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Follow the dark path or use the light


by DomZ Ninja

              "On a hellbound vessel, everyone is dead weight."
     ___       ___    __     _____         ______   ______     ____   ____
   .'   `.   .'   `. |  |   |     `.      |      | |      |  .'    `.'    `.
  /       \ /       \|  |   |       \     |      | |      | |       -       \
 |   |\    |    _    |  |   |   _    |    |    __| |   ___| |   _   -   _    |
 |   | |   |   | |   |  |   |  | \   |    |   |    |  |     |  | |  -  | \   |
 |   | |   |   | |   |  |   |  |  |  |    |   |    |  |     |  | |  -  |  |  |
 |   | |___|   | |   |  |   |  |  |  |    |   |__  |  |___  |  | |  -  |  |  |
 |   |     |   | |   |  |   |  |  |  |    |      | |      | |  |_|  -  |_/   |
 |   |     |   | |   |  |   |  |  |  |    |      | |      | |       -       /
 |   |     |   | |   |  |   |  |  |  |    |    __| |   ___| |       -      |
 |   |  ___|   | |   |  |   |  |  |  |    |   |    |  |     |   _   -   _   \
 |   | |   |   | |   |  |   |  |  |  |    |   |    |  |     |  | |  -  | \   |
 |   | |   |   | |   |  |   |  |  |  |    |   |    |  |     |  | |  -  | |   |
 |   | |   |   |_|   |  |   |  |_/   |    |   |    |  |___  |  | |  -  | |   |
 |   |/    |         |  |__ |        |    |   |    |      | |  | |  -  | |   |
  \       / \       /|     ||       /     |   |    |      | |  | |  -  | |   |
   `.___.'   `.___.' |_____||_____.'      |___|    |______| |__| |__-__| |___|


                                  COLD FEAR

                      Copyright (c)2005-2009 DomZ Ninja


 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 07/28/09
 Version: 1.3

 NOTE: This guide does contain spoilers!


                              TABLE OF CONTENTS

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.

1] - Version History.................................. [0100]
2] - Controls......................................... [0200]
3] - Walkthrough...................................... [0300]
       3.1] Spirit of the East........................ [0310]
              3.11] Mission 1......................... [0311]
              3.12] Mission 2......................... [0312]
              3.13] Mission 3......................... [0313]
              3.14] Mission 4......................... [0314]
              3.15] Mission 5......................... [0315]
              3.16] Mission 6......................... [0316]
              3.17] Mission 7......................... [0317]
       3.2] Star of Sakhalin.......................... [0320]
              3.21] Mission 1......................... [0321]
              3.22] Mission 2......................... [0322]
              3.23] Mission 3......................... [0323]
              3.24] Mission 4......................... [0324]
              3.25] Mission 5......................... [0325]
              3.26] Mission 6......................... [0326]
              3.27] Mission 7......................... [0327]
              3.28] Mission 8......................... [0328]
              3.29] Mission 9......................... [0329]
4] - Documents........................................ [0400]
       4.1] Spirit of the East........................ [0410]
       4.2] Star of Sakhalin.......................... [0420]
5] - Weapons.......................................... [0500]
6] - Secrets.......................................... [0600]
7] - Thanks/Credits................................... [0700]


 1] VERSION HISTORY                                                     [0100]

FAQ/Walkthrough #4

 Version 1.0 (04/08/05) - Slight detour. My basement flooded, leaving me
                          without a TV or my systems for well over a week. I
                          was going to just finish the game and complete my
                          FAQ. Since my PS2 was incapacitated (it works now,
                          though), I haven't had time to play my game, and
                          ultimately, finish my FAQ. I'll submit it now, but I
                          will finish the walkthrough entirely in the next 

 Version 1.1 (06/28/05) - Finally, I am done. Sorry for the delay, but the 
                          walkthrough is complete! ^_^

 Version 1.2 (04/28/06) - It looks a bit different, eh? Changed the formatting
                          because I thought the guide looked ugly.

 Version 1.3 (10/14/06) - Added a Documents section.


 2] CONTROLS                                                            [0200]

|  D-Pad                      |  Change Weapons (Quick)                      |
|  Left Analog Stick          |  Move                                        |
|  Right Analog Stick         |  Move Camera                                 |
|  Start                      |  Pause Game                                  |
|  Select                     |  Open Inventory                              |
|  X Button                   |  Run (Hold)                                  |
|  Square Button              |  Reload                                      |
|  Triangle Button            |  Grab Ledge                                  |
|  O Button                   |  Interact                                    |
|  R1 Button                  |  Shoot                                       |
|  R2 Button                  |  Change Weapon                               |
|  L1 Button                  |  Aim (Over Shoulder)                         |
|  L2 Button                  |  Change Weapon                               |


 3] WALKTHROUGH                                                         [0300]

 3.1] Spirit of the East                                                [0310]

 3.11] Mission 1: Find the Emergency Radio Code                         [0311]

 [ ] - Find a way to put out the fire
 [ ] - Locate the upper deck key
 [ ] - Find the valve to activate the anti-fire system
 [ ] - Locate the dormitory to find Lansing

The game will start off with Hansen on the side of the boat. Large waves will 
be crashing on the side of the boat, which can deal major damage if hit by 

Navigate along the side dock of the ship, and look on the ground for a piece
of paper. This is a document, which can be found all around the boat,
containing information about certain in-game features and numerous things like
that. You will recieve the document, [Ammunition Conservation]. 
Proceed forward while dodging the waves and make a left when you come to the 
staircase. Head up the stairs onto the dock and maneuver around the swinging 
box. Head to the other side of the dock and down the stairs to be on the 
opposite side of the ship.

Go forward and you will see a soldier shouting to you. He may shoot you once
or twice, but a wave will smash into him and slam him into the side of the
boat, ending his life. 

Go forwards and investigate the body with the action button (Circle). You can 
pick up some ammo if he has any one him. Go into the hallway and shoot the 
blue electrical box next to the door. The door will unlock, letting you go 

Once in side, you will see two Russian soldiers talking. They spot Hansen and 
panic by hiding behind two boxes. Wait until they shoot at you, then duck 
away from the wall and shoot the white barrel in the middle of the hall, it 
will explode, engulfing the two soldiers in flame and killing them.

You can't search their bodies because they are too burned, so go to the end of
the hall towards the blue valve and press Circle. That will activate the
sprinkler system and extinguish flames. Go back down the hall and make a

Go past the hallway where the fire was and you will be near a staircase.
First, go through the door with the bullets enscripted on it. This is the
Armory, where you can stock up on ammo if you ran out.

Enter, but don't stock up on ammo; save it when you really need it. Pick up
the note entitled [Armory] and exit the Armory. On the ground near the
staircase, there's another note entitled [Electrical Boxes]. 

Pick it up and go down the stairs for now. You will end up in a submerged
room. Walk to the end of the room and inspect the floating corpse to find the
[Upper Deck Key]. Don't shoot the electrical box; it will shock the water,
electrocuting you. Backtrack up the stairs and go through the door with the
orange trim.

Go up the stairs to find another hallway with several rooms. The room with 
the First Aid sign is the Sick Bay. Here, you can find a number of health 
packs, but just like the Armory, they're limited, so save them for when you 
really need them. Go to the end of the hall and use the Upper Deck Key to 
unlock the steel door.

A fire blocks the right path in the next room, so enter the door to the left.
You will be in a utility closet. Search the corpse for any ammo or health and
look on the ground to find [Yusupov's Diary Page].

Exit the room and go to the other door, which should be positioned right near 
where you entered. It leads to the Mess Hall, where two soldiers will duck 
and fire from behind tables. Do the same by pressing R3 to crouch when fired 
upon, the fire when the shots stop. Go through the side door to enter a 
kitchen-type area. Pass by the tables and such and go through the door at the 
end of the kitchen. 

You will end up on the other side of the fire. Go near the valve and turn it 
to access more sprinklers. The fire will go out, but an enflamed soldier 
lunges at you. Back away and let him roast on the ground. Enter the steel 
door on the wall opposite from where you came from.

This leads to the outside of the boat. Make a right to the back end of the
boat and look on the ground to find a [Barrels] note and Pistol ammo. Go the
other way towards a large catwalk.
You will be fired upon by soldiers, so advance slowly across the catwalk 
rather than trying to pick them off from afar. Once you get to the Prow 
(front end of the boat), shoot the soldiers and inspect their bodies.

Go down the stairs and you will hear another soldier grunt. Go back up the
stairs and wait for the soldier to follow you. Pick him off when he slowly
cimbs the stairs. Proceed back down the stairs and head towards the right side
of the boat. You will find a door; enter it to access the Dormitory. 

Inside, you will find dead bodies left and right. One moves when you get near,
so shoot it. Go to the bathroom at the end to find the corpse of Lieutenant
Lansing. Hansen will recover his radio code. When he tries to leave, an
ExoMutant will make an appearance in the Dormitory. 

Shoot it repeatedly to make it fall to the ground. Approach its head and 
press Circle when next to its upper body to stomp on its head, permanently 
destroying the monster. You'll have to do that every time you encounter an 
ExoCel-controlled monster to prevent it from getting back up and resume 

Search the bunks to find [Dr. Kamsky's Diary Page], then head to the exit of
the Dormitory to end the first mission. Save and exit the room.

 3.12] Mission 2: Find the Radio Room                                   [0312]

 [ ] - Find the handwheel and open the fish hold
 [ ] - Collect the radio room key
 [ ] - Locate the radio room and contact Agent Bennet

Once outside of the Dormitory, you will encounter a soldier fighting an 
ExoMutant. The ExoMutant will most likely win, so once he kills the soldier, 
take it out by surprise. Remember, you must always step on their heads to 
permanently finish them off.

