"On a hellbound vessel, everyone is dead weight."
-------------------------------------------------
___ ___ __ _____ ______ ______ ____ ____
.' `. .' `. | | | `. | | | | .' `.' `.
/ \ / \| | | \ | | | | | - \
| |\ | _ | | | _ | | __| | ___| | _ - _ |
| | | | | | | | | | \ | | | | | | | | - | \ |
| | | | | | | | | | | | | | | | | | | - | | |
| | |___| | | | | | | | | | |__ | |___ | | | - | | |
| | | | | | | | | | | | | | | | |_| - |_/ |
| | | | | | | | | | | | | | | | - /
| | | | | | | | | | | | __| | ___| | - |
| | ___| | | | | | | | | | | | | | _ - _ \
| | | | | | | | | | | | | | | | | | | - | \ |
| | | | | | | | | | | | | | | | | | | - | | |
| | | | |_| | | | |_/ | | | | |___ | | | - | | |
| |/ | | |__ | | | | | | | | | - | | |
\ / \ /| || / | | | | | | | - | | |
`.___.' `.___.' |_____||_____.' |___| |______| |__| |__-__| |___|
______________________________________________________________________________
==============================================================================
COLD FEAR
---------
FAQ/Walkthrough
Copyright (c)2005-2013 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 03/30/13
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]
SPIRIT OF THE EAST.............................................. [0310]
Mission 1: Find the Emergency Radio Code....................... [0311]
Mission 2: Find the Radio Room................................. [0312]
Mission 3: Find Yusupov........................................ [0313]
Mission 4: Free Anna Kamsky.................................... [0314]
Mission 5: Escort Anna to the Radio Room....................... [0315]
Mission 6: Find the Autopilot Unlocking Code................... [0316]
Mission 7: Reach Anna in the Crow's Nest....................... [0317]
STAR OF SAKHALIN................................................ [0320]
Mission 1: Find the Medicine Cabinet........................... [0321]
Mission 2: Find Anischenko..................................... [0322]
Mission 3: Deactivate the Magnetic Field....................... [0323]
Mission 4: Find the Antidote For Anna.......................... [0324]
Mission 5: Find the Emergency Radio Code....................... [0325]
Mission 6: Find Kamsky's Laptop................................ [0326]
Mission 7: Find the Room With the C4........................... [0327]
Mission 8: Get the C4 and Place the Charges.................... [0328]
Mission 9: Kill Dr. Kamsky..................................... [0329]
[4] DOCUMENTS........................................................ [0400]
Spirit of the East.............................................. [0410]
Star of Sakhalin................................................ [0420]
[5] WEAPONS.......................................................... [0500]
[6] UNLOCKABLES...................................................... [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]
==============================================================================
==============================================================================
Spirit of the East [0310]
==============================================================================
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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].
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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.
==============================================================================
Star of Sakhalin [0320]
==============================================================================
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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].
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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].
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------
Mission 9: Kill Dr. Kamsky [0329]
------------------------------------------------------------------------------
[ ] - Protect Anna
[ ] - Defeat Dr. Kamsky
Enter the storeroom to encounter your last ExoMass. Take it out but stock up
on any items. If you didn't collect all the med packs and ammo from the fight
with Anischenko, well, here they are. If not, then that sucks, but shouldn't
be a problem.
Ride the elevator to the transit room. Use your shotgun to blast the pair of
ExoShades running around. You can stock up on more ammo and med packs by
destroying the crates in the back of the room. Exit through the door for the
final confrontation!
- BOSS: Dr. Kamsky -----------------------------------------------------------
That stupid Kamsky has become his own horrifying creation by becoming some
hideously deformed monster with tentacles and all. You will find Anna and
Kamsky on the heliport. Anna has to place the C4 charges around the heliport,
but Kamsky thinks otherwise.
Distract Kamsky from Anna by shooting him. If Kamsky reaches Anna, the game
is over. Whip out your AK-47 or MP5 and open fire on Kamsky's back. Continue
to blast Kamsky's back until he turns around and charges at you. It's easier
to dodge by his hand position.
If he raises his right hand to club you, then run under his left arm and vice
versa with his other arm. It's safer to stay in the middle of the platform.
If you stay on the edge, Dr. Kamsky has more walking distance, which gives
Anna more time to place the charges. It's your choice, so do whatever you
feel is more comfortable.
When Anna successfully places all of the charges, Dr. Kamsky changes up his
routine a bit. Anna flees the platform, leaving just you and Kamsky. Do not
even bother shooting Kamsky; he's now invincible. The only way to hurt Kamsky
is to score a critical hit.
Dodge Kamsky's charge and club attacks, and stay near his legs. Kamsky will
pick you up and attempt to crush you in his hand. Repeatedly tap the button
shown onscreen and quickly press the right trigger to fire when the button
appears onscreen.
If successfully done, Hansen will blast Kamsky right in his ugly face. Repeat
the process of getting picked up and blasting him in the face two more times
to kill Dr. Kamsky and finish the game.
------------------------------------------------------------------------------
Congrats, you've beaten Cold Fear! Now sit back and watch the ending.
