• Cold fear walkthrough. Walkthrough

    29.06.2022

    In a terrible winter storm, Tom Hansen, a representative of the US Coast Guard, lands with a group on the drifting Russian whaler "Spirit of the East". The ship showed no signs of life, and rescuers went to it to find out the reasons for the radio silence. How was Tom then to know what a nightmare he was destined to meet ...
    Once on deck, pick up the document. Go along the side, cross the deck and stomp along the other side to the end. A wave will flatten a Russian sailor against the wall, pick up the cartridges. It will not work to look into the warehouse, the door is closed from the inside. Shoot the shield next to the blue door, now you can open it. Two mercenaries were hiding here, shoot them, then turn the valve at the end of the corridor to put out the fire. You can visit the armory, then grab a piece of paper next to the stairs and go down it, next to the "cold chambers" sign, you will find yourself waist-deep in water.
    Pick up the key (upper deck key) in the center of the corridor and get out back. Go through the door next to the stairs, past the first-aid post (on the right in the pantry there will be a page from Yusupov's diary describing the first acquaintance with the creatures) and open the door at the end with the key. In the wardroom, two sailors with pistols will attack you, showering you with selected curses, and in the galley (kitchen) a headless corpse will fall out of the locker. Go out the other door and turn the blue valve. The fire will begin to fade, but through it another psycho will come running to you with wild cries. Be careful not to get too close, otherwise you will see the bleak inscription "Missing in Action". Further along the corridor, in the shower, a sailor will jump out of the cabin on you, and the captain's cabin will be closed.
    Next to the door to the galley, go out onto the deck, where a storm shower will fall on you again. It seems that wandering through the quiet interior rooms, he was already beginning to miss him. Walk along the bridge, shoot the annoying Russians, go down the stairs to the deck and go into the cockpit. Grab a page of Kamsky's diary and go to the latrine (toilet). There you will find the code you need by borrowing it from a corpse infested with flies. Soon you will meet with the first full-fledged zombie. Always try after the first attack, when the creature falls, shoot in the head or crush it with a boot. Come out onto the deck, where you will be asked for the first time - would you like to save? (Save). It is high time.
    A very "warm welcome" awaits you on deck. Several zombies and a sailor who fires back at them. After shooting the reptiles, do not forget to aim at the skulls, otherwise the creatures will rise to try to bite you again. Next, go to the storage room (double large doors), there a sailor will attack you, and next to the crate and ammo for AK - another one. You leave in the door, rise along the stairs upward, then across the bridge. Go through the door, next to the blue valve will be the inscription "captain's bridge", we go there. Note where the "control room" door is located, requiring a magnetic card. Go downstairs, return to the infirmary, then to the main deck (main deck). You will see a scene of a soldier running through the door on the right. Follow him, you will see a container with the inscription "test 5", behind which the alarmist is hiding. Shoot him and take the valve from the shelf. Now go down to the cooling chambers, into the half-flooded corridor, and open the "whaling" door. save.
    Go down and go around the gutted killer whale, pick up the radio room key. The orca will move terribly, and creatures resembling spiders will crawl out of its belly. Perebeyte them, then return to the "control room". This room is next to the captain's bridge, remember? On the way, zombies and spiders will brazenly pester you, and one will even break the door right in front of your nose. Then at the "radar" door, take the letter (describes the principle of operation of the speargun "a) and into the "radio room". Use the radio transmitter here. Agent Bennet will contact you and say that you need to find Colonel Yusupov. Exit through the other door. Save.