Go right and head into to large sliding doors across from the Dormitory. You
will be in a large storage room with two more ExoMutants. Kill them and
collect the AK-47 ammo and Med Pack. Exit the room and head to the left side
of the boat. 
A large wave will hit the boat. Youwill slide to the edge of the boat, so 
press Triangle when you fall to the side of the boat to help yourself up. Go 
to the side of the ship to the right of the Dormitory and enter the door. You 
will be in the Storeroom. Immediately look up towards the ceiling to find an 
ExoMutant hanging on top of the room. 

Shoot him and crush his head. Check out the crates to find the [Fire
Extinguisher] note. Go to the back of the room and exit through the door at
the end. You'll be near that blue door again.

An ExoMutant is banging the door; kill him then enter the door. You'll see
another Mutant head into a room. Follow him into the room and kill him. There
is a fire extinguisher in the back of the room. Shoot it to conserve ammo.

Look on the shelf for a shiny object. Pick it up to obtain the [Handwheel].
Exit the room and head left, where you will be ambushed by some ExoMutants. 

Eliminate them easily with the AK-47. Go down the familiar staircase and 
through the water-filled room where you found the [Upper Deck Key]. Go up the 
side stairs and use the [Handwheel] on the yellow door.

Open the door to enter the Fish Hold. Once on the catwalk, search the control
panel to find [Red Fuel Valve] note.

Go down the stairs next to the catwalk and walk around the dead whale. There
is a flashing object near it's mouth; pick it up to obtain the [Radio Room
Key]. After you pick up the item, several ExoCels spill out of the body.

These guys are really small and slow. They can use their tentacles to latch
on to the ceiling or pierce Hansen from afar. Keep your distance and shoot
one with a handgun. They will curl into a ball. Shoot them one more time to
kill them. Do this to all of the ExoCels and take out the group of them.

Return to the flooded room and go up the stairs. An ExoMutant is waiting for
you at the top of the stairs, so shoot him down while climbing up the
staircase. You should fill up on ammo and health if you need it.

Go through the orange trimmed door and go up the stairs. An ExoMutant breaks 
out of one of the doors at the top of the stairs, so shoot him down and go 
through the steel door. More ExoCels will be waiting for you once you enter 
the door. You'll be back near the Mess Hall and the Gallery. Take out the 
ExoCels and go right where the fire was previously held. 

Go up the stairs to the left and enter the black door. Take out your AK-47 
and kill the tow ExoMutants waiting for you. Enter the first door on the left 
to find the radio room. Hansen will contact Agent Bennet and tell him the 
news aabout Lansing. Bennet will tell you to locate Colonel Yusupov in the 
Rear Deckhouse. Exit the door and save your game.

 3.13] Mission 3: Find Yusupov                                          [0313]

 [ ] - Locate Yusupov in the rear deckhouse

Exit the radio room and go down the stairs. Once down the stairs, turn around 
and go through the steel door. You should be back outside near the catwalk. 
You will find more ExoMutants fighting soldiers.

Proceed across the catwalk and shoot anyone nearby when you get to an opening
of the railing. Once most of them are dead, head down the stairs and finish
off any stragglers. Dodge the hooks and go back to the Storeroom. Go through
the Storeroom and you will end up near the blue door. 

Instead of going through the blue door, turn around and head the other way. 
Dodge the waves and go down the side dock of the ship. An ExoMutant will pop 
up near you. Make sure you're out of the way of the waves and shoot down the 
ExoMutant. You don't want to fight the monster while being pounded by waves! 

Go to the end of the passage and go up the stairs to the right. You will be 
at the rear dock. Dodge the swinging crate and go right. 

There should be some more ExoMutants, but they have guns instead of cleavers. 
Find some cover and take out any who come near you. There is a soldier 
crouched high on a catwalk. Target and eliminate him before he does any 
damage. Remember to always inspect the bodies for ammo or health.

Stay to the right side of the deck and go up the stairs past the flaming
crate. Go up the stairs near the catwalk and you should be next to a small
room. Target and destroy any more ExoMutants and head inside the room.

Hansen will find Colonel Yusupov, half dead. Yusupov gives Hansen a Speargun,
which fires gas cartridges. Think of it as a tranquilizer gun. He tells
Hansen to locate Anna. After his statement, an ExoCell bursts out of
Yusupov's stomach, killing him.

The ExoCel falls to the ground. Target the ExoCell with your pistol and kill
it. Pick up the Speargun from the shelf and look on the ground next to
Yusupov's corpse to find [Yusupov's Diary]. Exit the room and save.

 3.14] Mission 4: Free Anna Kamsky                                      [0314]

 [ ] - Unlock the rear deck starboard door
 [ ] - Find the electronic key that opens the door between the engine room and
       propellar room
 [ ] - Find the command wheel that will open the door in the starboard
 [ ] - Free Anna from the hold on the main deck

Exit the deckhouse where you found Yusupov. Descend down the stairs while 
taking out ExoMutants. There are only about 2 in the area; it shouldn't be a 
problem. Head past the flaming crates and open the door on the right.

When Hansen enters the room, he witnesses an ExoCel crawl into a corpse's
mouth. The ExoCel takes control of the body and it lunges at Hansen. Blast
the creature like you normally would with an ExoMutant and destroy it's head.

This time, watch out for the ExoCel. It will most likely crawl out of the
neck when the head is destroyed, so kill the ExoCel once it emerges from the

Go down the stairs and enter the engine room.Head down the second staircase
and head around the corner. The camera zooms in on an ExoNest hanging on the
engine. Two ExoMutants rise from the floor. Kill them and aim for the
explosive barrels under the ExoNest. Shoot them to blow up the ExoNest. An
ExoCel or two crawl from the flaming wreckage, so take them out before they
can find a host.

Walk towards the yellow pump belw where the nest was to find the [Propellar
Shaft Key]. Go back around the corner again and head inside the door next to
the stairs. Open it with your newly founded key and save your game. 

Climb the stairs nad grab the nice ol' shotgun off of the crates. Turn around 
and take out the ExoMutant behind you. Walk onto the catwalk in the center of 
the room and hit the control switch to raise the bridge over a gap.

As you start to walk across the bridge, an ExoMutant breaks through the floor.
Take it out and head across the bridge. More ExoMutants appear on the other
side of the gap. Take them out one by one when they try to go on the bridge. 

Once you're on the other side, more break out of the floor. Use the explosive 
barrels here to take them out, then pick up the [Handwheel] on the boxes near 
the stairs. Aim and shoot the electrical box above the door to open it. 

Return to the engine room. Go pas the engine and back down the stairs. Climb 
the stairs past the small room and pass through the door on the right. 

There are two corpses and two ExoCels in the room ahead. Take out the little 
guys before they take refuge. Exit the room to find a room with hanging 
corpses. Use the handwheel on the yellow door to open it. Pass through the 
room and through the next door.

You will be in the waterlogged room. An ExoMutant is wading in the water, but
a blast of electricity fries him. Time your movements and wait for a surge to
go by, then rush to the stairs and go up them. Enter Cold Room 3 to find
[Yusupov's Journal]. Exit and go back to the stairs. 

Reload at the Armory and pass through the hallway where you found the first 
enemies in the game. Unlock the door with the code in Yusupov's Diary to find 
Anna Kamsky.

When you meet Anna, Hansen explains everything to her. She suggests heading 
back to the radio in the bridge. Bennett contacts Hansen and strictly reminds 
him to keep Anna safe. Pick up the letter near Anna's feet to find [Letter to
Anna From Kamsky].

 3.15] Mission 5: Escort Anna to the Radio Room                         [0315]

 [ ] - Protect Anna while escorting her

Well, at least this mission is really easy. Exit Anna's holding cell and 
enter the hallway. Blast the ExoMutant as it jumps out at you. Make sure to 
always stay in front of Anna. She takes a lot less damage than Hansen and can 
die pretty easily.

Walk past the Armory. When you walk past it, the place explodes, leaving the
room in rubble. Well, no more Armory. Quickly run up the stairs past the
orange-trimmed door and get ready to take out an ExoMutant. 

Kill it before it harms Anna and go through the large steel door past the 
sickbay. Go through the hallway to the right and enter the dark door at the 
top of the stiars.

Hansen and Anna are in the bridge, but the autopilot is stuck. You need to
find Captain Lubenski to get the code from him, who is hiding in one of the
Cold Rooms. Anna stays in the radio room (good!) and gives Hansen a code to
unlock the other door on the rear deck.

 3.16] Mission 6: Find the Autopilot Unlocking Code                     [0316]

 [ ] - Activate the bilge pump
 [ ] - Get the key from Captain Lubenski

Exit the bridge and start to head down the stairs. Take out the lone ExoMutant
waiting at the bottom and exit through the door below. When you go outside of
the boat, it starts to rock back and forth. Crouch to avoid sliding and kill
the two ExoMutants to your right.

Wait until the ship is level again to start moving. Walk across the catwalk as
you kill more ExoMutants ahead. Proceed down the stairs and head towards the
storeroom which is on your left. Take out the ExoMutant and the ship will rock
Quickly crouch to avoid falling off of the boat and go inside the storeroom. 
Quickly pass through to the other side. Once through the storeroom and on the 
rear deck, you will have to avoid some waves. Time your dashes past the 
oncoming waves and climb the stairs to the area with the flaming crates. Take 
out any enemies here and use Anna's code to open the door to your left.

There are a bunch of ExoCels here, so take them out quickly. Don't worry 
about the corpse to the side; it's headless, so it can't be taken control of. 

Finish off the little guys and flip the switch on the wall to start up the
bilge pump. Check the boxes near the corpse to pick up the [Pumping Station
Note]. Two more ExoCels come up from the stairwell, so use the fire
extinguisher to eliminate them. 

