COLD FEAR Walkthrough (Xbox) 1. Legal stuff 2. story 3. walkthrough 1. This guide is copy right to me, Dustin. You may NOT reproduce, sell, or copy any part of this guide. Only www.gamefaqs.com may post this guide. (c) 2006 Dustin, A.K.A. the blue ottsel 2. You play Tom Hansen. It seems a Russian Whaler has been abandoned and is floating around at sea. You bravely board the ship to find out what is going on, only to dicover unthinkable horrors lurking beneath it's bloodstained decks... ~~~Part 1: The Whaler~~~ 3. Okay, start a new game. Now, I played on easy. After a short scene, you will find yourself in control of Tom onboard the ship. Pick up the note in fronto of you. A note about ammunition conservation General Order#16 Due to the platform's irregular supplies, we must conserve our munitions and medkits as much as possible. Therefore: 1] Live-ammo training is now suspended pending new orders. 2] In a combat situation, it is vital that all soldiers look to their downed comrades as potential sources of ammo or medkits. In the same interests of economy, use body searches when really necessary. 3]Use the butt of your rifle in close combat situations: this will enable you to gain the necessary distance to adjust your aim. 4]Some of your opponets will attempt to immobilize you. Do not simply empty your clips; strike out at them to free yourself and shoot at point-blank range; this is generally highly effective. -Anischenko Ok...after reading all that, move forward. Ok, now lets go over the controls. walk-move left analog stick. run-hold A down while walking. Aim your gun- Move right analog stick while holding down L trigger. Fire- Pull R while holding L. Reload- X button Crouch- Click left analog stick Switch weapons- Up and Down arrow buttons. Alright, climb up the steps at the end of the path. Watch out for the big swinging thing. Run across the deck to the steps directly ahead. Climb down. Now, proceed forward. Watch out for the gaurd here. Kill him. Now, wait for the waves to crash in to the ship. After the water falls back, quickly RUN forward. Eventually you will make it to 2 doors. The one on the right is locked from the other side, and the left one is electronically locked. Shoot the electrical box by it to unlock it. Easy. Ok...there are 2 gaurds right around the corner. Quickly pop out and shoot the gas barrel behind them. It will explode and kill both of them. The door to the left is NOT gonna open. Flames are blocking your way forward. What do we do? Run down to where the 2 gaurds were and use the valve. This activates the sprinklers. Fire is out...Now, take the door to the left. Kill the gaurd in here, and search his body( B button) for some pistol ammo. I won't be saying this from now on, so every time you kill an enemy, search his body for medkits and ammo. Now, leave. Take the left door. Head to the back of the room. Ewwww... Take the medkit on the table with the...gutted body on it. Leave. Now, head down to the next to dooes. The right one is locked. Sounds like there is a woman in there with quite a mouth on her. Take the left door. In here, go forward and...AHHH!!! THE POWER GOES OUT!!!O_O Wait. Try to aim with the Left Trigger. Ah...A flashlight. Guess there is nothing here...DEAD BODY!!!!! Crap, nothing on him. Leave. Head down and around the newly-opened path.(A fire was blocking it before.) Take the first door you come to. Ah, the armory. In these places, you can instantly get maximum for all your weapons. Sweet! Now, pick up the note on the crates. A note about the armory General Order#12 Smoking in the armory is strictly forbidden. All types of munitions are stored there, and some are particularly unstable. Moreover, in our environment, there is a high probability of corrosion which makes the handling of ammunition an even more delicate issue. You are reminded that our facilities for dealing with serious injury are extremely limited. -Anischenko Ok, leave the armory after reloading. Head forward a bit and you will see stairs. Pick up ANOTHER note here... A note about electrical boxes Certificate of Death Name: Cpl. Y. Legai Cause of Death: Electrocution Details: According to witnesses, Corporal Legai had misplaced his electronic key while on duty. Unable to reach his official post, he promptly fired at the electrical box on door 114, causing it to explode. Exposed live wiring subsequently came into contact with a pool of water on the floor. The door opened, however Cpl. Legai was electrocuted. No follow-up necessary. Ok...head down the stairs. See the bloody body over there in the water? Go over there and pick up the Upper deck key. It is sparkling under the water. Oh, and PLEASE don't shoot the box on the wall. It will electrocute the water and kill you. Now, try to head back and the body jumps at you. WHAT IS THAT THING? Get out of there! Up the stairs we go! Now, enter the door at the top of the stairs. Run up the stairs here. at the top, you find 5 doors. One at the end, and 4 on the left and right. The first right one seems to be locked. Enter the left door. A medical room...use the kit on the wall if you need to. It can be used 6 times. Head back out. Enter the top-right door. Pick a note up by the body. A page from Yusupov's diary. Our first encounter with the creatures we now call the exocels came roughly two monthes after drilling commenced on the Star of Sakhalin platform. In fact, I was already familiar with this platform: we used to use it as a port of call when patroling these hostile waters, and I was determined it would again be deployed as part of our international operations. Whilst drilling had effectivly effectivley stopped some years before, this was not because the rig was unprofitable-quite the contrary!