Cold Fear Walkthrough :
This walkthrough for Cold Fear [Playstation 2] has been posted at 17 Oct 2010 by VooDooWHITE and is called "Cold Fear Walkthrough". If walkthrough is usable don't forgot thumbs up VooDooWHITE and share this with your freinds. And most important we have 4 other walkthroughs for Cold Fear, read them all!
|
VooDooWHITE |
Walkthrough - Cold Fear Walkthrough------------------------------------------------------------------------------- What began as an experiment has become a nightmare. ------------------------------------------------------------------------------- _______ _______ _ ______ _______ _______ _______ _______ ( ____ \( ___ )( \ ( __ \ ( ____ \( ____ \( ___ )( ____ ) | ( \/| ( ) || ( | ( \ ) | ( \/| ( \/| ( ) || ( )| | | | | | || | | | ) | | (__ | (__ | (___) || (____)| | | | | | || | | | | | | __) | __) | ___ || __) | | | | | || | | | ) | | ( | ( | ( ) || (\ ( | (____/\| (___) || (____/\| (__/ ) | ) | (____/\| ) ( || ) \ \__ (_______/(_______)(_______/(______/ |/ (_______/|/ \||/ \__/ ------------------------------------------------------------------------------- It will kill us all. ------------------------------------------------------------------------------- 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 GameFAQs will always have the most current form of my guides, so if there's ever any doubt, always check GameFAQs. If you find an outdated form of any of my guides on any other site, please contact me, and I will contact the site to get it updated. All questions, comments, and so forth concerning this guide can be posted on my site here: http://thebrink.us/boards Or if you're not fond of message boards, please feel free to email at deucestaley@gmail.com or try me on AIM (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. ----------------------------------------------------------------------------- | | | CONTENTS | | | ----------------------------------------------------------------------------- 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 ----------------------------------------------------------------------------- | | | | | 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. ----------------------------------------------------------------------------- | | | | | 1.00) WALKTHROUGH | | | | | ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- | | | | | 1.01) FIND THE EMERGENCY RADIO CODE | | | | | ----------------------------------------------------------------------------- --------- 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. ----------------------------------------------------------------------------- | | | | | 1.02) FIND THE RADIO ROOM | | | | | ----------------------------------------------------------------------------- ---------- 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. ----------------------------------------------------------------------------- | | | | | 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. ----------------------------------------------------------------------------- | | | | | 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. ------------------- Cargo Hold Corridor ------------------- Lots of doors in here. Cold Room 3 contains some ammo and "Yusupov's journal," so make sure you enter it. [You should always read documents when you find them. The transcript of this document can be found in section 2.11 of this guide.] Cold Room 4 contains two medpacks and some AK-47 ammo, so enter it if necessary. The door at the far end of the hallway is locked, but you can open the door at the top of the small set of stairs using the Handwheel you recently found. --------- Fish Hold --------- Deal with the two zombies that attack you up here, then walk to the door across from you and head through. ------------------- Portside Cold Rooms ------------------- The water is now potentially deadly due to electric current that goes through it sporadically. Wait for it to spark, then sprint to the stairs and head up. Deal with the zombie at the top of the stairs. --------- Main Deck --------- Stop in the Armory to grab some ammo, then head down the hallway to the locked door with the female voice behind it. Open it and save your game. ----------------------------------------------------------------------------- | | | | | 1.05) ACCOMPANY ANNA TO THE RADIO ROOM | | | | | ----------------------------------------------------------------------------- ---------------- Main Deck Hold 1 ---------------- Watch the scene. After it's over, you can find some ammo, a medpack, and "A letter to Anna from Kamsky" on the ground. [You should always read documents when you find them. The transcript of this document can be found in section 2.12 of this guide.] Exit the door when you're ready, but remember; if Anna gets killed, it's game over, and she dies VERY easily compared to you. --------- Main Deck --------- Turn to your left when you get control of Hansen and deal with the zombie. Make your way through the hallway on the right, then through the door that leads to the Upper Main Deck. --------------- Upper Main Deck --------------- There's another zombie up here, so make sure you take him down before he gets to Anna. You can stop by Sick Bay if you need a medpack, but otherwise, just head through the big double doors. ---------- Lower Deck ---------- Take a right, head up the stairs, and open the door to the radio