Head down the stairs from where they came and pass through the door. You're 
in the engine room now; go down the stairs to the lower floor and go through 
the door on the raised platform. You can't go through the yellow door leading 
to the fish hold, so enter the large door at the end of the hallway into the 
cargo hold. Here's where the fun begins.

Some mercenaries plan on fighting ExoMutants and ExoCels by themselves, so 
things are gonna get messy. Quicly slip to the left and shoot the blue 
circuit box on the catwalk to the right. This will make a suspended catwalk 
fall on top of numerous ExoCels and instantly kill them.

Also use your Speargun to attract enemies near explosive barrels and shoot the
barrel to take a bunch of enemies out in one sweep. Once all the ExoMutants
and ExoCels are taken care of, the mercenaries try to take you out as well. 

Kill the one enemy on the catwalk by igniting the barrel next to him. Take 
out the last mercenary on the ground floor and go through the door on the 
opposite side of where you came in. You will return to the once flooded 
hallway, which is all dried up thanks to the bilge pump. Enter Cold Room 2 
(the one with the big "2" on it, duh) to find the captain's frozen corpse. 

Inspect his dead body to find the [Captain's Quarters Key]. The corpse is 
infected, so take it out. Also be ready for an ExoMutant to break out of a 
capsule next to the captain. Take both enemies out, grab the note 
entitled [Mutation Notes] and exit the room.

Exit the room and make a quick stop in Cold Room 1. Kill the ExoMutant here
and pick up the [Antidote Letter] on the floor. Exit the room and return to
the hall to find the orange-trim door. Enter it and go up the flight of stairs
to reach the sickbay. 

Eliminate the ExoMutant that breaks out of the right door and enter the steel 
door at the end of the hall. There's another damn ExoMutant guarding the door 
to your left. Blast him to kingdom come and use the key to open the door to 
enter the captain's quarters.

Check out the journal on the desk to find the autopilot code. Hanson radios
the code to Anna, whom changes the ship's course. Exit the room and save.

 3.17] Mission 7: Reach Anna in the Crow's Nest                         [0317]

 [ ] - Secure the area to protect Anna
 [ ] - Meet Anna in the crow's nest

Once exited through the door, go left and climb up the stairs to find a whole 
mess of ExoMutants. Make short work of them by shooting the explosive berrels 
next to the group. Take out any stragglers with your Handgun. You'll need 
your Shotgun here, so switch to it, follow Anna, and take out the ExoMutants 
at the base of the nearby stairs. 

Climb the stairs and take out the ExoMutants at the top. There are only two, 
so it isn't that big of a deal. One last ExoMutant stands in your way to the 
crow's nest. Blast him and make your way to the top.

Climb the stairs and finally meet up with Anna again once in the crow's nest.
Save your game; it's the last time to do so on this ship. Once Hansen and Anna
reach the crow's nest, there's a big collision with an oil rig.

 3.2] Star of Sakhalin                                                  [0320]

 3.21] Mission 1: Find the Medicine Cabinet                             [0321]

 [ ] - Locate the sick bay

Hansen awakens on the dock of this new ship with only a pistol. Turn around 
and go around the back of the dock where the waves are located. Time your 
dashes and avoid the waves.

Once you reach the elevator, head inside and hit the red button to get it
started. Exit once it reaches the top. A flaming ExoMutant will come charging
at you once you exit the elevator. Shoot its knees to make it drop to the
ground, then kill it. 

Go down the walkway which leads to two doors. Enter the Armory to stock up on 
pistol ammo. Nope, you can't stock up on any other ammo, such as the shotgun 
or speargun. Exit the Armory and go through the next door to enter the 
sickbay. Here Hansen meets up with Dr. Bakharev.

 3.22] Mission 2: Find Anischenko                                       [0322]

 [ ] - Get the storeroom key
 [ ] - Collect the M39 and MP5
 [ ] - Defeat Anischenko and his men
 [ ] - Take Anischenko's eye

Collect the speargun from the counter in the sickbay and the [Retinal Scan
Note] next to the gun. Bakharev exits the room. Check the drawers to the
right of the doorway to find the [Yusupov Letter]. Follow Bakharev outside to
watch him get killed right in front of you by a mysterious persuer.

Inspect the doctor's corpse to find the [Storeroom Key]. Continue across the
catwalk and look for a corpse hanging off of a railing. Keep your distance and
shoot its head. Grab the shotgun off of the ground next to the body.

Go around the corner to find two more dead bodies and an AK-47. Whoo hoo! 
Check out all these nice weapons you're getting! Keep going forward until an 
ExoMutant leaps over the railing next to an explosive barrel. You know what 
to do.

Once he's taken care of, another one comes charging. Shoot the ExoMutant at
its legs to knock it over and crush its head. Continue up ahead and watch out
for ExoMutants to jump out of the cargo holds.

Go up the stairs in the back-left corner of the large room. Inspect the ground
of the control room to find an M39 (a frickin' grenade launcher, sweet). Flip
the switch to open the door below. 

Head back downstairs to the lower room. A pack of ExoMutants are waiting at 
the base of the stairs. Use your new grenade launcher and test it on the 
group. Go through the unlocked door past the fire. You will encounter a new 
and much more dangerous enemy, the ExoShade.

The ExoShade is a very quick creature that resembles a dog. It had tough skin
and is nearly impossible to spot in the darkness. Its eyes glow, making it
somewhat easier to target in the shadows. The ExoShade is fast when attacking,
so quickly shoot it with the shotgun when it comes up close to knock it down.

Hit it several more times before it gets up. You can use the speargun to make
it dazed for several seconds, making it easier to hit. Once the beast is
killed, head out.

Go down the hall and through the double doors next to a staircase. Go through
the room to find an office. Inspect the desks to find [Letter to Anischenko].
Exit the office and the previous room and head up the stairs.

Go through the door at the top and proceed right. There are some mercenaries
and ExoMutants fighting ahead. Shoot the red valve on the wall next to the
pack to burn most of them to a crisp. Take out the survivors. Enter the door
next to the wall with the "2" on it and follow the hallway. 

Kill the pair of ExoMutants guarding the stairs, then head up the left flight 
of stairs. Cross the catwalk and follow the nasty trail of blood to the door. 
Proceed through to find a wrecked room. Navigate around the fire and head up 
the elevator to the top of the area.

Pick up the [Note From Anischenko] on the ground next to the stairs and go up
once the note is retrieved. Go down the walkway and drop off of the edge onto
a roof of a room. Drop down off of the roof and enter the door on the side.
Flip the switch on the control panel to switch the sprinklers on. 

Take the med-pack next to the vending machine and drop down the hole to 
return to the first floor. Destroy the two ExoMutants on the first floor and 
enter the double doors in the corner.

Climb the set of stairs and walk around the machinery. Inspect the wall next
to the base to find an MP5. Backtrack to the upper corridor and go through the
door at the end of the area to find Anischenko.

The area here is booby trapped with laser beams. Use L3 to crouch and crawl 
under the laser beams where they are at their highest point to avoid damage. 
There are seven beams, so be patient.

Once you're across, head through the door to the storage shed. Anischenko and
his men are fighting with several ExoMutants here, so tear through the party
with your MP5. Use the numerous explosive barrels here to defeat the enemies. 

Proceed up the series of ramps to the upper level. You will meet up with 
Anischenko and his men. Duck behind the shelves while being hit, and peek out 
to pop a shot or two off at the mercenaries. Once all of the lackeys are 
killed, take out Anischenko the same way. Inspect Anischenko's dead body to 
find [Anischenko's Eye].

 3.23] Mission 3: Deactivate the Magnetic Field                         [0323]

 [ ] - Use Anischenko's eye to enter the communications room
 [ ] - Destroy the jammers and deactivate the magnetic jammer

Exit the storage shed with your newly found eye (ewwww...) and return to the 
helicopter bridge. Some ExoMutants set of the lasers and kill themselves. 
Heh; kill the last one and the ExoCels, then start to head across.

Stand on the high straight area. If you walk on a slanted part, you'll just
slide off the ship. That's not good. Carefully walk across and crawl around
the mines. 

Take out the ExoMutant at the end of the bridge and enter the door. Return to
the upper corridor and take out the ExoMutants/Cels. Enter the security office
through the green door for a surprise.

The room is absolutely covered with ExoCels. Use a grenade to blow up the a
bunch in the corner, then take out the rest with shotguns blasts. Inspect the
desk to find a [Flamethrower Note]. Check out the corpse on the ground to find
a flamethrower resting on its body.

Pick it up to have a sweet new "toy". Use [Anischenko's Eye] to unlock the
security door that leads to the communication's room. Inside the area is where
you can find the magnetic jammer. Too bad that it's guarded by mercenaries.

Rush down and crouch behind the desks for a safe cover, then pick off the

Once the coast is clear, shoot the three generators. Conserve your important 
ammo and just use your pistol to destroy them. Destroying all three 
deactivates the magnetic jammer.

Bennett contacts Hansen once the job is done, but some unwanted visitors enter
the communication's room. Bah, it's just a couple of ExoCels. Take them out
while you're talking to Bennett. Once the conversation ends, return to the
main security room.

 3.24] Mission 4: Find the Antidote for Anna                            [0324]

 [ ] - Pick up the elevator key
 [ ] - Defeat the ExoSpectre
 [ ] - Collect the antidote

There's one ExoCel near the exit of the room. Take it out and pick up the 
[Elevator Key] from the scientist's corpse. Return to the lower corridor and 
move down the hallway to the elevator.

Keep watch for an ExoShade on the ceiling and pound it with your shotgun
before it has a chance to attack. Ride the elevator to the habitation module
brdige Before you exit the elevator, pick up a page from [Dr. Kamsky's Diary]
laying on the corpse. Waves are constantly pounding the side of the bridge, so
keep your balance. Wait for a wave to hit, then dash down the bridge. Keep
going until you reach the end.