-it was because the spare parts often needed were simply never delivered. The Russian state's private partners grew weary of the whole affair. All I had to do was wait a couple of years to repurchase it for scrap! At first, the Cartel was skeptical about the new operation's success, and I made the necessary investments for it's recommissioning myself. The communications jammer, the plans for which had been provided by former Red Army brain Sergei Autarian, was remarkably effective: as far as the international "ears" were concerned, whether listening in on earth or from space, there was nothing there but inhospitable ocean and the odd iceberg. For the first 25 days, drilling was successful, as expected. And then, even though our sonars confirmed the presence of a huge oil reserve, the pressure started to drop...Suddenly the drill brought up several exocels that Anischenko and his men had great difficulty in overcoming. Two days later, we noticed more specimens crawling up the platform's columns. I immediatley gave Anischenko orders to capture some of them. That's when I saw my first contamination. OK, ENOUGH NOTE READING. Leave the room. The door just to the left is locked, so take the big metal one on the end of the hall. The upper deck key should open it. More alarms? Head strait, and try to open the door at the end. It's locked, but remember is for later. Head back and take the first door on the left. You are in the showers. WAHHHHH!!! WHAT IS THAT THING IN THE SHOWER!?!? Blow it's head off!!!(Seriously, shoot it in the head.) Head forward, and a gaurd will pop out of the stall. Kill him. Now leave. Head down and enter the next door on the right. Kill the two gaurds in here. Now enter the big double doors. Looks like the kitchen. Head forward and a body will fall out of the fridge. ...Disturbing. Now, head for the door on the other end of the room. Enter it. See the door right in front of you? Remember it. Head forward and turn the blue valve to put out those fires. Now, go back and open that door. Outside again...Head around to the left and pick up the note by the body. A note about barrels Colonel: The standard regulations for storage of explosive chemicals are not being followed, neither on our supply ships nor on the drilling platform itself. I have even seen barrels lying about that are not tied down! I ask you to exercise your authority to remedy this situation. I know that these barrels can be extremely effective against our enemies, therefore, even if it means using them as weapons, I would prefer to decide on their positions with you. I will ensure that my men use them wisely. -Anischenko Ok...Head all the way back and cross the bridge thing. Kill the gaurds here and head down the stairs. After all ememies are dead, take the door all the way over on the top-right. In here, head forward a bit and take the note on the desk to the right. I don't really want to write these long notes out anymore, so just read it. Now head forward. WOAH!!! A body stuck through a bunkbed pole wriggles around...Keep going forward until you find Lansing in the bathroom. Completley gutted. After the scene, head back. Half of a body comes crawling to you. A zombie suddenly comes up behind it and kills it. Now it is coming for you! And these arn't your average everyday slow zombies. These guys are fast. Shoot it a few times, and it will fall down. But no matter how many times you shoot it, it will never die. Unless you destroy the head! That is the key to killing these things. After knocking them to the ground, aim down at them and blow their heads off! Now, after it is dead, try to leave the room. FINALY, THE FIRST SAVE POINT!!! So save and leave. Once you are outside, you will find Russian guards fighting zombies. Shoot the barrel near you and it might blow up 2 or 3 zombies. Heh, easy. Oh, I kinda forgot to mention this earlier, but when zombies are on the ground, you can stop their heads. Anyway, do you see the big double doors to the right of the stairs? Take them. Be careful, the ship is rocking pretty bad, and you can fall and slide across deck. Be careful not to fall off. Also, if you slide into an object you will take damage. Anyway, once inside, kill the zombie that comes at you. Now, head around the corner. A zombie will get up and run at you. Kill it. Take the ammo around the bodies, and the medkit if you need it. On your way back, another zombie will attack you. Kill it and leave. Once outside, take the door to the top-left. In here, take the AK-47. A zombie will drop down. Kill it quick. Take the note. I might as well write out what these notes say... I will start with the one we found a little bit ago. Sorry... A page from Dr. Kamsky's diary-Notes on exocel infection. "We have deliberatly infected and observed over 300 subjects, including dogs, apes, orcas, and human beings. Those subjects have been placed under permanent biometric surveillance and dissected to accuratley chart the growth of the exocel organism and help us learn how to control the process. Infection and Change: The time it takes an infected individual to mutate depends on two factors: how long it takes the exocel to get a tendril into the victom's brain, and the infected body's natural resistance. At present, we have no way of knowing how long the complete process takes for a given individual, since body mass, height and age seem to be of little importance. Any individual infected by an exocel should thus be given the antidote as quickly as possible. If no antidote is available, the host's brain must be destroyed, and I mean destroyed, to prevent the subject from becoming an active, and potentially contaminating host. Indead, the exocel seems to be able to re-animate a brain that has been clinically dead for several days." Now for the note we just picked up... A note about fire extinguishers General Order#6 All soldiers are to be extremely cautious if exchanging gunfire in rooms containing extinguishers. These devices contain highly compressed gas which can cause explosions. You will be held responisble for any damage you cause to the ship or to your comrades. -Anischenko Ok, let's move on AT LAST. Take the left door, by the fire extinguisher. Oh, this place looks familiar! Take the door to the right by the busted electric box. Upon entering the room, a soldier will rush through the door to your right. You go through the door too. Wait... Aim your gun. The soldier is behind that glass thing to your right. Shoot the fire extinguisher on the wall straight ahead. It will kill him. Search him for some AK ammo, grab the health pack, and take the Fish Hold Door Handle on the shelf to the right. It is sparkling. Now leave the room. A couple of zombies will rush you. Kill them. Now, head down the path and enter the armory by the stairs. Load up on ammo then leave. Now, go down the stairs into the water and climb the stairs