COLD FEAR Walkthrough (Xbox)

1. Legal stuff
2. story
3. walkthrough


1. This guide is copy right to me, Dustin. You may NOT
reproduce, sell, or copy any part of this guide. Only
www.gamefaqs.com may post this guide.
(c) 2006 Dustin, A.K.A. the blue ottsel

2. You play Tom Hansen. It seems a Russian Whaler
has been abandoned and is floating around at sea. You
bravely board the ship to find out what is going on,
only to dicover unthinkable horrors lurking beneath it's
bloodstained decks...

~~~Part 1: The Whaler~~~

3. Okay, start a new game. Now, I played on easy. After
a short scene, you will find yourself in control of
Tom onboard the ship. Pick up the note in fronto of you.

A note about ammunition conservation
General Order#16

Due to the platform's irregular supplies, we must conserve
our munitions and medkits as much as possible. Therefore:

1] Live-ammo training is now suspended pending new orders.

2] In a combat situation, it is vital that all soldiers
look to their downed comrades as potential sources of
ammo or medkits. In the same interests of economy, use
body searches when really necessary.

3]Use the butt of your rifle in close combat situations:
this will enable you to gain the necessary distance
to adjust your aim.

4]Some of your opponets will attempt to immobilize you.
Do not simply empty your clips; strike out at them to
free yourself and shoot at point-blank range; this is
generally highly effective.

-Anischenko

Ok...after reading all that, move forward. Ok, now
lets go over the controls.

walk-move left analog stick.
run-hold A down while walking.
Aim your gun- Move right analog stick while holding down
L trigger.
Fire- Pull R while holding L.
Reload- X button
Crouch- Click left analog stick
Switch weapons- Up and Down arrow buttons.

Alright, climb up the steps at the end of the path.
Watch out for the big swinging thing. Run across the
deck to the steps directly ahead. Climb down. Now,
proceed forward. Watch out for the gaurd here. Kill him.
Now, wait for the waves to crash in to the ship. After
the water falls back, quickly RUN forward. Eventually
you will make it to 2 doors. The one on the right is
locked from the other side, and the left one is
electronically locked. Shoot the electrical box by it
to unlock it. Easy. Ok...there are 2 gaurds right
around the corner. Quickly pop out and shoot the gas
barrel behind them. It will explode and kill both
of them. The door to the left is NOT gonna open. Flames
are blocking your way forward. What do we do? Run
down to where the 2 gaurds were and use the valve. This
activates the sprinklers. Fire is out...Now, take
the door to the left. Kill the gaurd in here, and search
his body( B button) for some pistol ammo. I won't be saying
this from now on, so every time you kill an enemy, search
his body for medkits and ammo. Now, leave. Take the left
door. Head to the back of the room. Ewwww... Take the
medkit on the table with the...gutted body on it.
Leave. Now, head down to the next to dooes. The right one
is locked. Sounds like there is a woman in there with
quite a mouth on her. Take the left door. In here,
go forward and...AHHH!!! THE POWER GOES OUT!!!O_O
Wait. Try to aim with the Left Trigger. Ah...A flashlight.
Guess there is nothing here...DEAD BODY!!!!!
Crap, nothing on him. Leave. Head down and around
the newly-opened path.(A fire was blocking it before.)
Take the first door you come to. Ah, the armory. In these
places, you can instantly get maximum for all your weapons.
Sweet! Now, pick up the note on the crates.

A note about the armory

General Order#12

Smoking in the armory is strictly forbidden. All types
of munitions are stored there, and some are particularly
unstable. Moreover, in our environment, there is a high
probability of corrosion which makes the handling of
ammunition an even more delicate issue. You are reminded
that our facilities for dealing with serious injury are
extremely limited.

-Anischenko

Ok, leave the armory after reloading. Head forward a bit
and you will see stairs. Pick up ANOTHER note here...

A note about electrical boxes

Certificate of Death
Name: Cpl. Y. Legai
Cause of Death: Electrocution
Details:
According to witnesses, Corporal Legai had misplaced
his electronic key while on duty. Unable to reach
his official post, he promptly fired at the electrical
box on door 114, causing it to explode. Exposed live
wiring subsequently came into contact with a pool of
water on the floor. The door opened, however Cpl. Legai
was electrocuted. No follow-up necessary.

Ok...head down the stairs. See the bloody body over
there in the water? Go over there and pick up the
Upper deck key. It is sparkling under the water.
Oh, and PLEASE don't shoot the box on the wall. It
will electrocute the water and kill you. Now, try to
head back and the body jumps at you. WHAT IS THAT THING?
Get out of there! Up the stairs we go! Now, enter the door
at the top of the stairs. Run up the stairs here. at the
top, you find 5 doors. One at the end, and 4 on the
left and right. The first right one seems to be locked.
Enter the left door. A medical room...use the kit
on the wall if you need to. It can be used 6 times.
Head back out. Enter the top-right door. Pick a note
up by the body.

A page from Yusupov's diary.

Our first encounter with the creatures we now call the
exocels came roughly two monthes after drilling
commenced on the Star of Sakhalin platform. In fact,
I was already familiar with this platform: we used to
use it as a port of call when patroling these hostile
waters, and I was determined it would again be deployed
as part of our international operations. Whilst drilling
had effectivly effectivley stopped some years before,
this was not because the rig was unprofitable-quite
the contrary!-it was because the spare parts often needed
were simply never delivered. The Russian state's
private partners grew weary of the whole affair. All I
had to do was wait a couple of years to repurchase it
for scrap! At first, the Cartel was skeptical about the
new operation's success, and I made the necessary
investments for it's recommissioning myself. The
communications jammer, the plans for which had been
