Cold Fear - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Cold Fear - Strategy Guide (Page 03).
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Experimental Chamber
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Grab "A page about experiments" from the right side of the catwalk in the
middle of the room.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.25 of this guide.]
Open the next door to continue.
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Mortuary
--------
Head around until you can see the actual lab area. Be ready to deal with a few
zombies that jump out, then search them all for items. There's a medpack near
the sink if you need it as well as some shotgun shells.
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Dr. Kamsky's Lab
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Grab the flamethrower juice from the left, then run down and grab the antidote
and "A page from Bakharev's diary about the antidote" from the table.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.26 of this guide.]
Grab the AK-47 ammo from the ground in the back of the room, and grab "A page
from Dr. Kamsky's diary" from the terminal on the wall.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.27 of this guide.]
Head for the front of the room, and two zombies will jump out. Deal with them,
then open the door for a chance to save.
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| 1.12) ADMINISTER THE ANTIDOTE TO ANNA |
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Mortuary
--------
There's a pair of dead scientists around one of the tables, so examine them and
find the paper with the code for the electric floor. On your way towards the
exit, you'll have to deal with two ExoSpectres. Try to conserve shotgun ammo,
since you're going to have to fight another ExoShade in a few minutes.
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Experimental Chamber
--------------------
Deal with the zombie that comes out of the floor, then examine the console to
activate the electric floor. Walk through the door, collect the items, then
open the door in the back.
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Laboratory Shed
---------------
Several zombies are stuck inside containers in here, so you won't have to worry
about fighting them. You will, however, have to worry about fighting another
ExoShade. I recommend you don't bother trying to kill the thing, since you'll
waste a lot of ammo.
Instead, just take the left path when you get the chance, then use the blue
wheel on the wall to turn on the sprinklers. Run around and take the right
path this time, then just sprint through the door.
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Lab 6
-----
Now you're in the lower part of Lab 6. Shoot the circuit box on the wall in
front of you to kill the enemies in the water, then go up the ramp in the
back-left of the room. There's a medpack on the counter near the sink to the
right of the ramp, so grab it if you need it. Take the elevator on the left
side of the ramp to get back to the upper part of this room, then exit the door
closest to you for another chance to save.
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Lab's Main Elevator
-------------------
Run to the other side of the central part of the elevator and use the blue
control panel to start it. It'll stop on its way up when five exocels appear.
Kill them all, then find the door at the top of the elevator that says Lab 3
on it.
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Lab 3
-----
Activate the console to kill the exocels, then grab "A report on the exocel
life cylce" from the counter.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.28 of this guide.]
Exit the room when you're ready.
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Lab's Main Elevator
-------------------
Head two doors to your left to enter Lab 5.
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Lab 5
-----
Examine the corpses and grab "A scientific log" from near the door.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.29 of this guide.]
Exit the room when you're done.
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Lab's Main Elevator
-------------------
Now you're ready to make your way into the decontamination area. When you
approach the door in the little hallway, one of those things from the cases in
the middle of the elevator will escape. If you've been reading the documents,
you'll know that the only way to kill these things is by blasting their huge
arm. Use your AK-47 and hose the thing, then go through the door when you're
ready.
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Cryogenic Room
--------------
A few ExoSpectres are waiting in this long hallway, but they're easy to deal
with. Grab "A note about the yellow steam valves" from the little area on the
left side of the hallway.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.30 of this guide.]
Continue to the end of this hallway and open the door, then save your game.
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| 1.13) FIND KAMSKY'S LAPTOP |
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Decontamination Room
--------------------
Find the door in the back and go through.
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Lab 2
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Another ExoSpectre is in here, so have your shotgun ready. Exit through the
door in the upper part of the area.
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Lab's Main Elevator
-------------------
Take a right and go through the large double doors.
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Bridge Control Room
-------------------
Take out the two zombies in here, then raid the place for ammo. Activate the
switch on the left side of the bridge to extend it, then start crossing it.