on the right wall. Try to open the door and you will place the handle we just got on it and it'll open. Save. In this room, grab the note on the machine. It says... A note about the red fuel valves To: Major Anischenko From: G. Gourov Re: Red valves Major, it has come to our attention that some of your men have been playing at shooting the red valves off the fuel pipes. Not only does this lengthy, dangerous, and costly repairs, it also causes a jet of burning gas to burst from the broken valve. Two technicians have already been badly injured as a result. Please order your men to cease this immediately. Man, these soldiers must be dumb...anyway, go down the stairs. Run around and over to the... gutted whale. Ewww... Take the Radio Room key in front of the whale, by the body. Upon taking it, some...things will come out of the whale. There are about 6 of them. They only take 2 shots to kill. If they get to close to you, they will shoot a tentacle into you. This will slowly drain your health. So kill them before they get to close. These things we just saw are the Exocels all the notes have been talking about. Anyway, head back up the stairs and leave through the right door. The left door seems to be stuck. Oh look, a zombie is coming into the water now. Kill it. Now go up the stairs. Drop in by the armory and reload. Now leave and take the door right of the stairs. Climb up the stairs in here and run toward the group of doors. A zombie will start breaking through the top-left one. Kill it. Now take the big metal door with the blue light. Oh crap, more Exocels. Kill them!!! After they are dead, head down and around the corner. Now climb the stairs. At the top, open the door on the right. This is the radio room. You are immediatley attacked by 2 zombies. Kill em'. Take the pistal ammo on the machine. Now, take the left door on the other side of the room. In here, kill the zombie. Now head around the room and take the note on the desk. A note about the spears From: Dr. Pavel Bakharev To: Colonel Dimitry Yusupov Re: Experimental Speargun As per your request, here is a manual on how the speargun works. Please note that these are experimental devices, and should only be used in the greatest of emergencies. Also bear in mind that the production of the spears is complex and costly; they must be used for their intended purpose, not as ammunition against the creatures. The spears give off an enzymatic gas which attracts the contaminated organisms. When released by impact, the exocel is fooled into thinking there is a large source of protein nearby. The effect lasts until the enzyme vapor dissipates. At the moment, we cannot sustain the vapor for more than a few seconds. I will keep you informed of our latest progress. -Pavel Bakharev Ok...Leave through the door to your right. If this next room, run forward and inspect the radio. After you are done, run to the left through the door. Back in here, take the left door. Save. A zombie will be climbing the stairs. Kill it. Go down the stairs. Take the passage behind them. Go through the right door. We are outside again, and there is another war between the living&dead. Run across the bridge-like thing again. When you are on the platform straight ahead, go down the stairs. Kill any zombies you see, then head to the top-left area and open the door. This is the room where you found your AK-47. Just run through it and open the next door. Well, here we are at the Rear Deck again. This time, head left ti where there are waves crashing onto the ship. Just wait for waves to crash and receed, then run through. Careful, between the 1st and second wave-point a zombie will attack you. After getting onto the main area, run to the top-left and take the stairs up. A guard will fire at you from behind. Kill him, and any other zombies. Now get onto the platform with the little shed (Right where the guard was) and open the door. Save. After the terrible scene, kill the exocel and take the Speargun on the panel. Pick up the book. Yusupov's Diary I often wondered what really convinced Kamsky yo work for me: The well-being of his beloved daughter, or the first poor-quality shots of the exocel I showed him. I recall his first encounter with this strange creature: he seemed both horrified and fascinated. However, when one was turned loose on a caged dog, it was his fascination that clearly got the upper hand. He immediately recognized the exocel's tremendous potential, but, ever the cunning negotiator, claimed he no longer had the intellectual or physical resources to accept such an undertaking [he who had given so much to an army he he persisted in referring to as Soviet]. However, when I mentioned the amount of "funding" my partners were prepared to grant, I sensed he was not so "weary". When I added that his daughter was already on her way to join him on the Star of Sakhalin, that was the end of it! He immediately agreed to stay on the platform and supervise the installation and research. As I had expected, Kamsky quickly assured me that the exocel had military potential, but he feared it was uncontrollable. With Bakharev's help [I was initially very wary when the Cartel imposed him on me, but he soon turned out to be a valuable asset], his first task was to develop an antidote [protecting yourself from your own weapons is an old, often life-saving instinct]. The first strains met with failure, but one of them produced unexpected results: the monsters were drawn to the gasses given off. Bakarev was the one who built the first prototypes of the compressed air soeargun. Obviously, the effect on the creatures is limited: only those within a radius of less than 20 meters from the spear are attracted, and the effect is temporary, but the results are promising. I shall make the most of our last little trip to present the latest version to the Cartel. Given the latest advances, production of these devices would seem quite feasible. I hope that, unlike the last consignment, the "specimens" will be ready and in good condition. Kamsky has been insistent on this. When I think that barely nine months ago, he was unwilling to experiment on humans! That Anna has all the fury of a real Russian woman! In fact, I have been forced to lock her up in one of the holds on the main deck. Code for the rear deck starboard