______________________________________________________________________________
==============================================================================
4] DOCUMENTS [0400]
==============================================================================
==============================================================================
Spirit of the East [0401]
==============================================================================
------------------------------------------------------------------------------
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 intrests of
economy, use body searches when really necessary.
3) Use the butt of your rifle in close combat situations: this will enable
you to gain the necessary distance to adjust your aim.
4) Some of your opponents will attempt to immobilize you. Do not simply empty
your clips; strike out at them to free yourself and shoot at point-blank
range; this is generally highly effective.
-Anischenko
------------------------------------------------------------------------------
A Note About Electrical Boxes
------------------------------------------------------------------------------
Certificate of Death
Name: Cpl. Y. Legai
Cause of Death: Electrocution
Details:
According to witnesses, Corporal Legai had misplacedhis electronic key while
on duty. Unable to reach hisofficial post, he promptly fired at the
electrical control box on door 114, causing it to explode. Exposed live
wiring subsequently came into contact with a pool of water on the floor. The
door opened, however Cpl. Legai was electrocuted.
No follow-up necessary.
------------------------------------------------------------------------------
A Note About the Armory
------------------------------------------------------------------------------
General Order #12
Smoking in the armory is strictly forbidden. All types ofmunitions are stored
there, and some are particularlyunstable. 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
------------------------------------------------------------------------------
A Page From Yusupov's Diary
------------------------------------------------------------------------------
Our first encounters with the creatures we now call the exocels came roughly
two months after drilling commenced on the Star of Sakhalin platform. In
fact, I was already familiar with this platform: we used to use it as a port
of call when patrolling these hostile waters, and I was determined it would
again be deployed as part of our international operations. Whilst drilling
had effectively stopped some years before, this was not because the rig was
unprofitable - quite the contrary! - it was because the spare parts often
needed were simply never delivered. The Russian 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 its recommissioning myself. The
communication jammer, the plans for which had been provided by former Red
Army brain Sergei Autarian, was remarkably effective: as far as
international "ears" were concerned, whether listening in on earth or from
space, there was nothing there but inhospitable ocean and the odd iceberg.
For the first 25 days, drilling was successful, as expected. And then, even
though our sonars confirmed the presence of a huge oil reserve, the pressure
started to drop... Suddenly the drill brought up several exocels that
Anischenko and his men had great difficulty in overcoming. Two days later, we
noticed more specimens crawling up the platform's columns. I immediately gave
Anischenko orders to capture some of them. That's when I saw my first
contamination.
------------------------------------------------------------------------------
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 laying 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
------------------------------------------------------------------------------
A Page From Dr. Kamsky's Diary
------------------------------------------------------------------------------
Notes on Exocel Infection
We have deliberately infected and observed over 300 subjects, including dogs,
apes, orcas and human beings. Those subjects have been placed under permanent
biometric surveillance and dissected to accurately chart the growth of the
exocel organism and help us learn how to control the process.
Infection and Change
The time it takes an infected individual to mutate depends on two factors:
how long it takes the exocel to get a tendril into the victim's brain, and
the infected body's natural resistance. At present, we have no way of knowing
how long the complete process takes for a given individual, since body mass,
height and age seem to be of little importance. Any individual infected by an
exocel should thus be given the antidote as quickly as possible. If no
antidote is available, the host's brain must be destroyed, and I mean
destroyed, to prevent the subject from becoming an active, and potentially
contaminating host. Indeed, the exocel seems to be able to re-animate a brain
that has been clinically dead for several days.
------------------------------------------------------------------------------
A Note About Fire Extinguishers
------------------------------------------------------------------------------
General Order #6
All soldiers are to be extremely cautious in exchanging gunfire in rooms
containing fire extinguishers. These devices contain highly compressed gas
which can cause explosions. You will be held responsible for any damage you
cause to the ship or to your comrades.
-Anischenko
------------------------------------------------------------------------------
A Note About 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 lead to
lengthy, dangerous, and costly repairs, it also causes a jet of burning gas to
burst from the broken valve. Two technicians have already been badly injured
as a result. Please order your men to cease this immediately.
------------------------------------------------------------------------------
A Letter About the Spears
------------------------------------------------------------------------------
From: Dr. Pavel Bakharev
To: Colonel Dmitriy Yusupov
Re: Exprimental Speargun
As per your request, here is a manual on how the speargun weapon works.
Please note that these are still experimental devices, and should only be
used in the greatest of emergencies. Also bear in mind that the production of
the spears is complex and costly; they must be used for their intended
purpse, 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
------------------------------------------------------------------------------
Vusupov's Diary
------------------------------------------------------------------------------
I often wondered what really convinced Kamsky to work for me: the well-being
of his beloved daughter, or the first poor-quality shots of the exocel I
showed him. I recall his first encounter with this strange creature: he
seemed both horrified and fascinated. However, when one was turned loose on a
caged dog, it was his fascination that clearly got the upper hand.
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 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 gases given off. Bakharev
was the one who built the first prototypes of the compressed air speargun.
