============================================================================== Cold Fear (PC, PS2, Xbox) (2005) ============================================================================== Cold Fear Copyright 2005 Ubisoft This document is created by Faididi and Co. (faididi@yahoo.com) ------------------------------------------------------------------------------ [-] Document Version History ------------------------------------------------------------------------------ Version 2005 (2005-03-25 Friday) - Initial release. Version 2006 (2006-07-19 Wednesday) - Document streamlined. Version 2008 (2008-07-19 Saturday) - Corrections made. Version 2010 (2010-07-19 Monday) - Corrections made. ============================================================================== [0] Contents ============================================================================== [1] Overview [1.1] Story [1.2] Characters [1.3] Weapons [1.4] General Tips [2] Strategies - Part 1: Eastern Spirit (Whaler) [2.1] Objective: Find Lansing [2.2] Objective: Send Radio Signal [2.3] Objective: Find General Yusupov [2.4] Objective: Free Anna Kamsky [2.5] Objective: Escort Anna Kamsky to Radio Room [2.6] Objective: Find Captain Lubenski [2.7] Objective: Find Captain's Log (Autopilot Code) [2.8] Objective: Meet Anna Kamsky at Lookout Post [3] Strategies - Part 2: Star of Sakhalin (Oil Rig) [3.1] Objective: Reach Sick Bay [3.2] Objective: Find and Kill Anischneko [3.3] Objective: Destroy Jammer [3.4] Objective: Find Antidote for Anna Kamsky [3.5] Objective: Give Antidote to Anna Kamsky [3.6] Objective: Find Dr. Kamsky's Laptop [3.7] Objective: Find C4 [3.8] Objective: Destroy Oil Rig [3.9] Objective: Meet Anna at Heliport [3.A] Objective: Distract Dr. Kamsky [3.B] Objective: Kill Dr. Kamsky [4] (reserved) [5] Reference [5.1] Game Source Information [5.2] Document Credits [6] Contact Information ============================================================================== [1] Overview ============================================================================== Darkworks' Cold Fear is an action adventure that features a hero who fights enemies in environments that have rolling and swaying motions, which can throw the characters off balance and cause them to lose their aim or to fall. ------------------------------------------------------------------------------ [1.1] Story ------------------------------------------------------------------------------ It seems to be just another day in Tom Hansen's life as a Coast Guard, but little does he know that the ship failing to respond to his calls is hiding deadly secrets. With all his teammates killed shortly after boarding the vessel, Tom will have to rely on his training and his wits if he hopes to end the madness and escape. ------------------------------------------------------------------------------ [1.2] Characters ------------------------------------------------------------------------------ Tom Hansen A former soldier who has joined the US Coast Guard after a tragic incident in the past. Anna Kamsky The daughter of Dr. Kamsky. Dr. Viktor Kamsky A scientist working on the exocel project. Dr. Pavel Bakharev A friend of Anna. Dr. Bakharev is working under Dr. Kamsky. Jason Bennett The CIA agent with whom Tom communicates over the radio soon into the game. Agent Bennett is interested in obtaining the data from the exocel project. Captain Lubenski The guy in charge of the whaler, the Eastern Spirit. General Yusupov The dude who is paying for the exocel project. General Yusupov has hired Dr. Kamsky and the other scientists to conduct the research on the exocels. Anischneko General Yusupov's right hand man. Mercenaries The troops under General Yusupov and Anischneko's command. Excocels (a.k.a. Contaminators) The small wriggling masses of tentacles that like to suck out the brains of people and then turn them into zombies and other monsters. Excocels attack by latching their tentacles onto the heads of their victims. These monsters can be easily killed, especially with shotgun blasts. Exonests (a.k.a. Breeders) The small hives that keep producing exocels. Exonests can be destroyed only by fiery explosions. Exomutants The zombies who serve as hosts for the exocels. Exomutants often wield melee weapons like knifes and hooks, but a few can use guns. To kill exomutants, destroy their heads. A defeated exomutant's exocel may spill out afterward. Exoshades The quadrupedal mutants who like to attack in the dark. Exoshades can turn off lights by shrieking, and they like to attack by dropping down onto their victims from the ceiling. Exoshades can move very quickly, but they are easily slowed down and distracted by spears. Exospectres The mutants who can turn invisible. Exospectres fade back into view briefly whenever they are hit, but they are resistant to fire. Exomasses The gigantic mutants with the massive, club-like left arms. Exomasses can perform powerful charging attacks. Their weak points are, surprisingly enough, their oversized left arms. ------------------------------------------------------------------------------ [1.3] Weapons ------------------------------------------------------------------------------ Cal.45 Magazine Capacity: 7 