Cold Fear Walkthrough :
This walkthrough for Cold Fear [Playstation 2] has been posted at 09 Aug 2010 by forte exe and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up forte exe and share this with your freinds. And most important we have 4 other walkthroughs for Cold Fear, read them all!
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Walkthrough - FAQ/Walkthrough"On a hellbound vessel, everyone is dead weight." ------------------------------------------------- ___ ___ __ _____ ______ ______ ____ ____ .' `. .' `. | | | `. | | | | .' `.' `. / \ / \| | | \ | | | | | - \ | |\ | _ | | | _ | | __| | ___| | _ - _ | | | | | | | | | | | \ | | | | | | | | - | \ | | | | | | | | | | | | | | | | | | | | - | | | | | |___| | | | | | | | | | |__ | |___ | | | - | | | | | | | | | | | | | | | | | | | |_| - |_/ | | | | | | | | | | | | | | | | | - / | | | | | | | | | | | | __| | ___| | - | | | ___| | | | | | | | | | | | | | _ - _ \ | | | | | | | | | | | | | | | | | | | - | \ | | | | | | | | | | | | | | | | | | | | - | | | | | | | |_| | | | |_/ | | | | |___ | | | - | | | | |/ | | |__ | | | | | | | | | - | | | \ / \ /| || / | | | | | | | - | | | `.___.' `.___.' |_____||_____.' |___| |______| |__| |__-__| |___| ============================================================================== COLD FEAR FAQ/Walkthrough Copyright (c)2005-2010 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 05/03/10 Version: 1.3 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. 1] - Version History.................................. [0100] 2] - Controls......................................... [0200] 3] - Walkthrough...................................... [0300] 3.1] Spirit of the East........................ [0310] 3.11] Mission 1......................... [0311] 3.12] Mission 2......................... [0312] 3.13] Mission 3......................... [0313] 3.14] Mission 4......................... [0314] 3.15] Mission 5......................... [0315] 3.16] Mission 6......................... [0316] 3.17] Mission 7......................... [0317] 3.2] Star of Sakhalin.......................... [0320] 3.21] Mission 1......................... [0321] 3.22] Mission 2......................... [0322] 3.23] Mission 3......................... [0323] 3.24] Mission 4......................... [0324] 3.25] Mission 5......................... [0325] 3.26] Mission 6......................... [0326] 3.27] Mission 7......................... [0327] 3.28] Mission 8......................... [0328] 3.29] Mission 9......................... [0329] 4] - Documents........................................ [0400] 4.1] Spirit of the East........................ [0410] 4.2] Star of Sakhalin.......................... [0420] 5] - Weapons.......................................... [0500] 6] - Secrets.......................................... [0600] 7] - Thanks/Credits................................... [0700] ______________________________________________________________________________ 1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #4 ------------------ Version 1.0 (04/08/05) - Slight detour. My basement flooded, leaving me without a TV or my systems for well over a week. I was going to just finish the game and complete my FAQ. Since my PS2 was incapacitated (it works now, though), I haven't had time to play my game, and ultimately, finish my FAQ. I'll submit it now, but I will finish the walkthrough entirely in the next update. Version 1.1 (06/28/05) - Finally, I am done. Sorry for the delay, but the walkthrough is complete! ^_^ Version 1.2 (04/28/06) - It looks a bit different, eh? Changed the formatting because I thought the guide looked ugly. Version 1.3 (10/14/06) - Added a Documents section. ______________________________________________________________________________ 2] CONTROLS [0200] ______________________________________________________________________________ .-----------------------------.----------------------------------------------. | D-Pad | Change Weapons (Quick) | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera | |-----------------------------|----------------------------------------------| | Start | Pause Game | |-----------------------------|----------------------------------------------| | Select | Open Inventory | |-----------------------------|----------------------------------------------| | X Button | Run (Hold) | |-----------------------------|----------------------------------------------| | Square Button | Reload | |-----------------------------|----------------------------------------------| | Triangle Button | Grab Ledge | |-----------------------------|----------------------------------------------| | O Button | Interact | |-----------------------------|----------------------------------------------| | R1 Button | Shoot | |-----------------------------|----------------------------------------------| | R2 Button | Change Weapon | |-----------------------------|----------------------------------------------| | L1 Button | Aim (Over Shoulder) | |-----------------------------|----------------------------------------------| | L2 Button | Change Weapon | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ 3] WALKTHROUGH [0300] ______________________________________________________________________________ ============================================================================== 3.1] Spirit of the East [0310] ============================================================================== ------------------------------------------------------------------------------ 3.11] Mission 1: Find the Emergency Radio Code [0311] ------------------------------------------------------------------------------ [ ] - Find a way to put out the fire [ ] - Locate the upper deck key [ ] - Find the valve to activate the anti-fire system [ ] - Locate the dormitory to find Lansing The game will start off with Hansen on the side of the boat. Large waves will be crashing on the side of the boat, which can deal major damage if hit by one. Navigate along the side dock of the ship, and look on the ground for a piece of paper. This is a document, which can be found all around the boat, containing information about certain in-game features and numerous things like that. You will recieve the document, [Ammunition Conservation]. Proceed forward while dodging the waves and make a left when you come to the staircase. Head up the stairs onto the dock and maneuver around the swinging box. Head to the other side of the dock and down the stairs to be on the opposite side of the ship. Go forward and you will see a soldier shouting to you. He may shoot you once or twice, but a wave will smash into him and slam him into the side of the boat, ending his life. Go forwards and investigate the body with the action button (Circle). You can pick up some ammo if he has any one him. Go into the hallway and shoot the blue electrical box next to the door. The door will unlock, letting you go through. Once in side, you will see two Russian soldiers talking. They spot Hansen and panic by hiding behind two boxes. Wait until they shoot at you, then duck away from the wall and shoot the white barrel in the middle of the hall, it will explode, engulfing the two soldiers in flame and killing them. You can't search their bodies because they are too burned, so go to the end of the hall towards the blue valve and press Circle. That will activate the sprinkler system and extinguish flames. Go back down the hall and make a right. Go past the hallway where the fire was and you will be near a staircase. First, go through the door with the bullets enscripted on it. This is the Armory, where you can stock up on ammo if you ran out. Enter, but don't stock up on ammo; save it when you really need it. Pick up the note entitled [Armory] and exit the Armory. On the ground near the staircase, there's another note entitled [Electrical Boxes]. Pick it up and go down the stairs for now. You will end up in a submerged room. Walk to the end of the room and inspect the floating corpse to find the [Upper Deck Key]. Don't shoot the electrical box; it will shock the water, electrocuting you. Backtrack up the stairs and go through the door with the orange trim. Go up the stairs to find another hallway with several rooms. The room with the First Aid sign is the Sick Bay. Here, you can find a number of health packs, but just like the Armory, they're limited, so save them for when you really need them. Go to the end of the hall and use the Upper Deck Key to unlock the steel door. A fire blocks the right path in the next room, so enter the door to the left. You will be in a utility closet. Search the corpse for any ammo or health and look on the ground to find [Yusupov's Diary Page]. Exit the room and go to the other door, which should be positioned right near where you entered. It leads to the Mess Hall, where two soldiers will duck and fire from behind tables. Do the same by pressing R3 to crouch when fired upon, the fire when the shots stop. Go through the side door to enter a kitchen-type area. Pass by the tables and such and go through the door at the end of the kitchen. You will end up on the other side of the fire. Go near the valve and turn it to access more sprinklers. The fire will go out, but an enflamed soldier lunges at you. Back away and let him roast on the ground. Enter the steel door on the wall opposite from where you came from. This leads to the outside of the boat. Make a right to the back end of the boat and look on the ground to find a [Barrels] note and Pistol ammo. Go the other way towards a large catwalk. You will be fired upon by soldiers, so advance slowly across the catwalk rather than trying to pick them off from afar. Once you get to the Prow (front end of the boat), shoot the soldiers and inspect their bodies. Go down the stairs and you will hear another soldier grunt. Go back up the stairs and wait for the soldier to follow you. Pick him off when he slowly cimbs the stairs. Proceed back down the stairs and head towards the right side of the boat. You will find a door; enter it to access the Dormitory. Inside, you will find dead bodies left and right. One moves when you get near, so shoot it. Go to the bathroom at the end to find the corpse of Lieutenant Lansing. Hansen will recover his radio code. When he tries to leave, an ExoMutant will make an appearance in the Dormitory. Shoot it repeatedly to make it fall to the ground. Approach its head and press Circle when next to its upper body to stomp on its head, permanently destroying the monster. You'll have to do that every time you encounter an ExoCel-controlled monster to prevent it from getting back up and resume attacking. Search the bunks to find [Dr. Kamsky's Diary Page], then head to the exit of the Dormitory to end the first mission. Save and exit the room. ------------------------------------------------------------------------------ 3.12] Mission 2: Find the Radio Room [0312] ------------------------------------------------------------------------------ [ ] - Find the handwheel and open the fish hold [ ] - Collect the radio room key [ ] - Locate the radio room and contact Agent Bennet Once outside of the Dormitory, you will encounter a soldier fighting an ExoMutant. The ExoMutant will most likely win, so once he kills the soldier, take it out by surprise. Remember, you must always step on their heads to permanently finish them off. Go right and head into to large sliding doors across from the Dormitory. You will be in a large storage room with two more ExoMutants. Kill them and collect the AK-47 ammo