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 lastest 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 about 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: BP070191
Code for the main deck hold (Anna): RP250486
------------------------------------------------------------------------------
Vusupov'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 the 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
------------------------------------------------------------------------------
A Letter From Anna to 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 has affected
your life. Since your mother died, I have put 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 Sakhalin. 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
------------------------------------------------------------------------------
A Note About the Pumping Station
------------------------------------------------------------------------------
Attention: Maintenance crew
Maintenance work on the pumping system scheduled for December 14th has been
moved back to December 18th due to delays in getting replacement filters.
Since the risk of flooding is increased, you are advised against storing any
munitions or weapons in rooms whose doors could be blocked by pressure.
-Anischenko
------------------------------------------------------------------------------
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 reached the 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
------------------------------------------------------------------------------
A Page About Mutation
------------------------------------------------------------------------------
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 in the host,
undoubtedly to better protect the hosts, as their bodies become incredibly
strong and resistant to damage. Similar to the mechanism observed in cancer,
infestation entails a multiplication of cells and a spectacular increase in
the volume of muscles.
Mutation effects begin almost immediately upno infection. The first clinical
signs of mutagenic change occur from within 3 minutes to 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 develop 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 to have their own center 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.
==============================================================================
Star of Sakhalin [0402]
==============================================================================
------------------------------------------------------------------------------
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 incorperates a retinal scan lock.
As of this moment, only Colonel Yusupov and myself are cleared for entry.
-Anischenko
------------------------------------------------------------------------------
A Letter From Yusupov
------------------------------------------------------------------------------
Gentlemen:
The first phase of the operation has been partially successful. Dr. Kamsky
and his associates have succeeded in producing powerful, 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 than our finest
soldiers, and 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
------------------------------------------------------------------------------
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 of 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 dumping its nuclear waste at a nearby deepwater site. Yusupov
takes such thoughts very seriously, and I 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.
------------------------------------------------------------------------------
A Letter to Anischenko From Yusupov
------------------------------------------------------------------------------
Yuri:
Congratulations on your assignment to the Star of Sakhalin. You know how much
faith I have in you since our shared posting in Afghanistan. In recent years,
you have been a valuable part of our organization, always making the right
decisions faced with our many problems. The Cartel recently informed me of
its complete satisfaction. I must stress that this new assignment is
potentially more dangerous than previous undertakings. Obviously, your
compensation and funding will be commensurate to the risks run. The orders
are straightforward: Guard the platform against any and all intruders. The
Star of Sakhalin is radar-jammed (RS1004 JACKS), which should make matters
easier. Do not hesitate to "encourage" the scientists to work faster. The
sooner they get it done, the sooner you will receive your payment. I know you
do not like having women (and Anna IS a women) interfere in your work, but I
have no choice in the matter. When all this is finished, Boris' finest vodka
is on me.
-Dmitriy
------------------------------------------------------------------------------
A Note From Anischenko About Bakharev
------------------------------------------------------------------------------
Security Dossier:
Bakharev, Dr. Pavel
Security Clearance: Blue
Profile:
I have had a chance to check Bakharev's details. Nothing leads us to conclude
that he is not what he claims to be. Dr. Kamsky has left me in no doubt as to
his scientific merit, Bakharev is reputed to be an expert scientist. The fact
that Bakharev knows Kamsky's daughter is quite fortuitous. In the
biotechnology field, it is well known that Bakharev holds Dr. Kamsky in very
high esteem. In this respect, he is not unlike many other specialists in the
field. Bakharev also did most of the recruiting of the additional scientists.
His contacts with the Cartel are indirect. Consequently, I do not believe
that he is a spy working for them.
Please destroy after reading.
-Anischenko
------------------------------------------------------------------------------
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 designed to familiarize you with the use of
this weapon. One of the basic recommendations is to take great care when
using the flamethrower outdoors: the wind can deviate the flame, making it
turn back onn you. All military personnel are required to attend.
-Anischenko
------------------------------------------------------------------------------
A Note About the Magnetic Jammer
------------------------------------------------------------------------------
The RS1004 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.
------------------------------------------------------------------------------
A Note About the Magnetic Jammer
------------------------------------------------------------------------------
WARNING: Important information for optimum RS1004 JACKS operation.
For security reasons, three generators are used to maintain the system's
operational status: one generator connected to the platform's main power
grid, and two standalone generators. Even in the event of a general failure,
the jammer thus remains functional. The system will fail to operate only if
all three generators are disconnected or destroyed.
------------------------------------------------------------------------------
A Page From Dr. Kamsky's Diary
------------------------------------------------------------------------------
Certain specimens have manifested a form of asymmetrical development. In
these cases, the exocel produced mutations that were particularly resilient,
powerful and aggressive. Their skins grow so thick and resistant that they
become imprevious to the hardest blows, and even to gunfire. However, certain
body parts of individuals who had undergone this type of mutation continued
to react normally to wounds: this mostly concerns the upper limbs, which
become particularly developed. Repeated blows to these body parts were shown
to be fatal. In addition, these specimens react strangely to bait spears:
they become hysterical and seek to destroy them at all costs.
------------------------------------------------------------------------------
A Report About Contamination
------------------------------------------------------------------------------
One of the reasons the exocels may have previously escaped detection is that
they demonstrate an occasional ability to blend in with their environment.