rounds Net Ammunition Capacity: 42 rounds Location: always carried Notes: Tom's handgun. This semi-automatic pistol is equipped with a torchlight and a laser sight. AK47 Magazine Capacity: 30 rounds Net Ammunition Capacity: 150 rounds Location: starboard storeroom (whaler), walkway outside sick bay (oil rig) Notes: A reliable assault rifle with a decent magazine capacity. The AK47s in this game also come with laser sights. Shotgun Magazine Capacity: 7 rounds Net Ammunition Capacity: 21 rounds Location: propeller shaft room (whaler), walkway outside sick bay (oil rig) Notes: A typical pump-action shotgun. The shotguns in this game, while still doing more damage at close range, can also deliver decent damage at long distances. MP5 Magazine Capacity: 25 rounds Net Ammunition Capacity: 125 rounds Location: storage shed 1 (oil rig) Notes: A submachinegun. The MP5 has a smaller magazine capacity than the AK47, but it has a higher rate of fire. Grenade Launcher Magazine Capacity: 5 rounds Net Ammunition Capacity: 5 rounds Location: large storeroom with cargo containers (oil rig) Notes: A weapon that fires grenade shells, which can wipe out several enemies at once. The shells detonate a short period of time after being launched, not upon impact with a surface. Flamethrower Magazine Capacity: 30 seconds Net Ammunition Capacity: 30 seconds Location: main security room (oil rig) Notes: A weapon that releases streams of fiery death. Take care not to walk into any bodies that are still on fire. Also take care not to use this while facing strong winds outdoors, or else the flames may be blown right back. Speargun Magazine Capacity: 1 round Net Ammunition Capacity: 3 rounds Location: rear deck house after meeting Yusupov (whaler), sick bay (oil rig) Notes: An experimental weapon that shoots spears chemically treated to lure mutants. These spears are great for distracting mutants, but they are ineffective against enemies who aren't infected (i.e. the normal mercenaries). Each spear carries enough chemicals to last for about 10 seconds. ------------------------------------------------------------------------------ [1.4] General Tips ------------------------------------------------------------------------------ - There is no mapping feature in the game, but the name of the area where Tom currently is will be displayed whenever the game is paused. - If Tom aims his gun at a sign, it will be translated from Russian to English (via subtitles). This doesn't work if there isn't enough room for him to aim with his gun. - To assign a weapon to a directional button on the D-Pad, equip the weapon and then hold the desired directional button for a moment. - Except on the easy difficulty setting, enemies who are burnt to death won't yield any items when they are searched afterward. - Use the med packs at sick bays as a last resort. If Tom is low on health, the probability of defeated enemies yielding med packs increases. Be sure to search the bodies before they disappear. - Tom can perform critical hits against enemies who grab him. (They include exoshades, exospectres, and the final boss.) To break free, rapidly press the Action Button to fill up the critical hit meter. When this meter is completely filled, press the Fire Button immediately to perform a critical hit. Tom uses different weapons against different types of enemies when he makes critical hits, and he must have ammunition for the required weapon to do so. If Tom doesn't perform a critical hit, he will just shove off the enemy. ============================================================================== [2] Strategies - Part 1: Eastern Spirit (Whaler) ============================================================================== This quick walkthrough outlines the necessary tasks that Tom needs to perform. Many optional areas aren't mentioned here. Such areas contain additional ammunition and documents that provide details about the exocel project. ------------------------------------------------------------------------------ [2.1] Objective: Find Lansing ------------------------------------------------------------------------------ Tom starts on the port side of the rear deck, facing the stern. Cut across the middle of the ship to the starboard side, and follow the side path toward the bow. Kill the mercenary there, and avoid the large waves crashing aboard. To unlock the main deck door, shoot the electrical box near it. On the main deck, turn the blue valve to extinguish the fires blocking the nearby passageways. (Tom can stock up on ammunition inside the armory.) Go down the stairs to the flooded hallway leading to the port side cold rooms, and take the Upper Deck Key near the floating body. Now find the door to the stairs leading up to the upper main deck. (At the infirmary, the first-aid cabinet contains several med packs.) Use the Upper Deck Key to open the locked door to the lower deck. At the lower deck, some fires block a part of the passageway, so Tom will need to take a detour through the crew quarters (listed as "rest room") and the galley. (At the galley, Tom can break the glass panel covering the shelves to obtain the document placed inside.) Exit the galley at the other side, and turn the blue