==============================================================================
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.


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[1.3] Weapons
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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.


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[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


==============================================================================
==============================================================================