In at least one test subject, 14-02, we have managed to amplify this
phenomenon after blocking the contamination process and extracting the
exocel. The subject quite literally became invisible, whereas infrared-
enhanced viewing clearly confirmed its presence. Otherwise, only a faint
ripple or disturbance could be seen when it moved. What fantastic uses could
be made of this!
Exocel behavior is quite simplistic. The extremity of their tendril is lined
with millimetric fangs that sink into their victim's skin. The exocel uses
them to pump the victim's blood, thereby weakening him. This renders the
victim vulnerable to contamination since exocels are only able to infest a
host that is either weak or unconscious. Afterward, they enter the body
through the mouth. In some cases, they have been observed infesting dead
bodies, though this activity seems to be limited to corpses that have not
suffered significant structural damage or undergone extensive decomposition.
Contaminated human hosts, alive or dead, are immediately driven by the
exocel's urges to seek and destroy warm-blooded life. This serves two
purposes: it feeds the exocel's hosts, who frequently engage in acts of
cannibalism, and provides new potential hosts for other exocels. The
mutations induced in their hosts require tremendous amounts of protein, which
means that the hosts are constantly seeking fresh prey.
The secondary phase of exocel life, what we now call the "tumorous" phase in
the which the exocels become "breeders", is extraordinarily difficult to
destroy, even though condemned to immobility. Only fire can effectively
destory these forms of exocel. The "breeder" produces "contaminators" at a
still undetermined rate. The link between the "contaminators" and
their "breeders" remains a mystery, although it seems a contaminator will
fight to the death to protect its "parent".
------------------------------------------------------------------------------
A Memo to Yusupov
------------------------------------------------------------------------------
To: Col. Dmitriy Yusupov
Re: Platform Readiness
Subject: Progress of platform operations
All drilling operations have ceased. The laboratory facilities are now
operational and have been equipped according to Dr. Kamsky's instructions:
confinement cells, decontamination chambers, scanners and scanning electron
microscopes. The first specimens are onboard and the 20 scientists I have
recruited at your request will be here on Thursday. Anischenko has enabled
the communication jamming system, and all drilling crew members have been
evacuated (those aware of the presence of exocels have been "dealt with
seperately"). Work can now get underway.
------------------------------------------------------------------------------
A Page About Experiments
------------------------------------------------------------------------------
We have observed that electric discharges have no effect on the exocels'
neuronal network. However, once the exocel has taken control of a body, both
the exocel and its host are vulnerable to any source of electricity. In fact,
prolonged exposure to a strong electric charge results in death.
As a precaution, we have electrified the floors in the experimental chamber.
This system is only to be used in case of an extreme emergency.
------------------------------------------------------------------------------
A Page From Bakharev's Diary About the Antidote
------------------------------------------------------------------------------
It seems plain to me now that the key to preventing the exocel from taking
complete and fatal control over its host lies in blocking the penetration of
the creature's tendril into the victim's brain. If the brain could be
stimulated to produce some sort of enzyme toxic to the exocel, it would kill
the creature, effectively putting a stop to the infection.
Some progress has been made in stimulating the production of autolytic
enzymes, which have proven to be extremely toxic in relation to the exocel,
in some cases completely liquefying it. My hope is that if these enzymes
could be created much more quickly, they might liquefy an exocel inside a
host body, causing it to dissolve and be flushed out naturally.
Kamsky has suggested a slight change of method. He proposes a more measured
level of stimulation with a view of obtaining a slower, more progressive
production of enzymes in order to observe the host's mutations in detail. I
fail to understand his objectives, but he insists we need this information.
------------------------------------------------------------------------------
A Page From Dr. Kamsky's Diary
------------------------------------------------------------------------------
I can't help thinking that these creatures have great potential. If we could
learn how to reproduce and harness the way they alter their hosts, the
results could be decisive. Yusupov wants me to create beasts, things that can
be used to kill. He fails to see how we could use the exocels to improve
life!
Nevertheless, he has Anna, and thus I am forced to obey - at least for now. I
have been merging exocels with subjects - Yusupov has forced me to use humans
lately - and then trying to guide the mutations that result. I've made some
monsters for Yusupov. Let us see what I can make for myself.
------------------------------------------------------------------------------
A Report About the Exocel Life Cycle
------------------------------------------------------------------------------
Official report on the exocel's life cycle and reproduction
Dr. V. Kamsky and Dr. P. Bakharev
Extracts:
There are two main phases to the exocel life cycle: reproduction and
contamination.
To reproduce, the exocel transforms itself into what we now call "breeders":
stationary, organic structures of potentially considerable size, basically
shapeless and particularly repulsive in appearance. When the exocels enter
this phase, they find a safe, isolated location, usually high up, attach
themselves firmly to it with their tendrils, and immediately start growing.
The breeder starts hatching out new "contaminators" within 24 hours through
an asexual "budding" process..
Contaminators are small, fast and highly mobile. When attacked, they curl up
into what could be called a fetal position, exposing a hard external shell,
but which is quite soft and vulnerable on the inside. Their "mission" is to
find a host, infect it parasitically, and feed on it from the inside. It may
need to repeat the process several times, but eventually this produces an
adult, mature exocel, ready to settle down as a breeder and start producing
more contaminators.