Climb the stairs beyond the door and follow the catwalk. Walk down the
staircase at the end of the catwalk and turn around to find a nice ExoNest.
Shoot the explosive barrels below it to destroy the nest.
Drop down the the next room and walk to the corner to find some nasty pink 
crap that kinda looks like jello. When you try to walk towards the door, you 
fall through the weird goo to the lower level.

When you recover, shoot the ExoCels that are crawling towards you. There's an
ExoMutant banging on a door. Shoot the electrical box on the fence to
electorcute it. Now it's time to whip out your flamethrower. Torch the
ExoNests on either side of the room and climb the ramp on the right side.

There's a hallway at the top of the ramp. Start to go through and enter the
door to your left to enter the underwater elevator. Ride the elevator down the
the ocean floor.

You will encounter another crazed experiment. If there's a whole objective on 
defeating one enemy, you know he must be tough. Enter the scientific module 
to meet up with an ExoSpectre.

These nasty punks are almost totally invisible. You can only spot them if they
walk through steam or mist, or by looking at the impact of the ground when
they walk. Watch the depressions of the floor; you know it's walking there.

Aim above the depressions and shoot the creature. It will appear for a split
second when damaged, but the thing will just run away and hide. Wait for it to
come back, look at the depressions, and shoot above them to harm it. Keep
doing this until the ExoShade falls, then quickly run over to squash its head.

Proceed through teh door at the end of the tunnel to enter yes, another 
elevator. At the top of the ride, look for the numbered lab rooms. Enter Lab 
#6 on the right side of the hall. Use the control panel in the second room. 

It won't work though; the room is locked. Whatever. Just head through to the
mortuary. There are some ExoMutants, but you know what to do now. Continue to
Dr. Kamsky's lab which is in the back. Pick up the page from [Dr. Kamsky's
Diary] near the control switch and [Bakharev's Antidote Diary] on the
experiment table.

Hit the switch to near the experiment table to kill off the ExoMutant lying on
it. It'll prove to be a wise move. Grab the [Antidote] on the experiment table
to complete the mission.

 3.25] Mission 5: Find the Emergency Radio Code                         [0325]

 [ ] - Gather the code for the experimental chamber PC
 [ ] - Activate the electrified floor
 [ ] - Extinguish the laboratory shed fire
 [ ] - Enter the decontamination chamber

When you try to exit the lab, two capsules break open and a pair of ExoMutants
jump out. Kill them and exit the lab. When you return to the mortuary, there
will be a lot more corpses here.

Inspect the floor next to the doctor's dead body to find the [Code for the
Experimental Chamber PC]. Yay, more enemies! An ExoSpectre will attack near
the cooler. Use a shotgun specifically to bring it down faster. One more
attacks when you proceed near the tunnel.

Return to the experimental chamber and head to the switch again. Now that you
have the code, the switch will work. Flip it to electrify the floor and
destroy the ground under you as you drop to the floor below...

Exit the room to a hallway. Continue to the end to reach the laboratory shed. 
Walk past the cages and get ready for an ExoShade ambush, so have your 
shotgun ready.

Go to the left after killing the nasty thing and use the blue wheel on the
wall to activate the sprinklers. The water will douse a fire on the opposite
side of the room. Head through the door where the water is falling to find
yourself back in Lab 6.

Two ExoSpectres are waiting in the water below. You know, why waste all that
ammo when you can just use the water to your advantage? Shoot the electrical
box on the far wall to zap both, killing them instantly.

If you'd like another note, take a visit to Lab 5 for a [Scientific Log]. If
not, then cross through the room and climb up to the walkway. Ride the
elevator and save once at the top.

Use the blue control panel to start up the lab's main elevator. Once halfway 
there, some ExoCels drop in on the platform. Take care of them to have the 
elevator start up again. Exit the elevator once it reaches the top and walk 
through the hallway. A capsule breaks and a hulking beast escapes from 

This bad boy is an ExoMass, and shouldn't be taken lightly. This big blob of
well, mass, is extremely strong and tends to charge and ram into you. Get out
of the hallway and run in circles around the elevator. The ExoMass's weak
point is its red, swelling arm. 

Use the MP5 or AK-47 to continuously shoot the red arm, and avoid its charges.
It will put up a fight, but you can take it out. Enter the decontamination
room access door. Go down the hall and wait for two ExoSpectres to break out
of two capsules.

Pick up the note in the middle of the hallway to find the [Yellow Steam Valves
Note]. Like the note says, shoot the yellow steam valves to emit steam from
the valves, making the ExoSpectres visible again. Eliminate them and enter the
decontamination room to find Anna.

 3.26] Mission 6: Find Kamsky's Laptop                                  [0326]

 [ ] - Find a way into the scientist's dormitory
 [ ] - Locate Kamsky's laptop

Exit the decontamination room through the back door. You will end up in Lab 2 
with an ExoSpectre waiting for you. Take it out and exit through the green 
door. Proceed through the double doors and kill all of the ExoMutants here.

Use the control panel to extend the bridge, then go over. An ExoMass will rush
towards you. Quickly run across the bridge to the controls again. Hit the 
switch to retract the bridge as the idiotic beast runs across where the 
bridge was and falls to its doom.

Continue across the bridge again and pass through the elevator. Walk across
the catwalk and make a pit stop at the armory and the sick bay to restock. 

Exit the rooms and continue to the storeroom. Some ExoMutants come to attack, 
so kill them before they get the upper hand. Something is making the whole 
storeroom shake, but just ignore it.

Quickly pass through the room to the lower corridor. Enter the elevator and
ride it to find yourself in the habitation module. Avoid the waves once again
and enter the rest room (not a restroom, a rest room). Another ExoMass breaks
through the ceiling and lands in front of Hansen.

Run up the steps onto the catwalk. There are explosive barrels next to the
thing, so shoot them from the safety of the catwalk. Go through the next room
and head for the goo stuff in front of the door to drop to the lower floor.

Proceed up the right ramp and head down the corridor. Inspect the second door 
on the right to learn that this is the scientist's dormitory. Hansen can't 
enter it now, so you'll have to come back later.

Across from the dormitory is the crew sleeping room 1. Kill the ExoMutants
inside and pick up [Yusupov's Memo] on the desk. Exit and go into the showers
which is located next to the scientist's dormitory.

Defeat the ExoMutants, ExoCels, and the ExoNest inside. There's a vent next to
the lockers. Crawl inside and make your way into the dorm room. Once inside,
check the tables. One of them holds [Dr. Kamsky's Laptop].

 3.27] Mission 7: Find the Room With the C4                             [0327]

 [ ] - Destroy the enemies in the maintenance room
 [ ] - Find a way to unlock the ammo warehouse door

First off, pick up [Kamsky's Letter to Anna] on the bunks. Watch out for 
ExoMutants to pop out of lockers as you leave the scientist's dormitory. Take 
a left once you're out of the room and use the underwater elevator to return 
to the scientific module.

Move to the main corridor and head down the stairs to the kitchen. Enter the
cold storage to find the [Decontamination Report]. Return to the main corridor
and pass through to the lab's main elevator.

Enter the ammo warehouse access door on the left. Continue through the first
room to the garage door in the back. You should now be in the maintenance
room. The security locks you and a bunch of baddies inside together. Uh-oh,
not good. Whip out your trusty shotgun and get to work. 

First off, take out the ExoMutants first. They're the easy part. Now it's 
just you one-on-one with an ExoMass. The prescense of explosive barrels and 
red fuel valves make things so much easier. Dodge the ExoMass's charges and 
wait for it to step near an explosive, then shoot it.

Once it falls, go to the door in the back. It's locked, but simply shoot the
electrical box to activate laser mines, then shoot the fire extinguisher to
get rid of them. Now you can enter the ammo warehouse.

 3.28] Mission 8: Get the C4 and Place the Charges                      [0328]

 [ ] - Get the three charges of C4
 [ ] - Place the first C4 charge on the marker in the underwater tunnel
 [ ] - Place the second charge on the marker in the scientific module bridge
       control room
 [ ] - Place the third charge on the marker in the upper corridor

I didn't think collecting the C4 charges would be this tough. The ammo 
warehouse is lined with junk that will kill you. Lasers, mines, explosive 
barels, you name it, they got it. But, you can avoid most of it. Duck and 
crawl under the lasers and grab the C4 at the end of the room. You're a 
regular Pink Panther. ;)

Here's where things get tougher. An ExoSpectre finds its way into the room.
Now the fact that if you hit an explosive barrel makes the whole room go
kablooey is one thing. But fighting an enemy that's invisible? That's just

Be careful with your shots and don't use the shotgun. The wide spread of the
fire might accidentally hit something that you don't want to. Crush its head
once you knock it down. Exit the room to safety.

Defeat the ExoMutants and proceed to the maintenance room access. A pair of 
ExoSpectres jump out of the water and are poised to fight. Take one out while 
not worrying about the other, and focus on the last one once the first is 

Now you can safely return to the elevator. Go through the underwater tunnel
and head to the underwater elevator. Pickup [Bakharev's Diary Page] on the
ground near the dead bodies. 

Here's where you place the first charge. See the pained X on the wall? Plant
the C4 on it and get ready to run. Quickly return to the underwater tunnel and
sprint down the tunnel. The C4 blows the elevator and water rushes through the
tunnel. You know you're safe when you return to the lab's main elevator.

Ride the elevator up to the top and exit through the double doors. Once in the
bridge control room, look for an X on the left wall and plant your second
charge there. Run across the bridge to the dock elevator.

It's a good idea to visit the armory and sick bay to restock. Rush to the 
storeroom, where the shaking is still occurring. Two ExoMasses break through 
once you enter. There's a tilted container on the right side of the room. 
There should be a little space where you can stay and avoid damage yet still 
attack the arm. 