door: BP 070191 Code for the main deck hold[Anna]: RP 250486 Man...that was a lot of reading, huh? Now, lets get out of this room. Head down the stairs. Run forward and turn left down the next set of stairs. Kill the 2 zombies. Now, head for the 2 locked doors with red lights. You can open the one on the right now with the starboard code! So unlock it and move on. After the scene, kill the zombie. This one is a bit different...after blowing it's head off, an exocel will roll out of it. So kill it. From this point on, many of the zombies will leave an exocel behind after killing them. So from now on, be careful when blowing heads. Go down the stairs and open the door. Head all the way around the right and pick up some AK ammo in the corner. Heh... Head all the way around the room and go down the stairs. The door to your right needs a card, so go forward. After the scene, kill all zombies and exocels. Ignore the stairs. See that big...blob, on the wall? That is an exocel nest. Don't bother shooting at it, it's invincible. Well, sorta... Only fire can hurt it. Fire...shoot the barrels by it, and watch it burn and listen to the exocels screaming inside it. Careful, one or two may drop out of it after the nest dies. Anyway, walk up to where the thing was and take the electronic card. Remember that door that needed a card? Go open it now! Save. Alright, take the shotgun by the dead guard. Kill the zombie. Run forward and one will break through the floor. Kill it. Now, here is the fun part. See that panel on the catwalk to the right? Use it, and a bridge will form straight ahead. But don't go yet, stay by the panel. In a few seconds, 3 zombies will come stumbling over the bridge trying to get to you. So when 2 or 3 of them are on it, use the panel! The bridge will come apart and those dumb zombies will fall into the turbines! Anyway, re-extend the bridge now. Cross it and a few zombies will break through the floor. Kill them. Now run all the way to the right. Pick up the Fish Hold Door Handle. Now, go up the stairs and shoot the electric box. This unlocks the door in front of you. Open it. Oh...this is familiar. Head all the way around the room and go down the stairs again. Remember those stairs down here that I told you to ignore earlier? Climb them now. Take the stuff on the crates then enter the right door. 2 zombies are here. Kill them and the exocels, then move on into the next room. Ok, this is plain creepy...move forward a bit and take the first door you come to. Take the little book next to the device. Yusupov's Journal The Cartel is growing impatient: the results promised by Kamsky's early reports are a long time coming. And yet, we have installed new, fully re-equipped laboratory facilities, and additional scientists have been "convinced" to participate in the research. Kamsky is becoming less cooperative; I get the impression he is hiding something from us. But I am sure he would have mentioned any major breakthrough. No, it must be something more personal. When we carried out our initial experiments on monkeys, dogs, then whales, despite the dangers and loss of some of Anischenko's mercenaries, I sensed Kamsky's enthusiasm through his lively discussions with Bakharev. Then we started on humans, of which the Cartel seemed to have an inexhaustible supply. The first forced contamination was the toughest for Kamsky. After that, he gradually got used to it, and I would even surprise him at night observing the exocels. In any case, the Cartel has no scruples about this. Their investments run to tens of millions of dollars. Bakharev's prototypes alone come in at 150,000 dollars apiece! And so when Anischenko told me what he had discovered by pirating Kamsky's laptop, I could have killed him! That is why I have taken Anna aside: She's the last ace up my sleeve, and I will kill her without the slightest hesitation. Man, WHAT is with these long notes...Run left and open next door. Back in the room with bodies...Head down-left and open the door. Now hold on...before you rush over to the left, I better say an Exocel is inside that body. And it will jump out at you if you get to close. So be careful. Anyway, after it is dead, search the body for ammo and nab the medkit. Now, leave the room. Out here yet again, go left then up the small set of stairs. Use the door and you will open it with that handle we found back there.Oh, we are back in that room with the whale. Kill the zombies and go through the door straight ahead. Now, kill the zombie in the water here and climb up the stairs. At the top, head around left. You had better stop in at the armory and reload, this is the last time you can do it. Leave the armory and go left through the passage. At the split, go left. See that door there with the red light? That is the room Anna is in. Yes, that mouthy woman we hear every time we pass through here is Anna. Now, open the door. We can open it with that other code from Yusupov's Diary. Save. After the scene, pick up the ammo and note in the room. A letter to Anna from Kamsky My Dearest Anna: I have tried many times to write this letter, but always I have failed. I want to tell you how sorry I am for the way in which my work as affected your life. Since your mother died, I have out you through hell: endless moving, harsh tutors, remote boarding schools...However, you know how much my work means to me, especially since our arrival on the Star of Sakhaline. I realize I have never given you a normal childhood, but trust me, I will give you an extraordinary life. I love you very much. Papa Awwww....anyway, leave the room. Now if the zombies kill Anna, it's game over. So be careful. Your goal is to get back to the radio room. Kill the zombie that comes around the corner. Now, head in the direction of the armory. As you approach, the whole thing blows. The armory door goes flying of the wall! I hope you reloaded! Anyway, enter the door by the stairs. Somehow, Anna has already at the top of these stairs here. And a zombie is VERY close. To her. SO GET UP THERE AND SAVE HER! And make sure you don't acidentally shoot Anna! After the zombie is dead, go around the corner toward the doors. Open the big metal one as usual. Head down the corridor and up the stairs at the end. Take the right door for the Radio Room. Save. After the scene, leave