provided by former Red Army brain Sergei Autarian, was
remarkably effective: as far as the international "ears"
were concerned, whether listening in on earth or from
space, there was nothing there but inhospitable ocean
and the odd iceberg. For the first 25 days, drilling
was successful, as expected. And then, even though
our sonars confirmed the presence of a huge oil reserve,
the pressure started to drop...Suddenly the drill
brought up several exocels that Anischenko and his men
had great difficulty in overcoming. Two days later, we
noticed more specimens crawling up the platform's
columns. I immediatley gave Anischenko orders to capture
some of them. That's when I saw my first contamination.

OK, ENOUGH NOTE READING. Leave the room. The door
just to the left is locked, so take the big metal one
on the end of the hall. The upper deck key should open
it. More alarms? Head strait, and try to open the
door at the end. It's locked, but remember is for later.
Head back and take the first door on the left. You
are in the showers. WAHHHHH!!! WHAT IS THAT THING IN
THE SHOWER!?!? Blow it's head off!!!(Seriously, shoot
it in the head.) Head forward, and a gaurd will pop
out of the stall. Kill him. Now leave. Head down and
enter the next door on the right. Kill the two gaurds
in here. Now enter the big double doors. Looks like the
kitchen. Head forward and a body will fall out of the
fridge. ...Disturbing. Now, head for the door on the
other end of the room. Enter it. See the door right in
front of you? Remember it. Head forward and turn the
blue valve to put out those fires. Now, go back and open
that door. Outside again...Head around to the left
and pick up the note by the body.

A note about barrels
Colonel:

The standard regulations for storage of explosive chemicals
are not being followed, neither on our supply ships nor
on the drilling platform itself. I have even seen barrels
lying about that are not tied down! I ask you to exercise
your authority to remedy this situation. I know that these
barrels can be extremely effective against our enemies,
therefore, even if it means using them as weapons, I
would prefer to decide on their positions with you. I
will ensure that my men use them wisely.

-Anischenko

Ok...Head all the way back and cross the bridge thing.
Kill the gaurds here and head down the stairs. After all
ememies are dead, take the door all the way over on the
top-right. In here, head forward a bit and take the note
on the desk to the right. I don't really want to write
these long notes out anymore, so just read it. Now head
forward. WOAH!!! A body stuck through a bunkbed pole
wriggles around...Keep going forward until you find
Lansing in the bathroom. Completley gutted. After the
scene, head back. Half of a body comes crawling to you.
A zombie suddenly comes up behind it and kills it. Now
it is coming for you! And these arn't your average
everyday slow zombies. These guys are fast. Shoot it a
few times, and it will fall down. But no matter how
many times you shoot it, it will never die. Unless you
destroy the head! That is the key to killing these things.
After knocking them to the ground, aim down at them and
blow their heads off! Now, after it is dead, try to leave
the room. FINALY, THE FIRST SAVE POINT!!! So save and
leave. Once you are outside, you will find Russian guards
fighting zombies. Shoot the barrel near you and it might
blow up 2 or 3 zombies. Heh, easy. Oh, I kinda forgot
to mention this earlier, but when zombies are on the
ground, you can stop their heads. Anyway, do you see the
big double doors to the right of the stairs? Take them.
Be careful, the ship is rocking pretty bad, and you can
fall and slide across deck. Be careful not to fall off.
Also, if you slide into an object you will take damage.
Anyway, once inside, kill the zombie that comes at you.
Now, head around the corner. A zombie will get up and
run at you. Kill it. Take the ammo around the bodies,
and the medkit if you need it. On your way back, another
zombie will attack you. Kill it and leave. Once outside,
take the door to the top-left. In here, take the AK-47.
A zombie will drop down. Kill it quick. Take the note.
I might as well write out what these notes say... I will
start with the one we found a little bit ago. Sorry...

A page from Dr. Kamsky's diary-Notes on exocel infection.
"We have deliberatly infected and observed over 300 subjects,
including dogs, apes, orcas, and human beings. Those
subjects have been placed under permanent biometric
surveillance and dissected to accuratley chart the growth
of the exocel organism and help us learn how to control
the process.
Infection and Change:
The time it takes an infected individual to mutate
depends on two factors: how long it takes the exocel
to get a tendril into the victom's brain, and the
infected body's natural resistance. At present, we have
no way of knowing how long the complete process takes
for a given individual, since body mass, height and age
seem to be of little importance. Any individual infected
by an exocel should thus be given the antidote as quickly
as possible. If no antidote is available, the host's
brain must be destroyed, and I mean destroyed, to prevent
the subject from becoming an active, and potentially
contaminating host. Indead, the exocel seems to be able
to re-animate a brain that has been clinically dead for
several days." Now for the note we just picked up...

A note about fire extinguishers
General Order#6

All soldiers are to be extremely cautious if exchanging
gunfire in rooms containing extinguishers. These devices
contain highly compressed gas which can cause explosions.
You will be held responisble for any damage you cause
to the ship or to your comrades.

-Anischenko
Ok, let's move on AT LAST. Take the left door, by the
fire extinguisher. Oh, this place looks familiar! Take
the door to the right by the busted electric box. Upon
entering the room, a soldier will rush through the door
to your right. You go through the door too. Wait...
Aim your gun. The soldier is behind that glass thing
to your right. Shoot the fire extinguisher on the wall
straight ahead. It will kill him. Search him for some
