Cold Fear FAQ/Walkthrough - Guide for Cold Fear

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              What began as an experiment has become a nightmare.
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  _______  _______  _        ______        _______  _______  _______  _______ 
 (  ____ \(  ___  )( \      (  __  \      (  ____ \(  ____ \(  ___  )(  ____ )
 | (    \/| (   ) || (      | (  \  )     | (    \/| (    \/| (   ) || (    )|
 | |      | |   | || |      | |   ) |     | (__    | (__    | (___) || (____)|
 | |      | |   | || |      | |   | |     |  __)   |  __)   |  ___  ||     __)
 | |      | |   | || |      | |   ) |     | (      | (      | (   ) || (\ (   
 | (____/\| (___) || (____/\| (__/  )     | )      | (____/\| )   ( || ) \ \__
 (_______/(_______)(_______/(______/      |/       (_______/|/     \||/   \__/

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                             It will kill us all.
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Staley, Deuce ex Defcon
Version 1.12, Last Update 10/31/2005
[email protected]

Copyright 2005 - Staley, Deuce ex Defcon.  Any site that wishes to host any of
my guides is free to do so, provided you contact me prior to posting the
guide(s), as I like to know where they're being used.

If you have a suggestion, comment, complaint, request, or if you just want some
help, please let me know.  You can easily find me on my site:

                       http://brinkofinsanity.net/boards

Otherwise, you can drop me an email at [email protected] or try me on AIM at
"Deuce ex Defcon".

Note:  This guide is just my personal advice, information, and thoughts on this
game.  If you have different opinions, strategies, and so forth, I will gladly
listen to you.  If you have some information that you think would make a good
contribution to this guide, feel free to share.

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|                                                                             |
|                                  CONTENTS                                   |
|                                                                             |
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0.00)  A Few Notes Before You Get Started
   0.01)  Controls
   0.02)  Things to Know

1.00)  Walkthrough
   1.01)  Find the emergency radio code
   1.02)  Find the radio room
   1.03)  Find Yusupov
   1.04)  Free Anna
   1.05)  Accompany Anna to the radio room
   1.06)  Find the autopilot unlocking code
   1.07)  Reach Anna in the look-out post
   1.08)  Find the medicine cabinet
   1.09)  Find Anischenko
   1.10)  Deactivate the magnetic field
   1.11)  Find the antidote for Anna
   1.12)  Administer the antidote to Anna
   1.13)  Find Kamsky's laptop
   1.14)  Find the room with the C4
   1.15)  Get the C4 and place the charges in the right order
   1.16)  Kill Dr. Kamsky

2.00)  Documents
   2.01)  A note about ammunition conservation
   2.02)  A note about electrical boxes
   2.03)  A note about the armory
   2.04)  A page from Yusupov's diary
   2.05)  A note about barrels
   2.06)  A page from Dr. Kamsky's diary
   2.07)  A note about fire extinguishers
   2.08)  A note about the red fuel valves
   2.09)  A letter about the spears
   2.10)  Yusupov's diary
   2.11)  Yusupov's journal
   2.12)  A letter to Anna from Kamsky
   2.13)  A note about the pumping station
   2.14)  A letter from Yusupov about the antidote
   2.15)  A page about mutations
   2.16)  A note about the retinal scan
   2.17)  A letter from Yusupov
   2.18)  A letter to Anischenko from Yusupov
   2.19)  A note from Anischenko about Bakharev
   2.20)  A note about the flamethrower
   2.21)  A note about the magnetic jammer
   2.22)  A note about the magnetic jammer
   2.23)  A page from Dr. Kamsky's diary
   2.24)  A report about contamination
   2.25)  A page about experiments
   2.26)  A page from Bakharev's diary about the antidote
   2.27)  A page from Dr. Kamsky's diary
   2.28)  A report about the exocel life cycle
   2.29)  A scientific log
   2.30)  A note about the yellow steam valves
   2.31)  A memo to Yusupov
   2.32)  A letter from Kamsky to Anna
   2.33)  Pages from Bakharev's diary

3.00)  Weapons

4.00)  Enemies

5.00)  End
   5.01)  Version History
   5.02)  Closing

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|                                                                             |
|                                                                             |
|                  0.00)  A FEW NOTES BEFORE YOU GET STARTED                  |
|                                                                             |
|                                                                             |
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                                ---------------
                                0.01)  CONTROLS
                                ---------------

-----------------
Left Analog Stick
-----------------

 - This will control what direction you walk and run, and it will also control
left and right motion when aiming a weapon.  It's also used in menus to select
choices and so forth.

------------------
Right Analog Stick
------------------

 - This is used to control part of your character's movement, depending on what
view you have selected.  In aiming view, this will control the up and down part
of your aiming.

--------
Triangle
--------

 - This will cancel you out of menu screens and stuff.  It'll also let you grab
ledges, should the need ever occur.

------
Circle
------

 - This button is used to preform actions that are displayed on the screen,
like opening doors, examining corpses, grabbing ammo, and things like that.

------
Square
------

 - This button reloads your weapon.

--------
X Button
--------

 - This button will allow you to run, assuming you're in the right view.  It
also functions as the confirm button in menus.

---------------
Directional Pad
---------------

 - This allows for easy switching to several of the weapons.  D UP takes you to
the spear gun, D LEFT takes you to the grenade launcher, D RIGHT takes you to
the shotgun, and D DOWN takes you to the AK-47.

---------
R1 Button
---------

 - This is your firing button.

---------
L1 Button
---------

 - This button will switch you into aiming view.  This view is basically the
only practical and usable view in the game, so be ready to use it a lot...
Just be aware that you can't run in this view.

---------
R2 Button
---------

 - This cycles through your current weapons.

---------
L2 Button
---------

 - This cycles through your current weapons in the opposite order as R2.

---------
R3 Button
---------

 - This will put you into another worthless view mode...  I never found a use
for it throughout the entire game.

---------
L3 Button
---------

 - This will make you crouch, which you will need to do a few times during the
game.

------------
Start Button
------------

 - This pauses the game.

-------------
Select Button
-------------

 - This will open up a menu where you can see your current objectives, current
items, current documents, and exit your game.

                             ---------------------
                             0.02)  THINGS TO KNOW
                             ---------------------

------------------------
Lighting Enemies On Fire
------------------------

 - Yes, there are many ways to light enemies on fire in this game.  While it is
quite funny sometimes, you should NEVER light any enemies on fire if you don't
absolutely need to.  Burned enemies will never have any items on them, so any
that you burn just detracts from your inventory.

----
Ammo
----

 - You do have enough ammo to kill every enemy you encounter, assuming you
actually search to find all the available ammo and weapons.  That doesn't mean
you can be careless with it, though.  You'll need to get a lot of headshots and
make every bullet count if you intend to make it through without any problems.

------
Health
------

 - You only have the health you have at any given time.  There's no way to
stockpile curative items to heal yourself in the middle of a battle or anything
like that.  One thing the game is pretty good about is giving you a medpack
when your health is in the red.  I found myself in that situation a lot, and it
seemed like the next soldier I took down almost always had a medpack on him.

-------
Stamina
-------

 - Your stamina bar controls how long you can run before you have to stop.
This rarely comes into play, but there are a few times late in the game where
you MUST be able to run through the entire event.  If your gauge isn't full at
the start of the event, you will not survive.  Always make sure your gauge is
full before you inspect any objects or plant any explosives.

---------
Headshots
---------

 - Headshots are crucial, since the only way to down the zombie guys is by
destroying the their heads.  Later in the game, the parasites will survive
headshots and escape from the corpse, and you must be alert to kill them before
they cause any damage to you.

-----------------
Stomping On Heads
-----------------

 - If you manage to knock an enemy down, you can stomp on their head to smash
it.  This is a great way to save ammo, but only if there aren't too many
enemies nearby.  Otherwise, you'll get destroyed while you're messing around
trying to stomp on people.

---------
Lightning
---------

 - No, you're not crazy;  things appear in flashes of lightning that aren't
actually there.  If a flash of lightning makes it look like there's a zombie on
the deck of the boat, don't always assume it will be there when you check
again.  I personally love that feature, I think it gives the game a great
environmental effect.

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|                                                                             |
|                                                                             |
|                             1.00)  WALKTHROUGH                              |
|                                                                             |
|                                                                             |
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|                                                                             |
|                                                                             |
|                    1.01)  FIND THE EMERGENCY RADIO CODE                     |
|                                                                             |
|                                                                             |
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---------
Rear Deck
---------

You'll find yourself here at the very beginning of the game.  Take a few steps
forward when you get control of Hansen, then use your circle button to pick up
the item on the ground.  It's "A note about ammunition conservation."

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.01 of this guide.]

Continue forward along the deck, taking a left when you can.  You won't be able
to go through the two doors on the left, so instead, cross the deck to the
other side of the boat, and take another left to head down this side.  Hansen
will remark about how much the boat is moving.