area on the left side. Save your game when you're prompted. ----------------------------------------------------------------------------- | | | | | 1.06) FIND THE AUTOPILOT UNLOCKING CODE | | | | | ----------------------------------------------------------------------------- ------------------- Bridge (Radio Room) ------------------- Watch the scene, then open the door on your right to get back to Lower Deck. ---------- Lower Deck ---------- Take down the two zombies down the stairs, then go through the door on the right underneath the stairs. ---------- Front Deck ---------- Immediately turn to the right and deal with the two zombies there. Inspect them and the third nearby body for items, then turn around and go down the catwalk. Another zombie will approach, so deal with him as well. When you get to the end of the catwalk, keep running to the end of the boat, then turn around. You'll see one more zombie approach you. Go down the stairs when you've dealt with him. There's one more zombie on the left down here, and then you're clear to make your way to the door leading to Storeroom. --------- Storeroom --------- Just run through here and go through the door on the other side. --------- Rear Deck --------- Take a left and carefully make your way through the crashing waves. Take the small set of stairs to the main deck area, and keep your eyes peeled for two zombies. Your target now is the locked door on the left side of the deck. You'll be able to open it with the code now. ----------------- Pump Control Room ----------------- A half dozen exocels will be waiting for you in here. Eliminate them all, then grab "A note about the pumping station" from a crate in the area. [You should always read documents when you find them. The transcript of this document can be found in section 2.13 of this guide.] Flip the switch on the wall to activate the bilge pump, which will drain the water from the Portside Cold Rooms area. Go down the stairs and use the locked door to enter the Engine Room. ----------- Engine Room ----------- Deal with the two exocels near you, one on each side. Head around the engine room to the left and take the stairs down. Head all the way forward, go up the stairs, and go through the door on the right. ------------------ Engine Room Access ------------------ Nothing in here. Just go out the next door. ------------------- Cargo Hold Corridor ------------------- Make your way to the door in the very back of this room, and save your game when you open it. ---------- Cargo Hold ---------- Stand your ground and hose anything that moves in this room. When nothing is left alive, raid the place for ammo, then exit out the door on the opposite side. ------------------- Portside Cold Rooms ------------------- Kill the zombie headed at you, then enter Cold Room 1. ----------- Cold Room 1 ----------- Be ready to blast a zombie, then grab "A letter from Yusupov about the antidote" from the ground. [You should always read documents when you find them. The transcript of this document can be found in section 2.14 of this guide.] Exit back into the hallway. ------------------- Portside Cold Rooms ------------------- Take a left and enter the Cold Room 2 door. ----------- Cold Room 2 ----------- Kill the zombie in the back of the room, then raid the place for ammo and the key to the Captain's Quarters. Be ready to blast another zombie that comes out of the case next to the Captain. Also, don't forget to grab "A page about mutations" from the ground by the Captain. [You should always read documents when you find them. The transcript of this document can be found in section 2.15 of this guide.] Exit back into the hallway. ------------------- Portside Cold Rooms ------------------- Head up the large staircase and take the door at the top that leads to the Crew Quarters area. --------------- Upper Main Deck --------------- When you get to the top of the stairs, another zombie is going to break out of the first door on the right. Deal with him, then open the big double doors at the end of the hallway. ---------- Lower Deck ---------- Take a left. There will be a zombie ready to charge you as soon as you step around the corner towards the Captain's Quarters. Blast him, then open the door. ------------------ Captain's Quarters ------------------ Examine the book on the Captain's desk. Attempt to leave the room, then save your game. ----------------------------------------------------------------------------- | | | | | 1.07) REACH ANNA IN THE LOOK-OUT POST | | | | | ----------------------------------------------------------------------------- ------------------ Captain's Quarters ------------------ Exit out the metal door, not the wooden one. ---------- Upper Deck ---------- Take a left and climb the stairs. A lot of zombies are in this area, but luckily for you, there's no shortage of explosive barrels. Blast one of them to eliminate a lot of the zombies, then take care of the rest. Head around and go up the next set of stairs. Don't get too comfortable though, there's another zombie right at the top of the stairs waiting for you, and even more will start crawling over the railings near you. Keep slaughtering them, and make your way up the next set of stairs. Tag the last few zombies, then make it to the top of the stairs with Anna. Save your game when you're given the