AK ammo,  grab the health pack, and take the Fish Hold
Door Handle on the shelf to the right. It is sparkling.
Now leave the room. A couple of zombies will rush you.
Kill them. Now, head down the path and enter the armory
by the stairs. Load up on ammo then leave. Now, go down
the stairs into the water and climb the stairs on the
right wall. Try to open the door and you will place the
handle we just got on it and it'll open. Save. In this
room, grab the note on the machine. It says...

A note about the red fuel valves
To: Major Anischenko
From: G. Gourov
Re: Red valves

Major, it has come to our attention that some of your men
have been playing at shooting the red valves off the fuel
pipes. Not only does this lengthy, dangerous, and costly
repairs, it also causes a jet of burning gas to burst from
the broken valve. Two technicians have already been badly
injured as a result. Please order your men to cease this
immediately.

Man, these soldiers must be dumb...anyway, go down the
stairs. Run around and over to the... gutted whale. Ewww...
Take the Radio Room key in front of the whale, by the
body. Upon taking it, some...things will come out of the
whale. There are about 6 of them. They only take 2 shots
to kill. If they get to close to you, they will shoot a
tentacle into you. This will slowly drain your health.
So kill them before they get to close. These things we
just saw are the Exocels all the notes have been talking
about. Anyway, head back up the stairs and leave through
the right door. The left door seems to be stuck. Oh look,
a zombie is coming into the water now. Kill it. Now go
up the stairs. Drop in by the armory and reload. Now leave
and take the door right of the stairs. Climb up the stairs
in here and run toward the group of doors. A zombie will
start breaking through the top-left one. Kill it. Now
take the big metal door with the blue light. Oh crap,
more Exocels. Kill them!!! After they are dead, head
down and around the corner. Now climb the stairs. At the
top, open the door on the right. This is the radio room.
You are immediatley attacked by 2 zombies. Kill em'. Take
the pistal ammo on the machine. Now, take the left door
on the other side of the room. In here, kill the zombie.
Now head around the room and take the note on the desk.

A note about the spears
From: Dr. Pavel Bakharev
To: Colonel Dimitry Yusupov
Re: Experimental Speargun

As per your request, here is a manual on how the speargun
works. Please note that these are experimental devices, and
should only be used in the greatest of emergencies. Also
bear in mind that the production of the spears is complex
and costly; they must be used for their intended purpose,
not as ammunition against the creatures.

The spears give off an enzymatic gas which attracts the
contaminated organisms. When released by impact, the exocel
is fooled into thinking there is a large source of protein
nearby. The effect lasts until the enzyme vapor dissipates.
At the moment, we cannot sustain the vapor for more than
a few seconds.

I will keep you informed of our latest progress.

-Pavel Bakharev

Ok...Leave through the door to your right. If this next
room, run forward and inspect the radio. After you are
done, run to the left through the door. Back in here,
take the left door. Save. A zombie will be climbing
the stairs. Kill it. Go down the stairs. Take the passage
behind them. Go through the right door. We are outside
again, and there is another war between the living&dead.
Run across the bridge-like thing again. When you are on
the platform straight ahead, go down the stairs. Kill any
zombies you see, then head to the top-left area and open
the door. This is the room where you found your AK-47.
Just run through it and open the next door. Well, here
we are at the Rear Deck again. This time, head left ti where
there are waves crashing onto the ship. Just wait for waves
to crash and receed, then run through. Careful, between
the 1st and second wave-point a zombie will attack you.
After getting onto the main area, run to the top-left and
take the stairs up. A guard will fire at you from behind.
Kill him, and any other zombies. Now get onto the platform
with the little shed (Right where the guard was) and open
the door. Save.  After the terrible scene, kill the exocel
and take the Speargun on the panel. Pick up the book.

Yusupov's Diary
I often wondered what really convinced Kamsky yo work for
me: The well-being of his beloved daughter, or the first
poor-quality shots of the exocel I showed him. I recall his
first encounter with this strange creature: he seemed both
horrified and fascinated. However, when one was turned loose
on a caged dog, it was his fascination that clearly got the
upper hand. He immediately recognized the exocel's tremendous
potential, but, ever the cunning negotiator, claimed he no
longer had the intellectual or physical resources to accept
such an undertaking [he who had given so much to an army he
he persisted in referring to as Soviet]. However, when I
mentioned the amount of "funding" my partners were prepared
to grant, I sensed he was not so "weary". When I added that
his daughter was already on her way to join him on the Star
of Sakhalin, that was the end of it! He immediately agreed
to stay on the platform and supervise the installation and
research.
As I had expected, Kamsky quickly assured me that the exocel
had military potential, but he feared it was uncontrollable.
With Bakharev's help [I was initially very wary when the
Cartel imposed him on me, but he soon turned out to be a
valuable asset], his first task was to develop an antidote
[protecting yourself from your own weapons is an old, often
life-saving instinct]. The first strains met with failure,
but one of them produced unexpected results: the monsters
were drawn to the gasses given off. Bakarev was the one
who built the first prototypes of the compressed air soeargun.
Obviously, the effect on the creatures is limited: only
those within a radius of less than 20 meters from the spear
are attracted, and the effect is temporary, but the results
are promising. I shall make the most of our last little