A Russian guy will take a few shots at you, then get hit by a wave.  Watch the
waves to learn their timing, and after the first one crashes down, use your X
button to run past that spot.  After the second wave hits, run past there.
Don't worry about inspecting the downed Russian guy, since he doesn't have
anything on him.

In the next hallway, Hansen will remark that he knows some Russian.  Use your
L1 button to enter the aiming mode, then point at Russian words to make Hansen
translate them.  The door labled "Storeroom" is locked.  The one labled "Main
Deck" is also locked, but you can open it by shooting the blue box to the right
of the door.  Do so, then enter the door.

---------
Main Deck
---------

Watch the short scene that occurs, then deal with the two Russian guards.  The
first door on the right is locked.  The first door on the left has a dead man
with some pistol ammo.  The second door on the left contains a healthpack.  The
second door on the right has a Russian man in it.  Kill him, then go back to
the main hallway and examine the blue valve at the end to put out the fire.

Head down the hallway where the fire used to be.  Take a left and grab the next
document off the ground entitled "A note about electrical boxes."  You can read
it by pressing your Select button, choosing Documents, and then choosing this
document to read.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.02 of this guide.]

Once you're ready, enter the door labled "Armory."

------
Armory
------

There isn't much to do here right now.  The soldier on the ground has some
pistol ammo if you need it, and "A note about the armory" is on one of the
crates in the room.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.03 of this guide.]

Exit the Armory back to the Main Deck.

---------
Main Deck
---------

The other door in this area is marked "Crew Quarters."  Before you head up
there, take the stairs down to the flooded area.

-------------------
Portside Cold Rooms
-------------------

The doors in this area can't be opened due to the water pressure in the area.
Just go to the end and grab the Upper Deck Key from the dead guy, then go back
up the stairs to Main Deck and go through the door marked "Crew Quarters."

---------------
Upper Main Deck
---------------

The first door on the left at the top of the stairs is Sick Bay.  Unless you
need a medpack, there's nothing of interest in there.  The first door on the
right and the second door on the left are both locked.  The second door on the
right is open.  Examine the dead guy for some ammo, and examine the corner near
him to find "A page from Yusupov's diary."

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.04 of this guide.]

Examine the big door at the end of the main area to use your key.

----------
Lower Deck
----------

The far right of this hallway is on fire, so you won't be able to pass through
it.  There are three other doors;  the far left one is labled Captain's
Quarters, the next one to the right is labled Showers, and the third one is
labled Crew Quarters.  Go through the door marked Showers first.

-------
Showers
-------

As you approach the toilets, a Russian guy will attack.  Shoot him, then raid
the bodies for pistol ammo.  Exit back into the lower deck.

----------
Lower Deck
----------

The door to the Captain's Quarters is locked, so enter the third door in the
hallway instead.

---------
Rest Room
---------

Two Russians will attack you, so blast them.  Examine them for ammo, then
enter the door labled "Galley."

------
Galley
------

Nothing much of interest in here.  Work your way to the left and open the next
door.

----------
Lower Deck
----------

You'll find yourself on the other side of the fire that was blocking the hall
earlier.  Turn to the right and use the blue valve to activate the sprinklers.
Try not to get caught on fire by the guard that runs out, thengo through the
door across from the Galley door you just came out of.

----------
Front Deck
----------

Head around behind the door you're near to find a dead soldier with "A note
about barrels" next to him.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.05 of this guide.]

Head down the other side of this part of the deck and eliminate the two Russian
guys over there.  Look near them for a staircase leading down, go down it, and
deal with a third Russian guy.  There are three doors in this area.  The large
unmarked set in the middle has another Russian in it, along with a medpack.
One of the other two doors is marked "Storeroom."  Don't bother going in there
right now, since you'll be going through there shortly anyway.  Instead, enter
the door marked "Dormitory."

---------
Dormitory
---------

There's "A page from Dr. Kamsky's diary" on one of the small tables on the
right between two sets of beds.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.06 of this guide.]

Raid the bodies for ammo, then make your way to the bathroom in the back of the
dormitory to continue the story.  On your way out, you'll be forced to deal
with your first "zombie."  ALWAYS shoot for the head against these guys, since
they aren't completely dealt with until you pop their brains.  When you open
the door back to the Front Deck, you'll be given your first opportunity to save
your game, and I highly suggest you do so.

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|                                                                             |
|                                                                             |
|                         1.02)  FIND THE RADIO ROOM                          |
|                                                                             |
|                                                                             |
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----------
Front Deck
----------

A Russian soldier is fighting off a zombie on the deck.  Help him out if you'd
like, but don't move away from the door you're standing by.  If you kill that
first zombie, the soldier will start firing at you, and even if that doesn't
happen, several more zombies are going to come around the corner in front of
you.  Shoot them all in the head, check them for items, and continue around the
deck to the door marked "Storeroom."

Another zombie is in front of the door.  If you're lucky, the swinging hook
nearby will knock him off the boat.  If not, blast his head, then enter the
Storeroom.

---------
Storeroom
---------

Examine the body close to you, then grab the AK-47 from the middle of the room.
A zombie will drop down from the ceiling, so take out its head.  Grab "A note
about fire extinguishers" from the crate near where you got the AK-47.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.07 of this guide.]

Exit the Storeroom through the door near the fire extinguisher.

---------
Rear Deck
---------

Immediately turn to the right and kill the zombie by the door.  He'll charge at
you, so be as quick as you can.  Inspect him, then open the door near where he
was standing.

---------
Main Deck
---------

Enter the first door on your left.

----------------
Main Deck Hold 5
----------------

There's a Russian guy hiding behind the thing on your right, so carefully
eliminate him.  Examine him for items, then take the Handwheel item from the
shelf nearby.  There's also a medpack on another shelf if you need it.  Exit
the hold when you have the Handwheel.

---------
Main Deck
---------

Turn to the left and deal with the zombie near you, then head down the hallway,
turn right, and deal with the second zombie.  Stop at the Armory and examine
the shelf to stock up on AK-47 ammo, then head down to the flooded area.

-------------------
Portside Cold Rooms
-------------------

Make your way through the water to the small set of stairs in the back-right of
the room.  Examine the door to use your Handwheel to open it.  You will be
offered a rare chance to save, so I highly suggest you do.

---------
Fish Hold
---------

Grab "A note about the red fuel valves" from the console to your right.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.08 of this guide.]

Use the set of stairs near you to head down to the lower level of the Fish Hold
area.  There's a medpack right before you get to the whale's corpse, but you
might want to consider waiting to use it until after the next fight.  Walk to
the other end of the whale and grab the Radio Room Key from the body on the
ground.

That will cause several little exocel things to attack you.  Run up that sloped
hatch behind the whale and pick off all five of the exocels with your handgun.
When the music calms down again, go use the medpack if necessary, then exit the
Fish Hold through the same door you used to enter it.

-------------------
Portside Cold Rooms
-------------------

Turn to your left and eliminate the zombie, then climb the stairs and open the
door leading up to the Upper Main Deck (Crew Quarters).

---------------
Upper Main Deck
---------------

Go up the stairs and approach the big doors at the end of the hallway, but be
prepared to deal with a zombie that breaks down the door of the second room on
the left.  Eliminate him, then open the bid double doors.

----------
Lower Deck
----------

Turn to your left and blast all three of the little exocels crawling around,
then run under the sprinkler and climb the stairs.  Open the door on the left.

-------------------
Bridge (Radio Room)
-------------------

Two zombies will attack you instantly.  Eliminate them, then grab the pistol
ammo from the console on the left.  Enter the door in the back on the left
marked Radar Room.  Eliminate the zombie in there, then grab "A letter about
the spears" from the table nearby.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.09 of this guide.]

Open the door in here that leads to the Radio Room.  Grab the pistol ammo from
the floor, then examine the radio.  Exit out the other door in this area, then
through the door on the right that leads back to the Lower Deck.  You'll be
offered a chance to save your game again.

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|                                                                             |
|                                                                             |
|                             1.03)  FIND YUSUPOV                             |
|                                                                             |
|                                                                             |
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----------
Lower Deck
----------

You're headed for the Rear Deckhouse, which is way back near where you started
the game.  Turn to the right and take care of the zombie coming up the stairs,
then go down the stairs, turn around, and take the door on the right that leads
to the Front Deck.

----------
Front Deck
----------

Lots of zombies and soldiers are on the lower level of this area.  Run across
the catwalk to the stairs that go down, then stand at the top of the stairs and
wait for the zombies to approach.  Kill them, then go down to the lower level
and head for the Storeroom door on the left.

---------
Storeroom
---------

Nothing new here, you're just passing through.

---------
Rear Deck
---------

Take a left and head for the area that has the crashing waves.  A zombie is
going to jump down at you as soon as you try to cross the first wave, so when
you run out there, quickly run back when the zombie appears.  Eliminate it,
then make your way past the waves.