Once the first ExoMass dies, the second will attempt to fight when you reach
the stairs. Return to your secret spot near the tilted cargo container and do
the same with this guy. Once both are dead you can blimb the stairs to the
catwalk. Unlock the door to the lower corridor and destroy the ExoCels.

Get ready to fight the next ExoMass in the hallway to the upper corridor. Kill
it and go to the upper corridor. Take a right and go up the metal catwalk to
find the "X". Place the charge and run to the right to the heliport bridge.
Quickly cross and stay away from the slanted sections to avoid falling. 

 3.29] Mission 9: Kill Dr. Kamsky                                       [0329]

 [ ] - Protect Anna
 [ ] - Defeat Dr. Kamsky

Enter the storeroom to encounter your last ExoMass. Take it out but stock up 
on any items. If you didn't collect all the med packs and ammo from the fight 
with Anischenko, well, here they are. If not, then that sucks, but shouldn't 
be a problem.

Ride the elevator to the transit room. Use your shotgun to blast the pair of
ExoShades running around. You can stock up on more ammo and med packs by
destroying the crates in the back of the room. Exit through the door for the
final confrontation!

 | BOSS: Dr. Kamsky |

 That stupid Kamsky has become his own horrifying creation by becoming some
 hideously deformed monster with tentacles and all. You will find Anna and
 Kamsky on the heliport. Anna has to place the C4 charges around the heliport,
 but Kamsky thinks otherwise.

 Distract Kamsky from Anna by shooting him. If Kamsky reaches Anna, the game
 is over. Whip out your AK-47 or MP5 and open fire on Kamsky's back. Continue
 to blast Kamsky's back until he turns around and charges at you. It's easier
 to dodge by his hand position.

 If he raises his right hand to club you, then run under his left arm and vice
 versa with his other arm. It's safer to stay in the middle of the platform.
 If you stay on the edge, Dr. Kamsky has more walking distance, which gives
 Anna more time to place the charges. It's your choice, so do whatever you
 feel is more comfortable.

 When Anna successfully places all of the charges, Dr. Kamsky changes up his
 routine a bit. Anna flees the platform, leaving just you and Kamsky. Do not
 even bother shooting Kamsky; he's now invincible. The only way to hurt Kamsky
 is to score a critical hit.

 Dodge Kamsky's charge and club attacks, and stay near his legs. Kamsky will
 pick you up and attempt to crush you in his hand. Repeatedly tap the button
 shown onscreen and quickly press the right trigger to fire when the button
 appears onscreen.

 If successfully done, Hansen will blast Kamsky right in his ugly face. Repeat
 the process of getting picked up and blasting him in the face two more times
 to kill Dr. Kamsky and finish the game.

Congrats, you've beaten Cold Fear! Now sit back and watch the ending.


 4] DOCUMENTS                                                           [0400]

 4.1] Spirit of the East                                                [0410]

 A Note About Ammunition Conservation

 General Order #16

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

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

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

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

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


 A Note About Electrical Boxes

 Certificate of Death
 Name: Cpl. Y. Legai
 Cause of Death: Electrocution

According to witnesses, Corporal Legai had misplacedhis electronic key while 
on duty. Unable to reach hisofficial post, he promptly fired at the 
electrical control box on door 114, causing it to explode. Exposed live 
wiring subsequently came into contact with a pool of water on the floor. The 
door opened, however Cpl. Legai was electrocuted. 

No follow-up necessary.

 A Note About the Armory

 General Order #12

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


 A Page From Yusupov's Diary

Our first encounters with the creatures we now call the exocels came roughly 
two months after drilling commenced on the Star of Sakhalin platform. In 
fact, I was already familiar with this platform: we used to use it as a port 
of call when patrolling these hostile waters, and I was determined it would 
again be deployed as part of our international operations. Whilst drilling 
had effectively stopped some years before, this was not because the rig was 
unprofitable - quite the contrary! - it was because the spare parts often 
needed were simply never delivered. The Russian state's private partners grew 
weary of the whole affair. All I had to do was wait a couple of years to 
repurchase it for scrap! 

At first, the Cartel was skeptical about the new operation's success, and I 
made the necessary investments for its recommissioning myself. The 
communication jammer, the plans for which had been provided by former Red 
Army brain Sergei Autarian, was remarkably effective: as far as 
international "ears" were concerned, whether listening in on earth or from 
space, there was nothing there but inhospitable ocean and the odd iceberg.

For the first 25 days, drilling was successful, as expected. And then, even 
though our sonars confirmed the presence of a huge oil reserve, the pressure 
started to drop... Suddenly the drill brought up several exocels that 
Anischenko and his men had great difficulty in overcoming. Two days later, we 
noticed more specimens crawling up the platform's columns. I immediately gave 
Anischenko orders to capture some of them. That's when I saw my first 

 A Note About Barrels


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


 A Page From Dr. Kamsky's Diary

 Notes on Exocel Infection

We have deliberately infected and observed over 300 subjects, including dogs, 
apes, orcas and human beings. Those subjects have been placed under permanent 
biometric surveillance and dissected to accurately chart the growth of the 
exocel organism and help us learn how to control the process.

 Infection and Change

The time it takes an infected individual to mutate depends on two factors: 
how long it takes the exocel to get a tendril into the victim's brain, and 
the infected body's natural resistance. At present, we have no way of knowing 
how long the complete process takes for a given individual, since body mass, 
height and age seem to be of little importance. Any individual infected by an 
exocel should thus be given the antidote as quickly as possible. If no 
antidote is available, the host's brain must be destroyed, and I mean 
destroyed, to prevent the subject from becoming an active, and potentially 
contaminating host. Indeed, the exocel seems to be able to re-animate a brain 
that has been clinically dead for several days.

 A Note About Fire Extinguishers

 General Order #6

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


 A Note About Red Fuel Valves

 To: Major Anischenko
 From: G. Gourov
 Re: Red Valves

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

 A Letter About the Spears

 From: Dr. Pavel Bakharev
 To: Colonel Dmitriy Yusupov
 Re: Exprimental Speargun

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

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

I will keep you informed of our latest progress.

-Pavel Bakharev

 Vusupov's Diary 

I often wondered what really convinced Kamsky to work for me: the well-being 
of his beloved daughter, or the first poor-quality shots of the exocel I 
showed him. I recall his first encounter with this strange creature: he 
seemed both horrified and fascinated. However, when one was turned loose on a 
caged dog, it was his fascination that clearly got the upper hand.

He immediately recognized the exocel's tremendous potential, but, ever the 
cunning negotiator, claimed he no longer had the intellectual or physical 
resources to accept such an undertaking (he who had given so much to an army 
he persisted in referring to as Soviet). However, when I mentioned the amount 
of "funding" my partners were prepared to grant, I sensed he was not 
so "weary". When I added that his daughter was already on her way to join him 
on the Star of Sakhalin, that was the end of it! He immediately agreed to 
stay on the platform and supervise the installation and  research.

As I had expected, Kamsky quickly assured me that the exocel had military 
potential, but he feared it was uncontrollable. With Bakharev's help (I was 
initially very wary when the Cartel imposed him on me, but he soon turned out 
to be a valuable asset), his first task was to develop an antidote 
(protecting yourself from your own weapons is an old, often life-saving 
instinct). The first strains met with failure, but one of them produced 
unexpected results: the monsters were drawn to the gases given off. Bakharev 
was the one who built the first prototypes of the compressed air speargun. 

Obviously, the effect on the creatures is limited: only those within a radius 
of less than 20 meters from the spear are attracted, and the effect is 
temporary, but the results are promising. I shall make the most of our last 
little trip to present the lastest version to the Cartel. Given the latest 
advances, production of these devices would seem quite feasible.

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

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

Code for the rear deck starboard door: BP070191

Code for the main deck hold (Anna): RP250486

 Vusupov's Journal

The Cartel is growing impatient: the results promised by Kamsky's early 
reports are a long time coming. And yet, we have installed new, fully re-
equipped laboratory facilities, and additional scientists have 
been "convinced" to participate in the research.

Kamsky is becoming less cooperative; I get the impression he is hiding 
something from us. But I am sure he would have mentioned any major 
breakthrough. No, it must be something more personal.

When we carried out our initial experiments on monkeys, dogs, then whales, 
despite the dangers and the loss of some of Anischenko's mercenaries, I 
sensed Kamsky's enthusiasm through his lively discussions with Bakharev. Then 
we started on humans, of which the Cartel seemed to have an inexhaustible 
supply. The first forced contamination was the toughest for Kamsky. After 
that, he gradually got used to it, and I would even surprise him at night 
observing the exocels. In any case, the Cartel has no scruples about this. 
Their investments run to tens of millions of dollars. Bakharev's prototypes 
alone come in at 150,000 dollars apiece!

And so when Anischenko told me what he had discovered by pirating Kamsky's 
laptop, I could have killed him!

That is why I have taken Anna aside: she's the last ace up my sleeve, and I 
will kill her without the slightest hesitation

 A Letter From Anna to Kamsky

 My Dearest Anna:

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

I love you very much.


 A Note About the Pumping Station

 Attention: Maintenance crew

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


 A Letter From Yusupov About the Antidote


I am delighted to inform you that Dr. Bakharev has succeeded in producing an 
effective antidote, provided it is administered soon after infestation 
begins. Indeed, it only works if a tendril has not reached the victim's 
brain. According to Dr. Bakharev, the antidote encourages the secretion of a 
particular enzyme along the spinal column that is lethal to the exocel.  

However, once the tendril gets into the victim's brain, the antidote is 
powerless.  In parallel, Dr. Kamsky is researching how to limit the exocel's 
growth, and thus block the tendril's development.  Dr. Kamsky has assured me 
there will be significant results in the next three months, provided he 
receives new specimens.