trip to present the latest version to the Cartel. Given the
latest advances, production of these devices would seem
quite feasible.

I hope that, unlike the last consignment, the "specimens"
will be ready and in good condition. Kamsky has been insistent
on this. When I think that barely nine months ago, he was
unwilling to experiment on humans!

That Anna has all the fury of a real Russian woman! In fact,
I have been forced to lock her up in one of the holds on the
main deck.

Code for the rear deck starboard door: BP
070191

Code for the main deck hold[Anna]: RP
250486

Man...that was a lot of reading, huh? Now, lets get out of
this room. Head down the stairs. Run forward and turn left
down the next set of stairs. Kill the 2 zombies. Now, head
for the 2 locked doors with red lights. You can open the
one on the right now with the starboard code! So unlock it
and move on. After the scene, kill the zombie. This one
is a bit different...after blowing it's head off, an exocel
will roll out of it. So kill it. From this point on, many
of the zombies will leave an exocel behind after killing
them. So from now on, be careful when blowing heads. Go
down the stairs and open the door. Head all the way around
the right and pick up some AK ammo in the corner. Heh...
Head all the way around the room and go down the stairs.
The door to your right needs a card, so go forward. After
the scene, kill all zombies and exocels. Ignore the stairs.
See that big...blob, on the wall? That is an exocel nest.
Don't bother shooting at it, it's invincible. Well, sorta...
Only fire can hurt it. Fire...shoot the barrels by it, and
watch it burn and listen to the exocels screaming inside
it. Careful, one or two may drop out of it after the nest
dies. Anyway, walk up to where the thing was and take the
electronic card. Remember that door that needed a card? Go
open it now! Save. Alright, take the shotgun by the dead
guard. Kill the zombie. Run forward and one will break
through the floor. Kill it. Now, here is the fun part. See
that panel on the catwalk to the right? Use it, and a bridge
will form straight ahead. But don't go yet, stay by the panel.
In a few seconds, 3 zombies will come stumbling over the
bridge trying to get to you. So when 2 or 3 of them are on
it, use the panel! The bridge will come apart and those dumb
zombies will fall into the turbines! Anyway, re-extend the
bridge now. Cross it and a few zombies will break through
the floor. Kill them. Now run all the way to the right. Pick
up the Fish Hold Door Handle. Now, go up the stairs and
shoot the electric box. This unlocks the door in front of
you. Open it. Oh...this is familiar. Head all the way around
the room and go down the stairs again. Remember those stairs
down here that I told you to ignore earlier? Climb them now.
Take the stuff on the crates then enter the right door.
2 zombies are here. Kill them and the exocels, then move on
into the next room. Ok, this is plain creepy...move forward
a bit and take the first door you come to. Take the little
book next to the device.

Yusupov's Journal
The Cartel is growing impatient: the results promised by
Kamsky's early reports are a long time coming. And yet, we
have installed new, fully re-equipped laboratory facilities,
and additional scientists have been "convinced" to participate
in the research. Kamsky is becoming less cooperative; I get
the impression he is hiding something from us. But I am sure
he would have mentioned any major breakthrough. No, it must
be something more personal. When we carried out our initial
experiments on monkeys, dogs, then whales, despite the dangers
and loss of some of Anischenko's mercenaries, I sensed Kamsky's
enthusiasm through his lively discussions with Bakharev.
Then we started on humans, of which the Cartel seemed to have
an inexhaustible supply. The first forced contamination was
the toughest for Kamsky. After that, he gradually got used
to it, and I would even surprise him at night observing the
exocels. In any case, the Cartel has no scruples about this.
Their investments run to tens of millions of dollars.
Bakharev's prototypes alone come in at 150,000 dollars apiece!
And so when Anischenko told me what he had discovered by
pirating Kamsky's laptop, I could have killed him! That is
why I have taken Anna aside: She's the last ace up my sleeve,
and I will kill her without the slightest hesitation.

Man, WHAT is with these long notes...Run left and open next
door. Back in the room with bodies...Head down-left and open
the door. Now hold on...before you rush over to the left, I
better say an Exocel is inside that body. And it will jump
out at you if you get to close. So be careful. Anyway, after
it is dead, search the body for ammo and nab the medkit. Now,
leave the room. Out here yet again, go left then up the small
set of stairs. Use the door and you will open it with that
handle we found back there.Oh, we are back in that room with
the whale. Kill the zombies and go through the door straight
ahead. Now, kill the zombie in the water here and climb up
the stairs. At the top, head around left. You had better
stop in at the armory and reload, this is the last time you
can do it. Leave the armory and go left through the passage.
At the split, go left. See that door there with the red
light? That is the room Anna is in. Yes, that mouthy woman
we hear every time we pass through here is Anna. Now, open
the door. We can open it with that other code from Yusupov's
Diary. Save. After the scene, pick up the ammo and note in
the room.

A letter to Anna from Kamsky
My Dearest Anna:
I have tried many times to write this letter, but always I
have failed. I want to tell you how sorry I am for the way
in which my work as affected your life. Since your mother
died, I have out you through hell: endless moving, harsh
tutors, remote boarding schools...However, you know how much
my work means to me, especially since our arrival on the Star
of Sakhaline. I realize I have never given you a normal
childhood, but trust me, I will give you an extraordinary life.
I love you very much.
Papa

Awwww....anyway, leave the room. Now if the zombies kill