When you turn right to go up the stairs, another firefight is going to break
out between some zombies and at least one Russian soldier.  Join in the fight,
and make sure you aren't careless with your ammo.  Make your way up one of the
large sets of stairs, then up the next set to the top of the area.  Raid the
fallen bodies for items, then open the door marked Rear Deckhouse.  You'll be
given the chance to save your game.

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|                                                                             |
|                                                                             |
|                              1.04)  FREE ANNA                               |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

--------------
Rear Deckhouse
--------------

Watch the scene, then be ready to blast the exocel on the ground.  It will
almost certainly grab you, so make sure you move fast.  Once it's dead, grab
the experimental speargun, the ammo, and "Yusupov's diary" from the ground.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.10 of this guide.]

Exit this room through the same door you used to enter it.

---------
Rear Deck
---------

Immediately turn and aim down the stairs closest to you while the conversation
continues.  Two zombies are going to come up there eventually, so deal with
them.  Head down the stairs, and take a left at the bottom of the second set.
Enter the door on your right.

----------------
Starboard Ladder
----------------

Watch the scene, then be ready to blast a zombie.  Note that the exocels will
now come out of their subjects' heads when you destroy them, so always be
looking for them when you kill zombies.  Go down the stairs and open the door
when you're ready.

-----------
Engine Room
-----------

Head straight forward to the narrow and windy staircase in the back of this
area.  When you take the next left, be prepared to deal with several zombies
and some exocels.  Shoot one of the barrels underneath the nest thing to
destroy it, then kill the surviving exocel.  Take the Propeller Shaft key from
the wall near the nest, then turn around.

Go up the stairs at the end of this room and grab the ammo and medpack if you
need it, then head back towards the narrow windy stairs you came down earlier.
Open the door on the left of the stairs to get another chance to save your
game.

--------------------
Propeller Shaft Room
--------------------

Run up the stairs and blast the nearby zombie (the live one, not the dead guy
on the ground).  Take the shotgun from near the first dead guy, then move on
through the room.  Zombies will pop out of the floor planks a few times, so
make sure you're prepared to deal with them.  There's a medpack in the corner
if you need it, but your next target should be the control panel in the center
of the room.  Press it to activate the walkway thing.

A couple more zombies will come over the walkway, so take care of them.  Keep
an eye on the floor planks on that side too, and make sure to grab the AK-47
ammo from the left corner if you need it.  Grab the Handwheel from the crate
over here, then shoot the blue electric box near you and exit the nearby door
up the stairs.

-----------
Engine Room
-----------

Run through here to the narrow windy staircase, go down to the lower part of
the engine room, and run to the staircase in the back where you got the ammo
and medpack earlier.  Take anything else from there that you didn't take
earlier, then go through the door.

------------------
Engine Room Access
------------------

Take care of the two zombies, then go through the next door.

-------------------
Cargo Hold Corridor
-------------------

Lots of doors in here.  Cold Room 3 contains some ammo and "Yusupov's journal,"
so make sure you enter it.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.11 of this guide.]

Cold Room 4 contains two medpacks and some AK-47 ammo, so enter it if
necessary.  The door at the far end of the hallway is locked, but you can open
the door at the top of the small set of stairs using the Handwheel you recently
found.

---------
Fish Hold
---------

Deal with the two zombies that attack you up here, then walk to the door across
from you and head through.

-------------------
Portside Cold Rooms
-------------------

The water is now potentially deadly due to electric current that goes through
it sporadically.  Wait for it to spark, then sprint to the stairs and head up.
Deal with the zombie at the top of the stairs.

---------
Main Deck
---------

Stop in the Armory to grab some ammo, then head down the hallway to the locked
door with the female voice behind it.  Open it and save your game.

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|                                                                             |
|                                                                             |
|                   1.05)  ACCOMPANY ANNA TO THE RADIO ROOM                   |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

----------------
Main Deck Hold 1
----------------

Watch the scene.  After it's over, you can find some ammo, a medpack, and "A
letter to Anna from Kamsky" on the ground.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.12 of this guide.]

Exit the door when you're ready, but remember;  if Anna gets killed, it's game
over, and she dies VERY easily compared to you.

---------
Main Deck
---------

Turn to your left when you get control of Hansen and deal with the zombie.
Make your way through the hallway on the right, then through the door that
leads to the Upper Main Deck.

---------------
Upper Main Deck
---------------

There's another zombie up here, so make sure you take him down before he gets
to Anna.  You can stop by Sick Bay if you need a medpack, but otherwise, just
head through the big double doors.

----------
Lower Deck
----------

Take a right, head up the stairs, and open the door to the radio area on the
left side.  Save your game when you're prompted.

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|                                                                             |
|                                                                             |
|                  1.06)  FIND THE AUTOPILOT UNLOCKING CODE                   |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

-------------------
Bridge (Radio Room)
-------------------

Watch the scene, then open the door on your right to get back to Lower Deck.

----------
Lower Deck
----------

Take down the two zombies down the stairs, then go through the door on the
right underneath the stairs.

----------
Front Deck
----------

Immediately turn to the right and deal with the two zombies there.  Inspect
them and the third nearby body for items, then turn around and go down the
catwalk.  Another zombie will approach, so deal with him as well.  When you get
to the end of the catwalk, keep running to the end of the boat, then turn
around.  You'll see one more zombie approach you.

Go down the stairs when you've dealt with him.  There's one more zombie on the
left down here, and then you're clear to make your way to the door leading to
Storeroom.

---------
Storeroom
---------

Just run through here and go through the door on the other side.

---------
Rear Deck
---------

Take a left and carefully make your way through the crashing waves.  Take the
small set of stairs to the main deck area, and keep your eyes peeled for two
zombies.  Your target now is the locked door on the left side of the deck.
You'll be able to open it with the code now.

-----------------
Pump Control Room
-----------------

A half dozen exocels will be waiting for you in here.  Eliminate them all, then
grab "A note about the pumping station" from a crate in the area.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.13 of this guide.]

Flip the switch on the wall to activate the bilge pump, which will drain the
water from the Portside Cold Rooms area.  Go down the stairs and use the locked
door to enter the Engine Room.

-----------
Engine Room
-----------

Deal with the two exocels near you, one on each side.  Head around the engine
room to the left and take the stairs down.  Head all the way forward, go up the
stairs, and go through the door on the right.

------------------
Engine Room Access
------------------

Nothing in here.  Just go out the next door.

-------------------
Cargo Hold Corridor
-------------------

Make your way to the door in the very back of this room, and save your game
when you open it.

----------
Cargo Hold
----------

Stand your ground and hose anything that moves in this room.  When nothing is
left alive, raid the place for ammo, then exit out the door on the opposite
side.

-------------------
Portside Cold Rooms
-------------------

Kill the zombie headed at you, then enter Cold Room 1.

-----------
Cold Room 1
-----------

Be ready to blast a zombie, then grab "A letter from Yusupov about the
antidote" from the ground.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.14 of this guide.]

Exit back into the hallway.

-------------------
Portside Cold Rooms
-------------------

Take a left and enter the Cold Room 2 door.

-----------
Cold Room 2
-----------

Kill the zombie in the back of the room, then raid the place for ammo and the
key to the Captain's Quarters.  Be ready to blast another zombie that comes out
of the case next to the Captain.  Also, don't forget to grab "A page about
mutations" from the ground by the Captain.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.15 of this guide.]

Exit back into the hallway.

-------------------
Portside Cold Rooms
-------------------

Head up the large staircase and take the door at the top that leads to the Crew
Quarters area.

---------------
Upper Main Deck
---------------

When you get to the top of the stairs, another zombie is going to break out of
the first door on the right.  Deal with him, then open the big double doors at
the end of the hallway.

----------
Lower Deck
----------

Take a left.  There will be a zombie ready to charge you as soon as you step
around the corner towards the Captain's Quarters.  Blast him, then open the
door.

------------------
Captain's Quarters
------------------

Examine the book on the Captain's desk.  Attempt to leave the room, then save
your game.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                   1.07)  REACH ANNA IN THE LOOK-OUT POST                    |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

------------------
Captain's Quarters
------------------

Exit out the metal door, not the wooden one.

----------
Upper Deck
----------

Take a left and climb the stairs.  A lot of zombies are in this area, but
luckily for you, there's no shortage of explosive barrels.  Blast one of them
to eliminate a lot of the zombies, then take care of the rest.  Head around and
go up the next set of stairs.