and head down the stairs. Go around the corner and open the right door. Outside yet again. Just run across the bridge onto the large area, then go down the stairs. Take the door to the top-left. Move through the room and the power goes out! Just use your pistol light to get to the next door. Enter it. Well, back out here for one last time...Head around to where we unlocked that door earlier. We have the code for the left door now, so open it. In here, deal with 5 freakin' exocels. After they are dead, take the note on the crates. A note about the pumping station Attention: Maintenance crew Maintenance work on the pumping system scheduled for December 14th has been moved to December 18th due to delays in getting replacement filters. Since the risk of flooding is increased, you are advised agaisnt storing any munitions or weapons in rooms whose doors could be blocked by pressure. -Anischenko Ok, moving on. See the panel to the right, on the wall? Use it and you'll activate the bilge pump, draining those flooded areas. Now, head down the stairs and open the door. Oh great, back in the engine room. Run around to the left of the room and go down the stairs yet again. At the bottom, run to the left and go up the small set of stairs. Again. Open the door. Head through this room amd open the next door. Ok, back in this creepy place...run all the way to the end of it this time and open the door at the end. I didn't mention it earlier bacause it was blocked by water pressure. But that is no problem now, as it has been drained. Save. Ok, there are a LOT, and I mean a LOT of enemies in this room. Don't even bother fighting. Just run down the steps, run off to the left, and go up the stairs here. Open the door and your out of here. Well, look at this! It's that old water-filled room we have been through so many times. But it's drained. Take the first door on your left. In here, walk over to the cryogenic tubes and take the key. Now, take the note next to it and kill the zombie. A page about mutations Mutation Notes: One of the immediate effects of infestation by one or more exocels is that the host body's biological organization and morphology begin to change to suit the parasite's needs. Subjects no longer require sleep, and their higher cerebral functions are reinforced. As their flesh is gradually devoured by the exocel, their skin changes color and strange bulges appear which sometimes rip the skin. Infestation also triggers major physical modifications to the host, undoubtedly to better protect the hosts, as their bodies became incredibly strong and resistant to damage. Similar to the mechanism observed in cancer, infestation entails a multiplcation of cells and a spectacular increase in the volume of muscles. Mutation effects begin almost immediately upon infection. The first clinical signs of mutagenic change occur from within 3 minutes yo just over 2 hours, with the average effects occuring after 26 minutes. One third of all subjects demonstrated an additional form of mutation. These specimens developed tendrils, mainly on the upper chest, on the shoulders and on the back of the neck. These tendrils appear to function independently of the body to which they are attached, and have their own cwnter of locomotion. Upon dissection they were found to contain sensory organs, primarily related to smell and hearing. In some specimens, these tendrils were rudimentary and barely reached one inch in length. In others they were more fully developed, up to over a foot long. Finally done...try to leave the room. When you are almost at the door, a zombie will break out of a tube. Kill it and leave. Now take the next door to your left. Not much in here except a zombie. And another note...bleh... A letter from Yusupov about the antidote Gentlemen: I am delighted to inform you that Dr. Bakharev has succeeded in producing an effective antidote, provided it is administered soon after infestation begins. Indeed, it only works if a tendril has not yet reached a victim's brain. According to Dr. Bakharev, the antidote encourages the secretion of a particular enzyme along the spinal column that is lethal to the exocel. However, once the tendril gets into the victim's brain, the antidote is powerless. In parallel, Dr. Kamsky is researching how to limit the exocel's growth, and thus block the tendril's development. Dr. Kamsky has assured me there will be significant results in the next three months, provided he receives new specimens. -Dmitriy Ok, leave through the top-right door. Out here, go up the stairs. Open the door here. Climb up here yet again. A zombie will start trying to break through the door. Just run through the metal door. Follow the passageway forward. As the passage turns, a zombie will come at you quick. Blast it fast with the shotgun, then open the door at the end with the key we just got. Ok, the captian's quarters! Inspect the book on the desk. You will send the code thing to Anna. Afterwards, leave through the right door. Save. Ok, Anna wants you to meet her in the crows nest. Out here, run around to the left and climb the stairs. Here, kill all zombies. Now, climb up higher. Kill the zombies. Just keep climbing up the stairs killing any zombies that you see. Once you reach the top, you get the option to save. So save. Now watch as Anna and Tom try jumping to the rig. You make it, but Anna falls into the water. And in the following cutscene, the Exocel comes and infects you... ~End of part 1~ ~~~Part 2: Star of Sakhalin Oil Rig~~~ Ok, head forward toward the walkway that goes around ti the right. Wait for the first wave to crash, then quickly run forward. Ignore the other waves, as they should not hit you if you keep moving. Just keep running until you are safe. Keep runnig right and open the huge door. Walk over and use the panel to your right, on the wall. The elevator will go up a ways, then it will suddenly stop. Head through right door after it stops. As soon as you enter the next area, a zombie runs at you in flames. Just run right a bit and wait for it to fall and cool off. Now head forward along the long walkway. Head around to the left at the end and a zombie wil get up and attack you. Quickly kill it. The door to your left is an armory! And don't worry, this one will never blow up. Enter it. Reload if you want. By