Anna, it's game over. So be careful. Your goal is to get back
to the radio room. Kill the zombie that comes around the
corner. Now, head in the direction of the armory. As you
approach, the whole thing blows. The armory door goes flying
of the wall! I hope you reloaded! Anyway, enter the door by
the stairs. Somehow, Anna has already at the top of these
stairs here. And a zombie is VERY close. To her. SO GET UP THERE
AND SAVE HER! And make sure you don't acidentally shoot Anna!
After the zombie is dead, go around the corner toward the doors.
Open the big metal one as usual. Head down the corridor and up
the stairs at the end. Take the right door for the Radio Room.
Save. After the scene, leave and head down the stairs. Go around
the corner and open the right door. Outside yet again. Just
run across the bridge onto the large area, then go down the
stairs. Take the door to the top-left. Move through the room
and the power goes out! Just use your pistol light to get to
the next door. Enter it. Well, back out here for one last
time...Head around to where we unlocked that door earlier. We
have the code for the left door now, so open it. In here, deal
with 5 freakin' exocels. After they are dead, take the note
on the crates.

A note about the pumping station
Attention: Maintenance crew

Maintenance work on the pumping system scheduled for December
14th has been moved to December 18th due to delays in getting
replacement filters. Since the risk of flooding is increased,
you are advised agaisnt storing any munitions or weapons in
rooms whose doors could be blocked by pressure.

-Anischenko

Ok, moving on. See the panel to the right, on the wall? Use
it and you'll activate the bilge pump, draining those flooded
areas. Now, head down the stairs and open the door. Oh great,
back in the engine room. Run around to the left of the room
and go down the stairs yet again. At the bottom, run to the
left and go up the small set of stairs. Again. Open the door.
Head through this room amd open the next door. Ok, back in this
creepy place...run all the way to the end of it this time and
open the door at the end. I didn't mention it earlier bacause
it was blocked by water pressure. But that is no problem now,
as it has been drained. Save. Ok, there are a LOT, and I mean
a LOT of enemies in this room. Don't even bother fighting.
Just run down the steps, run off to the left, and go up the
stairs here. Open the door and your out of here. Well, look
at this! It's that old water-filled room we have been through
so many times. But it's drained. Take the first door on your
left. In here, walk over to the cryogenic tubes and take the
key. Now, take the note next to it and kill the zombie.

A page about mutations
Mutation Notes:

One of the immediate effects of infestation by one or more
exocels is that the host body's biological organization and
morphology begin to change to suit the parasite's needs.
Subjects no longer require sleep, and their higher cerebral
functions are reinforced. As their flesh is gradually devoured
by the exocel, their skin changes color and strange bulges
appear which sometimes rip the skin. Infestation also triggers
major physical modifications to the host, undoubtedly to better
protect the hosts, as their bodies became incredibly strong and
resistant to damage. Similar to the mechanism observed in cancer,
infestation entails a multiplcation of cells and a spectacular
increase in the volume of muscles.

Mutation effects begin almost immediately upon infection. The
first clinical signs of mutagenic change occur from within 3
minutes yo just over 2 hours, with the average effects occuring
after 26 minutes.

One third of all subjects demonstrated an additional form of
mutation. These specimens developed tendrils, mainly on the
upper chest, on the shoulders and on the back of the neck. These
tendrils appear to function independently of the body to which
they are attached, and have their own cwnter of locomotion.
Upon dissection they were found to contain sensory organs,
primarily related to smell and hearing. In some specimens,
these tendrils were rudimentary and barely reached one inch
in length. In others they were more fully developed, up to over
a foot long.

Finally done...try to leave the room. When you are almost at
the door, a zombie will break out of a tube. Kill it and leave.
Now take the next door to your left. Not much in here except
a zombie. And another note...bleh...

A letter from Yusupov about the antidote
Gentlemen:

I am delighted to inform you that Dr. Bakharev has succeeded
in producing an effective antidote, provided it is administered
soon after infestation begins. Indeed, it only works if a tendril
has not yet reached a victim's brain. According to Dr. Bakharev,
the antidote encourages the secretion of a particular enzyme
along the spinal column that is lethal to the exocel. However,
once the tendril gets into the victim's brain, the antidote
is powerless. In parallel, Dr. Kamsky is researching how to
limit the exocel's growth, and thus block the tendril's development.
Dr. Kamsky has assured me there will be significant results in
the next three months, provided he receives new specimens.

-Dmitriy

Ok, leave through the top-right door. Out here, go up the stairs.
Open the door here. Climb up here yet again. A zombie will start
trying to break through the door. Just run through the metal door.
Follow the passageway forward. As the passage turns, a zombie
will come at you quick. Blast it fast with the shotgun, then
open the door at the end with the key we just got. Ok, the captian's
quarters! Inspect the book on the desk. You will send the code
thing to Anna. Afterwards, leave through the right door. Save.
Ok, Anna wants you to meet her in the crows nest. Out here, run
around to the left and climb the stairs. Here, kill all zombies.
Now, climb up higher. Kill the zombies. Just keep climbing up
the stairs killing any zombies that you see. Once you reach the
top, you get the option to save. So save. Now watch as Anna
and Tom try jumping to the rig. You make it, but Anna falls
into the water. And in the following cutscene, the Exocel comes
and infects you... ~End of part 1~