Physically speaking, contaminators are weak. As a result, they can only
contaminate dead, dying or weakened hosts. Healthy, strong organisms can
easily fight them off. This explains why "hungry" exocels seek to weaken their
prey before contaminating it. Once the exocel has integrated its host - and up
to 7 can share a single host - it effectively takes control of it by sending
"tendrils" up into the host's brain. Thus, to permanently eliminate an
infected host, its brain must be destroyed. In fact, the host's other body
parts are all but indestructible: muscle mass increases at a spectacular rate,
and bruised or injured tissue heals almost immediately.
As Prof. Nicolai Kastagnev explained during our last encounter, this process
requires large amounts of protein. Human protein is naturally preferred,
since it will be building human cells. As a precaution, the contaminators
also shut down their host's higher brain functions, essentially switching off
the host's personality. The body is left to defend itself and find food.
Moreover, it seems that during a more advanced stage in the mutation process,
the contaminators reactivate certain of their host's intellectual functions,
turning them to their advantage to perceive space, use tools and even devise
and communicate strategies. One of the main benefits of this is to facilitate
the search for new, potential hosts by attacking, wounding and killing other
healthy humans.
As indicated above, even bodies that are dead, but in otherwise good
condition, can be "re-animated" by the exocels, which energize the host's
nervous and muscular systems. The tendril in the brain turns the corpse into
an extension of the exocel's body in a sort of monstrous symbiosis. Bodies
frozen for months or even years could conceivably be used in this fashion by
the contaminators.
At a certain stage in the mutation, which varies according to individual
hosts, the process is reversed: the contaminators escape from the host's
body, which enters a state of rapid putrefaction. The same occurs when an
exocel is forcibly extracted from a body, usually by destroying the host's
brain or by burning it entirely.
Whilst we are learning more each day, our results are already highly
promising. Obviously, the next stage is to control the whole process to
obtain what we are all striving for. We remain confident.
-Viktor
------------------------------------------------------------------------------
A Scientific Log
------------------------------------------------------------------------------
Experimental Log - Subject Series G3
Experimental subject G3-01
Control subject (B. Cardunev). Was sedated then deliberately infected (forced
ingestion). Received no antidote. Showed first signs of metamorphosis within
20 minutes. Base phase of metamorphosis complete ithin two hours. Symptoms:
increased muscle mass, regeneration of tissues after injury, modification of
internal organs, excessive hunger for protein, shutdown of all higher brain
functions.
Experimental Subject G3-02
Control subject (S. Fratiniev). No contamination. Received 20 mls of serum
A9. Side effect: mild thoracic skin rash.
Experimental Subject G3-03
Test subject (G. Petrov). Killed himself by repeatedly bashing his head
against the bars of his cell once infected. No data collected.
Experimental Subject G3-04
(B. Vidaleiev). Subject was sedated and then contaminated by forced
ingestion. Received 20mls of serum A9b. Visible mutations after 14 minutes,
but did not continue along expected track: mutation continued in asymmetrical
pattern, causing disproportionate development of the upper left limb. The
contaminating agent seems to have infected this limb and multiplied within
it. Subject's entire body showed great resistance, including exposure to
fire. Only the left arm showed any signs of vulnerability. Subject destroyed
after 15 days of observation: risk too great.
Experimental Subject G3-05
(B. Carrayan). Subject was injected with 20 mls of serum A9, then put down.
Subject was infected posthumously. Exocel demonstrated its ability to re-
vivify corpses in otherwise good condition. Serum had no apparent effect.
Experimental Subject G3-06
(H.Abbash). Subject was sedated then contaminated by forced ingestion.
Injections: 10 mls of serum A9b and 10 mls of A10 (neurotransmitter blocker).
Onset of mutations was delayed for 9 hours, 32 minutes, improved regenerative
properties, pigmentation alteration of skin and eyes, reduced higher brain
activity, especially cognitive functions. Dissection revealed a tendril along
the spinal column, but in a deteriorated form.
This could be the breakthrough we are looking for!
------------------------------------------------------------------------------
A Note About the Yellow Steam Valves
------------------------------------------------------------------------------
To: Major Anischenko
From: Maintenance unit
Re: Yellow valves
Major, while I appreciate the fact that your men have effectively ceased
vandalizing the red fuel pipe valves, I am most disappointed to learn that
they have now turned their targets to the yellow steam pipe valves. These
are, if anything, even more dangerous and troublesome to repair. I realize
that labor costs are not an issue here, however, I would prefer our men to
serve the intrests of Kamsky's experiments rather than being burned to death
by jets of hot vapor. Furthermore, the scientists run the risk of an accident
at any moment.
Thank you.
------------------------------------------------------------------------------
A Memo to Yusupov
------------------------------------------------------------------------------
To: Col. Dmitriy Yusupov
Re: Platform Readiness
Subject: Progress of platform operations
All drilling operations have ceased. The laboratory facilities are now
operational and have been equipped according to Dr. Kamsky's instructions:
confinement cells, decontamination chambers, scanners and scanning electron
microscopes. The first specimens are onboard and the 20 scientists I have
recruited at your request will be here on Thursday. Anischenko has enabled
the communication jamming system, and all drilling crew members have been
evacuated (those aware of the presence of exocels have been "dealt with
separately"). Work can now get underway.