and Med Pack. Exit the room and head to the left side of the boat. A large wave will hit the boat. Youwill slide to the edge of the boat, so press Triangle when you fall to the side of the boat to help yourself up. Go to the side of the ship to the right of the Dormitory and enter the door. You will be in the Storeroom. Immediately look up towards the ceiling to find an ExoMutant hanging on top of the room. Shoot him and crush his head. Check out the crates to find the [Fire Extinguisher] note. Go to the back of the room and exit through the door at the end. You'll be near that blue door again. An ExoMutant is banging the door; kill him then enter the door. You'll see another Mutant head into a room. Follow him into the room and kill him. There is a fire extinguisher in the back of the room. Shoot it to conserve ammo. Look on the shelf for a shiny object. Pick it up to obtain the [Handwheel]. Exit the room and head left, where you will be ambushed by some ExoMutants. Eliminate them easily with the AK-47. Go down the familiar staircase and through the water-filled room where you found the [Upper Deck Key]. Go up the side stairs and use the [Handwheel] on the yellow door. Open the door to enter the Fish Hold. Once on the catwalk, search the control panel to find [Red Fuel Valve] note. Go down the stairs next to the catwalk and walk around the dead whale. There is a flashing object near it's mouth; pick it up to obtain the [Radio Room Key]. After you pick up the item, several ExoCels spill out of the body. These guys are really small and slow. They can use their tentacles to latch on to the ceiling or pierce Hansen from afar. Keep your distance and shoot one with a handgun. They will curl into a ball. Shoot them one more time to kill them. Do this to all of the ExoCels and take out the group of them. Return to the flooded room and go up the stairs. An ExoMutant is waiting for you at the top of the stairs, so shoot him down while climbing up the staircase. You should fill up on ammo and health if you need it. Go through the orange trimmed door and go up the stairs. An ExoMutant breaks out of one of the doors at the top of the stairs, so shoot him down and go through the steel door. More ExoCels will be waiting for you once you enter the door. You'll be back near the Mess Hall and the Gallery. Take out the ExoCels and go right where the fire was previously held. Go up the stairs to the left and enter the black door. Take out your AK-47 and kill the tow ExoMutants waiting for you. Enter the first door on the left to find the radio room. Hansen will contact Agent Bennet and tell him the news aabout Lansing. Bennet will tell you to locate Colonel Yusupov in the Rear Deckhouse. Exit the door and save your game. ------------------------------------------------------------------------------ 3.13] Mission 3: Find Yusupov [0313] ------------------------------------------------------------------------------ [ ] - Locate Yusupov in the rear deckhouse Exit the radio room and go down the stairs. Once down the stairs, turn around and go through the steel door. You should be back outside near the catwalk. You will find more ExoMutants fighting soldiers. Proceed across the catwalk and shoot anyone nearby when you get to an opening of the railing. Once most of them are dead, head down the stairs and finish off any stragglers. Dodge the hooks and go back to the Storeroom. Go through the Storeroom and you will end up near the blue door. Instead of going through the blue door, turn around and head the other way. Dodge the waves and go down the side dock of the ship. An ExoMutant will pop up near you. Make sure you're out of the way of the waves and shoot down the ExoMutant. You don't want to fight the monster while being pounded by waves! Go to the end of the passage and go up the stairs to the right. You will be at the rear dock. Dodge the swinging crate and go right. There should be some more ExoMutants, but they have guns instead of cleavers. Find some cover and take out any who come near you. There is a soldier crouched high on a catwalk. Target and eliminate him before he does any damage. Remember to always inspect the bodies for ammo or health. Stay to the right side of the deck and go up the stairs past the flaming crate. Go up the stairs near the catwalk and you should be next to a small room. Target and destroy any more ExoMutants and head inside the room. Hansen will find Colonel Yusupov, half dead. Yusupov gives Hansen a Speargun, which fires gas cartridges. Think of it as a tranquilizer gun. He tells Hansen to locate Anna. After his statement, an ExoCell bursts out of Yusupov's stomach, killing him. The ExoCel falls to the ground. Target the ExoCell with your pistol and kill it. Pick up the Speargun from the shelf and look on the ground next to Yusupov's corpse to find [Yusupov's Diary]. Exit the room and save. ------------------------------------------------------------------------------ 3.14] Mission 4: Free Anna Kamsky [0314] ------------------------------------------------------------------------------ [ ] - Unlock the rear deck starboard door [ ] - Find the electronic key that opens the door between the engine room and propellar room [ ] - Find the command wheel that will open the door in the starboard corridor [ ] - Free Anna from the hold on the main deck Exit the deckhouse where you found Yusupov. Descend down the stairs while taking out ExoMutants. There are only about 2 in the area; it shouldn't be a problem. Head past the flaming crates and open the door on the right. When Hansen enters the room, he witnesses an ExoCel crawl into a corpse's mouth. The ExoCel takes control of the body and it lunges at Hansen. Blast the creature like you normally would with an ExoMutant and destroy it's head. This