 A Page About Mutation

 Mutation Notes:

One of the immediate effects of infestation by one or more exocels is that 
the host body's biological organization and morphology begin to change to 
suit the parasite's needs. Subjects no longer require sleep, and their higher 
cerebral functions are reinforced. As their flesh is gradually devoured by 
the exocel, their skin changes color and strange bulges appear which 
sometimes rip the skin.

Infestation also triggers major physical modifications in the host, 
undoubtedly to better protect the hosts, as their bodies become incredibly 
strong and resistant to damage. Similar to the mechanism observed in cancer, 
infestation entails a multiplication of cells and a spectacular increase in 
the volume of muscles.

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

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

 4.2] Star of Sakhalin                                                  [0420]

 A Note About the Retinal Scan

 General Order #22

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


 A Letter From Yusupov


The first phase of the operation has been partially successful. Dr. Kamsky 
and his associates have succeeded in producing powerful, efficacious and 
dangerous beings that can only be considered monsters. The injection of a 
partial antidote prior to forced contamination has given excellent results. 

Many of these things die quickly, but we have managed to produce creatures 
that are impervious to bullets, immeasurably stronger than our finest 
soldiers, and even partly invisible. The possibilities are endless. Sadly, we 
have not yet perfected a process by which these monsters can be controlled. 
This is now our key priority. Dr. Bakharev's enzyme gas is most promising in 
this respect.

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


 A Page From Dr. Kamsky's Diary

Scientific classification of the exocel is impossible because we have never 
seen anything like it before. It is as if some alien creature had crawled up 
from the depths, or some prehistoric survivor of ages long gone had awoken 
for reasons yet unknown.

DNA testing on the multiple specimens indicates certain similarities to 
various arthropods, but the link is tenuous at best. Traces of other DNA, 
including mammalian, have also been found, but the results have been 
maddeningly inconsistent. Bakharev has advanced the notion that they are 
merely some sort of deep-sea creature affected by the former government's 
practice of dumping its nuclear waste at a nearby deepwater site. Yusupov 
takes such thoughts very seriously, and I have often found him examining maps 
of the area with which he claims to be familiar, having spent part of his 
career there. Perhaps he knows things that I do not. What we do know is this: 
exocels are perfectly adapted to underwater life, capable of resisting 
enormous - and varying degrees - of pressure. Not like us wretched humans.

 A Letter to Anischenko From Yusupov


Congratulations on your assignment to the Star of Sakhalin. You know how much 
faith I have in you since our shared posting in Afghanistan. In recent years, 
you have been a valuable part of our organization, always making the right 
decisions faced with our many problems. The Cartel recently informed me of 
its complete satisfaction. I must stress that this new assignment is 
potentially more dangerous than previous undertakings. Obviously, your 
compensation and funding will be commensurate to the risks run. The orders 
are straightforward: Guard the platform against any and all intruders. The 
Star of Sakhalin is radar-jammed (RS1004 JACKS), which should make matters 
easier. Do not hesitate to "encourage" the scientists to work faster. The 
sooner they get it done, the sooner you will receive your payment. I know you 
do not like having women (and Anna IS a women) interfere in your work, but I 
have no choice in the matter. When all this is finished, Boris' finest vodka 
is on me.


 A Note From Anischenko About Bakharev

 Security Dossier:

 Bakharev, Dr. Pavel

 Security Clearance: Blue


I have had a chance to check Bakharev's details. Nothing leads us to conclude 
that he is not what he claims to be. Dr. Kamsky has left me in no doubt as to 
his scientific merit, Bakharev is reputed to be an expert scientist. The fact 
that Bakharev knows Kamsky's daughter is quite fortuitous. In the 
biotechnology field, it is well known that Bakharev holds Dr. Kamsky in very 
high esteem. In this respect, he is not unlike many other specialists in the 
field. Bakharev also did most of the recruiting of the additional scientists. 
His contacts with the Cartel are indirect. Consequently, I do not believe 
that he is a spy working for them. 

Please destroy after reading. 


 A Note About the Flamethrower

 General Order #26

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


 A Note About the Magnetic Jammer

The RS1004 JACKS (Jammer And Communications Killing System) operates by 
emitting a continuously modulated spectrum of white noise on all radio 
frequencies.  This prevents any interception of internal communication.

The system also constantly scans for any signs of radar surveillance. When 
communication with the outside is deemed necessary and if the surveillance 
verification tests negative, a window is opened and communication is enabled.

Thus far, the JACKS has proved to be perfectly efficient.

 A Note About the Magnetic Jammer 

 WARNING: Important information for optimum RS1004 JACKS operation.

For security reasons, three generators are used to maintain the system's 
operational status: one generator connected to the platform's main power 
grid, and two standalone generators. Even in the event of a general failure, 
the jammer thus remains functional. The system will fail to operate only if 
all three generators are disconnected or destroyed.

 A Page From Dr. Kamsky's Diary

Certain specimens have manifested a form of asymmetrical development. In 
these cases, the exocel produced mutations that were particularly resilient, 
powerful and aggressive. Their skins grow so thick and resistant that they 
become imprevious to the hardest blows, and even to gunfire. However, certain 
body parts of individuals who had undergone this type of mutation continued 
to react normally to wounds: this mostly concerns the upper limbs, which 
become particularly developed. Repeated blows to these body parts were shown 
to be fatal. In addition, these specimens react strangely to bait spears: 
they become hysterical and seek to destroy them at all costs.

 A Report About Contamination

One of the reasons the exocels may have previously escaped detection is that 
they demonstrate an  occasional ability to blend in with their environment. 
In at least one test subject, 14-02, we have managed to amplify this 
phenomenon after blocking the contamination process and extracting the 
exocel. The subject quite literally became invisible, whereas infrared-
enhanced viewing clearly confirmed its presence. Otherwise, only a faint 
ripple or disturbance could be seen when it moved. What fantastic uses could 
be made of this!

Exocel behavior is quite simplistic. The extremity of their tendril is lined 
with millimetric fangs that sink into their victim's skin. The exocel uses 
them to pump the victim's blood, thereby weakening him. This renders the 
victim vulnerable to contamination since exocels are only able to infest a 
host that is either weak or unconscious. Afterward, they enter the body 
through the mouth. In some cases, they have been observed infesting dead 
bodies, though this activity seems to be limited to corpses that have not 
suffered significant structural damage or undergone extensive decomposition.

Contaminated human hosts, alive or dead, are immediately driven by the 
exocel's urges to seek and destroy warm-blooded life. This serves two 
purposes: it feeds the exocel's hosts, who frequently engage in acts of 
cannibalism, and provides new potential hosts for other exocels. The 
mutations induced in their hosts require tremendous amounts of protein, which 
means that the hosts are constantly seeking fresh prey.

The secondary phase of exocel life, what we now call the "tumorous" phase in 
the which the exocels become "breeders", is extraordinarily difficult to 
destroy, even though condemned to immobility. Only fire can effectively 
destory these forms of exocel. The "breeder" produces "contaminators" at a 
still undetermined rate. The link between the "contaminators" and 
their  "breeders" remains a mystery, although it seems a contaminator will 
fight to the death to protect its "parent".

 A Memo to Yusupov

 To: Col. Dmitriy Yusupov
 Re: Platform Readiness
 Subject: Progress of platform operations

All drilling operations have ceased. The laboratory facilities are now 
operational and have been equipped according to Dr. Kamsky's instructions: 
confinement cells, decontamination chambers, scanners and scanning electron 
microscopes. The first specimens are onboard and the 20 scientists I have 
recruited at your request will be here on Thursday. Anischenko has enabled 
the communication jamming system, and all drilling crew members have been 
evacuated (those aware of the presence of exocels have been "dealt with 
seperately"). Work can now get underway.

 A Page About Experiments

We have observed that electric discharges have no effect on the exocels' 
neuronal network. However, once the exocel has taken control of a body, both 
the exocel and its host are vulnerable to any source of electricity. In fact, 
prolonged exposure to a strong electric charge results in death.

As a precaution, we have electrified the floors in the experimental chamber. 
This system is only to be used in case of an extreme emergency.

 A Page From Bakharev's Diary About the Antidote

It seems plain to me now that the key to preventing the exocel from taking 
complete and fatal control over its host lies in blocking the penetration of 
the creature's tendril into the victim's brain. If the brain could be 
stimulated to produce some sort of enzyme toxic to the exocel, it would kill 
the creature, effectively putting a stop to the infection.

Some progress has been made in stimulating the production of autolytic 
enzymes, which have proven to  be extremely toxic in relation to the exocel, 
in some cases completely liquefying it. My hope is that if these enzymes 
could be created much more quickly, they might liquefy an exocel inside a 
host body, causing it to dissolve and be flushed out naturally.

Kamsky has suggested a slight change of method. He proposes a more measured 
level of stimulation with a view of obtaining a slower, more progressive 
production of enzymes in order to observe the host's mutations in detail. I 
fail to understand his objectives, but he insists we need this information.

 A Page From Dr. Kamsky's Diary

I can't help thinking that these creatures have great potential. If we could 
learn how to reproduce and harness the way they alter their hosts, the 
results could be decisive. Yusupov wants me to create beasts, things that can 
be used to kill. He fails to see how we could  use the exocels to improve 

Nevertheless, he has Anna, and thus I am forced to obey - at least for now. I 
have been merging exocels with subjects - Yusupov has forced me to use humans 
lately - and then trying to guide the mutations that result. I've made some 
monsters for Yusupov. Let us see what I can make for myself.