------------------------------------------------------------------------------
A Letter From Kamsky to Anna
------------------------------------------------------------------------------
My dearest Anna:
What I promised you in my last letter is now coming about. The power within
me is greater than what I imaged in my wildest dreams. Still, I have the
impression that my metamorphosis is not yet complete. My arms are continuing
to develop. Soon, whoever approaches me will have to suffer the consequences
of my furious anger. Anna, at last I have found what I've been looking for:
an appointment with immortality. Come with me Anna, it's the most beautiful
of all Kingdoms. I have built it for you... Anna, my dear daughter... I feel
so strong... I must destroy the antidote... I don't want to go back to where
I came from...
------------------------------------------------------------------------------
Pages From Bakharev's Diary
------------------------------------------------------------------------------
October 16
We have obtained excellent results with the latest strain of Viktor's serums.
However, while they are preventing the exocels from killing their hosts, the
poor souls continue to undergo hideous and painful mutations. The serum also
seems to speed up certain phases of the process. What we are creating here
can only be called monsters.
October 19
One of the experimental subjects is driving me mad. I don't understand why
Viktor insists on keeping his failures. This thing is constantly bellowing,
and climbing the walls and ceiling of its cell. It is a good thing that it
hates the light, otherwise it would be virtually uncontrollable. But the
shouting - it goes on all night. The sound of it chills my blood.
October 20
It stared at me all day in the lab. I could feel its eyes on me everywhere I
went. A. Carrev and L. Bartolovich have noticed my fear of it. Why won't
Viktor destroy it?
October 21
Today I caught that damnable creature trying to take apart its cell. I swear
it started smiling at me when I saw it. I forced it back into a corner with a
strong light before fetching a technician, M. Pirev, to repair the damage. It
howled the entire time, as if to let me know that someday it will come for me.
October 22
It has apparently acquired new powers. I spent all day watching it, and to my
horror I discovered that its howling made all the lights in the entire
scientific module go out. Fortunately, the power was quickly re-established,
but it gave that hideous scream and the lights died again. I tried talking to
Viktor about it, but he would have none of it.
October 23
Today we infected the last of the prisoners Yusupov had brought in for use as
test subjects. Kamsky used an additional 20 centiliters of serum A4-12, but
the results look the same - uncontrolled asymmetrical mutation. I think these
test subjects will be put down. A. Briclov and B. Delbosky will do the
necessary, as
usual.
Viktor is furious. Like me, he feels that we are on the verge of a
breakthrough, and that only a few more subjects are needed. Whilst I do not
feel remorse, my sleep is haunted by terrible nightmares. Even if the test
subjects are dangerous criminals, they deserve better than this. I will be
glad to go back to working on apes and other lesser creatures.
October 29
One of Anischenko's men went missing today.
November 1
An experimental specimen vanished this morning. I do not mean that it
escaped - it vanished. All that could be seen was a slight disturbance in the
air, like some sort of heat mist. It is terrifying to think of the powers
that we may be unleashing here.
November 2
We have established beyond all doubt that the missing specimen is still in
its containment cell. Its aggression and insanity must have a reached a
threshold, after which it started bashing itself against the walls of its
confinement in an attempt to escape. When it struck hard enough to injure
itself, it faded into view for a moment and tried to escape. Clearly, injury
renders it visible. Is this its last trace of humanity?
November 3
We have taken to filling this specimen's chamber with a fine mist, which
eneables us to better observe it. Its appearance is most strange. Death no
longer seems to be at work.
November 4
Two more guards, A. Barrov et B. Martinev, have disappeared. Anischenko is
accusing anyone and everyone. Viktor is strangely calm, arguing that they
probably got drunk and fell overboard. This is plausible - these mercenaries
crave only their weapons, alcohol and sex. And yet... Viktor's lack of
concern is disquieting.
I wish I could believe him.
November 10
When I came into the lab in the morning, it was clear that someone had been
working there all night. I immediately suspected C. Combiev et D.
Fernendenko, two assistants I don't trust. I asked Viktor about it and he
said I was imagining things, that I had been working too hard. He was the
last person here in whom I kept a little trust. I often think of my
university friend D. Florianov; I should have taken his advice... but it's
too late now.
November 16
Yusupov left today aboard the whaling ship. He claimed he was going with
Lubenski to make sure they get some good specimens for the lab. I think he
just wants to get away from Viktor. At first, Yusupov had to use Anna as a
hostage to get Viktor to work for him. But now, Kamsky is more enthusiastic
about it than Yusupov. It is a strange reversal of roles. Anna also went
along, of course. I find myself fearing for her safety. But perhaps she is
safer with Colonel Dimitri Yusupov than she is here.
November 20
Another mercenary, F. Pierrov, has vanished. Anischenko is beside himself
with anger. He blames American spies: an old habit.
November 24
One of the exocel containment chambers is empty: we are now all in terrible
danger. Viktor seems unconcerned, claiming that the creature died so he threw
it overboard. I was furious. I told Viktor that if one of the creatures dies,
we have a scientific duty to study it to find out why. Two other researchers,
O. Floretsky and J. Lorenev, agreed with me. But Viktor replied by saying he
had learned all he wanted from that specimen.