valve to extinguish the fires. On the same deck where the valve is found, open the door that leads to the exterior. At the front deck, go across the walkway toward the bow, where the harpoon gun is. Follow the stairs leading down toward the middle of the ship. Find the door that leads inside to the dormitory. (Don't go where Tom says it's the wrong way.) In the dormitory, take the Radio Code from Lansing's body, found on the toilet. Kill the exomutant who comes in by destroying its head. Exit the dormitory. (Save point.) ------------------------------------------------------------------------------ [2.2] Objective: Send Radio Signal ------------------------------------------------------------------------------ Outside the dormitory, fight across to the storeroom at the starboard side of the front deck. In the starboard storeroom, take the AK47. Open the door at the other end to return to the rear deck, and from there return to the main deck (where the armored door locking up the woman is). This time, Tom will see a mercenary running into a previously locked room. Follow him. Kill the mercenary in main deck hold 5, and then take the Handwheel on the shelf. Now go down over to the flooded hall that leads to the port side cold rooms. Use the Handwheel on the door to the fish hold. (Save point.) In the fish hold, take the Radio Room Key lying in front of the big fat dead orca. Kill the exocels that come out from the orca. Now go back out to the main deck, and go up to the bridge by working through the upper main deck and then the lower deck. At the bridge, open the door to the radio room. Use the radio to make contact with Bennett. Afterward, leave the bridge. (Save point.) ------------------------------------------------------------------------------ [2.3] Objective: Find General Yusupov ------------------------------------------------------------------------------ General Yusupov is at the rear deck house, but Tom can't return there via the main deck. He will have to go through the front deck and the starboard storeroom (the same place where the AK47 has been found earlier). Find the stairs at the middle of the rear deck, and climb up to the rear deck house. Enter it. (Save point.) ------------------------------------------------------------------------------ [2.4] Objective: Free Anna Kamsky ------------------------------------------------------------------------------ In the rear deck house, take Yusupov's Diary lying near the general's body, and take the Speargun on the console. Tom now has to go free Anna, but the door between the rear deck and the main deck is busted, so he will have to take a detour. Outside at the rear deck, find the starboard side door near the swinging crate that's on fire. Use Yusupov's Diary to unlock it. At the starboard ladder, follow the stairs down to the engine room. The engine room's two levels are connected by some stairs at the back. Go down to the lower level, and kill the exonest by shooting the explosive barrels next to it. Take the Propeller Shaft Room Key near this exonest. Use the Propeller Shaft Room Key on the locked door at the other side of the same level. (Save point.) In the propeller shaft room, take the Shotgun lying near the body. Use the control panel to raise the bridge. Take the Handwheel located at the other side of this room. Shoot the electrical box to unlock the door that leads back out to the engine room's lower level. Now that Tom has the Handwheel, he can go through the starboard cold rooms. Open the door to the engine room access, which in turn leads to the starboard cargo hold corridor. Open the yellow door and enter the fish hold, the same place with the dead orca. From there, go back to the port side cold rooms corridor. This corridor is still flooded, and it will be periodically electrified. Wait for the electricity to disappear before dashing across the water. Go back up to the main deck, where Anna is. Before rescuing her, be sure to stock up on ammunition at the armory. Then, use Yusupov's Diary to open the armored door that's locking up Anna. (Save point.) ------------------------------------------------------------------------------ [2.5] Objective: Escort Anna Kamsky to Radio Room ------------------------------------------------------------------------------ Tom must help Anna reach the radio room at the bridge. Simply waste any enemies in her way before they kick her ass. Go through the upper main deck and then the lower deck to get to the bridge. ------------------------------------------------------------------------------ [2.6] Objective: Find Captain Lubenski ------------------------------------------------------------------------------ Captain Lubenski is in the port side cold storage rooms, but Tom will need to do a little extra work before he can enter them. Head out to the front deck and the starboard storeroom (the same place where the AK47 has been found earlier). At the rear deck, find the swinging crate that's on fire again, but this time, go to the locked door on the port side. Use the code that Anna provides to open it. In the pump control room, use the lever to activate the bilge pump, draining the water that is flooding the port side cargo hold