time, watch out for the ExoCel. It will most likely crawl out of the neck when the head is destroyed, so kill the ExoCel once it emerges from the host. Go down the stairs and enter the engine room.Head down the second staircase and head around the corner. The camera zooms in on an ExoNest hanging on the engine. Two ExoMutants rise from the floor. Kill them and aim for the explosive barrels under the ExoNest. Shoot them to blow up the ExoNest. An ExoCel or two crawl from the flaming wreckage, so take them out before they can find a host. Walk towards the yellow pump belw where the nest was to find the [Propellar Shaft Key]. Go back around the corner again and head inside the door next to the stairs. Open it with your newly founded key and save your game. Climb the stairs nad grab the nice ol' shotgun off of the crates. Turn around and take out the ExoMutant behind you. Walk onto the catwalk in the center of the room and hit the control switch to raise the bridge over a gap. As you start to walk across the bridge, an ExoMutant breaks through the floor. Take it out and head across the bridge. More ExoMutants appear on the other side of the gap. Take them out one by one when they try to go on the bridge. Once you're on the other side, more break out of the floor. Use the explosive barrels here to take them out, then pick up the [Handwheel] on the boxes near the stairs. Aim and shoot the electrical box above the door to open it. Return to the engine room. Go pas the engine and back down the stairs. Climb the stairs past the small room and pass through the door on the right. There are two corpses and two ExoCels in the room ahead. Take out the little guys before they take refuge. Exit the room to find a room with hanging corpses. Use the handwheel on the yellow door to open it. Pass through the room and through the next door. You will be in the waterlogged room. An ExoMutant is wading in the water, but a blast of electricity fries him. Time your movements and wait for a surge to go by, then rush to the stairs and go up them. Enter Cold Room 3 to find [Yusupov's Journal]. Exit and go back to the stairs. Reload at the Armory and pass through the hallway where you found the first enemies in the game. Unlock the door with the code in Yusupov's Diary to find Anna Kamsky. When you meet Anna, Hansen explains everything to her. She suggests heading back to the radio in the bridge. Bennett contacts Hansen and strictly reminds him to keep Anna safe. Pick up the letter near Anna's feet to find [Letter to Anna From Kamsky]. ------------------------------------------------------------------------------ 3.15] Mission 5: Escort Anna to the Radio Room [0315] ------------------------------------------------------------------------------ [ ] - Protect Anna while escorting her Well, at least this mission is really easy. Exit Anna's holding cell and enter the hallway. Blast the ExoMutant as it jumps out at you. Make sure to always stay in front of Anna. She takes a lot less damage than Hansen and can die pretty easily. Walk past the Armory. When you walk past it, the place explodes, leaving the room in rubble. Well, no more Armory. Quickly run up the stairs past the orange-trimmed door and get ready to take out an ExoMutant. Kill it before it harms Anna and go through the large steel door past the sickbay. Go through the hallway to the right and enter the dark door at the top of the stiars. Hansen and Anna are in the bridge, but the autopilot is stuck. You need to find Captain Lubenski to get the code from him, who is hiding in one of the Cold Rooms. Anna stays in the radio room (good!) and gives Hansen a code to unlock the other door on the rear deck. ------------------------------------------------------------------------------ 3.16] Mission 6: Find the Autopilot Unlocking Code [0316] ------------------------------------------------------------------------------ [ ] - Activate the bilge pump [ ] - Get the key from Captain Lubenski Exit the bridge and start to head down the stairs. Take out the lone ExoMutant waiting at the bottom and exit through the door below. When you go outside of the boat, it starts to rock back and forth. Crouch to avoid sliding and kill the two ExoMutants to your right. Wait until the ship is level again to start moving. Walk across the catwalk as you kill more ExoMutants ahead. Proceed down the stairs and head towards the storeroom which is on your left. Take out the ExoMutant and the ship will rock again. Quickly crouch to avoid falling off of the boat and go inside the storeroom. Quickly pass through to the other side. Once through the storeroom and on the rear deck, you will have to avoid some waves. Time your dashes past the oncoming waves and climb the stairs to the area with the flaming crates. Take out any enemies here and use Anna's code to open the door to your left. There are a bunch of ExoCels here, so take them out quickly. Don't worry about the corpse to the side; it's headless, so it can't be taken control of. Finish off the little guys and flip the switch on the wall to start up the bilge pump. Check the boxes near the corpse to pick up the [Pumping Station Note]. Two more ExoCels come up from the stairwell, so use the fire extinguisher to eliminate them. Head down the stairs from where they came and pass through the door. You're in the engine room now; go down the stairs to the lower floor and go through the door on the raised platform. You can't go through the yellow door leading to the fish hold, so enter the large door at the end of the hallway into the cargo hold. Here's where the fun begins. Some mercenaries plan on fighting ExoMutants and ExoCels by themselves, so things are gonna get messy. Quicly slip to the left and shoot the blue circuit box on the catwalk to the right. This