chance. ----------------------------------------------------------------------------- | | | | | 1.08) FIND THE MEDICINE CABINET | | | | | ----------------------------------------------------------------------------- ----- Docks ----- RUn forward to he back of the structure on your right. You'll see a bunch of waves crashing against the platform. You'll need to do the same thing here that you had to do on the Rear Deck of the boat. Time the end of the first wave, then run through it and all of the waves after it all right in a row. Enter the front of the elevator structure when you make it around. ------------- Dock Elevator ------------- Just examine one of the switches to start it, then open the doors when it stops at the top. --------------------------- To The Main Drilling Module --------------------------- Make sure you're ready with your weapon. Blast the flaming zombie before he gets the chance to make contact with you. Run down the platform, then take care of the zombie on the ground when the platform turns to the left. The first door on your left is the Armory. Stop there if you're short on handgun bullets. Either way, open the door marked "Sick Bay," then save your game. ----------------------------------------------------------------------------- | | | | | 1.09) FIND ANISCHENKO | | | | | ----------------------------------------------------------------------------- -------- Sick Bay -------- After the scene is over, grab the Spear Gun off the table to your right, then search the room for "A note about the retinal scan" and "A letter from Yusupov." [You should always read documents when you find them. The transcripts of these documents can be found in sections 2.16 and 2.17 of this guide.] Open the door and exit Sick Bay when you have all three of those items. --------------------------- To The Main Drilling Module --------------------------- Examine the body after the scene, and grab the storeroom keycard from the ground nearby. Head down the catwalk. Eventually, you'll encounter a dead guy with a shotgun next to him, so take it. Continue down the catwalk to the right of that guy, and you'll find another corpse with an AK-47 next to him. Grab it, then be ready to take out two zombies that will approach from the left. Go around the corner and enter the Storeroom when you're ready. --------- Storeroom --------- Explore the right side of the Storeroom to find ammo on the corpses, then head down the left side to find the stairs leading up to the catwalk. There should only be one zombie along the way. At the end of the catwalk, grab the M79 Grenade Launcher, then examine the control terminal to unlock the door. Head back down the catwalk and then over to the lighted area where the newly unlocked door is. You'll have to fend off a half dozen zombies in the process. WARNING: If you've gotten used to quickly switching from your handgun to your shotgun using the R2 button, you're going to need to exercise extreme caution when fighting things now. One press of the R2 button while your handgun is selected now takes you to the grenade launcher, not the shotgun. Examine as many zombie bodies as possible for items, then open the double doors for another chance to save your game. ------------------ The Lower Corridor ------------------ Things get ugly here. Something called an "ExoShade" is going to jump out and attack you as soon as you walk to the part of the hallway that goes to the left near the middle. There are basically two things you can do in this situation. First, you can try to fight the thing. This isn't easy, and you're likely to waste a lot of ammo, including all of your speargun ammo. If you choose this method, start by launching a spear, then hitting the thing with a grenade or a shotgun blast when it approaches the enzyme gas. Repeat until you run out of spears, and if the thing is still attacking you, switch to the shotgun. Watch your screen carefully to see its eyes approaching you, then blast it. If it attacks you, jam on your Circle button to toss it off, then immediately blast it before it runs away. The second option is just to avoid firing at it entirely. Just sprint forward, then when the cutscene happens to show the thing coming out of the ceiling, take a left and sprint down that part of the hallway. You're likely to get hit several times, so always be ready to jam your Circle button to toss the thing off of you. Enter the door on the right side of this hallway as soon as you find it (it will before the left turn that goes to the stairs). --------------- Laser Mine Shed --------------- Grab the ammo in here, then make your way to the back of the room, where you'll see another door. Go through it. ----------- Main Office ----------- Take care of the Russian mercenary, then grab "A letter to Anischenko from Yusupov" from the table. [You should always read documents when you find them. The transcript of this document can be found in section 2.18 of this guide.] Enter the back office area to examine a body, and take the medpack off of the table if necessary. Go back into the Laser Mine Shed when you're ready, and then go through there to The Lower Corridor. ------------------ The Lower Corridor ------------------ Take a right and go up the stairs, stopping at the top to grab the medpack on the ground if necessary. If you didn't kill the ExoShade earlier, you will likely get attacked a few more times, so