corridor. Afterward, go down the stairs to the engine room. Return to the engine room's lower level and get into the starboard side cargo hold corridor again. Open the door at the end of this corridor to enter the large cargo hold. (Save point.) At the large cargo hold, Tom can shoot the electrical box not far from where he enters to make the rig drop, killing any enemies in its way. Go through the door at the other side of the room to enter the port side cold rooms corridor. Captain Lubenski is inside cold room 2. Take the Captain's Quarters Key lying in front of his cryogenic capsule. ------------------------------------------------------------------------------ [2.7] Objective: Find Captain's Log (Autopilot Code) ------------------------------------------------------------------------------ Now work up through the main deck once more and return to the lower deck, where the crew quarters are. Use the Captain's Quarters Key to open the door to Lubenski's room. Inside the captain's quarters, use the captain's log on the desk to obtain the autopilot code. Now exit via the other door in the room. (Save point.) ------------------------------------------------------------------------------ [2.8] Objective: Meet Anna Kamsky at Lookout Post ------------------------------------------------------------------------------ Outside the captain's quarters, find and take the stairs leading up to the lookout post, or the crow's nest. Anna will be seen fleeing from several enemies. Kill them all, including the ones who climb up over the railings, and then meet up with Anna at the lookout post. (Save point.) ============================================================================== [3] Strategies - Part 2: Star of Sakhalin (Oil Rig) ============================================================================== ------------------------------------------------------------------------------ [3.1] Objective: Reach Sick Bay ------------------------------------------------------------------------------ Tom will wake up on the docks with very little life and only his handgun. He knows he has been infected by an exocel, so he needs to go to the sick bay to obtain an antidote. The docks are busted up from the crash, so Tom has to run around the large circular structure ahead. Be sure to avoid the waves crashing onto the ledge. Open the large doors at the front of the large circular structure to enter the dock elevator. In the dock elevator, press the button to move it, and then open the door marked by the blood trail to enter the main drilling module. (The other door leads to the science module, but it is a dead end for now.) Follow the exterior walkway to the armory and the sick bay, killing any enemies getting in the way. Enter the sick bay. (Save point.) ------------------------------------------------------------------------------ [3.2] Objective: Find and Kill Anischneko ------------------------------------------------------------------------------ After Dr. Bakharev administers the antidote, he will tell Tom that Anischneko's eye is required to open the door to the communications room, where the jammer is. Be sure to take the Speargun on the desk. The first-aid cabinet contains several med packs. Exit the sick bay to see Dr. Bakharev get wasted. Take the Storeroom Key that he drops. Take the Shotgun and the AK47 lying near more bodies further down the walkway ahead. Use the Storeroom Key to open the door at the end of the walkway. In the large storeroom with the cargo containers, take the Grenade Launcher on the high walkway. Also use the control panel to unlock the double doors near the fallen cargo container. Open those doors. (Save point.) In the lower corridor, find the stairs leading up to the upper corridor. The upper corridor connects to several other areas, some of which contain new weapons. First, enter the main security room. Take the Flamethrower lying near a body, and then kill all the mutants in the room to unlock the entrance. Next, back out at the upper corridor, enter the technical corridor. There is only one way through this corridor. Follow it to reach the drilling unit. At the drilling unit, the stairs to the control booth are busted, so ride the lift, and then use the high walkways to drop down to the booth. Use the control panel in there to extinguish the fires blocking a door by the corner at the bottom. Open that door to enter storage shed 1. Take the MP5 on the high walkway in this shed. Now continue going after Anischneko. Return to the upper corridor, and open the door to the heliport access. (Save point.) The heliport access is blocked by several laser mines. Due to weird-ass game design, the beams are more like deathrays that will incinerate anybody who touches them, not trigger an explosion from the mines. Using the low slopes and dents on the walkway, crouch-walk underneath the beams. Open the door at the other side to enter the storage shed. In the storage shed, kill all the enemies, including Anischneko, the barechested guy who comes down the elevator at the end. After kicking his ass, approach his corpse to take Anischneko's Eye. Now exit the storage shed through the earlier door, not the elevator. (Save