Don't get too comfortable though, there's another zombie right at the top of
the stairs waiting for you, and even more will start crawling over the railings
near you.  Keep slaughtering them, and make your way up the next set of stairs.
Tag the last few zombies, then make it to the top of the stairs with Anna.
Save your game when you're given the chance.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                      1.08)  FIND THE MEDICINE CABINET                       |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

-----
Docks
-----

RUn forward to he back of the structure on your right.  You'll see a bunch of
waves crashing against the platform.  You'll need to do the same thing here
that you had to do on the Rear Deck of the boat.  Time the end of the first
wave, then run through it and all of the waves after it all right in a row.
Enter the front of the elevator structure when you make it around.

-------------
Dock Elevator
-------------

Just examine one of the switches to start it, then open the doors when it stops
at the top.

---------------------------
To The Main Drilling Module
---------------------------

Make sure you're ready with your weapon.  Blast the flaming zombie before he
gets the chance to make contact with you.  Run down the platform, then take
care of the zombie on the ground when the platform turns to the left.  The
first door on your left is the Armory.  Stop there if you're short on handgun
bullets.  Either way, open the door marked "Sick Bay," then save your game.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                           1.09)  FIND ANISCHENKO                            |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

--------
Sick Bay
--------

After the scene is over, grab the Spear Gun off the table to your right, then
search the room for "A note about the retinal scan" and "A letter from
Yusupov."

[You should always read documents when you find them.  The transcripts of these
 documents can be found in sections 2.16 and 2.17 of this guide.]

Open the door and exit Sick Bay when you have all three of those items.

---------------------------
To The Main Drilling Module
---------------------------

Examine the body after the scene, and grab the storeroom keycard from the
ground nearby.  Head down the catwalk.  Eventually, you'll encounter a dead guy
with a shotgun next to him, so take it.  Continue down the catwalk to the right
of that guy, and you'll find another corpse with an AK-47 next to him.  Grab
it, then be ready to take out two zombies that will approach from the left.  Go
around the corner and enter the Storeroom when you're ready.

---------
Storeroom
---------

Explore the right side of the Storeroom to find ammo on the corpses, then head
down the left side to find the stairs leading up to the catwalk.  There should
only be one zombie along the way.  At the end of the catwalk, grab the M79
Grenade Launcher, then examine the control terminal to unlock the door.

Head back down the catwalk and then over to the lighted area where the newly
unlocked door is.  You'll have to fend off a half dozen zombies in the process.
WARNING:  If you've gotten used to quickly switching from your handgun to your
shotgun using the R2 button, you're going to need to exercise extreme caution
when fighting things now.  One press of the R2 button while your handgun is
selected now takes you to the grenade launcher, not the shotgun.

Examine as many zombie bodies as possible for items, then open the double doors
for another chance to save your game.

------------------
The Lower Corridor
------------------

Things get ugly here.  Something called an "ExoShade" is going to jump out and
attack you as soon as you walk to the part of the hallway that goes to the left
near the middle.  There are basically two things you can do in this situation.

First, you can try to fight the thing.  This isn't easy, and you're likely to
waste a lot of ammo, including all of your speargun ammo.  If you choose this
method, start by launching a spear, then hitting the thing with a grenade or a
shotgun blast when it approaches the enzyme gas.  Repeat until you run out of
spears, and if the thing is still attacking you, switch to the shotgun.  Watch
your screen carefully to see its eyes approaching you, then blast it.  If it
attacks you, jam on your Circle button to toss it off, then immediately blast
it before it runs away.

The second option is just to avoid firing at it entirely.  Just sprint forward,
then when the cutscene happens to show the thing coming out of the ceiling,
take a left and sprint down that part of the hallway.  You're likely to get hit
several times, so always be ready to jam your Circle button to toss the thing
off of you.  Enter the door on the right side of this hallway as soon as you
find it (it will before the left turn that goes to the stairs).

---------------
Laser Mine Shed
---------------

Grab the ammo in here, then make your way to the back of the room, where you'll
see another door.  Go through it.

-----------
Main Office
-----------

Take care of the Russian mercenary, then grab "A letter to Anischenko from
Yusupov" from the table.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.18 of this guide.]

Enter the back office area to examine a body, and take the medpack off of the
table if necessary.  Go back into the Laser Mine Shed when you're ready, and
then go through there to The Lower Corridor.

------------------
The Lower Corridor
------------------

Take a right and go up the stairs, stopping at the top to grab the medpack on
the ground if necessary.  If you didn't kill the ExoShade earlier, you will
likely get attacked a few more times, so be ready with your Circle button.
Open the door in the upper area to continue.

------------------
The Upper Corridor
------------------

The rooms on the left don't concern you right now, so take a right instead.
Use a grenade to wipe out most of the zombies and soldiers fighting over here,
or shoot the red gas valves.  Raid everyone for items when it's safe.  Take a
look around and find the an unmarked door (not the one labled Heliport Module).
Go through it to end up in Technical Corridor.

------------------
Technical Corridor
------------------

The stairs to your left lead to a medpack, so if you need it, go get it.  If
you don't need it much right now, leave it for the trip back.  Head down the
hall on the right near the fire and work your way through the area.  There are
a few zombies scattered about, but nothing too serious.  The area is also
fairly linear and decently lit, so you should have problems finding your way to
the next door at the very end of the area.

-------------
Drilling Unit
-------------

Take a right and use the button inside the elevator to make it go up.  Go up
the stairs in front of you, grabbing "A note from Anischenko about Bakharev"
along the way.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.19 of this guide.]

Jump off the gap in the end of the catwalk to land on the roof of the small
structure below.  Walk off the roof to the next area below that, then enter the
small room.  Activate the spriklers using the terminal, and grab the medpack
out of the vending machine if you need it.

Go back out of this small room and fall down the gap in the stair case.  Exit
through the door that is no longer blocked by flames.

--------------
Storage Shed 1
--------------

There's some ammo near the wall on the left.  Grab it if you can, then head up
the stairs and over the catwalk.  You'll find an MP5-A3 Submachine Gun against
the wall, so take it, then leave this room through the door you used to enter
it earlier.  Backtrack through Drilling Unit and Technical Corridor, grabbing
the medkit at the end if you didn't grab it earlier.

------------------
The Upper Corridor
------------------

Head forward and go through the door at the end of the area on the left marked
Heliport Module.  Save your game when you are offered the opportunity.

---------------
Heliport Access
---------------

You'll have to crawl underneath the lasers in this area.  Use your L3 button
(press the left stick in towards the controller) to crouch, then crawl under
each laser in the lowest part of each one.  Open the door at the end, and be
ready for a fight.

------------
Storage Shed
------------

Take care of the zombie on your left, then raid the shelves for items.  Start
picking off zombies and Russian soldiers.  Your new submachine gun works well
for this, since it has a light mounted on it, and the Russians are loaded with
ammo for it.  At the upper part of the area, you'll find more shelves with
ammo and a medpack.  When you try to approach the final wall, the gate will
open with more men in it.

Use your AK-47, grenade launcher, and any other weapons you want to blast all
of the soldiers around the elevator, then raid the place for items.  When you
have Anischenko's eye, don't go through the elevator.  Instead, go back through
the door you used to enter this area, and save your game when prompted.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                    1.10)  DEACTIVATE THE MAGNETIC FIELD                     |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

---------------
Heliport Access
---------------

Take down the zombies and watch out for exocels.  Stay in the middle of the
platform when you walk, or you risk sliding off the ledge for an instant
game-over.  Make sure you remember to duck under the laser on the end of the
platform, then open the door.

------------------
The Upper COrridor
------------------

There are several more exocels and zombies in here, so slaughter them all as
fast as possible.  Head towards the opposite part of this area, taking care of
a few more zombies along the way.  Eventually, you will find a door labled
"Main Security Room," and it will have a medpack to the right.  Use the medpack
if necessary, then open the door and head through.

------------------
Main Security Room
------------------

I suggest firing a spear into the middle of the room, then launching a grenade
at the pile of enemies that collects around it.  Eliminate the survivors using
your normal weapons and the fire extinguishers, then raid the place for items.
You'll find "A note about the flamethrower" on the table to your right as soon
as you enter the room.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.20 of this guide.]

Grab the flamethrower from the corpse in the middle of the room, then work your
way around to the back of the room.  You should see "A note about the magnetic
jammer" next to the second corpse by the computer monitors.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.21 of this guide.]

Once you've collected all of the items from the area, open the door in the
middle of the room marked Communications Room.

-------------------
Communications Room
-------------------

Take down the three Russians, search their bodies, then check the tables in the
front of the room to find another document labled "A note about the magnetic
jammer."

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.22 of this guide.]

As you might have discovered after reading the note, you will now need to
destroy the three generators operation the jamming system.  Head to the back of
the room and do so, then listen to the conversation.  Be on the guard though,
since a half dozen exocels are going to drop in from the ceiling out of nowhere
and attack you.  Deal with them, then exit the room.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                      1.11)  FIND THE ANTIDOTE FOR ANNA                      |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

------------------
Main Security Room
------------------

Watch the scene, then try to leave out the door that leads to The Upper
Corridor.  Take out the exocel, then examine the dude's body for the elevator
key.  Exit the room.