will make a suspended catwalk fall on top of numerous ExoCels and instantly kill them. Also use your Speargun to attract enemies near explosive barrels and shoot the barrel to take a bunch of enemies out in one sweep. Once all the ExoMutants and ExoCels are taken care of, the mercenaries try to take you out as well. Kill the one enemy on the catwalk by igniting the barrel next to him. Take out the last mercenary on the ground floor and go through the door on the opposite side of where you came in. You will return to the once flooded hallway, which is all dried up thanks to the bilge pump. Enter Cold Room 2 (the one with the big "2" on it, duh) to find the captain's frozen corpse. Inspect his dead body to find the [Captain's Quarters Key]. The corpse is infected, so take it out. Also be ready for an ExoMutant to break out of a capsule next to the captain. Take both enemies out, grab the note entitled [Mutation Notes] and exit the room. Exit the room and make a quick stop in Cold Room 1. Kill the ExoMutant here and pick up the [Antidote Letter] on the floor. Exit the room and return to the hall to find the orange-trim door. Enter it and go up the flight of stairs to reach the sickbay. Eliminate the ExoMutant that breaks out of the right door and enter the steel door at the end of the hall. There's another damn ExoMutant guarding the door to your left. Blast him to kingdom come and use the key to open the door to enter the captain's quarters. Check out the journal on the desk to find the autopilot code. Hanson radios the code to Anna, whom changes the ship's course. Exit the room and save. ------------------------------------------------------------------------------ 3.17] Mission 7: Reach Anna in the Crow's Nest [0317] ------------------------------------------------------------------------------ [ ] - Secure the area to protect Anna [ ] - Meet Anna in the crow's nest Once exited through the door, go left and climb up the stairs to find a whole mess of ExoMutants. Make short work of them by shooting the explosive berrels next to the group. Take out any stragglers with your Handgun. You'll need your Shotgun here, so switch to it, follow Anna, and take out the ExoMutants at the base of the nearby stairs. Climb the stairs and take out the ExoMutants at the top. There are only two, so it isn't that big of a deal. One last ExoMutant stands in your way to the crow's nest. Blast him and make your way to the top. Climb the stairs and finally meet up with Anna again once in the crow's nest. Save your game; it's the last time to do so on this ship. Once Hansen and Anna reach the crow's nest, there's a big collision with an oil rig. ============================================================================== 3.2] Star of Sakhalin [0320] ============================================================================== ------------------------------------------------------------------------------ 3.21] Mission 1: Find the Medicine Cabinet [0321] ------------------------------------------------------------------------------ [ ] - Locate the sick bay Hansen awakens on the dock of this new ship with only a pistol. Turn around and go around the back of the dock where the waves are located. Time your dashes and avoid the waves. Once you reach the elevator, head inside and hit the red button to get it started. Exit once it reaches the top. A flaming ExoMutant will come charging at you once you exit the elevator. Shoot its knees to make it drop to the ground, then kill it. Go down the walkway which leads to two doors. Enter the Armory to stock up on pistol ammo. Nope, you can't stock up on any other ammo, such as the shotgun or speargun. Exit the Armory and go through the next door to enter the sickbay. Here Hansen meets up with Dr. Bakharev. ------------------------------------------------------------------------------ 3.22] Mission 2: Find Anischenko [0322] ------------------------------------------------------------------------------ [ ] - Get the storeroom key [ ] - Collect the M39 and MP5 [ ] - Defeat Anischenko and his men [ ] - Take Anischenko's eye Collect the speargun from the counter in the sickbay and the [Retinal Scan Note] next to the gun. Bakharev exits the room. Check the drawers to the right of the doorway to find the [Yusupov Letter]. Follow Bakharev outside to watch him get killed right in front of you by a mysterious persuer. Inspect the doctor's corpse to find the [Storeroom Key]. Continue across the catwalk and look for a corpse hanging off of a railing. Keep your distance and shoot its head. Grab the shotgun off of the ground next to the body. Go around the corner to find two more dead bodies and an AK-47. Whoo hoo! Check out all these nice weapons you're getting! Keep going forward until an ExoMutant leaps over the railing next to an explosive barrel. You know what to do. Once he's taken care of, another one comes charging. Shoot the ExoMutant at its legs to knock it over and crush its head. Continue up ahead and watch out for ExoMutants to jump out of the cargo holds. Go up the stairs in the back-left corner of the large room. Inspect the ground of the control room to find an M39 (a frickin' grenade launcher, sweet). Flip the switch to open the door below. Head back downstairs to the lower room. A pack of ExoMutants are waiting at the base of the stairs. Use your new grenade launcher and test it on the group. Go through the unlocked door past the fire. You will encounter a new and much more dangerous enemy, the ExoShade. The ExoShade is a very quick creature that resembles a dog. It had tough skin and is nearly impossible to spot in the darkness. Its eyes glow, making it somewhat easier to target in the shadows. The ExoShade is fast when attacking, so quickly shoot it with the shotgun when it