point.) ------------------------------------------------------------------------------ [3.3] Objective: Destroy Jammer ------------------------------------------------------------------------------ Go back across the heliport access and the upper corridor to return to the main security room. Use Anischneko's Eye to open the door to the communications room. Inside the communications room, kill all the enemies. To destroy the jammer, destroy the three generators in front of it by shooting them. Afterward, exit the communications room. (Save point.) ------------------------------------------------------------------------------ [3.4] Objective: Find Antidote for Anna Kamsky ------------------------------------------------------------------------------ This time, in the main security room, take the Elevator Key dropped by a dead scientist. Return to the lower corridor, and use the Elevator Key to access the habitation catwalk elevator. (Save point.) Outside on the habitation catwalk, avoid the waves while running over to the habitation module. Inside the habitation module, kill the exonest underneath the high walkway by shooting the explosive barrels near it. Drop into the nasty-ass hole on the bottom to enter the technical basement. In the technical basement, go up the slope near the exonest and the fence. This slope leads to the main corridor in the habitation module. (The other slope in the technical basement goes back to the place down from where Tom has dropped.) In the main corridor, open the large double doors to the underwater tunnel elevator. Press the switch to move it, and then open the door to the underwater tunnel. Inside the underwater tunnel, open the door at the other end to reach the science module's lab main elevator. The science module consists of two levels. For now, stay on the lower level and enter lab 6 (the door is marked with the number 6). Fight through the experimental chamber and the mortuary to reach Dr. Kamsky's lab. Take the Antidote lying on the surgical table with the Bond-style laser. Now exit Dr. Kamsky's lab. (Save point.) ------------------------------------------------------------------------------ [3.5] Objective: Give Antidote to Anna Kamsky ------------------------------------------------------------------------------ Back in the mortuary, take the Code lying near the dead technicians. In the experimental chamber, use the Code on the computer to electrocute the enemies at the bottom. After doing so, the high walkway will break. Find the way out to the laboratory shed. At the laboratory shed, turn the blue valve to extinguish the fires blocking the door ahead, and then open that door to enter the lower level of lab 6. Lab 6's lower level is flooded. To kill the exospectres hiding there, shoot the electrical box. Take the lift to get back up to the high walkway, and then return to the lab main elevator. (Save point.) Use the control panel on the lab main elevator to move it. On the upper level, head for the door leading to the decontamination room access (also listed as the cryogenic room). Kill the exomass to unlock that door. The weak points of exomasses are their large left arms. Go through the cryogenic room to reach the decontamination room and to find Anna. (Save point.) ------------------------------------------------------------------------------ [3.6] Objective: Find Dr. Kamsky's Laptop ------------------------------------------------------------------------------ Now that Anna is okay, Tom should go find that laptop. After waking up in the decontamination room, open the door to lab 2, and then return to the lab main elevator's upper level. Tom can't go back to the science module via the underwater tunnel, so he should open the large double doors to the bridge control room. At the bridge control room, use the control panel to extend the bridge that leads back to the dock elevator. Head toward the sick bay, and restock on ammunition at the armory. Go through the storeroom and the lower corridor, and use the habitation catwalk elevator to enter the habitation module. At the habitation module, drop through the nasty-ass hole to the technical basement again, and work back up to the main corridor. The scientists' dormitory is locked, so open the door to the showers. At the showers, enter the open ventilation shaft in the wall to reach the scientists' dormitory. At the scientists' dormitory, use the laptop on the shelf to send Bennett the antidote data. Afterward, leave the dormitory through the doors. (Save point.) ------------------------------------------------------------------------------ [3.7] Objective: Find C4 ------------------------------------------------------------------------------ Back out at the main corridor, return through the underwater tunnel to the science module's lower level. Use the code that Anna provides to open the door toward the ammunition warehouse. To open the locked door at the other end of the maintenance room, shoot the electrical box and then shoot the nearby fire extinguisher to blow out the laser beams. Inside the ammunition warehouse, crouch-walk underneath the beams. Take the C4 from the table at the end, but watch out for the exospectre who drops down afterward. Waste it without hitting the explosive