He also said that he had come up with a solution to the problem of not having
what he called "appropriate" subjects. He would say no more on the subject,
however, telling me that I should not worry myself with such details,
especially when the work on the antidote was going so well.
December 1
Two more mercenaries, A. Delbev and T. Dessaiev, are missing. Anischenko is
preparing for an assault. He reckons there must be a breach in the magnetic
jamming. I think he is barking up the wrong tree.
December 3
We established radio contact with the whaler today. A storm is moving in,
making communication very difficult, however I'm sure I heard them say they
thought there were exocels on board. I felt my blood go cold. Anischenko gave
them orders to turn back, but there was no reply. They have not responded to
any of our calls since. I surprised myself praying for the souls of those
onboard, especially for Anna, whose only misdeed is being the daughter of her
father.
December 4
Today is a day of calamity! Viktor has vanished! His notebooks are missing,
as is his laptop. The samples of serum and antidote we were working on? Gone
too! Perhaps he has gone mad and thrown himself into the sea, unable to bear
the things he has done. Personally, I don't think so.
I am convinced he has decided to experiment upon himself, and that he is
hiding somewhere, awaiting metamorphosis. He often said that his ultimate
objective was to arrest the "exocel" process. He said it would be a
tremendous feat to harness the creature's power, mutations and subsequent
changes of personality. If I ever set eyes on him again, I do not think I
will recognize him. Hopefully, all this is a bad dream. God help us all if he
has succeeded.
December 5
Still no word from the whaler. Still no sign of Viktor. And today, someone
released the last remaining specimens from the laboratory. They are now
roaming all over the platform, and the exocels are breeding like wildfire.
Anischenko has barricaded himself in with his men, but it is useless. I await
certain death.
Viktor, what have you done?
This time, I was very nearly done for... I am going to take refuge in the
sick bay... As far as I'm aware, there have been no attacks there...
I am taking the last prototype and a dose of antidote... I know there are
others in Kamsky's lab, but I can't bring myself to go there...
Anna will come looking for me. Please hurry Anna, I'm afraid there may not
be much left of me by the time you get here!
The two helicopter pilots, C. Lekachev and J.B. Beletsky, have been killed.
Anna is now the only one who can save me...
______________________________________________________________________________
==============================================================================
[5] WEAPONS [0500]
==============================================================================
------------------------------------------------------------------------------
.45 Handgun
------------------------------------------------------------------------------
Max Ammo: 38
Clip Size: 7
The pistol is the staple of Hansen's arsenal. It's the one gun he begins with
and the only weapon that is always available. It also comes equipped with a
targeting laster and flashlight. Although the handgun is not the most
powerful weapon, it's extremely useful against Mercenaries, ExoMutants, and
ExoCels, since these enemies are easily eliminated with a few precisely
targeted shots.
The single shots save ammunition and there's no noticeable kick to throw off
Hansen's aim when facing multiple enemies. However, the pistol lacks the
stopping power of other weapons and is considerably less effective when
facing stronger adversaries or a charging opponent when speed is critical.
------------------------------------------------------------------------------
AK-47
------------------------------------------------------------------------------
Max Ammo: 150
Clip Size: 30
The AK-47 is a powerful gun that can fire long volleys or a single shot. It
also comes equipped with a targeting laser making it easy to pinpoint areas
on an enemy's body. It's especially useful when facing a chargin opponent and
speed is a factor.
The only drawbacks to the SK-47 are the rapid consumption of ammunition and
strong kickback. When fired continuously the weapon jerks back and forth,
making it impossible to target a specific point on an enemy, especially at
long range. It's best to use short burts to maintain accuracy and save ammo
unless attempting to quickly knock the target over.
------------------------------------------------------------------------------
Shotgun
------------------------------------------------------------------------------
Max Ammo: 21
Clip Size: 7
The shotgun is the perfect cloce-range weapon. It packs a powerful blow that
knocks most enemies off of their feet when fired within three meters. It also
fires in a conical area rather than a straight line, so accuracy is much less
of a concern.
Point in the general direction of the opponent's head and watch it explode. It
can also hit multiple opponents at the same time, making it the ideal choice
when backed into a corner by a horde of ExoMutants and ExoCels. The shotgun
has some major disadvantages, too.
It's useless at long-range. Don't even bother unless the enemy is within a
few meters of Hansen. The damage caused at these ranges is so insignificant
that a target could withstand the barrage all day. It's also a very slow
weapon, so a miss can be devastating since the enemy is likely ready to
pounce on Hansen when fired upon.
------------------------------------------------------------------------------
MP5
------------------------------------------------------------------------------
Max Ammo: 125
Clip Size: 25
The MP5 is a cross between the handgun and the AK-47. It can fire volleys or
single rounds and it comes equipped with a targeting laser and flashlight.
Perhaps the most notable difference between it and the AK-47 is its lack of
kick. It can be fired continuously for several seconds without losing track
of the target. Of course, there's always a trade off. In this case, the MP5
is considerably less powerful than the AK-47, has smaller clips, and a lower
maximum ammo capacity. it's best used when accuracy counts at long range or
in dark places where the flashlight is essential to seeing the enemy.