~~~Part 2: Star of Sakhalin Oil Rig~~~

Ok, head forward toward the walkway that goes around ti the
right. Wait for the first wave to crash, then quickly run
forward. Ignore the other waves, as they should not hit you
if you keep moving. Just keep running until you are safe.
Keep runnig right and open the huge door. Walk over and use
the panel to your right, on the wall. The elevator will go
up a ways, then it will suddenly stop. Head through right
door after it stops. As soon as you enter the next area, a
zombie runs at you in flames. Just run right a bit and wait
for it to fall and cool off. Now head forward along the long
walkway. Head around to the left at the end and a zombie wil
get up and attack you. Quickly kill it. The door to your left
is an armory! And don't worry, this one will never blow up.
Enter it. Reload if you want. By the way, for some reason
all your weapons except the pistol are gone. Which sucks. When
you are done, leave. Head forward and take the next left door.
Save. A guy in here gives you an antidote to the Exocel in you.
Yay!!! We are saved! After the scene, pick up the spear gun
on the desk. Now take the note to your right...

A note about the retinal scan
General Order#22

The magnetic field control room is now off limits to all
unauthorized personnel. The new security system in place
incorporates a retinal scan lock. As of this moment, only
Colonel Yusupov and myself are cleared for entry.

-Anischenko

Now, run to the far end of the room and investigate the desk
on the right. Woo, another note...

A letter from Yusupov
Gentlemen:

The first phase of the operation has been partially successful.
Dr. Kamsky and his associates have succeeded in producing
pwerful, efficacious and dangerous beings that can only be
considered monsters. The injection of a partial antidote prior
to forced contamination has given excellent results. Many of
these things die quickly, but we have managed to produce
creatures that are impervious to bullets, immeasurably stronger
that our finest soldiers, ans even partly invisible. The
possibilities are endless. Sadly, we have not yet perfected a
process by which these monsters can be controlled. This is now
our key priority. Dr. Bakharev's enzyme gas is most promising
in this respect.

I am sure you are able to understand that we need a little more
time.

Dmitriy

Ok, now leave the room. The guy that saved you is out here.
He tries to say somthing, then gets sucked into a vent duct
and dies. After he is thrown back out, pick up the storeroom
key by his body. Now head forward and go left along the next
big walkway. When you get to a curve in the walkway, you will
see a dead body with a shotgun by it. As you approach it, an
exocel bursts out and you have to kill it. I have found that
if you blow the head off before you get to close, the exocel
will never burst out. Anyway, take the shotgun and head around
the right. Just keep following the curving walkway. As you near
the end, a zombie will climb over the fence and come at you.
Shoot the barrel and blow it up quick:). Ok, pick up the good
ol' AK-47 near the dead body on the right, then proceed forward.
As you enter this next passage, a zombie runs at you. Quickly
shoot it and kill it. Now just follow the path until you reach
a door. The storeroom key we got will unlock it. Ok, we are
in some massive cargo hold. Be warned, there are a LOT of
zombies in here. Head left a bit then go forward between the
2 containers. A zombie will come running out of the left one.
Kill it. Now go left and up the stairs. Run over to the panel
on the right side of the catwalk and use it to open a door below.
Now, take the grenade launcher in the case to the left. Heh.
Now, head back down. On the ground floor, just keep running
forward. The door we unlocked is straight ahead. Now, you will
be attacked by a LOT of zombies here, so blast away until they
are all dead. You may want to return to the armory now and
reload all your newly-found weapons. After reloading, head
back to the cargo bay and open the now-unlocked door on the
right side. Save. Upon entering the next room, you will see
something. Ignore that for now. Use your pistol-light and you
should see a small door on thr right. Enter it. In here, there
are some zombies and guards. Kill them all, or just wait until
the zombies kill the guards and then kill the zombies. Go up
the stairs and take the note on the computer desk at the far
end. *Sigh*

A page from Dr. Kamsky's Diary

Scientific classification of the exocel is impossible because
we have never seen anything like it before. It is as if some
alien creature had crawled up from the depths, or some
prehistoric survivor from ages long gone had awoken for reasons
yet unknown.
DNA testing on the multiple specimens indicates certain
similarities to various arthropods, but the link is tenuous
at best. Traces of other DNA, including mammalian, have also
been found, but the results have been maddeningly inconsistent.
Bakharev has advanced the notion that they are merely some sort
of deep-sea creature affected by the former government's
practice of sumping its nuclear waste at a nearby deepwater
site. Yusupov takes such throughts very seriously, andI have
often found him examining maps of the area with which he claims
to be familiar, having spent part of his career there. Perhaps
he knows things that I do not. What we do know is this: exocels
are perfectly adapted to underwater life, capable of resisting
enormous-and varying degrees-of pressure. Not like us
wretched humans.

Leave the room and head forward. Suddenly, you will be attacked
by that thing we saw. When it is on the ground, blast it about
7 times with a shotgun and that should kill it. Also, if this
thing gets on you mash the B button until R appears on the
screen, then pull R and you should blast it right in the face
and get free. After it is dead, head down the left passage.
The elevator down the other passage is locked...At the end of
the passage, take the right door. Head around the shelves
in this room and enter the next door. In the next room, kill
the guard. Just explore the room and get all the ammo, then
leave. Head back through the room with shelves. I forgot
to mention that there is shotgun ammo in here. Climb the stairs
and go right to get it. Now leave. Go up the stairs to the right.
At the top, go left and open the door. In here, go left and
open the small green door at the end. The auto defense systems
will activate and lock the doors. Just kill all enemies to
unlock the doors. Pick up the flamethrower by the dead body.
Ok, the door to the right is locked with a retinal scanner.
And according to that note, only Anischenko has access. And
behind that door is the Com. jammer we need to destroy. Crap.
Go left up the stairs and take the note by all the computer
screens. Bleh, another stupid note...