 A Report About the Exocel Life Cycle

 Official report on the exocel's life cycle and reproduction

 Dr. V. Kamsky and Dr. P. Bakharev


There are two main phases to the exocel life cycle: reproduction and

To reproduce, the exocel transforms itself into what we now call "breeders": 
stationary, organic structures of potentially considerable size, basically 
shapeless and particularly repulsive in appearance. When the exocels enter 
this phase, they find a safe, isolated location, usually high up, attach 
themselves firmly to it with their tendrils, and immediately start growing. 
The breeder starts hatching out new "contaminators" within 24 hours through 
an asexual "budding" process..

Contaminators are small, fast and highly mobile. When attacked, they curl up 
into what could be called a fetal position, exposing a hard external shell, 
but which is quite soft and vulnerable on the inside. Their "mission" is to 
find a host, infect it parasitically, and feed on it from the inside. It may 
need to repeat the process several times, but eventually this produces an 
adult, mature exocel, ready to settle down as a breeder and start producing 
more contaminators.

Physically speaking, contaminators are weak. As a result, they can only 
contaminate dead, dying or weakened hosts. Healthy, strong organisms can
easily fight them off. This explains why "hungry" exocels seek to weaken their
prey before contaminating it. Once the exocel has integrated its host - and up
to 7 can share a single host - it effectively takes control of it by sending
"tendrils" up into the host's brain. Thus, to permanently eliminate an 
infected host, its brain must be destroyed. In fact, the host's other body 
parts are all but indestructible: muscle mass increases at a spectacular rate,
and bruised or injured tissue heals almost immediately.

As Prof. Nicolai Kastagnev explained during our last encounter, this process 
requires large amounts of protein. Human protein is naturally preferred, 
since it will be building human cells. As a precaution, the contaminators 
also shut down their host's higher brain functions, essentially switching off 
the host's personality. The body is left to defend itself and find food. 
Moreover, it seems that during a more advanced stage in the mutation process, 
the contaminators reactivate certain of their host's intellectual functions, 
turning them to their advantage to perceive space, use tools and even devise 
and communicate strategies. One of the main benefits of this is to facilitate 
the search for new, potential hosts by attacking, wounding and killing other 
healthy humans.

As indicated above, even bodies that are dead, but in otherwise good 
condition, can be "re-animated" by the exocels, which energize the host's 
nervous and  muscular systems. The tendril in the brain turns the corpse into 
an extension of the exocel's body in a sort of monstrous symbiosis. Bodies 
frozen for months or even  years could conceivably be used in this fashion by 
the contaminators.

At a certain stage in the mutation, which varies according to individual 
hosts, the process is reversed: the contaminators escape from the host's 
body, which enters a state of rapid putrefaction. The same occurs when an 
exocel is forcibly extracted from a body, usually by destroying the host's 
brain or by burning it entirely.

Whilst we are learning more each day, our results are already highly 
promising. Obviously, the next stage is to control the whole process to 
obtain what we are all striving for. We remain confident.


 A Scientific Log

 Experimental Log - Subject Series G3

 Experimental subject G3-01

Control subject (B. Cardunev). Was sedated then deliberately infected (forced 
ingestion). Received no antidote. Showed first signs of metamorphosis within 
20 minutes. Base phase of metamorphosis complete ithin two hours. Symptoms: 
increased muscle mass, regeneration of tissues after injury, modification of 
internal organs, excessive hunger for protein, shutdown of all higher brain 

 Experimental Subject G3-02

Control subject (S. Fratiniev). No contamination. Received 20 mls of serum 
A9. Side effect: mild thoracic skin rash.

 Experimental Subject G3-03

Test subject (G. Petrov). Killed himself by repeatedly bashing his head 
against the bars of his cell once infected. No data collected.

 Experimental Subject G3-04

(B. Vidaleiev). Subject was sedated and then contaminated by forced 
ingestion. Received 20mls of serum A9b. Visible mutations after 14 minutes, 
but did not continue along expected track: mutation continued in asymmetrical 
pattern, causing disproportionate development of the upper left limb. The 
contaminating agent seems to have infected this limb and multiplied within 
it. Subject's entire body showed great resistance, including exposure to 
fire. Only the left arm showed any signs of vulnerability. Subject destroyed 
after 15 days of observation: risk too great.

 Experimental Subject G3-05

(B. Carrayan). Subject was injected with 20 mls of serum A9, then put down. 
Subject was infected posthumously. Exocel demonstrated its ability to re-
vivify corpses in otherwise good condition. Serum had no apparent effect.

 Experimental Subject G3-06

(H.Abbash). Subject was sedated then contaminated by forced ingestion. 
Injections: 10 mls of serum A9b and 10 mls of A10 (neurotransmitter blocker). 
Onset of mutations was delayed for 9 hours, 32 minutes, improved regenerative 
properties, pigmentation alteration of skin and eyes, reduced higher brain 
activity, especially cognitive functions. Dissection revealed a tendril along 
the spinal column, but in a deteriorated form.

This could be the breakthrough we are looking for!

 A Note About the Yellow Steam Valves

 To: Major Anischenko
 From: Maintenance unit
 Re: Yellow valves

Major, while I appreciate the fact that your men have effectively ceased 
vandalizing the red fuel pipe valves, I am most disappointed to learn that 
they have now turned their targets to the yellow steam pipe valves. These 
are, if anything, even more dangerous and troublesome to repair. I realize 
that labor costs are not an issue here, however, I would prefer our men to 
serve the intrests of Kamsky's experiments rather than being burned to death 
by jets of hot vapor. Furthermore, the scientists run the risk of an accident 
at any moment.

Thank you.

 A Memo to Yusupov

 To:  Col. Dmitriy Yusupov
 Re:  Platform Readiness
 Subject:  Progress of platform operations

All drilling operations have ceased.  The laboratory facilities are now 
operational and have been equipped according to Dr. Kamsky's instructions: 
confinement cells, decontamination chambers, scanners and scanning electron 
microscopes.  The first specimens are onboard and the 20 scientists I have 
recruited at your request will be here on Thursday. Anischenko has enabled 
the communication jamming system, and all drilling crew members have been 
evacuated (those aware of the presence of exocels have been "dealt with 
separately").  Work can now get underway.

 A Letter From Kamsky to Anna

 My dearest Anna:

What I promised you in my last letter is now coming about. The power within 
me is greater than what I imaged in my wildest dreams. Still, I have the 
impression that my metamorphosis is not yet complete. My arms are continuing 
to develop. Soon, whoever approaches me will have to suffer the consequences 
of my furious anger. Anna, at last I have found what I've been looking for: 
an appointment with immortality. Come with me Anna, it's the most beautiful 
of all Kingdoms. I have built it for you... Anna, my dear daughter... I feel 
so strong... I must destroy the antidote... I don't want to go back to where 
I came from...

 Pages From Bakharev's Diary

 October 16

We have obtained excellent results with the latest strain of Viktor's serums. 
However, while they are preventing the exocels from killing their hosts, the 
poor souls continue to undergo hideous and painful mutations. The serum also 
seems to speed up certain phases of the process. What we are creating here 
can only be called monsters.

 October 19

One of the experimental subjects is driving me mad. I don't understand why 
Viktor insists on keeping his failures. This thing is constantly bellowing, 
and climbing the walls and ceiling of its cell. It is a good thing that it 
hates the light, otherwise it would be virtually uncontrollable. But the 
shouting - it goes on all night. The sound of it chills my blood.

 October 20

It stared at me all day in the lab. I could feel its eyes on me everywhere I 
went. A. Carrev and L. Bartolovich have noticed my fear of it. Why won't 
Viktor destroy it?

 October 21

Today I caught that damnable creature trying to take apart its cell. I swear 
it started smiling at me when I saw it. I forced it back into a corner with a 
strong light before fetching a technician, M. Pirev, to repair the damage. It 
howled the entire time, as if to let me know that someday it will come for me.

 October 22

It has apparently acquired new powers. I spent all day watching it, and to my 
horror I discovered that its howling made all the lights in the entire 
scientific module go out. Fortunately, the power was quickly re-established, 
but it gave that hideous scream and the lights died again. I tried talking to 
Viktor about it, but he would have none of it.

 October 23

Today we infected the last of the prisoners Yusupov had brought in for use as 
test subjects. Kamsky used an additional 20 centiliters of serum A4-12, but 
the results look the same - uncontrolled asymmetrical mutation. I think these 
test subjects will be put down. A. Briclov and B. Delbosky will do the 
necessary, as

Viktor is furious. Like me, he feels that we are on the verge of a 
breakthrough, and that only a few more subjects are needed. Whilst I do not 
feel remorse, my sleep is haunted by terrible nightmares. Even if the test 
subjects are dangerous criminals, they deserve better than this. I will be 
glad to go back to working on apes and other lesser creatures.

 October 29

One of Anischenko's men went missing today.

 November 1

An experimental specimen vanished this morning. I do not mean that it 
escaped - it vanished. All that could be seen was a slight disturbance in the 
air, like some sort of heat mist. It is terrifying to think of the powers 
that we may be unleashing here.

 November 2

We have established beyond all doubt that the missing specimen is still in 
its containment cell. Its aggression and insanity must have a reached a 
threshold, after which it started bashing itself against the walls of its 
confinement in an attempt to escape. When it struck hard enough to injure 
itself, it faded into view for a moment and tried to escape. Clearly, injury 
renders it visible. Is this its last trace of humanity?

 November 3

We have taken to filling this specimen's chamber with a fine mist, which 
eneables us to better observe it. Its appearance is most strange. Death no 
longer seems to be at work.

 November 4

Two more guards, A. Barrov et B. Martinev, have disappeared. Anischenko is 
accusing anyone and everyone. Viktor is strangely calm, arguing that they 
probably got drunk and fell overboard. This is plausible - these mercenaries 
crave only their weapons, alcohol and sex. And yet... Viktor's lack of 
concern is disquieting. 

I wish I could believe him.