the way, for some reason all your weapons except the pistol are gone. Which sucks. When you are done, leave. Head forward and take the next left door. Save. A guy in here gives you an antidote to the Exocel in you. Yay!!! We are saved! After the scene, pick up the spear gun on the desk. Now take the note to your right... A note about the retinal scan General Order#22 The magnetic field control room is now off limits to all unauthorized personnel. The new security system in place incorporates a retinal scan lock. As of this moment, only Colonel Yusupov and myself are cleared for entry. -Anischenko Now, run to the far end of the room and investigate the desk on the right. Woo, another note... A letter from Yusupov Gentlemen: The first phase of the operation has been partially successful. Dr. Kamsky and his associates have succeeded in producing pwerful, efficacious and dangerous beings that can only be considered monsters. The injection of a partial antidote prior to forced contamination has given excellent results. Many of these things die quickly, but we have managed to produce creatures that are impervious to bullets, immeasurably stronger that our finest soldiers, ans even partly invisible. The possibilities are endless. Sadly, we have not yet perfected a process by which these monsters can be controlled. This is now our key priority. Dr. Bakharev's enzyme gas is most promising in this respect. I am sure you are able to understand that we need a little more time. Dmitriy Ok, now leave the room. The guy that saved you is out here. He tries to say somthing, then gets sucked into a vent duct and dies. After he is thrown back out, pick up the storeroom key by his body. Now head forward and go left along the next big walkway. When you get to a curve in the walkway, you will see a dead body with a shotgun by it. As you approach it, an exocel bursts out and you have to kill it. I have found that if you blow the head off before you get to close, the exocel will never burst out. Anyway, take the shotgun and head around the right. Just keep following the curving walkway. As you near the end, a zombie will climb over the fence and come at you. Shoot the barrel and blow it up quick:). Ok, pick up the good ol' AK-47 near the dead body on the right, then proceed forward. As you enter this next passage, a zombie runs at you. Quickly shoot it and kill it. Now just follow the path until you reach a door. The storeroom key we got will unlock it. Ok, we are in some massive cargo hold. Be warned, there are a LOT of zombies in here. Head left a bit then go forward between the 2 containers. A zombie will come running out of the left one. Kill it. Now go left and up the stairs. Run over to the panel on the right side of the catwalk and use it to open a door below. Now, take the grenade launcher in the case to the left. Heh. Now, head back down. On the ground floor, just keep running forward. The door we unlocked is straight ahead. Now, you will be attacked by a LOT of zombies here, so blast away until they are all dead. You may want to return to the armory now and reload all your newly-found weapons. After reloading, head back to the cargo bay and open the now-unlocked door on the right side. Save. Upon entering the next room, you will see something. Ignore that for now. Use your pistol-light and you should see a small door on thr right. Enter it. In here, there are some zombies and guards. Kill them all, or just wait until the zombies kill the guards and then kill the zombies. Go up the stairs and take the note on the computer desk at the far end. *Sigh* A page from Dr. Kamsky's Diary Scientific classification of the exocel is impossible because we have never seen anything like it before. It is as if some alien creature had crawled up from the depths, or some prehistoric survivor from ages long gone had awoken for reasons yet unknown. DNA testing on the multiple specimens indicates certain similarities to various arthropods, but the link is tenuous at best. Traces of other DNA, including mammalian, have also been found, but the results have been maddeningly inconsistent. Bakharev has advanced the notion that they are merely some sort of deep-sea creature affected by the former government's practice of sumping its nuclear waste at a nearby deepwater site. Yusupov takes such throughts very seriously, andI have often found him examining maps of the area with which he claims to be familiar, having spent part of his career there. Perhaps he knows things that I do not. What we do know is this: exocels are perfectly adapted to underwater life, capable of resisting enormous-and varying degrees-of pressure. Not like us wretched humans. Leave the room and head forward. Suddenly, you will be attacked by that thing we saw. When it is on the ground, blast it about 7 times with a shotgun and that should kill it. Also, if this thing gets on you mash the B button until R appears on the screen, then pull R and you should blast it right in the face and get free. After it is dead, head down the left passage. The elevator down the other passage is locked...At the end of the passage, take the right door. Head around the shelves in this room and enter the next door. In the next room, kill the guard. Just explore the room and get all the ammo, then leave. Head back through the room with shelves. I forgot to mention that there is shotgun ammo in here. Climb the stairs and go right to get it. Now leave. Go up the stairs to the right. At the top, go left and open the door. In here, go left and open the small green door at the end. The auto defense systems will activate and lock the doors. Just kill all enemies to unlock the doors. Pick up the flamethrower by the dead body. Ok, the door to the right is locked with a retinal scanner. And according to that note, only Anischenko has access. And behind that door is the Com. jammer we need to destroy. Crap. Go left up the stairs and take the note by all the computer screens. Bleh, another stupid note... A note about the magnetic jammer The AS1004 JACKS [Jammer and Communications Killing System] operates by emitting a continuously modulated spectrum of white noise on all radio frequencies. This prevents any interception of internal communication. The system also constantly scans for any signs of radar