller Shaft Room
--------------------

Run up the stairs and blast the nearby zombie (the live one, not the dead guy
on the ground).  Take the shotgun from near the first dead guy, then move on
through the room.  Zombies will pop out of the floor planks a few times, so
make sure you're prepared to deal with them.  There's a medpack in the corner
if you need it, but your next target should be the control panel in the center
of the room.  Press it to activate the walkway thing.

A couple more zombies will come over the walkway, so take care of them.  Keep
an eye on the floor planks on that side too, and make sure to grab the AK-47
ammo from the left corner if you need it.  Grab the Handwheel from the crate
over here, then shoot the blue electric box near you and exit the nearby door
up the stairs.

-----------
Engine Room
-----------

Run through here to the narrow windy staircase, go down to the lower part of
the engine room, and run to the staircase in the back where you got the ammo
and medpack earlier.  Take anything else from there that you didn't take
earlier, then go through the door.

------------------
Engine Room Access
------------------

Take care of the two zombies, then go through the next door.

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