------------------
The Upper Corridor
------------------

Run forward, deal with the zombie that jumps out, then take a right as soon as
you can to go through the door leading to The Lower Corridor.

------------------
The Lower Corridor
------------------

Sprint forward, go down the stairs, and run down the hallway until it splits to
the left and right.  Take the left path and open the elevator.  If the ExoShade
grabs you, be ready jam the Circle button to toss it off of you.  I recommend
not bothering to kill it though, since it takes quite a bit of ammo.  Save your
game on the way into the elevator.

---------------------------
Habitation Catwalk Elevator
---------------------------

Examine the ground near the soldier to find "A page from Dr. Kamsky's diary."

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.23 of this guide.]

Examine the soldier, then press the button on the wall.  Open the door when the
elevator stops moving.

---------------------
The Habitation Module
---------------------

All you have to do here is run past the waves again.  Open the door on the
other side.

---------
Rest Room
---------

Check the vending machine in the back for a medpack if you need it, then go up
the stairs and work your way around.  Check the body up here, then take the
stairs down (since the door is stuck).  Shoot the white barrels near you to
destroy the nest, then deal with any surviving exocels that come out of it.
Check the second corpse down here, then try to open the door.

------------------
Technical Basement
------------------

Take out the two exocels on the ground, then deal with the zombie near the
fence.  You'll need to find a small path thing to get out of this room, and I
personally had a hell of a time seeing it due to the darkness in this area.
The general layout looks like this:

                    ---------------
          Back to  |               |
         Rest Room |     Fence     |
                    ---------------
               | | |               |
               | | |               |
               | |_|               |___
               |                       |
               |___                 _  |
                   |               | | |
                   |               | | |
                   |               |  To Main Corridor
                   |     ----------
                   |    |
                   |    |
                   |    |
                   |    |
                    ----

They're hard to see, but they're there.  Go through the one that leads to Main
Corridor, sine there's nothing to do in Rest Room right now.

-------------
Main Corridor
-------------

Turn to your left, deal with the three exocels, then open the first door on the
left side of the corridor.

-----------------------------
Security Crew Sleeping Room 2
-----------------------------

Take a right, work your way to the back of the room, and carefully approach the
bodies on the ground.  Some of them will be zombies, so eliminate them, then
check every corpse for items.  There's a button between the second and third
sets of bunkbeds on the left.  Press it, then run back to the entrance of this
area and open the thin brown door.  Raid that area for some of every type of
ammo and a medpack, then exit all the way back to Main Corridor.

-------------
Main Corridor
-------------

Take a left and then a right to head up a set of stairs.  There's another nest
near here that you might want to deal with, but other than that, just go
through the door at the top of the stairs.

---------
Refectory
---------

Raid this room for items, then open the other set of doors.

-------
Kitchen
-------

Deal with the zombies, then check the corpses for items.  The vending machine
has a medpack in it if you need it.  Examine the set of doors by the vending
machine to find a freezer.

-----------------
Cold Storage Room
-----------------

Grab "A report about contamination" from the middle of the floor, then turn
around and go back to the kitchen.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.24 of this guide.]

-------
Kitchen
-------

Check the far corner to find a thing you can slide down, then slide down it.

------------------
Technical Basement
------------------

Take the little hidden hallway thing on the right to get back to Main corridor.

-------------
Main Corridor
-------------

Take a left, then open the large double metal doors across from the stairs to
continue.

-------------------
Underwater Elevator
-------------------

Press the switch on the wall, then open the door when the elevator stops.

-----------------
Underwater Tunnel
-----------------

Run to the opposite end of the tunnel, and something called an ExoSpectre will
appear.  Get your shotgun out and blast the thing until you can destroy its
head, then open the door at the end of the tunnel.  If the ExoSpectre manages
to grab you, be ready to jam your Circle button to toss it off of you.

-------------------
Lab's Main Elevator
-------------------

The door on your left is locked, so head to the right and enter the door with
the large number six on it.

-----
Lab 6
-----

Blast the two zombies, examine them for items, and head out the next door.

--------------------
Experimental Chamber
--------------------

Grab "A page about experiments" from the right side of the catwalk in the
middle of the room.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.25 of this guide.]

Open the next door to continue.

--------
Mortuary
--------

Head around until you can see the actual lab area.  Be ready to deal with a few
zombies that jump out, then search them all for items.  There's a medpack near
the sink if you need it as well as some shotgun shells.

----------------
Dr. Kamsky's Lab
----------------

Grab the flamethrower juice from the left, then run down and grab the antidote
and "A page from Bakharev's diary about the antidote" from the table.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.26 of this guide.]

Grab the AK-47 ammo from the ground in the back of the room, and grab "A page
from Dr. Kamsky's diary" from the terminal on the wall.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.27 of this guide.]

Head for the front of the room, and two zombies will jump out.  Deal with them,
then open the door for a chance to save.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                   1.12)  ADMINISTER THE ANTIDOTE TO ANNA                    |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

--------
Mortuary
--------

There's a pair of dead scientists around one of the tables, so examine them and
find the paper with the code for the electric floor.  On your way towards the
exit, you'll have to deal with two ExoSpectres.  Try to conserve shotgun ammo,
since you're going to have to fight another ExoShade in a few minutes.

--------------------
Experimental Chamber
--------------------

Deal with the zombie that comes out of the floor, then examine the console to
activate the electric floor.  Walk through the door, collect the items, then
open the door in the back.

---------------
Laboratory Shed
---------------

Several zombies are stuck inside containers in here, so you won't have to worry
about fighting them.  You will, however, have to worry about fighting another
ExoShade.  I recommend you don't bother trying to kill the thing, since you'll
waste a lot of ammo.

Instead, just take the left path when you get the chance, then use the blue
wheel on the wall to turn on the sprinklers.  Run around and take the right
path this time, then just sprint through the door.

-----
Lab 6
-----

Now you're in the lower part of Lab 6.  Shoot the circuit box on the wall in
front of you to kill the enemies in the water, then go up the ramp in the
back-left of the room.  There's a medpack on the counter near the sink to the
right of the ramp, so grab it if you need it.  Take the elevator on the left
side of the ramp to get back to the upper part of this room, then exit the door
closest to you for another chance to save.

-------------------
Lab's Main Elevator
-------------------

Run to the other side of the central part of the elevator and use the blue
control panel to start it.  It'll stop on its way up when five exocels appear.
Kill them all, then find the door at the top of the elevator that says Lab 3
on it.

-----
Lab 3
-----

Activate the console to kill the exocels, then grab "A report on the exocel
life cylce" from the counter.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.28 of this guide.]

Exit the room when you're ready.

-------------------
Lab's Main Elevator
-------------------

Head two doors to your left to enter Lab 5.

-----
Lab 5
-----

Examine the corpses and grab "A scientific log" from near the door.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.29 of this guide.]

Exit the room when you're done.

-------------------
Lab's Main Elevator
-------------------

Now you're ready to make your way into the decontamination area.  When you
approach the door in the little hallway, one of those things from the cases in
the middle of the elevator will escape.  If you've been reading the documents,
you'll know that the only way to kill these things is by blasting their huge
arm.  Use your AK-47 and hose the thing, then go through the door when you're
ready.

--------------
Cryogenic Room
--------------

A few ExoSpectres are waiting in this long hallway, but they're easy to deal
with.  Grab "A note about the yellow steam valves" from the little area on the
left side of the hallway.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.30 of this guide.]

Continue to the end of this hallway and open the door, then save your game.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                         1.13)  FIND KAMSKY'S LAPTOP                         |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

--------------------
Decontamination Room
--------------------

Find the door in the back and go through.

-----
Lab 2
-----

Another ExoSpectre is in here, so have your shotgun ready.  Exit through the
door in the upper part of the area.

-------------------
Lab's Main Elevator
-------------------

Take a right and go through the large double doors.

-------------------
Bridge Control Room
-------------------

Take out the two zombies in here, then raid the place for ammo.  Activate the
switch on the left side of the bridge to extend it, then start crossing it.
When the big arm guy attacks you, either kill it or run back and retract the
bridge.  The arm guy will just walk right off the edge...  Extend the bridge
again, then run to the end and open the elevator.

-------------
Dock Elevator
-------------

Just walk straight forward and open the other end of the elevator.

------------------------
The Main Drilling Module
------------------------

Work your way forward, blasting four zombies along the way.  Stop at the armory
to restock your weapons, and stop at Sick Bay if you need a medpack.  Continue
down the catwalk, dealing with a few more zombies along the way, and open the
door at the end.

---------
Storeroom
---------

Oddly enough... nothing to see here.  Yet...  Just run to the right and go
through the doors.

------------------
The Lower Corridor
------------------

Run straight down the first part of this hallway to the elevator.  If you left
the ExoShade alive earlier, be ready to dodge it a few more times now.