surveillance. When communication with the outside is deemed necessary and if the surveillance verification tests negative, a window is opened and communication is enabled. Thus far, the JACKS has proved to be perfectly efficient. Oops, I forgot a note. It is on the desk right by the entrance. A note about the flamethrower General Order#26 Practical flamethrower training will be given on the cargo dock tomorrow at 1400 hours. This training is designated to familiarize you with the use of this weapon. One of the basic recommendations is to take great care when usuing the flamethrower outdoors: the wind can deviate the flame, making it turn back on you. All military personnel are required to attend. -Anischenko Ok, now leave this room. Ignore the door to your right, as it just leads to a room full of zombies and nothing else. Head straight down the passage. Soon you will come to 3 or 4 guards fighting 2 or 3 zombies. Just shoot that little red valve to the left of them and it should torch them all. Ignore the door to the left. Head right past where all the guards were fighting and open the big shutter-like door to the left. Save. Ok, now we have to get past a bunch of laser trip mines. Just crouch and go under the first one. Ok, see how the bridge kind of dips down to the left here? Crouch and walk over that area to avoid the next laser. Repeat for the next one. From here on, just duck and go under the lasers in spots that they raise up. Open the door on the other side. Ok, in this room we have a LOT of guards. Just go through the room hiding behind cover and shooting guards when safe. When you turn left and near the end of the room, Anischenko will come with an elevator full of guards. Just hide behind cover and kill them all. Anischenko takes a few more bullets to kill than the rest of them. After everyone is dead, walk up to Anischenko and Tom will remove his eye. Well, now you can get through that stupid scanner! Now leave the room. Save. Out on the bridge again, you will find lots of zombies. Before you go firing away, watch them stupidly walk into the lasers and blow themselves up. This will save some amma and get rid of the lasers. After all are dead, cross the bridge like before and enter the door at the other end. Ok, head back to that room with the retinal scanner. You can open that door with the eye. Ok, in here just blow up the 3 machines in the back and that big thing will explode. Great, we destroyed the jammer! Now leave the room. Save. You will view a scene. A big monster comes and saves Anna, in the water...Strange, it is treating her like it's child...wait, that monster...It must be kamsky, Anna's father!!! After he takes her to a room, exocels infect her. Oh boy, this is bad. Head for the exit and an exocel will break out of a body. Kill it and the defense systems will shut down again. Now take the key by the dead body. He is right by the exit door. Remember that elevator we saw earlier? You know how I said it was locked? Well, go back there now. Leave the room, go forward and take a right. Open the door. Head down the stairs and run forward. When the path splits, you can take the left path to the elevator. But before that, I suggest you head back to the armory and reload. After reloading, just head back here and open the elevator door. Save. Forget the notes from now on, they are really nothing important. Hit the button on the wall to the left. After the elevator stops, take the door to the right. Well, this is nothing really hard. Just run when the waves recede and you will soon make it to the next door. Open it. Now I know it's tempting, but please don't shoot the barrels in here. It's just a waste of ammo. Head up the stairs to the left. Now, just follow the path into the next room. In here, drop down onto the floor. Pull out your flamethrower and torch the Exonest in here. After it is dead, walk over to the right. See that spot on the floor that is moving? Walk onto it and you will fall through. A cutscene plays. Oh boy, you just got infected again. Oh well...kill all the exocels in here. Ok, wanna do something funny? Look around until you see a zombie banging on a fence with 2 generators behind it. Shoot the power box to the right of it and the fence electrocutes, killing the zombie. And the generators blow up. Now, head right up the path. At the top, go through an opening on the right. In this disgusting place, kill the exocels. Head down the path. Kill the exonest to your right with the flamethrower. Now, enter the big door to the left. You should be in the underwater elevator. Use the switch on the right. After the elevator stops, go through the next door. Run through this tunnel. Near the end, you will get a scene. An invisible... thing is coming at you. Quickly pull out your shotgun. See the little puffs of dust appearing on the ground, coming toward you? Those are its footsteps. So aim your shotgun about 2 feet above the little dust puffs on the ground and BAM!!! Do this until it is dead. Now, enter next door. Ok... Run to the right and down a path until you reach a door with a big 6 on it. Enter this door. Kill the 2 zombies in here and open next door. In this room, there isn't much to do. There is a computer console, but it needs a code. So head on into the next room. Proceed through here killing zombies and stuff until you get to the next door. Open it. Well, what do we have here? Go get the antidote from the table in the center of the room. Now leave. Ignore the 2 zombies that try to kill you as you leave. We won't be coming back here so there is no need to waste ammo. Save. Ok, back in this room. Look over by the big piller. A note is lying on the ground now. Go ahead and get it, it's the code for that computer in the next room:). So head back through the room killing stuff and open the door in the little tunnel thing. A zombie will bust up through the catwalk now. This breaks it so you can't continue. Hmm...there are a LOT of zombies down there. You could drop through the hole, but I have a better way. Use the computer. You can use the code to elecrocute the zombies down there and blow everything else up. Easy! The catwalk will break and fall with you. Head through the open door on the right and follow the path to a big green-blue metal door. Open it. Ignore these monsters, there are too