be ready with your Circle button. Open the door in the upper area to continue. ------------------ The Upper Corridor ------------------ The rooms on the left don't concern you right now, so take a right instead. Use a grenade to wipe out most of the zombies and soldiers fighting over here, or shoot the red gas valves. Raid everyone for items when it's safe. Take a look around and find the an unmarked door (not the one labled Heliport Module). Go through it to end up in Technical Corridor. ------------------ Technical Corridor ------------------ The stairs to your left lead to a medpack, so if you need it, go get it. If you don't need it much right now, leave it for the trip back. Head down the hall on the right near the fire and work your way through the area. There are a few zombies scattered about, but nothing too serious. The area is also fairly linear and decently lit, so you should have problems finding your way to the next door at the very end of the area. ------------- Drilling Unit ------------- Take a right and use the button inside the elevator to make it go up. Go up the stairs in front of you, grabbing "A note from Anischenko about Bakharev" along the way. [You should always read documents when you find them. The transcript of this document can be found in section 2.19 of this guide.] Jump off the gap in the end of the catwalk to land on the roof of the small structure below. Walk off the roof to the next area below that, then enter the small room. Activate the spriklers using the terminal, and grab the medpack out of the vending machine if you need it. Go back out of this small room and fall down the gap in the stair case. Exit through the door that is no longer blocked by flames. -------------- Storage Shed 1 -------------- There's some ammo near the wall on the left. Grab it if you can, then head up the stairs and over the catwalk. You'll find an MP5-A3 Submachine Gun against the wall, so take it, then leave this room through the door you used to enter it earlier. Backtrack through Drilling Unit and Technical Corridor, grabbing the medkit at the end if you didn't grab it earlier. ------------------ The Upper Corridor ------------------ Head forward and go through the door at the end of the area on the left marked Heliport Module. Save your game when you are offered the opportunity. --------------- Heliport Access --------------- You'll have to crawl underneath the lasers in this area. Use your L3 button (press the left stick in towards the controller) to crouch, then crawl under each laser in the lowest part of each one. Open the door at the end, and be ready for a fight. ------------ Storage Shed ------------ Take care of the zombie on your left, then raid the shelves for items. Start picking off zombies and Russian soldiers. Your new submachine gun works well for this, since it has a light mounted on it, and the Russians are loaded with ammo for it. At the upper part of the area, you'll find more shelves with ammo and a medpack. When you try to approach the final wall, the gate will open with more men in it. Use your AK-47, grenade launcher, and any other weapons you want to blast all of the soldiers around the elevator, then raid the place for items. When you have Anischenko's eye, don't go through the elevator. Instead, go back through the door you used to enter this area, and save your game when prompted. ----------------------------------------------------------------------------- | | | | | 1.10) DEACTIVATE THE MAGNETIC FIELD | | | | | ----------------------------------------------------------------------------- --------------- Heliport Access --------------- Take down the zombies and watch out for exocels. Stay in the middle of the platform when you walk, or you risk sliding off the ledge for an instant game-over. Make sure you remember to duck under the laser on the end of the platform, then open the door. ------------------ The Upper COrridor ------------------ There are several more exocels and zombies in here, so slaughter them all as fast as possible. Head towards the opposite part of this area, taking care of a few more zombies along the way. Eventually, you will find a door labled "Main Security Room," and it will have a medpack to the right. Use the medpack if necessary, then open the door and head through. ------------------ Main Security Room ------------------ I suggest firing a spear into the middle of the room, then launching a grenade at the pile of enemies that collects around it. Eliminate the survivors using your normal weapons and the fire extinguishers, then raid the place for items. You'll find "A note about the flamethrower" on the table to your right as soon as you enter the room. [You should always read documents when you find them. The transcript of this document can be found in section 2.20 of this guide.] Grab the flamethrower from the corpse in the middle of the room, then work your way around to the back of the room. You should see "A note about the magnetic jammer" next to the second corpse by the computer monitors. [You should always read documents when you find them. The transcript of this document can be found in section 2.21 of this guide.] Once you've collected all of the items from the area, open the door in the |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Cold Fear Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