---------------------------
Habitation Catwalk Elevator
---------------------------

Press the button on the wall to move the elevator, then examine the door on the
other side when it stops moving.

---------------------
The Habitation Module
---------------------

Simply dodge the waves and enter the door on the other end.

---------
Rest Room
---------

Another one of those giant arm guys will be waiting for you in here.  The
careless moron will sometimes blow himself up on one of the explosive barrels,
but you might need to help him a little.  Once you're ready, go up the stairs
and make your way to the lower door in the other part of the area, then slide
down the hole in front of it.

------------------
Technical Basement
------------------

Take the ramp on the right when you're looking at the fenced area.

-------------
Main Corridor
-------------

You'll find the doors leading to the Scientists' Dormitory on the right side
near the end of the hallway.  Of course, as usual, they're locked, so you'll
need to find another way in.  One of the other doors on the other side of the
hallway is labled Security Crew Sleeping Room 1.  Head through it.

-----------------------------
Security Crew Sleeping Room 1
-----------------------------

There's a medpack directly to your left if you need it.  Head for the end of
the room, take out the two zombies, and grab "A memo to Yusupov" from the small
table nearby.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.31 of this guide.]

Examine all the corpses and look for items, then go back into the Main
Corridor.  Enter the door on the left labled "Showers."

-------
Showers
-------

This place is swarming with zombies and exocels, and there's a nest in the
showers.  Destroy everything, then look for the grate that leads to the
dormitory on the right side of the row of toilets.

---------------------
Scientists' Dormitory
---------------------

There are items all over the place in here, so grab them.  When you reach the
center of the room, grab Kamsky's Laptop from the table, then be ready to fend
off two zombies.  Finish scouring the room for items, including "A letter from
from Kamsky to Anna."

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.32 of this guide.]

Open the door to find yourself in the Main Corridor again.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                      1.14)  FIND THE ROOM WITH THE C4                       |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

-------------
Main Corridor
-------------

Take a left, deal with the zombie, and then open the big doors on your right
that lead to the Underwater Elevator.

-------------------
Underwater Elevator
-------------------

Activate the elevator with the button on the wall, then exit it when it stops
moving.

-----------------
Underwater Tunnel
-----------------

Two exocels will attempt to stop your progress through the tunnel, so be ready
to kill them.  Open the door at the other end.

-------------------
Lab's Main Elevator
-------------------

Open the doors on the left side using the code Anna recently gave you.

-----------------------
Maintenance Room Access
-----------------------

Nothing here as far as enemies go, creepily enough.  Just run down, take a left
at the bottom of the ramp, and enter the large garage door.

----------------
Maintenance Room
----------------

Deal with the three zombies that attack you first, then deal with the exocels
that pop out of them.  The big arm guy isn't really a threat.  Let him attack
you, then run out of the way.  Head down the room, and then stop when you get
to the white barrels.  Let the guy approach, then blow up the barrels as soon
as he's close enough.  Shoot him some more if necessary, then raid the corpses
in the area.

Destroy the blue box next to the exit, then destroy the fire extinguisher to
deactivate the lasers.  Exit the door.

--------------
Ammo Warehouse
--------------

Crouch, then crawl to the back of the warehouse.  Grab the C4 off of the table,
then turn around.  An ExoSpectre is going to approach.  As you can see, this is
not exactly the best place to be firing your weapons.  Be very careful where
you aim, and kill the thing.  Crawl back to the door for a chance to save.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|         1.15)  GET THE C4 AND PLACE THE CHARGES IN THE RIGHT ORDER          |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

----------------
Maintenance Room
----------------

Take care of the two zombies, then exit the room through the other door.

-----------------------
Maintenance Room Access
-----------------------

Two ExoSpectres will come out of the water on your way past, so have your
shotgun ready.  Take them down, then exit through the door.

-------------------
Lab's Main Elevator
-------------------

The underwater elevator is to your right, so open the door over there.

-----------------
Underwater Tunnel
-----------------

Deal with the three exocels in the middle of the tunnel, then open the door on
the other side and save.

-------------------
Underwater Elevator
-------------------

Examine the corpses and take "Pages from Bakharev's diary" from the ground.

[You should always read documents when you find them.  The transcript of this
 document can be found in section 2.33 of this guide.]

When you have the diary pages, examine the red X on the wall to plant a charge
on it.  Immediately go back out the door you entered the room through.

-----------------
Underwater Tunnel
-----------------

Hold down your run button and sprint to the other side as fast as possible.
Open the next door before the water kills you.

-------------------
Lab's Main Elevator
-------------------

Activate the blue switch on the left side of the specimen containers in the
middle of the elevator, then go through the massive metal doors on the other
side of the containers.  You'll be given a chance to save, and I suggest you
take it.

-------------------
Bridge Control Room
-------------------

Make sure the bridge is extended, then turn to your left and look in the back
corner of the area for the second red X on the wall.  Plant the charge, then
run to cross the bridge.  The control scheme is horrid, so don't be surprised
if you fall of the bridge at least once.  Just be glad they gave you a chance
to save right before this...  Anyway, sprint over the bridge to the elevator on
the other side.

-------------
Dock Elevator
-------------

Just run forward and go through the gate to the other side.

------------------------
The Main Drilling Module
------------------------

I highly suggest you stop at the Armory and stock your ammo, then stop in Sick
Bay if you need a medpack.  Head all the way down to the other end of the
catwalk when you're ready.

---------
Storeroom
---------

Remember that pounding you heard earlier?  Yeah, you're about to find out what
it was...  several of the guys with the giant arms are going to be hunting you
down in the room now.  To make matters worse, you have to unlock the door
again.  I suggest not even trying to fight these guys.  Just run.

Run to the catwalk, all the way to the end, and examine the console to unlock
the door.  Now run all the way back down and go through the door to The Lower
Corridor.

(Note:  If you take a ton of damage trying to avoid the big guys, backtrack to
 sick bay and grab another medpack.  Be careful on the way out though;  there
 will be a zombie right outside the door as punishment.  >_>)

------------------
The Lower Corridor
------------------

Deal with the swarm of exocels crawling down the hallway, then head through and
take a left when you get the chance.  Yet another big arm guy is down here...
Just run past him, and you should only take one hit, if you get hit at all.
Climb the stairs at the end of the hallway and exit the corridor.  Save your
game when you get prompted.

------------------
The Upper Corridor
------------------

Take a right, and you'll see the third red X right in front of you.  Plant the
charge, then sprint to your right all the way to the back-left corner of the
area where the door leading to the heliport is.

---------------
Heliport Access
---------------

You'll have another nice chance to marvel at the horrid control scheme in this
game as you attempt to run across this platform as fast as you can to escape
your firey doom.  Open the door at the end to continue.

------------
Storage Shed
------------

One more big arm guy's going to come out in this room and try to keep you from
reaching the helicopter pad.  I suggest not even trying to fight him.  Just
dodge his first charge, then sprint for the elevator behing where you killed
Anischenko earlier in the game.

------------
Transit Room
------------

If you thought the big arm guys were annoying...  There are two ExpShades on
the loose in here.  Get your shotgun out and start blasting.  If you haven't
been in this area before, grab all the items when you've killed the ExoShades,
then exit out the door to the helipad.  Save your game when you get the chance.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                           1.16)  KILL DR. KAMSKY                            |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

------------
The Heliport
------------

When you have control of Hansen again, IMMEDIATELY get a machine gun out and
blast the crap out of Kamsky's back.  If he even gets close to Anna, the game
is over.  When you shoot him with about half a clip, he'll turn around and try
to charge at you.  You'll have a split second to decide which direction you
want to run to avoid his attact.  If he hits you, you'll go flying, and if you
fall off the rig, the game is over.  If you slide into a wall, you'll take more
damage, so the best thing to do is to try and stay in the middle of the pad as
much as possible.

You'll have to keep hitting him and dodging until Anna finishes placing her
charges.  After that, his attack pattern will change.  Not only will he still
do his charge attack, but now he has a stomping attack as well, which really
complicates things, considering the only way to hurt him is to let him pick you
up...

As soon as he picks you up, press your circle button as fast as you can, then
switch to your R1 button when it gets displayed.  If you do it correctly, you
will blast Kamsky right in the face.  Do it three times, and the fight (and the
game) is over.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                              2.00)  DOCUMENTS                               |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

-------------------------------------------
2.01)  A note about ammunition conservation
-------------------------------------------

     General Order #16

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

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

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

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

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

     -Anischenko

FOUND:  On the deck right next to where you begin the game.

------------------------------------
2.02)  A note about electrical boxes
------------------------------------

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

     Acccording to witnesses, Corporal Legai had misplaced his electronic key
     while on duty.  Unable to reach his official 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.