comes up close to knock it down. Hit it several more times before it gets up. You can use the speargun to make it dazed for several seconds, making it easier to hit. Once the beast is killed, head out. Go down the hall and through the double doors next to a staircase. Go through the room to find an office. Inspect the desks to find [Letter to Anischenko]. Exit the office and the previous room and head up the stairs. Go through the door at the top and proceed right. There are some mercenaries and ExoMutants fighting ahead. Shoot the red valve on the wall next to the pack to burn most of them to a crisp. Take out the survivors. Enter the door next to the wall with the "2" on it and follow the hallway. Kill the pair of ExoMutants guarding the stairs, then head up the left flight of stairs. Cross the catwalk and follow the nasty trail of blood to the door. Proceed through to find a wrecked room. Navigate around the fire and head up the elevator to the top of the area. Pick up the [Note From Anischenko] on the ground next to the stairs and go up once the note is retrieved. Go down the walkway and drop off of the edge onto a roof of a room. Drop down off of the roof and enter the door on the side. Flip the switch on the control panel to switch the sprinklers on. Take the med-pack next to the vending machine and drop down the hole to return to the first floor. Destroy the two ExoMutants on the first floor and enter the double doors in the corner. Climb the set of stairs and walk around the machinery. Inspect the wall next to the base to find an MP5. Backtrack to the upper corridor and go through the door at the end of the area to find Anischenko. The area here is booby trapped with laser beams. Use L3 to crouch and crawl under the laser beams where they are at their highest point to avoid damage. There are seven beams, so be patient. Once you're across, head through the door to the storage shed. Anischenko and his men are fighting with several ExoMutants here, so tear through the party with your MP5. Use the numerous explosive barrels here to defeat the enemies. Proceed up the series of ramps to the upper level. You will meet up with Anischenko and his men. Duck behind the shelves while being hit, and peek out to pop a shot or two off at the mercenaries. Once all of the lackeys are killed, take out Anischenko the same way. Inspect Anischenko's dead body to find [Anischenko's Eye]. ------------------------------------------------------------------------------ 3.23] Mission 3: Deactivate the Magnetic Field [0323] ------------------------------------------------------------------------------ [ ] - Use Anischenko's eye to enter the communications room [ ] - Destroy the jammers and deactivate the magnetic jammer Exit the storage shed with your newly found eye (ewwww...) and return to the helicopter bridge. Some ExoMutants set of the lasers and kill themselves. Heh; kill the last one and the ExoCels, then start to head across. Stand on the high straight area. If you walk on a slanted part, you'll just slide off the ship. That's not good. Carefully walk across and crawl around the mines. Take out the ExoMutant at the end of the bridge and enter the door. Return to the upper corridor and take out the ExoMutants/Cels. Enter the security office through the green door for a surprise. The room is absolutely covered with ExoCels. Use a grenade to blow up the a bunch in the corner, then take out the rest with shotguns blasts. Inspect the desk to find a [Flamethrower Note]. Check out the corpse on the ground to find a flamethrower resting on its body. Pick it up to have a sweet new "toy". Use [Anischenko's Eye] to unlock the security door that leads to the communication's room. Inside the area is where you can find the magnetic jammer. Too bad that it's guarded by mercenaries. Rush down and crouch behind the desks for a safe cover, then pick off the enemies. Once the coast is clear, shoot the three generators. Conserve your important ammo and just use your pistol to destroy them. Destroying all three deactivates the magnetic jammer. Bennett contacts Hansen once the job is done, but some unwanted visitors enter the communication's room. Bah, it's just a couple of ExoCels. Take them out while you're talking to Bennett. Once the conversation ends, return to the main security room. ------------------------------------------------------------------------------ 3.24] Mission 4: Find the Antidote for Anna [0324] ------------------------------------------------------------------------------ [ ] - Pick up the elevator key [ ] - Defeat the ExoSpectre [ ] - Collect the antidote There's one ExoCel near the exit of the room. Take it out and pick up the [Elevator Key] from the scientist's corpse. Return to the lower corridor and move down the hallway to the elevator. Keep watch for an ExoShade on the ceiling and pound it with your shotgun before it has a chance to attack. Ride the elevator to the habitation module brdige Before you exit the elevator, pick up a page from [Dr. Kamsky's Diary] laying on the corpse. Waves are constantly pounding the side of the bridge, so keep your balance. Wait for a wave to hit, then dash down the bridge. Keep going until you reach the end. Climb the stairs beyond the door and follow the catwalk. Walk down the staircase at the end of the catwalk and turn around to find a nice ExoNest. Shoot the explosive barrels below it to destroy the nest. Drop down the the next room and walk to the corner to find some nasty pink crap that kinda looks like jello. When you try to walk towards the door, you fall through the weird goo to the lower level. When you recover, shoot the ExoCels that are crawling towards you. There's an ExoMutant banging on a door. Shoot the electrical box on the fence to electorcute it. Now