When the big arm guy attacks you, either kill it or run back and retract the
bridge. The arm guy will just walk right off the edge... Extend the bridge
again, then run to the end and open the elevator.
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Dock Elevator
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Just walk straight forward and open the other end of the elevator.
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The Main Drilling Module
------------------------
Work your way forward, blasting four zombies along the way. Stop at the armory
to restock your weapons, and stop at Sick Bay if you need a medpack. Continue
down the catwalk, dealing with a few more zombies along the way, and open the
door at the end.
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Storeroom
---------
Oddly enough... nothing to see here. Yet... Just run to the right and go
through the doors.
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The Lower Corridor
------------------
Run straight down the first part of this hallway to the elevator. If you left
the ExoShade alive earlier, be ready to dodge it a few more times now.
---------------------------
Habitation Catwalk Elevator
---------------------------
Press the button on the wall to move the elevator, then examine the door on the
other side when it stops moving.
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The Habitation Module
---------------------
Simply dodge the waves and enter the door on the other end.
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Rest Room
---------
Another one of those giant arm guys will be waiting for you in here. The
careless moron will sometimes blow himself up on one of the explosive barrels,
but you might need to help him a little. Once you're ready, go up the stairs
and make your way to the lower door in the other part of the area, then slide
down the hole in front of it.
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Technical Basement
------------------
Take the ramp on the right when you're looking at the fenced area.
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Main Corridor
-------------
You'll find the doors leading to the Scientists' Dormitory on the right side
near the end of the hallway. Of course, as usual, they're locked, so you'll
need to find another way in. One of the other doors on the other side of the
hallway is labled Security Crew Sleeping Room 1. Head through it.
-----------------------------
Security Crew Sleeping Room 1
-----------------------------
There's a medpack directly to your left if you need it. Head for the end of
the room, take out the two zombies, and grab "A memo to Yusupov" from the small
table nearby.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.31 of this guide.]
Examine all the corpses and look for items, then go back into the Main
Corridor. Enter the door on the left labled "Showers."
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Showers
-------
This place is swarming with zombies and exocels, and there's a nest in the
showers. Destroy everything, then look for the grate that leads to the
dormitory on the right side of the row of toilets.
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Scientists' Dormitory
---------------------
There are items all over the place in here, so grab them. When you reach the
center of the room, grab Kamsky's Laptop from the table, then be ready to fend
off two zombies. Finish scouring the room for items, including "A letter from
from Kamsky to Anna."
[You should always read documents when you find them. The transcript of this
document can be found in section 2.32 of this guide.]
Open the door to find yourself in the Main Corridor again.
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| 1.14) FIND THE ROOM WITH THE C4 |
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Main Corridor
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Take a left, deal with the zombie, and then open the big doors on your right
that lead to the Underwater Elevator.
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Underwater Elevator
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Activate the elevator with the button on the wall, then exit it when it stops
moving.
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Underwater Tunnel
-----------------
Two exocels will attempt to stop your progress through the tunnel, so be ready
to kill them. Open the door at the other end.
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Lab's Main Elevator
-------------------
Open the doors on the left side using the code Anna recently gave you.
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Maintenance Room Access
-----------------------
Nothing here as far as enemies go, creepily enough. Just run down, take a left
at the bottom of the ramp, and enter the large garage door.
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Maintenance Room
----------------
Deal with the three zombies that attack you first, then deal with the exocels
that pop out of them. The big arm guy isn't really a threat. Let him attack
you, then run out of the way. Head down the room, and then stop when you get
to the white barrels. Let the guy approach, then blow up the barrels as soon
as he's close enough. Shoot him some more if necessary, then raid the corpses
in the area.
Destroy the blue box next to the exit, then destroy the fire extinguisher to
deactivate the lasers. Exit the door.