 November 10

When I came into the lab in the morning, it was clear that someone had been 
working there all night. I immediately suspected C. Combiev et D. 
Fernendenko,  two assistants I don't trust. I asked Viktor about it and he 
said I was imagining things, that I had been working too hard. He was the 
last person here in whom I kept a little trust. I often think of my 
university friend D. Florianov; I should have taken his advice... but it's 
too late now.

 November 16

Yusupov left today aboard the whaling ship. He claimed he was going with 
Lubenski to make sure they get some good specimens for the lab. I think he 
just wants to get  away from Viktor. At first, Yusupov had to use Anna as a 
hostage to get Viktor to work for him. But now, Kamsky is more enthusiastic 
about it than Yusupov. It is a strange reversal of roles. Anna also went 
along, of course. I find myself fearing for her safety. But perhaps she is 
safer with Colonel Dimitri Yusupov than she is here.

 November 20

Another mercenary, F. Pierrov, has vanished. Anischenko is beside himself 
with anger. He blames American spies: an old habit.

 November 24

One of the exocel containment chambers is empty: we are now all in terrible 
danger. Viktor seems unconcerned, claiming that the creature died so he threw 
it overboard. I was furious. I told Viktor that if one of the creatures dies, 
we have a scientific duty to study it to find out why. Two other researchers, 
O. Floretsky and J. Lorenev, agreed with me. But Viktor replied by saying he 
had learned all he wanted from that specimen.

He also said that he had come up with a solution to the problem of not having 
what he called "appropriate"  subjects. He would say no more on the subject,
however, telling me that I should not worry myself with such details, 
especially when the work on the antidote was going so well.

 December 1

Two more mercenaries, A. Delbev and T. Dessaiev, are missing. Anischenko is 
preparing for an assault. He reckons there must be a breach in the magnetic 
jamming. I think he is barking up the wrong tree.

 December 3

We established radio contact with the whaler today. A storm is moving in, 
making communication very difficult, however I'm sure I heard them say they 
thought there were exocels on board. I felt my blood go cold. Anischenko gave 
them orders to turn back, but there was no reply. They have not responded to 
any of our calls since. I surprised myself praying for the souls of those 
onboard, especially for Anna, whose only misdeed is being the daughter of her 

 December 4

Today is a day of calamity! Viktor has vanished! His notebooks are missing, 
as is his laptop. The samples of serum and antidote we were working on? Gone 
too! Perhaps he has gone mad and thrown himself into the sea, unable to bear 
the things he has done. Personally, I don't think so.

I am convinced he has decided to experiment upon himself, and that he is 
hiding somewhere, awaiting metamorphosis. He often said that his ultimate 
objective was to arrest the "exocel" process. He said it would be a 
tremendous feat to harness the creature's power, mutations and subsequent 
changes of personality. If I ever set eyes on him again, I do not think I 
will recognize him. Hopefully, all this is a bad dream. God help us all if he 
has succeeded.

 December 5

Still no word from the whaler. Still no sign of Viktor. And today, someone 
released the last remaining specimens from the laboratory. They are now 
roaming all over the platform, and the exocels are breeding like wildfire. 
Anischenko has barricaded himself in with his men, but it is useless. I await 
certain death. 

Viktor, what have you done?

This time, I was very nearly done for... I am going to take refuge in the 
sick bay... As far as I'm aware, there have been no attacks there...

I am taking the last prototype and a dose of antidote... I know there are 
others in Kamsky's lab, but I can't bring myself to go there...

Anna will come looking for me. Please hurry Anna, I'm  afraid there may not 
be much left of me by the time you get here!

The two helicopter pilots, C. Lekachev and J.B. Beletsky, have been killed. 
Anna is now the only one who can save me...


 5] WEAPONS                                                             [0500]

 .45 Handgun

 Max Ammo: 38
 Clip Size: 7

The pistol is the staple of Hansen's arsenal. It's the one gun he begins with 
and the only weapon that is always available. It also comes equipped with a 
targeting laster and flashlight. Although the handgun is not the most 
powerful weapon, it's extremely useful against Mercenaries, ExoMutants, and 
ExoCels, since these enemies are easily eliminated with a few precisely 
targeted shots. 

The single shots save ammunition and there's no noticeable kick to throw off 
Hansen's aim when facing multiple enemies. However, the pistol lacks the 
stopping power of other weapons and is considerably less effective when 
facing stronger adversaries or a charging opponent when speed is critical.


 Max Ammo: 150
 Clip Size: 30

The AK-47 is a powerful gun that can fire long volleys or a single shot. It 
also comes equipped with a targeting laser making it easy to pinpoint areas 
on an enemy's body. It's especially useful when facing a chargin opponent and 
speed is a factor.

The only drawbacks to the SK-47 are the rapid consumption of ammunition and
strong kickback. When fired continuously the weapon jerks back and forth,
making it impossible to target a specific point on an enemy, especially at
long range. It's best to use short burts to maintain accuracy and save ammo
unless attempting to quickly knock the target over.


 Max Ammo: 21
 Clip Size: 7

The shotgun is the perfect cloce-range weapon. It packs a powerful blow that 
knocks most enemies off of their feet when fired within three meters. It also 
fires in a conical area rather than a straight line, so accuracy is much less 
of a concern.

Point in the general direction of the opponent's head and watch it explode. It
can also hit multiple opponents at the same time, making it the ideal choice
when backed into a corner by a horde of ExoMutants and ExoCels. The shotgun
has some major disadvantages, too. 

It's useless at long-range. Don't even bother unless the enemy is within a 
few meters of Hansen. The damage caused at these ranges is so insignificant 
that a target could withstand the barrage all day. It's also a very slow 
weapon, so a miss can be devastating since the enemy is likely ready to 
pounce on Hansen when fired upon.


 Max Ammo: 125
 Clip Size: 25

The MP5 is a cross between the handgun and the AK-47. It can fire volleys or 
single rounds and it comes equipped with a targeting laser and flashlight. 

Perhaps the most notable difference between it and the AK-47 is its lack of 
kick. It can be fired continuously for several seconds without losing track 
of the target. Of course, there's always a trade off. In this case, the MP5 
is considerably less powerful than the AK-47, has smaller clips, and a lower 
maximum ammo capacity. it's best used when accuracy counts at long range or 
in dark places where the flashlight is essential to seeing the enemy.


 Max Ammo: 5
 Clip Size: 5

The grenade launcher is the ultimate heavy weapon. It packs a devastating 
blow that can incinerate multiple targets. Grenades can also be lobbed over 
objects to strike deeply entrenched enemies. Unfortunately, it's very 
difficult to fire with any accuracy. Hitting enemies is as much luck as 

Try firing the grenades into corners, off of walls, or dribble them on the
ground to better control them and ensure the desired result. Shooting a
grenade irectly at an enemy in the middle of a room is almost always a
failure. Also beware of obstacles. Obstacles between the explosion and the
enemy block all damage.


 Max Ammo: 3
 Clip Size: 1

The spreargun is a very unusual weapon. It fires spears that can be used to 
directly damage an enemybut that's not really how the weapon should be used. 

Each spear contains a special gas cartridge. When the spear lodges into an 
object, it begins to release the gas, which has a hypnotic effect on most of 
the ExoCel controlled enemies. They quickly converge on the spear and stand 
dazed for several seconds. This presents an excellent opportunity to torch 
the entire group with the flamethrower, blast them with a grenade, or to lure 
them near a dangerous object like an explosive barrel or fuel valve. 

ExoMasses are the only enemies that seem to be somewhat immune to the gas's 
effect. Rather than sedating the creatures, it causes them to go beserk until 
they track the spear down and destroy it.


 Max Ammo: N/A
 Clip Size: N/A

The flamethrower is a tricky weapon to master. It's best used to torch 
ExoNests, which are immobile and easily targeted. Using it agaisnt other 
enemies is risky at best.

Once lit, the enemy can still move around and attack until overcom by the
flames. This puts hansen at great risk, since the enemy may come in contact
with him and spread the fire. Don't even bother using it on the strongest
enemies such as ExoMasses and ExoShades.


 6] SECRETS                                                             [0600]

There are some nice secrets in this game, which include a new difficulty and 
a gallery. Nice!

 Extreme Mode

Unlock it by beating the game on Hard mode.


 The Origins

Find Lieutenant Lansing


Reach the radio room onboard the Spirit of the East


Free Anna

 The Whaler

Escort Anna to the radio room

 The Heroes

Find the unlocking code

 The ExoCels

Find the medicine cabinet on the oil rig


Find Anischenko's eye

 The Platform

Disable the magnetic jammers

 Creatures - 1

Find the antidote


Find Dr. Kamsky's laptop

 Creatures - 2

Find the C4 charges


Enter the Heliport


Enter the Heliport


 7] THANKS/CREDITS                                                      [0700]

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 FESBians: Because you're cool.

 You: For reading this FAQ.


This document is copyright (c) DomZ Ninja 2005-2009. 

This document may be found on the following sites:

 * GameFAQs     -
 * GameSpot     -
 * IGN          -
 * Super Cheats -
 * Neoseeker    -
 * HonestGamers -

The latest update of this document can always be found on GameFAQs.

Other sites may use this document, but only with my permission. If you see
this document on a website not listed above, please email me. Do not edit or
alter this document in any way. Do not steal anything from this document. Do
not host or distribute this document for profit. That is plagiarism, and it is
against the law.

If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
of this guide. However, if you do email me, please include the name of the
game in the title. Lastly, thanks for reading and using this FAQ. If you like
this FAQ, then please recommend it to others by clicking the "recommend"
button at the top of the guide. :]

"Faith, you're driving me away, you do it everyday, you don't mean it, but it
hurts like hell"
- Radiohead
                                                               END OF DOCUMENT