many! Just run straight through the room until you find a blue valve. Turn it to put out the fire. Now, run back and to the left and around to the door the fire was blocking. In the next room, you find a lot of water and 2 invisible things. So run through the water and up onto the platform in the center. When on the platform, look down and shoot the box to electrocute the water and kill the things! Now run right and take the medkit by the PC if you need it, then run over to the left. Take the tiny lift here up. Enter the door at the top. Save. Back in this room, run to the center where the things in tubes are. Use the panel here and the floor will move up. It's a giant elevator. Midway up, you will be attacked by a bunch of exocels. After they are dead, the elevator will move again. Once it reaches the top, explore around. It's kind of hard to say what door to take here. Just head around until you enter a small path that leads to a door. You will know its right because one of the things will burst out from the tubes. These things are completely invincible except for 1 area: Their massive left arm. Shoot this about 4 times and it will kill them. Easy! Just don't get to close to it. If it wacks you with that arm, it will take off about ----- this much of your life bar. After it is dead, enter that door. Just follow this path and kill the invisible things. Near the end, take the ammo and health to the left. Now continue up the path and open the door. Save. Well, here we are at Anna at last. You use the cure on yourself and here. Great...After the scene, leave the room and head all the way back to that room where we fought the big-armed thing. In here, look for 2 massive doors. Enter them and you will be at the bridge control room. K...kill the zombie here. Now, use the little panel to the left to extend the bridge. Now, go out onto the bridge a little ways. A big-armed monster will drop down ahead of you and start charging. So get back to the little panel ans use it to un-extend the bridge. The stupid thing will charge right off into the gap! Now re-extend it and cross it to the next door. Oh, it's that elevator that broke down earlier! Head straight through here and open the door. Head down the path killing zombies. Ok, remember the big gutty place we went to? In the habitation module? Well, stop by the armory and then head back to the habitation module. As you enter that room with all the barrels, a big-armed thing will drop down. Just ignore it. Run up the stairs and around the catwalk into that room with all the gutty stuff. Drop through the floor again. Now, look for those 2 generators we blew up down here and head right of them up the little passage and into the next room. Ok, go left and all the way down to the end of the passage. Open right door. In here, just go forward and crouch through the little ventilation duct on the right. Move forward and inspect the flashing laptop. Now, head through the room and leave. Save. Now head left and go through the big door on the right. The one that leads to the underwater elevator. Take the elevator down and exit. Kill all the exocels in this passage and move on. We are back in the room with the big-arms in tubes. Run around the left wall until you get to a locked door. The code Anna gave you will allow you to open it. So do it. Go down the ramp and through the left passage. Open the door. In here, just run through the room killing all enemies. After they are all dead, walk over to the next door and shoot the box. Lasers will cover the door. Shoot the extinguisher to blow them up. Ok, in this next room be VERY careful about the lasers. As long as you are crouched, you will be safe. At the end of the room, take the C4. Now, an invisible thing will come toward you. Kill it and DO NOT hit the barrels. If even one barrel explodes all barrels and laser tripmines in here will blow and you won't have a chance of living. Head all the way back to the underwater elevator. Place a C4 in the elevator. Now run and get out of there. Don't think your safe. That thing will blow any second and when it does this whole under water tunnel will break. So keep running and open the door at the end before you drown. Ok, head up the elevator and go back to the bridge control room. In the control room, go over to the left of the crates. Put a C4 here, on the X. Now run and get across the bridge and to the door before the whole thing blows up. Now, go through the elevator again. Follow the path and restock at the armory. Now head forward until you reach that big cargo room. There are a LOT of big-arms in here. To make matters worse, that door is locked again. Don't even try to fight all these things. Just climb up the stairs and unlock the door, then get back down and get to the door. Simple. Ok, go left in here and take a left when the path splits. At the end, take the stairs up. Enter the door at the top. Ok, just to your right is an X. Place a C4 here, then run to the right. Go all the way to the end and open the last door. Out here, everything is about to blow. Keep running to stay ahead of the falling bridge. Enter next door. Back where we fought Anischenko. Run through here. A big-arm is in here, but ignore it. just take the elevator at the end. Ok, now just run through this final room ignoring the monster. Open the door and MAKE SURE YOU SAVE. The final boss is next! Ok...so, Anna must rig this place with C4, but it seems Kamsky doesn't want her to do that. IF he even gets near Anna, he will grab her and kill here. So pull out the AK-47 or TMP and blast his back. When he turns around, run to the left or right to dodge his attack. Repeat until Anna is done rigging thr C4. After the scene, you will have to beat this guy. Don't bother attacking, he is invincible. There is only 1 way to beat him. When he charges at you, quickly run left or right to dodge his attack. But right after he swings his arm, run in front of him. You WANT to be hit by his second arm, because this will always result in him picking you up. Button mash B, then hit R when R appears and you will blast him right in his hideous face. Just do this 2 more times and he'll die. After he is dead, you will have beaten the game! Great job! Enjoy the explosive ending. (c) 2006, Dustin B. A.K.A. The Blue Ottsel See you on my next guide!