it's time to whip out your flamethrower. Torch the ExoNests on either side of the room and climb the ramp on the right side. There's a hallway at the top of the ramp. Start to go through and enter the door to your left to enter the underwater elevator. Ride the elevator down the the ocean floor. You will encounter another crazed experiment. If there's a whole objective on defeating one enemy, you know he must be tough. Enter the scientific module to meet up with an ExoSpectre. These nasty punks are almost totally invisible. You can only spot them if they walk through steam or mist, or by looking at the impact of the ground when they walk. Watch the depressions of the floor; you know it's walking there. Aim above the depressions and shoot the creature. It will appear for a split second when damaged, but the thing will just run away and hide. Wait for it to come back, look at the depressions, and shoot above them to harm it. Keep doing this until the ExoShade falls, then quickly run over to squash its head. Proceed through teh door at the end of the tunnel to enter yes, another elevator. At the top of the ride, look for the numbered lab rooms. Enter Lab #6 on the right side of the hall. Use the control panel in the second room. It won't work though; the room is locked. Whatever. Just head through to the mortuary. There are some ExoMutants, but you know what to do now. Continue to Dr. Kamsky's lab which is in the back. Pick up the page from [Dr. Kamsky's Diary] near the control switch and [Bakharev's Antidote Diary] on the experiment table. Hit the switch to near the experiment table to kill off the ExoMutant lying on it. It'll prove to be a wise move. Grab the [Antidote] on the experiment table to complete the mission. ------------------------------------------------------------------------------ 3.25] Mission 5: Find the Emergency Radio Code [0325] ------------------------------------------------------------------------------ [ ] - Gather the code for the experimental chamber PC [ ] - Activate the electrified floor [ ] - Extinguish the laboratory shed fire [ ] - Enter the decontamination chamber When you try to exit the lab, two capsules break open and a pair of ExoMutants jump out. Kill them and exit the lab. When you return to the mortuary, there will be a lot more corpses here. Inspect the floor next to the doctor's dead body to find the [Code for the Experimental Chamber PC]. Yay, more enemies! An ExoSpectre will attack near the cooler. Use a shotgun specifically to bring it down faster. One more attacks when you proceed near the tunnel. Return to the experimental chamber and head to the switch again. Now that you have the code, the switch will work. Flip it to electrify the floor and destroy the ground under you as you drop to the floor below... Exit the room to a hallway. Continue to the end to reach the laboratory shed. Walk past the cages and get ready for an ExoShade ambush, so have your shotgun ready. Go to the left after killing the nasty thing and use the blue wheel on the wall to activate the sprinklers. The water will douse a fire on the opposite side of the room. Head through the door where the water is falling to find yourself back in Lab 6. Two ExoSpectres are waiting in the water below. You know, why waste all that ammo when you can just use the water to your advantage? Shoot the electrical box on the far wall to zap both, killing them instantly. If you'd like another note, take a visit to Lab 5 for a [Scientific Log]. If not, then cross through the room and climb up to the walkway. Ride the elevator and save once at the top. Use the blue control panel to start up the lab's main elevator. Once halfway there, some ExoCels drop in on the platform. Take care of them to have the elevator start up again. Exit the elevator once it reaches the top and walk through the hallway. A capsule breaks and a hulking beast escapes from inside. This bad boy is an ExoMass, and shouldn't be taken lightly. This big blob of well, mass, is extremely strong and tends to charge and ram into you. Get out of the hallway and run in circles around the elevator. The ExoMass's weak point is its red, swelling arm. Use the MP5 or AK-47 to continuously shoot the red arm, and avoid its charges. It will put up a fight, but you can take it out. Enter the decontamination room access door. Go down the hall and wait for two ExoSpectres to break out of two capsules. Pick up the note in the middle of the hallway to find the [Yellow Steam Valves Note]. Like the note says, shoot the yellow steam valves to emit steam from the valves, making the ExoSpectres visible again. Eliminate them and enter the decontamination room to find Anna. ------------------------------------------------------------------------------ 3.26] Mission 6: Find Kamsky's Laptop [0326] ------------------------------------------------------------------------------ [ ] - Find a way into the scientist's dormitory [ ] - Locate Kamsky's laptop Exit the decontamination room through the back door. You will end up in Lab 2 with an ExoSpectre waiting for you. Take it out and exit through the green door. Proceed through the double doors and kill all of the ExoMutants here. Use the control panel to extend the bridge, then go over. An ExoMass will rush towards you. Quickly run across the bridge to the controls again. Hit the switch to retract the bridge as the idiotic beast runs across where the bridge was and falls to its doom. Continue across the bridge again and pass through the elevator. Walk across the catwalk and make a pit stop at the armory and the sick bay to restock. Exit the rooms and continue to the storeroom. Some ExoMutants come to attack, so kill them before they get the upper hand. Something is making the whole storeroom shake, but just ignore it. Quickly