barrels, shoving it away if necessary. Now crouch-walk back out to the door. (Save point.) ------------------------------------------------------------------------------ [3.8] Objective: Destroy Oil Rig ------------------------------------------------------------------------------ There are three locations marked by Anna with red X marks where Tom needs to set the C4 charges. After setting a charge, he must run away quickly before it blows up. (A chance to save will be given before he enters a room with a red X mark.) The first location is the underwater tunnel elevator. Go back through the underwater tunnel to reach it. (Save point.) After setting the C4, run back through the underwater tunnel before the explosions catch up. The second location is the bridge control room, along the back walls. Ride the lab main elevator to get up there. (Save point.) After setting the C4, run across the extended bridge, toward the dock elevator. The third location is the upper corridor at the drilling module. Go back past the armory and the sick bay. At the storeroom, the doors to the lower corridor have been locked again, so unlock them by using the control panel on the high walkway. Take the stairs to get up to the upper corridor. (Save point.) After setting the C4 on the panel at the upper corridor, dash back to the heliport access and the storage shed (where the laser mines and Anischneko used to be). ------------------------------------------------------------------------------ [3.9] Objective: Meet Anna at Heliport ------------------------------------------------------------------------------ At the storage shed, take the elevator at the back to go up to the transit room. Now is a very good time to stock up on life and ammunition, especially handgun ammunition. When ready, open the door at the other end of the transit room to reach the heliport. (Save point.) ------------------------------------------------------------------------------ [3.A] Objective: Distract Dr. Kamsky ------------------------------------------------------------------------------ During the first half of the final battle, Tom must keep Dr. Kamsky away from Anna while she sets more explosives. Dr. Kamsky cannot be killed yet, but Tom can distract him by shooting him. Whenever Dr. Kamsky is irritated, he will turn around and charge at Tom. To avoid this charging attack, run sideways to Dr. Kamsky's right (because he swings out with his left arm). Search the bodies along the sides of the platform for more ammunition, but give top priority to keeping Dr. Kamsky away from Anna. If he grabs her, it's Game Over. ------------------------------------------------------------------------------ [3.B] Objective: Kill Dr. Kamsky ------------------------------------------------------------------------------ During the second half of the final battle, Anna will go get the chopper. The only thing left for Tom to worry about now is kicking Dr. Kamsky's ass. To do that, Tom must perform critical hits against Dr. Kamsky. First, avoid Dr. Kamsky's charging attacks as usual by running sideways to his right. (If Dr. Kamsky is too close, he will leap back first to give himself some more room.) After successfully dodging the charging attack, Tom then has to move up close to Dr. Kamsky, so the boss will grab him. At this point, perform a critical hit (by pressing the Action Button to fill up the critical hit meter and then immediately pressing the Fire Button). Repeat this until Dr. Kamsky dies. Handgun ammunition is needed to perform critical hits against Dr. Kamsky. Search the bodies along the sides of the platform for more ammunition. ============================================================================== [4] (reserved) ============================================================================== ============================================================================== [5] Reference ============================================================================== ------------------------------------------------------------------------------ [5.1] Game Source Information ------------------------------------------------------------------------------ Name: Cold Fear Code: SLUS-21047 (North American) (PS2) Developer: Darkworks Producer: Ubisoft Genre: action adventure Players: 1 Publisher: Ubisoft Release Date: 2005-03--- (North American) UPC: 008888322214 (North American) (PS2) UPC: 008888512219 (North American) (Xbox) ------------------------------------------------------------------------------ [5.2] Document Credits ------------------------------------------------------------------------------ Darkworks (www.darkworks.com) For developing Cold Fear. Ubisoft (www.ubi.com) For producing Cold Fear. Spherelanders For playing through the game and figuring out the best tactics. Extra thanks to Alex Round for actually authoring this document. ============================================================================== [6] Contact Information ============================================================================== mail: faididi@yahoo.com ============================================================================== ==============================================================================