FOUND:  On the ground in Main Deck near the stairs leading to the Portside Cold
        Rooms and Crew Quarters.

------------------------------
2.03)  A note about the armory
------------------------------

     General Order #12

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

     -Anischenko

FOUND:  On a crate in the Armory.

----------------------------------
2.04)  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 stat's private partners grew weary of the whole affair.  All I had
     to do was wait a couple of years to repurchase it for scrap!

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

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

FOUND:  In the corner of the second room on the right in Upper Main Deck.

---------------------------
2.05)  A note about barrels
---------------------------

     Colonel:

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

     -Anischenko

FOUND:  Next to a dead guy close to the door that goes between Lower Deck and
        Front Deck.

-------------------------------------
2.06)  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.

FOUND:  On a table between some bunks in the Dormitory.

--------------------------------------
2.07)  A note about fire extinguishers
--------------------------------------

     General Order #6

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

     -Anischenko

FOUND:  On a crate in Storeroom.

---------------------------------------
2.08)  A note about the red fuel valves
---------------------------------------

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

     Major, it has come to our attention that some of your men have been
     playing at shooting the red valves off the fuel pipes.  Not only does this
     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.

FOUND:  On the console to the right as soon as you enter Fish Hold.

--------------------------------
2.09)  A letter about the spears
--------------------------------

     From:  Dr. Pavel Bakharev
     To:  Colonel Dmitriy Yusupov
     Re:  Experimental 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 purpose, not as ammunition against the creatures.

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

     I will keep you informed of our latest progress.

     -Pavel Bakharev

FOUND:  It's on a counter in the Radar Room part of Bridge (Radio Room).

----------------------
2.10)  Yusupov'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 latest
     version to the Cartel.  Given the latest advances, production of these
     devices would seem quite feasible.

     I hope that, unlike the last consignment, the "specimens" will be ready
     and in good condition.  Kamsky has been insistent 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:  BP 070191

     Code for the main deck hold (Anna):  RP 250486

FOUND:  On the ground in the Rear Deckhouse.

------------------------
2.11)  Yusupov's journal
------------------------

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

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

FOUND:  Cold Room 3, a small room off of Cargo Hold Corridor.

-----------------------------------
2.12)  A letter to Anna from Kamsky
-----------------------------------

     My Dearest Anna:

     I have tried many times to write this letter, but always I have failed.  I
     want to tell you how sorry I am for the way in which my work 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
     Sakhaline.  I realize I have never given you a normal childhood, but trust
     me, I will give you an extraordinary life.

     I love you very much.

     Papa

FOUND:  On the ground in Main Deck Hold 1.

---------------------------------------
2.13)  A note about the pumping station
---------------------------------------

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

     -Anischenko

-----------------------------------------------
2.14)  A letter from Yusupov about the antidote
-----------------------------------------------

     Gentlemen:

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

     -Dmitriy

FOUND:  On the floor in Cold Room 1.

-----------------------------
2.15)  A page about mutations
-----------------------------

     Mutation Notes:

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

     Infestation also triggers major physical modifications 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 upon 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 dendrils, 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.

FOUND:  On the floor in Cold Room 2.

------------------------------------
2.16)  A note about the retinal scan
------------------------------------

     General Order #22

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

     -Anischenko

FOUND:  Sick Bay, on a table.

----------------------------
2.17)  A letter from Yusupov
----------------------------

     Gentlemen:

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

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

     Dmitriy

------------------------------------------
2.18)  A letter to Anischenko from Yusupov
------------------------------------------

     Yuri:

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

     -Dmitriy

*The incorrect usage of "women" instead of "woman" is not my mistake, it was
 done like that in the game.

FOUND:  On a table in Main Office.

--------------------------------------------
2.19)  A note from Anischenko about Bakharev
--------------------------------------------

     Security Dossier:

     Bakharev, Dr. Pavel

     Security Clearance:  Blue

     Profile:

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

     Please destroy after reading.

     Anischenko

FOUND:  On the floor by the broken stairs in Drilling Unit.

------------------------------------
2.20)  A note about the flamethrower
------------------------------------

     General Order #26

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

     -Anischenko

FOUND:  On a table near the entrance of Main Security Room.

---------------------------------------
2.21)  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.

FOUND:  Near a corpse in the back of Main Security Room.

---------------------------------------
2.22)  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.

FOUND:  On a table in Communications Room.

-------------------------------------
2.23)  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 paricularly
     resilient, powerful and aggressive.  Their skins grow so thing and
     resistant that they become impervious to the hardest of 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.

FOUND:  Near the dead soldier in Habitation Catwalk Elevator.

-----------------------------------
2.24)  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, I4-02, 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 destroy these forms of exocels.  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".

NOTE:  The poorly structured first sentence of the last paragraph is an error
       in the document, not in my typing.

FOUND:  On the floor in the middle of Cold Storage Area.

-------------------------------
2.25)  A page about experiments
-------------------------------

     We have observed that electric discharges have no effect on the exocel's
     neuronal network.  However, once the exocel has taken control of a body,
     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.

FOUND:  Near the console on the catwalk in Experimental Chamber.

------------------------------------------------------
2.26)  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 to 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.

FOUND:  On the examination table in Dr. Kamsky's Lab.

-------------------------------------
2.27)  A page from Dr. Kamsky's diary
-------------------------------------

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

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

FOUND:  On the console in the back of Dr. Kamsky's Lab.

-------------------------------------------
2.28)  A report about the exocel life cycle
-------------------------------------------

     Official report on the exocel's life cycle and reproduction

     Dr. V. Kamsky and Dr. P. Bakharev

     Extracts:

     There are two main phases to the exocel life cylce:  reproduction and
     contamination.

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

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

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

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

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

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

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

     -Viktor

NOTE:  The ".." used is an error in the file, not in my typing.

FOUND:  On a counter in Lab 3.

-----------------------
2.29)  A scientific log
-----------------------

     Experimental Log - Subject Series G3

     Experimental subject G3-01

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

     Experimental Subject G3-02

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

     Experimental Subject G3-03

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

     Experimental Subject G3-04

     (B Vidaleiev).  Subject was sedated and then contaminated by forced
     injestion.  Received 20 mls 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 mutation was delayed for 9 hours, 32 minutes.
     Symptoms:  increased muscle mass, aggression, 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!

FOUND:  A little to the right shortly after entering Lab 5.

-------------------------------------------
2.30)  A note about the yellow steam valves
-------------------------------------------

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

     Major, while I appreciate the fact that your men have effectively ceased
     vandalizing the red fuel pipe vavles, 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 interests of Kamsky's experiments rather than being
     burnt to death by jets of hot vapor.  Futhermore, the scientists run the
     risk of an accident at any moment.

     Thank you.

FOUND:  In a small alcove area in Cryogenic Room.

------------------------
2.31)  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.

FOUND:  On a table in the back of Security Crew Sleeping Room 1.

-----------------------------------
2.32)  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 apppointment with immortality.  Come with
     me Anna, it's the most beautiful of all Kingdoms.  I have built it for
     you...  Anna, my dear daugher...  I feel so strong...  I must destroy the
     antidote...  I don't want to go back to where I came from...

FOUND:  Near the door leading out of Scientists' Dormitory.

----------------------------------
2.33)  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 ceilings 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. Briclob and B. Delbosky
     will do the necessary, as usual.

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

     October 29

     One of Anischenko's men went missing today.

     November 1

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

     November 2

     We have established beyond all doubt that the missing specimen is till in
     its containment cell.  Its aggression and insanity must have 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
     enables 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 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 daugher of her father.

     December 4

     Today is a day of calamity!  Viktor has vanished!  His notebooks are
     missing, as is his laptop.  The samples of serum and antidote we were
     working on?  Gone too!  Perhaps he has gone mad and thrown himself in 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...

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                               3.00)  WEAPONS                                |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

You start the game armed only with your handgun, but other weapons can be found
scattered around the ship and the drilling platform.

-----------
.45 Handgun     5.45 semi-automatic handgun
-----------

Magazine capacity:  7

     Rate of fire:  3 rounds/sec

          Special:  Built-in laser targeting, torchlight

 - This weapon will always be available to you.  Ammo is fairly common, and it
works well against Mercenaries, regular ExoMutants, and ExoCels.  The greatest
benefit of this weapon is the flashlight attached to the end, which only one
other weapon has.  For the majority of the game, you will want to have the
flashlight ability, so the handgun is crucial.

-----------------------
XM1014 Tactical Shotgun     12mm semi-automatic shotgun
-----------------------

Magazine capacity:  7

     Rate of fire:  0.8 rounds/sec

            Found:  1.04)  Free Anna, Propeller Shaft Room

            Found:  1.09)  Find Anischenko, To The Main Drilling Module

 - This is a very effective weapon against all targets, especially ExoSpectres
and ExoShades.  The lack of a laser targeting mechanism is unfortunate, and the
lack of a flashlight on the end will make you not want to walk around with it
equipped.  Ammo is much less plentiful compared to the Handgun, so be careful
with your shots, and try to avoid using it on weak enemies.