pass through the room to the lower corridor. Enter the elevator and ride it to find yourself in the habitation module. Avoid the waves once again and enter the rest room (not a restroom, a rest room). Another ExoMass breaks through the ceiling and lands in front of Hansen. Run up the steps onto the catwalk. There are explosive barrels next to the thing, so shoot them from the safety of the catwalk. Go through the next room and head for the goo stuff in front of the door to drop to the lower floor. Proceed up the right ramp and head down the corridor. Inspect the second door on the right to learn that this is the scientist's dormitory. Hansen can't enter it now, so you'll have to come back later. Across from the dormitory is the crew sleeping room 1. Kill the ExoMutants inside and pick up [Yusupov's Memo] on the desk. Exit and go into the showers which is located next to the scientist's dormitory. Defeat the ExoMutants, ExoCels, and the ExoNest inside. There's a vent next to the lockers. Crawl inside and make your way into the dorm room. Once inside, check the tables. One of them holds [Dr. Kamsky's Laptop]. ------------------------------------------------------------------------------ 3.27] Mission 7: Find the Room With the C4 [0327] ------------------------------------------------------------------------------ [ ] - Destroy the enemies in the maintenance room [ ] - Find a way to unlock the ammo warehouse door First off, pick up [Kamsky's Letter to Anna] on the bunks. Watch out for ExoMutants to pop out of lockers as you leave the scientist's dormitory. Take a left once you're out of the room and use the underwater elevator to return to the scientific module. Move to the main corridor and head down the stairs to the kitchen. Enter the cold storage to find the [Decontamination Report]. Return to the main corridor and pass through to the lab's main elevator. Enter the ammo warehouse access door on the left. Continue through the first room to the garage door in the back. You should now be in the maintenance room. The security locks you and a bunch of baddies inside together. Uh-oh, not good. Whip out your trusty shotgun and get to work. First off, take out the ExoMutants first. They're the easy part. Now it's just you one-on-one with an ExoMass. The prescense of explosive barrels and red fuel valves make things so much easier. Dodge the ExoMass's charges and wait for it to step near an explosive, then shoot it. Once it falls, go to the door in the back. It's locked, but simply shoot the electrical box to activate laser mines, then shoot the fire extinguisher to get rid of them. Now you can enter the ammo warehouse. ------------------------------------------------------------------------------ 3.28] Mission 8: Get the C4 and Place the Charges [0328] ------------------------------------------------------------------------------ [ ] - Get the three charges of C4 [ ] - Place the first C4 charge on the marker in the underwater tunnel elevator [ ] - Place the second charge on the marker in the scientific module bridge control room [ ] - Place the third charge on the marker in the upper corridor I didn't think collecting the C4 charges would be this tough. The ammo warehouse is lined with junk that will kill you. Lasers, mines, explosive barels, you name it, they got it. But, you can avoid most of it. Duck and crawl under the lasers and grab the C4 at the end of the room. You're a regular Pink Panther. ;) Here's where things get tougher. An ExoSpectre finds its way into the room. Now the fact that if you hit an explosive barrel makes the whole room go kablooey is one thing. But fighting an enemy that's invisible? That's just lame. Be careful with your shots and don't use the shotgun. The wide spread of the fire might accidentally hit something that you don't want to. Crush its head once you knock it down. Exit the room to safety. Defeat the ExoMutants and proceed to the maintenance room access. A pair of ExoSpectres jump out of the water and are poised to fight. Take one out while not worrying about the other, and focus on the last one once the first is dead. Now you can safely return to the elevator. Go through the underwater tunnel and head to the underwater elevator. Pickup [Bakharev's Diary Page] on the ground near the dead bodies. Here's where you place the first charge. See the pained X on the wall? Plant the C4 on it and get ready to run. Quickly return to the underwater tunnel and sprint down the tunnel. The C4 blows the elevator and water rushes through the tunnel. You know you're safe when you return to the lab's main elevator. Ride the elevator up to the top and exit through the double doors. Once in the bridge control room, look for an X on the left wall and plant your second charge there. Run across the bridge to the dock elevator. It's a good idea to visit the armory and sick bay to restock. Rush to the storeroom, where the shaking is still occurring. Two ExoMasses break through once you enter. There's a tilted container on the right side of the room. There should be a little space where you can stay and avoid damage yet still attack the arm. Once the first ExoMass dies, the second will attempt to fight when you reach the stairs. Return to your secret spot near the tilted cargo container and do the same with this guy. Once both are dead you can blimb the stairs to the catwalk. Unlock the door to the lower corridor and destroy the ExoCels. Get ready to fight the next ExoMass in the hallway to the upper corridor. Kill it and go to the upper corridor. Take a right and go up the metal catwalk to find the "X". Place the charge and run to the right to the heliport bridge. Quickly cross and stay away from the slanted sections to avoid falling. |
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