------------------------------------------------------------------------------
M79
------------------------------------------------------------------------------
Max Ammo: 5
Clip Size: 5
The grenade launcher is the ultimate heavy weapon. It packs a devastating
blow that can incinerate multiple targets. Grenades can also be lobbed over
objects to strike deeply entrenched enemies. Unfortunately, it's very
difficult to fire with any accuracy. Hitting enemies is as much luck as
anything.
Try firing the grenades into corners, off of walls, or dribble them on the
ground to better control them and ensure the desired result. Shooting a
grenade irectly at an enemy in the middle of a room is almost always a
failure. Also beware of obstacles. Obstacles between the explosion and the
enemy block all damage.
------------------------------------------------------------------------------
Speargun
------------------------------------------------------------------------------
Max Ammo: 3
Clip Size: 1
The spreargun is a very unusual weapon. It fires spears that can be used to
directly damage an enemybut that's not really how the weapon should be used.
Each spear contains a special gas cartridge. When the spear lodges into an
object, it begins to release the gas, which has a hypnotic effect on most of
the ExoCel controlled enemies. They quickly converge on the spear and stand
dazed for several seconds. This presents an excellent opportunity to torch
the entire group with the flamethrower, blast them with a grenade, or to lure
them near a dangerous object like an explosive barrel or fuel valve.
ExoMasses are the only enemies that seem to be somewhat immune to the gas's
effect. Rather than sedating the creatures, it causes them to go beserk until
they track the spear down and destroy it.
------------------------------------------------------------------------------
Flamethrower
------------------------------------------------------------------------------
Max Ammo: N/A
Clip Size: N/A
The flamethrower is a tricky weapon to master. It's best used to torch
ExoNests, which are immobile and easily targeted. Using it agaisnt other
enemies is risky at best.
Once lit, the enemy can still move around and attack until overcom by the
flames. This puts hansen at great risk, since the enemy may come in contact
with him and spread the fire. Don't even bother using it on the strongest
enemies such as ExoMasses and ExoShades.
______________________________________________________________________________
==============================================================================
[6] UNLOCKABLES [0600]
==============================================================================
There are some neat unlockables in this game, which include a new difficulty
and a gallery. Nice!
------------------------------------------------------------------------------
Extreme Mode
------------------------------------------------------------------------------
Unlock it by beating the game on Hard mode.
==============================================================================
Gallery
==============================================================================
------------------------------------------------------------------------------
The Origins
------------------------------------------------------------------------------
Find Lieutenant Lansing
------------------------------------------------------------------------------
Clips
------------------------------------------------------------------------------
Reach the radio room onboard the Spirit of the East
------------------------------------------------------------------------------
Mutants
------------------------------------------------------------------------------
Free Anna
------------------------------------------------------------------------------
The Whaler
------------------------------------------------------------------------------
Escort Anna to the radio room
------------------------------------------------------------------------------
The Heroes
------------------------------------------------------------------------------
Find the unlocking code
------------------------------------------------------------------------------
The ExoCels
------------------------------------------------------------------------------
Find the medicine cabinet on the oil rig
------------------------------------------------------------------------------
Publicity
------------------------------------------------------------------------------
Find Anischenko's eye
------------------------------------------------------------------------------
The Platform
------------------------------------------------------------------------------
Disable the magnetic jammers
------------------------------------------------------------------------------
Creatures - 1
------------------------------------------------------------------------------
Find the antidote
------------------------------------------------------------------------------
Modeling
------------------------------------------------------------------------------
Find Dr. Kamsky's laptop
------------------------------------------------------------------------------
Creatures - 2
------------------------------------------------------------------------------
Find the C4 charges
------------------------------------------------------------------------------
Characters
------------------------------------------------------------------------------
Enter the Heliport
------------------------------------------------------------------------------
Final
------------------------------------------------------------------------------
Enter the Heliport
______________________________________________________________________________
==============================================================================
[7] THANKS/CREDITS [0700]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
FESBians: Because you're cool.
You: For reading this FAQ.
------------------------------------------------------------------------------
LEGAL
------------------------------------------------------------------------------
This document is copyright (c) DomZ Ninja 2005-2013.
This document may be found on the following sites:
* GameFAQs -
http://www.gamefaqs.com
* GameSpot -
http://www.gamespot.com
* IGN -
http://faqs.ign.com
* Super Cheats -
http://www.supercheats.com
* Neoseeker -
http://www.neoseeker.com
* HonestGamers -
http://www.honestgamers.com
The latest update of this document can always be found on GameFAQs.
Other sites may use this document, but only with my permission. If you see
this document on a website not listed above, please email me. Do not edit or
alter this document in any way. Do not steal anything from this document. Do
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against the law.
If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
of this guide. However, if you do email me, please include the name of the
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this FAQ, then please recommend it to others by clicking the "recommend"
button at the top of the guide. :]
http://www.gamefaqs.com/features/recognition/52173.html
"Faith, you're driving me away, you do it everyday, you don't mean it, but it
hurts like hell"
- Radiohead
______________________________________________________________________________
END OF DOCUMENT