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Ammo Warehouse
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Crouch, then crawl to the back of the warehouse. Grab the C4 off of the table,
then turn around. An ExoSpectre is going to approach. As you can see, this is
not exactly the best place to be firing your weapons. Be very careful where
you aim, and kill the thing. Crawl back to the door for a chance to save.
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| 1.15) GET THE C4 AND PLACE THE CHARGES IN THE RIGHT ORDER |
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Maintenance Room
----------------
Take care of the two zombies, then exit the room through the other door.
-----------------------
Maintenance Room Access
-----------------------
Two ExoSpectres will come out of the water on your way past, so have your
shotgun ready. Take them down, then exit through the door.
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Lab's Main Elevator
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The underwater elevator is to your right, so open the door over there.
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Underwater Tunnel
-----------------
Deal with the three exocels in the middle of the tunnel, then open the door on
the other side and save.
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Underwater Elevator
-------------------
Examine the corpses and take "Pages from Bakharev's diary" from the ground.
[You should always read documents when you find them. The transcript of this
document can be found in section 2.33 of this guide.]
When you have the diary pages, examine the red X on the wall to plant a charge
on it. Immediately go back out the door you entered the room through.
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Underwater Tunnel
-----------------
Hold down your run button and sprint to the other side as fast as possible.
Open the next door before the water kills you.
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Lab's Main Elevator
-------------------
Activate the blue switch on the left side of the specimen containers in the
middle of the elevator, then go through the massive metal doors on the other
side of the containers. You'll be given a chance to save, and I suggest you
take it.
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Bridge Control Room
-------------------
Make sure the bridge is extended, then turn to your left and look in the back
corner of the area for the second red X on the wall. Plant the charge, then
run to cross the bridge. The control scheme is horrid, so don't be surprised
if you fall of the bridge at least once. Just be glad they gave you a chance
to save right before this... Anyway, sprint over the bridge to the elevator on
the other side.
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Dock Elevator
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Just run forward and go through the gate to the other side.
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The Main Drilling Module
------------------------
I highly suggest you stop at the Armory and stock your ammo, then stop in Sick
Bay if you need a medpack. Head all the way down to the other end of the
catwalk when you're ready.
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Storeroom
---------
Remember that pounding you heard earlier? Yeah, you're about to find out what
it was... several of the guys with the giant arms are going to be hunting you
down in the room now. To make matters worse, you have to unlock the door
again. I suggest not even trying to fight these guys. Just run.
Run to the catwalk, all the way to the end, and examine the console to unlock
the door. Now run all the way back down and go through the door to The Lower
Corridor.
(Note: If you take a ton of damage trying to avoid the big guys, backtrack to
sick bay and grab another medpack. Be careful on the way out though; there
will be a zombie right outside the door as punishment. >_>)
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The Lower Corridor
------------------
Deal with the swarm of exocels crawling down the hallway, then head through and
take a left when you get the chance. Yet another big arm guy is down here...
Just run past him, and you should only take one hit, if you get hit at all.
Climb the stairs at the end of the hallway and exit the corridor. Save your
game when you get prompted.
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The Upper Corridor
------------------
Take a right, and you'll see the third red X right in front of you. Plant the
charge, then sprint to your right all the way to the back-left corner of the
area where the door leading to the heliport is.
---------------
Heliport Access
---------------
You'll have another nice chance to marvel at the horrid control scheme in this
game as you attempt to run across this platform as fast as you can to escape
your firey doom. Open the door at the end to continue.
------------
Storage Shed
------------
One more big arm guy's going to come out in this room and try to keep you from
reaching the helicopter pad. I suggest not even trying to fight him. Just
dodge his first charge, then sprint for the elevator behing where you killed
Anischenko earlier in the game.
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Transit Room
------------
If you thought the big arm guys were annoying... There are two ExpShades on
the loose in here. Get your shotgun out and start blasting. If you haven't
been in this area before, grab all the items when you've killed the ExoShades,
then exit out the door to the helipad. Save your game when you get the chance.
