Cold Fear - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Cold Fear - Strategy Guide (Page 05).
December 4
Today is a day of calamity! Viktor has vanished! His notebooks are
missing, as is his laptop. The samples of serum and antidote we were
working on? Gone too! Perhaps he has gone mad and thrown himself in the
sea, unable to bear the things he has done. Personally, I don't think so.
I am convinced he has decided to experiment upon himself, and that he is
hiding somewhere, awaiting metamorphosis. He often said that his ultimate
objective was to arrest the "exocel" process. He said it would be a
tremendous feat to harness the creature's power, mutations and subsequent
changes of personality. If I ever set eyes on him again, I do not think I
will recognize him. Hopefully, all this is a bad dream. God help us all
if he has succeeded.
December 5
Still no word from the whaler. Still no sign of Viktor. And today,
someone released the last remaining specimens from the laboratory. They
are now roaming all over the platform, and the exocels are breeding like
wildfire. Anischenko has barricaded himself in with his men, but it is
useless. I await certain death.
Viktor, what have you done?
This time, I was very nearly done for... I am going to take refuge in the
sick bay... As far as I'm aware, there have been no attacks there...
I am taking the last prototype and a dose of antidote... I know htere are
others in Kamsky's lab, but I can't bring myself to go there...
Anna will come looking for me. Please hurry Anna, I'm afraid there may
not be much left of me by the time you get here!
The two helicopter pilots, C. Lekachev and J.B. Beletsky, have been
killed. Anna is now the only one who can save me...
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| 3.00) WEAPONS |
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You start the game armed only with your handgun, but other weapons can be found
scattered around the ship and the drilling platform.
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.45 Handgun 5.45 semi-automatic handgun
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Magazine capacity: 7
Rate of fire: 3 rounds/sec
Special: Built-in laser targeting, torchlight
- This weapon will always be available to you. Ammo is fairly common, and it
works well against Mercenaries, regular ExoMutants, and ExoCels. The greatest
benefit of this weapon is the flashlight attached to the end, which only one
other weapon has. For the majority of the game, you will want to have the
flashlight ability, so the handgun is crucial.
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XM1014 Tactical Shotgun 12mm semi-automatic shotgun
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Magazine capacity: 7
Rate of fire: 0.8 rounds/sec
Found: 1.04) Free Anna, Propeller Shaft Room
Found: 1.09) Find Anischenko, To The Main Drilling Module
- This is a very effective weapon against all targets, especially ExoSpectres
and ExoShades. The lack of a laser targeting mechanism is unfortunate, and the
lack of a flashlight on the end will make you not want to walk around with it
equipped. Ammo is much less plentiful compared to the Handgun, so be careful
with your shots, and try to avoid using it on weak enemies.
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MP5-A3 Submachine Gun 9mm auto submachine gun
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Magazine capacity: 25
Rate of fire: 14 rounds/sec
Special: Navy-improved variation of the MP5 submachine gun
Found: 1.09) Find Anischenko, Storage Shed 1
- Ammo is fairly common for this gun, and its laser site and flashlight make
it one of the two weapons you're likely to get the most use out of during the
game. It works well against Mercenaries, regular ExoMutants, and ExoCels. The
down side is that you won't get this weapon until quite a ways into the
platform, so you won't get as much use out of it as you might wish.
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Automat Kalashnikova, Model 1947 7.62 assault rifle
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Magazine capacity: 30
Rate of fire: 10 rounds/sec
Special: Laser targeting
Found: 1.02) Find The Radio Room, Storeroom
Found: 1.09) Find Anischenko, To The Main Drilling Module
- This is a powerful weapon that's useful against most enemies. Ammo is
fairly common, and it has a laser site. The downside is that there's no
flashlight on the end of it, so you won't typically want to be walking around
using this weapon, especially in new terrain.
[Note: The name of the gun is exactly as it's written in the instruction
manual, so please don't bother contacting me to say there's a mistake in how
I have it listed.]
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M79 "Sawed-off" Grenade Launcher 40mm grenade launcher
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Magazine capacity: 5
Rate of fire: 0.8 rounds/sec
Found: 1.09) Find Anischenko, Storeroom
- This thing is very handy against large clusters of enemies and against large
slow-moving enemies. You won't find an abundance of ammo for it, so I
recommend only using it when you really think you'll get the most use out of
it. It doesn't have a laser site, and even if it did, the grenades have a bad
habit of bouncing all over the place when you fire them, since they don't
explode on impact. Make sure you're plenty far away when you fire one of these
things, or you'll wind up blowing yourself up.
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Assault Flamethrower Gasoline propelled by compressed gas
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Tank capacity: 120 centiliters
Firing range: 6 meters
Rate of fire: 2 centiliters/sec
Found: 1.10) Deactivate the Magnetic Field, Main Security Room
- This is mostly used for buring down the nest things, but you can use it to
burn other things as well. It's not really a good idea to burn Mercenaries or
ExoMutants, since they have a really bad habit of running around frantically
and catching you on fire in the process. Be careful when using it outside,
too, since the wind can blow the flames back at you.