A note about the magnetic jammer

The AS1004 JACKS [Jammer and Communications Killing System]
operates by emitting a continuously modulated spectrum of
white noise on all radio frequencies. This prevents any
interception of internal communication. The system also
constantly scans for any signs of radar surveillance. When
communication with the outside is deemed necessary and if
the surveillance verification tests negative, a window is
opened and communication is enabled. Thus far, the JACKS has
proved to be perfectly efficient.

Oops, I forgot a note. It is on the desk right by the entrance.

A note about the flamethrower
General Order#26

Practical flamethrower training will be given on the cargo dock
tomorrow at 1400 hours. This training is designated to
familiarize you with the use of this weapon. One of the basic
recommendations is to take great care when usuing the flamethrower
outdoors: the wind can deviate the flame, making it turn back
on you. All military personnel are required to attend.

-Anischenko

Ok, now leave this room. Ignore the door to your right, as it
just leads to a room full of zombies and nothing else. Head
straight down the passage. Soon you will come to 3 or 4 guards
fighting 2 or 3 zombies. Just shoot that little red valve to
the left of them and it should torch them all. Ignore the door
to the left. Head right past where all the guards were fighting
and open the big shutter-like door to the left. Save. Ok, now
we have to get past a bunch of laser trip mines. Just crouch
and go under the first one. Ok, see how the bridge kind of
dips down to the left here? Crouch and walk over that area to
avoid the next laser. Repeat for the next one. From here on,
just duck and go under the lasers in spots that they raise up.
Open the door on the other side. Ok, in this room we have
a LOT of guards. Just go through the room hiding behind cover
and shooting guards when safe. When you turn left and near
the end of the room, Anischenko will come with an elevator
full of guards. Just hide behind cover and kill them all.
Anischenko takes a few more bullets to kill than the rest of
them. After everyone is dead, walk up to Anischenko and Tom
will remove his eye. Well, now you can get through that stupid
scanner! Now leave the room. Save. Out on the bridge again, you
will find lots of zombies. Before you go firing away, watch
them stupidly walk into the lasers and blow themselves up.
This will save some amma and get rid of the lasers. After
all are dead, cross the bridge like before and enter the
door at the other end. Ok, head back to that room with the
retinal scanner. You can open that door with the eye. Ok,
in here just blow up the 3 machines in the back and that
big thing will explode. Great, we destroyed the jammer!
Now leave the room. Save. You will view a scene. A big monster
comes and saves Anna, in the water...Strange, it is treating
her like it's child...wait, that monster...It must be kamsky,
Anna's father!!! After he takes her to a room, exocels infect
her. Oh boy, this is bad. Head for the exit and an exocel
will break out of a body. Kill it and the defense systems will
shut down again. Now take the key by the dead body. He is
right by the exit door. Remember that elevator we saw earlier?
You know how I said it was locked? Well, go back there now.
Leave the room, go forward and take a right. Open the door.
Head down the stairs and run forward. When the path splits,
you can take the left path to the elevator. But before that,
I suggest you head back to the armory and reload. After
reloading, just head back here and open the elevator door.
Save. Forget the notes from now on, they are really nothing
important. Hit the button on the wall to the left. After
the elevator stops, take the door to the right. Well, this
is nothing really hard. Just run when the waves recede and
you will soon make it to the next door. Open it. Now I know
it's tempting, but please don't shoot the barrels in here.
It's just a waste of ammo. Head up the stairs to the left.
Now, just follow the path into the next room. In here, drop
down onto the floor. Pull out your flamethrower and torch
the Exonest in here. After it is dead, walk over to the right.
See that spot on the floor that is moving? Walk onto it and
you will fall through. A cutscene plays. Oh boy, you just
got infected again. Oh well...kill all the exocels in here.
Ok, wanna do something funny? Look around until you see a
zombie banging on a fence with 2 generators behind it. Shoot
the power box to the right of it and the fence electrocutes,
killing the zombie. And the generators blow up. Now, head right
up the path. At the top, go through an opening on the right.
In this disgusting place, kill the exocels. Head down the
path. Kill the exonest to your right with the flamethrower.
Now, enter the big door to the left. You should be in the
underwater elevator. Use the switch on the right. After the
elevator stops, go through the next door. Run through this
tunnel. Near the end, you will get a scene. An invisible...
thing is coming at you. Quickly pull out your shotgun. See
the little puffs of dust appearing on the ground, coming
toward you? Those are its footsteps. So aim your shotgun
about 2 feet above the little dust puffs on the ground and
BAM!!! Do this until it is dead. Now, enter next door. Ok...
Run to the right and down a path until you reach a door with
a big 6 on it. Enter this door. Kill the 2 zombies in here
and open next door. In this room, there isn't much to do.
There is a computer console, but it needs a code. So head
on into the next room. Proceed through here killing zombies
and stuff until you get to the next door. Open it. Well,
what do we have here? Go get the antidote from the table
in the center of the room. Now leave. Ignore the 2 zombies
that try to kill you as you leave. We won't be coming back
here so there is no need to waste ammo. Save. Ok, back in this
room. Look over by the big piller. A note is lying on the
ground now. Go ahead and get it, it's the code for that
computer in the next room:). So head back through the room
killing stuff and open the door in the little tunnel thing.
A zombie will bust up through the catwalk now. This breaks
it so you can't continue. Hmm...there are a LOT of zombies
down there. You could drop through the hole, but I have a
better way. Use the computer. You can use the code to
elecrocute the zombies down there and blow everything else
up. Easy! The catwalk will break and fall with you. Head