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| 1.16) KILL DR. KAMSKY |
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The Heliport
------------
When you have control of Hansen again, IMMEDIATELY get a machine gun out and
blast the crap out of Kamsky's back. If he even gets close to Anna, the game
is over. When you shoot him with about half a clip, he'll turn around and try
to charge at you. You'll have a split second to decide which direction you
want to run to avoid his attact. If he hits you, you'll go flying, and if you
fall off the rig, the game is over. If you slide into a wall, you'll take more
damage, so the best thing to do is to try and stay in the middle of the pad as
much as possible.
You'll have to keep hitting him and dodging until Anna finishes placing her
charges. After that, his attack pattern will change. Not only will he still
do his charge attack, but now he has a stomping attack as well, which really
complicates things, considering the only way to hurt him is to let him pick you
up...
As soon as he picks you up, press your circle button as fast as you can, then
switch to your R1 button when it gets displayed. If you do it correctly, you
will blast Kamsky right in the face. Do it three times, and the fight (and the
game) is over.
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| 2.00) DOCUMENTS |
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2.01) A note about ammunition conservation
-------------------------------------------
General Order #16
Due to the platform's irregular supplies, we must conserve our munitions
and medkits as much as possible. Therefore:
1) Live-ammo training is now suspended pending new orders.
2) In a combat situation, it is vital that all soldiers look to their
downed comrades as potential sources of ammo or medkits. In the same
interests of economy, use body searches when really necessary.
3) Use the butt of your rifle in close combat situations: this will
enable you to gain the necessary distance to adjust your aim.
4) Some of your opponents will attempt to immobilize you. Do not simply
empty your clips; strike out at them to free yourself and shoot at
point-blank range; this is generally highly effective.
-Anischenko
FOUND: On the deck right next to where you begin the game.
------------------------------------
2.02) A note about electrical boxes
------------------------------------
Certificate of Death
Name: Cpl. Y. Legai
Cause of Death: Electrocution
Details:
Acccording to witnesses, Corporal Legai had misplaced his electronic key
while on duty. Unable to reach his official post, he promptly fired at
the electrical control box on door 114, causing it to explode. Exposed
live wiring subsequently came into contact with a pool of water on the
floor. The door opened, however Cpl. Legai was electrocuted.
No follow-up necessary.
FOUND: On the ground in Main Deck near the stairs leading to the Portside Cold
Rooms and Crew Quarters.
------------------------------
2.03) A note about the armory
------------------------------
General Order #12
Smoking in the armory is strictly forbidden. All types of munitions are
stored there, and some are particularly unstable. Moreover, in our
environment, there is a high probability of corrosion which makes the
handling of ammunition an even more delicate issue. You are reminded that
our facilities for dealing with serious injuries are extremely limited.
-Anischenko
FOUND: On a crate in the Armory.
----------------------------------
2.04) A page from Yusupov's diary
----------------------------------
Our first encounters with the creatures we now call the exocels came
roughly two months after drilling commenced on the Star of Sakhalin
platform. In fact, I was already familiar with this platform: we used to
use it as a port of call when patrolling these hostile waters, and I was
determined it would again be deployed as part of our international
operations. Whilst drilling had effectively stopped some years before,
this was not because the rig was unprofitable - quite the contrary! - it
was because the spare parts often needed were simply never delivered. The
Russian stat's private partners grew weary of the whole affair. All I had
to do was wait a couple of years to repurchase it for scrap!
At first, the Cartel was skeptical about the new operation's success, and
I made the necessary investments for its recommissioning myself. The
communication jammer, the plans for which had been provided by former Red
Army brain Sergei Autarian, was remarkably effective: as far as
international "ears" were concerned, whether listening in on earth or from
space, there was nothing there but inhospitable ocean and the odd iceberg.