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Speargun
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Weapon Range: 100 meters
Rate of fire: 1 stinger/sec
Capacity: 3 chemical stingers
Special: - Chemical gas: Exo-Benzilate (XZ)
- Durability of gas effect: 10 sec
- Range of gas effect: 25 meters
Found: 1.04) Free Anna, Rear Deckhouse
Found: 1.09) Find Anischenko, Sick Bay
- This thing is sort of a last-resort type of weapon. It can be used to
distract enemies for short periods of time, but there are very few cases where
you should need to use it. It works well for keeping ExoShades in plain sight
for a few seconds, and that's perhaps the best use for it in the whole game.
There's not an abundance of ammo, but if you use it sparingly, you'll have
plenty to use when you need them.
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| 4.00) ENEMIES |
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The text in quotation marks is the descriptions given to each enemy in the
official instruction book. Anything outside of the quotation marks is just
personal comments and information I have about each enemy.
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Mercenaries (Uninfected)
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"Hired to protect the mysterious oil rig, these former soldiers shoot on sight
and shoot to kill. But nothing they've seen or done has prepared them for
what they're about to face."
- You'll encounter these guys all over the boat and a little on the platform.
A few quick shots should deal with them quite effectively, especially if you
can hit them in the head. Always make sure to check them for items after you
kill them, since they often have ammo for you.
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Exo-CL 3.0/ExoCel
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"Contaminator ExoCels live to spread their infection. Fast and agile, then
seek weak or dying prey to serve as hosts for their parasitic needs. If they
can't find a suitable victim, they'll be happy to make one."
- These little guys are the driving force behing this whole infection thing.
You'll find them creeping along the ground, coming out of nests, and coming out
of people's heads on a regular basis. If allowed to get close enough to you,
they extend tentacles that drain your energy. A couple bullets will eliminate
them, but keep your eyes open; they like to climb around on the ceiling.
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Exo-N 3.5/ExoNest
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"These shapeless monstrosities exist only to breed. Mothers to the
contaminators they send their children out into the world to seek new
victims."
- Exocels will endlessly spout from these things, so take care of them with
the Flamethrower as soon as you find one. Don't bother wasting your ammo on
them; only flames can damage them.
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Exo-M1.1/ExoMutant
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"No longer human, these creatures are savage, mindless, and hungry. Blessed
with inhuman strength and cursed with a hunger for flesh, they attack
relentlessly."
- These guys aren't too much different than Mercenaries. They don't tend to
have firearms, but they can still cause a lot of damage if they get close
enough to you. Aim for the head, or just knock them down, then step on their
head. Either way, their heads must be destroyed before they are completely
dead. Make sure you check their corpses for ammo quickly, since they vaporize
extremely fast.
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Exo-ME 2.0/ExoMutant
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"Not all mutants are created equal. These are smarter, stronger, and faster
than their counterparts - making them that much more dangerous. The only way
to permanently get rid of them is to kill the parasite that resides in their
craniums."
- Not much of a difference between these and the other type of ExoMutant, when
it all comes down to it. Just gotta make sure you're paying attention when the
ExoCels pop out of their heads. Make sure you check the corpse for ammo very
quickly, since they vaporize fast.
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Exo-S 5.2/ExoShade
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"There are plenty of reasons to be afraid of the dark, and this creature is the
biggest one. Able to see perfectly in darkness, it hunts from the shadows and
attacks without mercy."
- I'd actually say these are the hardest enemy to fight in the entire game,
mostly because of the places you have to fight them, not to mention that you
have to fight two at the same time at one point. They're very resistant to
damage, so you'll wind up wasting quite a bit of ammo if you're not careful.
The best way to kill them is to shotgun them repeatedly, but you can also use
the Speargun to distract them, then hit them with a grenade. They can also
climb on ceilings, so keep your eyes open.
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Exo-G 4.3/ExoSpectre
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"What you can see can hurt you. Able to blend in perfectly with its
surroundings, this escaped experiment has a killer's instincts."
- These aren't particularly hard to deal with. Just watch for the footprints
they leave as they walk, and blast them with the shotgun when they get close to
you.
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Exo-B 7.0/ExoMass
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"Not all experiments go as planned. Deformed and mutated, this creature has
uncanny strength and an undying rage. Willing and able to punch through steel
doors to seek its prey, this creature will never abandon the hunt."
- These things can only be killed by blasting the hell out of their left arm,
which is massive due to the experiments. Use something automatic, like the
submachine gun or the AK-47, and just hose the arm. Watch out for its charge
attacks though, as they hurt quite badly.
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| 5.00) END |
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| 5.01) VERSION HISTORY |
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March 20th, 2005
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Posted the entire walkthrough and the entire documents section.
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| 5.02) CLOSING |
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I'm aware that this guide contains some flaws. Please, if you find something
as minor as a typo, let me know about it. I'm also very open for suggestions
on content, format, and so forth.
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". Thanks for checking out the guide, and enjoy the game.
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