---------------------
MP5-A3 Submachine Gun     9mm auto submachine gun
---------------------

Magazine capacity:  25

     Rate of fire:  14 rounds/sec

          Special:  Navy-improved variation of the MP5 submachine gun

            Found:  1.09)  Find Anischenko, Storage Shed 1

 - Ammo is fairly common for this gun, and its laser site and flashlight make
it one of the two weapons you're likely to get the most use out of during the
game.  It works well against Mercenaries, regular ExoMutants, and ExoCels.  The
down side is that you won't get this weapon until quite a ways into the
platform, so you won't get as much use out of it as you might wish.

--------------------------------
Automat Kalashnikova, Model 1947     7.62 assault rifle
--------------------------------

Magazine capacity:  30

     Rate of fire:  10 rounds/sec

          Special:  Laser targeting

            Found:  1.02)  Find The Radio Room, Storeroom

            Found:  1.09)  Find Anischenko, To The Main Drilling Module

 - This is a powerful weapon that's useful against most enemies.  Ammo is
fairly common, and it has a laser site.  The downside is that there's no
flashlight on the end of it, so you won't typically want to be walking around
using this weapon, especially in new terrain.

[Note:  The name of the gun is exactly as it's written in the instruction
 manual, so please don't bother contacting me to say there's a mistake in how
 I have it listed.]

--------------------------------
M79 "Sawed-off" Grenade Launcher     40mm grenade launcher
--------------------------------

Magazine capacity:  5

     Rate of fire:  0.8 rounds/sec

            Found:  1.09)  Find Anischenko, Storeroom

 - This thing is very handy against large clusters of enemies and against large
slow-moving enemies.  You won't find an abundance of ammo for it, so I
recommend only using it when you really think you'll get the most use out of
it.  It doesn't have a laser site, and even if it did, the grenades have a bad
habit of bouncing all over the place when you fire them, since they don't
explode on impact.  Make sure you're plenty far away when you fire one of these
things, or you'll wind up blowing yourself up.

--------------------
Assault Flamethrower     Gasoline propelled by compressed gas
--------------------

Tank capacity:  120 centiliters

 Firing range:  6 meters

 Rate of fire:  2 centiliters/sec

        Found:  1.10)  Deactivate the Magnetic Field, Main Security Room

 - This is mostly used for buring down the nest things, but you can use it to
burn other things as well.  It's not really a good idea to burn Mercenaries or
ExoMutants, since they have a really bad habit of running around frantically
and catching you on fire in the process.  Be careful when using it outside,
too, since the wind can blow the flames back at you.

--------
Speargun
--------

Weapon Range:  100 meters

Rate of fire:  1 stinger/sec

    Capacity:  3 chemical stingers

     Special:  - Chemical gas:  Exo-Benzilate (XZ)
               - Durability of gas effect:  10 sec
               - Range of gas effect:  25 meters

       Found:  1.04)  Free Anna, Rear Deckhouse

       Found:  1.09)  Find Anischenko, Sick Bay

 - This thing is sort of a last-resort type of weapon.  It can be used to
distract enemies for short periods of time, but there are very few cases where
you should need to use it.  It works well for keeping ExoShades in plain sight
for a few seconds, and that's perhaps the best use for it in the whole game.
There's not an abundance of ammo, but if you use it sparingly, you'll have
plenty to use when you need them.

 -----------------------------------------------------------------------------
|                                                                             |
|                                                                             |
|                               4.00)  ENEMIES                                |
|                                                                             |
|                                                                             |
 -----------------------------------------------------------------------------

The text in quotation marks is the descriptions given to each enemy in the
official instruction book.  Anything outside of the quotation marks is just
personal comments and information I have about each enemy.

------------------------
Mercenaries (Uninfected)
------------------------

"Hired to protect the mysterious oil rig, these former soldiers shoot on sight
 and shoot to kill.  But nothing they've seen or done has prepared them for
 what they're about to face."

 - You'll encounter these guys all over the boat and a little on the platform.
A few quick shots should deal with them quite effectively, especially if you
can hit them in the head.  Always make sure to check them for items after you
kill them, since they often have ammo for you.

-----------------
Exo-CL 3.0/ExoCel
-----------------

"Contaminator ExoCels live to spread their infection.  Fast and agile, then
 seek weak or dying prey to serve as hosts for their parasitic needs.  If they
 can't find a suitable victim, they'll be happy to make one."

 - These little guys are the driving force behing this whole infection thing.
You'll find them creeping along the ground, coming out of nests, and coming out
of people's heads on a regular basis.  If allowed to get close enough to you,
they extend tentacles that drain your energy.  A couple bullets will eliminate
them, but keep your eyes open;  they like to climb around on the ceiling.

-----------------
Exo-N 3.5/ExoNest
-----------------

"These shapeless monstrosities exist only to breed.  Mothers to the
 contaminators they send their children out into the world to seek new
 victims."

 - Exocels will endlessly spout from these things, so take care of them with
the Flamethrower as soon as you find one.  Don't bother wasting your ammo on
them;  only flames can damage them.

------------------
Exo-M1.1/ExoMutant
------------------

"No longer human, these creatures are savage, mindless, and hungry.  Blessed
 with inhuman strength and cursed with a hunger for flesh, they attack
 relentlessly."

 - These guys aren't too much different than Mercenaries.  They don't tend to
have firearms, but they can still cause a lot of damage if they get close
enough to you.  Aim for the head, or just knock them down, then step on their
head.  Either way, their heads must be destroyed before they are completely
dead.  Make sure you check their corpses for ammo quickly, since they vaporize
extremely fast.

--------------------
Exo-ME 2.0/ExoMutant
--------------------

"Not all mutants are created equal.  These are smarter, stronger, and faster
 than their counterparts - making them that much more dangerous.  The only way
 to permanently get rid of them is to kill the parasite that resides in their
 craniums."

 - Not much of a difference between these and the other type of ExoMutant, when
it all comes down to it.  Just gotta make sure you're paying attention when the
ExoCels pop out of their heads.  Make sure you check the corpse for ammo very
quickly, since they vaporize fast.

------------------
Exo-S 5.2/ExoShade
------------------

"There are plenty of reasons to be afraid of the dark, and this creature is the
 biggest one.  Able to see perfectly in darkness, it hunts from the shadows and
 attacks without mercy."

 - I'd actually say these are the hardest enemy to fight in the entire game,
mostly because of the places you have to fight them, not to mention that you
have to fight two at the same time at one point.  They're very resistant to
damage, so you'll wind up wasting quite a bit of ammo if you're not careful.
The best way to kill them is to shotgun them repeatedly, but you can also use
the Speargun to distract them, then hit them with a grenade.  They can also
climb on ceilings, so keep your eyes open.

--------------------
Exo-G 4.3/ExoSpectre
--------------------

"What you can see can hurt you.  Able to blend in perfectly with its
 surroundings, this escaped experiment has a killer's instincts."

 - These aren't particularly hard to deal with.  Just watch for the footprints
they leave as they walk, and blast them with the shotgun when they get close to
you.

-----------------
Exo-B 7.0/ExoMass
-----------------

"Not all experiments go as planned.  Deformed and mutated, this creature has
 uncanny strength and an undying rage.  Willing and able to punch through steel
 doors to seek its prey, this creature will never abandon the hunt."

 - These things can only be killed by blasting the hell out of their left arm,
which is massive due to the experiments.  Use something automatic, like the
submachine gun or the AK-47, and just hose the arm.  Watch out for its charge
attacks though, as they hurt quite badly.

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|                                                                             |
|                                                                             |
|                                  5.00) END                                  |
|                                                                             |
|                                                                             |
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         -------------------------------------------------------------
        |                                                             |
        |                    5.01) VERSION HISTORY                    |
        |                                                             |
         -------------------------------------------------------------

----------------
March 20th, 2005
----------------

Posted the entire walkthrough and the entire documents section.

         -------------------------------------------------------------
        |                                                             |
        |                        5.02) CLOSING                        |
        |                                                             |
         -------------------------------------------------------------

I'm aware that this guide contains some flaws.  Please, if you find something
as minor as a typo, let me know about it.  I'm also very open for suggestions
on content, format, and so forth.

If you have a suggestion, comment, complaint, request, or if you just want some
help, please let me know.  You can find me on the Cold Fear (PS2) board every
night from around 6pm to 2am CST and various times during the weekends.  You
can also easily find me on my site, found here:

                     http://brinkofinsanity.net/boards

Otherwise, you can drop me an email at [email protected] or try me on AIM at
"Deuce ex Defcon".  Thanks for checking out the guide, and enjoy the game.

X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X

        DEUCE                         EX                         DEFCON

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