through the open door on the right and follow the path to
a big green-blue metal door. Open it. Ignore these monsters,
there are too many! Just run straight through the room until
you find a blue valve. Turn it to put out the fire. Now, run
back and to the left and around to the door the fire was
blocking. In the next room, you find a lot of water and 2
invisible things. So run through the water and up onto the
platform in the center. When on the platform, look down and
shoot the box to electrocute the water and kill the things!
Now run right and take the medkit by the PC if you need it,
then run over to the left. Take the tiny lift here up. Enter
the door at the top. Save. Back in this room, run to the
center where the things in tubes are. Use the panel here
and the floor will move up. It's a giant elevator. Midway
up, you will be attacked by a bunch of exocels. After they
are dead, the elevator will move again. Once it reaches
the top, explore around. It's kind of hard to say what door
to take here. Just head around until you enter a small path
that leads to a door. You will know its right because one
of the things will burst out from the tubes. These things
are completely invincible except for 1 area: Their massive
left arm. Shoot this about 4 times and it will kill them.
Easy! Just don't get to close to it. If it wacks you with
that arm, it will take off about ----- this much of your
life bar. After it is dead, enter that door. Just follow
this path and kill the invisible things. Near the end, take
the ammo and health to the left. Now continue up the path
and open the door. Save. Well, here we are at Anna at last.
You use the cure on yourself and here. Great...After the scene,
leave the room and head all the way back to that room where
we fought the big-armed thing. In here, look for 2 massive
doors. Enter them and you will be at the bridge control room.
K...kill the zombie here. Now, use the little panel to the
left to extend the bridge. Now, go out onto the bridge a little
ways. A big-armed monster will drop down ahead of you and start
charging. So get back to the little panel ans use it to
un-extend the bridge. The stupid thing will charge right
off into the gap! Now re-extend it and cross it to the next
door. Oh, it's that elevator that broke down earlier! Head
straight through here and open the door. Head down the path
killing zombies. Ok, remember the big gutty place we went to?
In the habitation module? Well, stop by the armory and then
head back to the habitation module. As you enter that room with
all the barrels, a big-armed thing will drop down. Just ignore
it. Run up the stairs and around the catwalk into that room
with all the gutty stuff. Drop through the floor again.
Now, look for those 2 generators we blew up down here and
head right of them up the little passage and into the next
room. Ok, go left and all the way down to the end of the
passage. Open right door. In here, just go forward and
crouch through the little ventilation duct on the right.
Move forward and inspect the flashing laptop. Now, head
through the room and leave. Save. Now head left and go through
the big door on the right. The one that leads to the underwater
elevator. Take the elevator down and exit. Kill all the exocels
in this passage and move on. We are back in the room with the
big-arms in tubes. Run around the left wall until you get to
a locked door. The code Anna gave you will allow you to open it.
So do it. Go down the ramp and through the left passage.
Open the door. In here, just run through the room killing
all enemies. After they are all dead, walk over to the next
door and shoot the box. Lasers will cover the door. Shoot
the extinguisher to blow them up. Ok, in this next room be
VERY careful about the lasers. As long as you are crouched, you
will be safe. At the end of the room, take the C4. Now, an
invisible thing will come toward you. Kill it and DO NOT
hit the barrels. If even one barrel explodes all barrels and
laser tripmines in here will blow and you won't have a chance
of living. Head all the way back to the underwater elevator.
Place a C4 in the elevator. Now run and get out of there.
Don't think your safe. That thing will blow any second and when
it does this whole under water tunnel will break. So keep
running and open the door at the end before you drown. Ok,
head up the elevator and go back to the bridge control room.
In the control room, go over to the left of the crates.
Put a C4 here, on the X. Now run and get across the bridge
and to the door before the whole thing blows up. Now, go
through the elevator again. Follow the path and restock at
the armory. Now head forward until you reach that big cargo
room. There are a LOT of big-arms in here. To make matters
worse, that door is locked again. Don't even try to fight
all these things. Just climb up the stairs and unlock the
door, then get back down and get to the door. Simple. Ok,
go left in here and take a left when the path splits. At the
end, take the stairs up. Enter the door at the top. Ok, just
to your right is an X. Place a C4 here, then run to the right.
Go all the way to the end and open the last door. Out here,
everything is about to blow. Keep running to stay ahead of
the falling bridge. Enter next door. Back where we fought
Anischenko. Run through here. A big-arm is in here,
but ignore it. just take the elevator at the end. Ok, now
just run through this final room ignoring the monster. Open
the door and MAKE SURE YOU SAVE. The final boss is next!

Ok...so, Anna must rig this place with C4, but it seems Kamsky
doesn't want her to do that. IF he even gets near Anna, he
will grab her and kill here. So pull out the AK-47 or TMP and
blast his back. When he turns around, run to the left or right
to dodge his attack. Repeat until Anna is done rigging thr C4.
After the scene, you will have to beat this guy. Don't bother
attacking, he is invincible. There is only 1 way to beat him.
When he charges at you, quickly run left or right to dodge his
attack. But right after he swings his arm, run in front of him.
You WANT to be hit by his second arm, because this will always
result in him picking you up. Button mash B, then hit R when
R appears and you will blast him right in his hideous face.
Just do this 2 more times and he'll die. After he is dead,
you will have beaten the game! Great job! Enjoy the explosive ending.

(c) 2006, Dustin B. A.K.A. The Blue Ottsel

See you on my next guide!