For the first 25 days, drilling was successful, as expected. And then,
even though our sonars confirmed the presence of a huge oil reserve, the
pressure started to drop... Suddenly, the drill brought up several
exocels that Anischenko and his men had great difficulty in overcoming.
Two days later, we noticed more specimens crawling up the platform's
columns. I immediately gave Anischenko orders to capture some of them.
That's when I saw my first contamination.
FOUND: In the corner of the second room on the right in Upper Main Deck.
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2.05) A note about barrels
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Colonel:
The standard regulations for storage of explosive chemicals are not being
followed, neither on our supply ships nor on the drilling platform itself.
I have even seen barrels lying about that are not tied down! I ask you to
exercise your authority to remedy this situation. I know that these
barrels can be extrememly effective against our enemies, therefore, even
if it means using them as weapons, I would prefer to decide on their
positions with you. I will ensure that my men use them wisely.
-Anischenko
FOUND: Next to a dead guy close to the door that goes between Lower Deck and
Front Deck.
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2.06) A page from Dr. Kamsky's diary
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Notes on Exocel Infection
We have deliberately infected and observed over 300 subjects, including
dogs, apes, orcas and human beings. Those subjects have been placed under
permanent biometric surveillance and dissected to accurately chart the
growth of the exocel organism and help us learn how to control the
process.
Infection and Change
The time it takes an infected individual to mutate depends on two factors:
how long it takes the exocel to get a tendril into the victim's brain, and
the infected body's natural resistance. At present, we have no way of
knowing how long the complete process takes for a given individual, since
body mass, height and age seem to be of little importance. Any individual
infected by an exocel should thus be given the antidote as quickly as
possible. If no antidote is available, the host's brain must be
destroyed, and I mean destroyed, to prevent the subject from becoming an
active, and potentially contaminating host. Indeed, the exocel seems to
be able to re-animate a brain that has been clinically dead for several
days.
FOUND: On a table between some bunks in the Dormitory.
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2.07) A note about fire extinguishers
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General Order #6
All soldiers are to be extremely cautious if exchanging gunfire in rooms
containing fire extinguishers. These devices contain highly compressed
gas which can cause explosions. You will be held responsible for any
danage you cause to the ship or to your comrades.
-Anischenko
FOUND: On a crate in Storeroom.
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2.08) A note about the red fuel valves
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To: Major Anischenko
From: G. Gourov
Re: Red valves
Major, it has come to our attention that some of your men have been
playing at shooting the red valves off the fuel pipes. Not only does this
lead to lengthy, dangerous, and costly repairs, it also causes a jet of
burning gas to burst from the broken valve. Two technicians have already
been badly injured as a result. Please order your men to cease this
immediately.
FOUND: On the console to the right as soon as you enter Fish Hold.
--------------------------------
2.09) A letter about the spears
--------------------------------
From: Dr. Pavel Bakharev
To: Colonel Dmitriy Yusupov
Re: Experimental Speargun
As per your request, here is a manual on how the speargun weapon works.
Please note that these are still experimental devices, and should only be
used in the greatest of emergencies. Also, bear in mind that the
production of the spears is complex and costly; they must be used for
their intended purpose, not as ammunition against the creatures.
The spears give off an enzymatic gas which attracts the contaminated
organisms. When released by impact, the exocel is fooled into thinking
there is a large source of protein nearby. The effect lasts until the
enzyme vapor dissipates. At the moment, we cannot sustain the vapor for
more than a few seconds.
I will keep you informed of our latest progress.
-Pavel Bakharev
FOUND: It's on a counter in the Radar Room part of Bridge (Radio Room).
----------------------
2.10) Yusupov's diary
----------------------
I often wondered what really convinced Kamsky to work for me: the
well-being of his beloved daughter, or the first poor-quality shots of the
exocel I showed him. I recall his first encounter with this strange
creature: he seemed both horrified and fascinated. However, when one was
turned loose on a caged dog, it was his fascination that clearly got the
upper hand.
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