    Go past the blue valve, onto the deck, across the bridge to the whaling harpoon, and onto the lower deck, where the mercenaries are trying to sell their lives at a higher price. Further along the port side, past the swinging block, to the warehouse. Pick up a Kalashnikov assault rifle, a note and exit through the door next to the fire extinguisher. Then along the side, (careful, strong waves, and then a bunch of zombies!), To the other side of the ship. Up the stairs - and into the wheelhouse. save.
    You will see Colonel Yusupov sitting on the floor. His vidocq, frankly, is unimportant. The colonel will say that you need to find Anna (and what kind of thing is this?), And will give you his experimental weapon, the speargun. Then a spider will pop out of his chest! So, stop, it seems that "Aliens" is not written on the box, it's a mess. Okay, God forbid, with plagiarism, pick up the cartridges, Yusupov's diary (there is a mention of Kamsky's daughter, Anna, and the codes you need) and go out on deck. Agent Bennet will contact you and order you to look for the captain. Kill a couple of zombies and go down the stairs. Then through the door next to the burning weight swinging on a rope. You will see a new scene: a spider crawls into the mouth of a corpse and it turns into a zombie. Brrr...
    Shoot him, then the spider and further down the stairs to the Engine Room. The doors "pump" and "screw compartment" are locked from the inside, go down the stairs. Soon they will show a scene: the camera will fly around the room and stop at the "nest", and a couple of zombies will attack you. Calm them down and take the access card to the screw compartment from the box. Go to the nearest door - the "screw compartment", and once again you will be politely asked if you want Save?
    Climb the stairs, pick up the shotgun next to the corpse and test it on the nearest zombie. Click on the panel in the center of the room, then cross the bridge that appears. A small delegation of zombies will walk towards you along it. Take the valve from the box by the stairs, shoot the shield near the engine room door and go inside. Further along the corridor, down the stairs, past the door to the "screw compartment" and through the door at the end - the "main deck". You will find yourself in Engine Room Access. The next door hides a surprise - corpses swinging on creaking chains. They are not dangerous, they just look creepy. In compartment N3 you will find Yusupov's journal. Then go through the "whaling slaughterhouse", a half-flooded corridor, past the armory. Go to the door with the red panel, you will hear an excited female voice. This is where you will meet Anna. save.
    Pick up cartridges and Kamsky's letter to Anna, go out into the corridor. Bennet will announce on the radio that Anna is worth protecting, not sparing her stomach. In general, you understand - if she dies, "game" will be "over". Go left, the door from the armory will fly out with a bang, and follow the arrow to the wardroom. Up the stairs, past the first-aid post, to the right, up the stairs again and into the "control room". save.
    Anna will contact the Star of Sakhalin platform, but not her father will answer her, but Pavel. Now the plan is this (it will be clarified by the annoying agent): you need to find the codes for the autopilot in order to direct the ship to the platform. To do this, you need to get into the captain's room. The keys to it are in the cold room 2 (Cold Room 2). Go out onto the deck through the door opposite the kitchen, across the bridge, through the warehouse. Further along the side, dodging the waves, cross the deck and into the door on the left (Pump Control Room), which is next to the swinging cargo. Now you can open it. Perebeyte all the spiders, turn on the pump, which will drain the flooded corridor, and go down the stairs. Left, down the stairs, upstairs and through the door marked "Main Deck". You will find yourself in Engine Room Access, further through the corridor with the dead on chains. save.
    There will be a mess here, there hasn't been such a thing for a long time. For some fun, shoot the shield nearby - the container from the ceiling will fall right on top of the zombies. When it's over, go around the room around the perimeter and through the door. Take away Yusupov's letter about the antidote in the cooling chamber N1, and from the chamber N2, where you will find the captain's corpse, the keys to his cabin. In the captain's cabin, leaf through the magazine, Hansen will contact Anna and give her the autopilot codes. save.

    The girl will come up with a rather unexpected plan: since it is impossible to moor normally to the platform, you need to climb onto the highest point of the ship, the "crows nest", ram the platform with a whaler, and then just jump onto it. Brilliant madness - not otherwise, although there is no other way out. Well, let's stomp to the "nest". Leave the captain's cabin through the metal door (not through the wooden one) and listen to the next radio session with the agent. Further along the stairs, climb into the "nest" (arrow "Mars"), destroying a dozen zombies along the way. Shoot at the exploding barrels, it will be easier. save.

    Drilling platform "Zvezda Sakhalin".

    After jumping onto the platform, Anna will fall into the water, and Hansen will be no more lucky - one of these disgusting spiders will climb into his mouth. You need to get into the "docks elevator" door. To do this, go around the perimeter of the tower, getting a couple of tangible shocks along the way. But health and so almost at zero. Funny situation. Then press the switch on the wall, the elevator will start to rise, but will get stuck at the fifth level. Come out to the drilling block, a burning zombie will attack you. Past the armory, then to the first-aid post. Got there! save.
    The doctor will save you, and at the same time tell you a little about the work of Kamsky, who wanted to achieve greater control over the creatures. Take the gun from the table, the note about the scan and Yusupov's letter. Come out, the doctor will turn to you, but some creature will immediately drag him away and devour him. Grab the warehouse key next to the corpse, the next one will have a shotgun, and the last one will have an AK. Come into the warehouse. Go left, up the stairs, press the button at the remote control and pick up a grenade launcher, it will be very useful now. Once you've killed all these brethren, step through the door under the fallen container. save.
    A new enemy will appear, a creature crawling along the ceiling, which is much more difficult to kill than anything that was before. Make your way to the Upper Corridor, then to the technical corridor (the door next to the number 2). This corridor will lead you to the Drilling Unit (it takes a long time to walk). Get on the elevator, it will take you up. Pick up Anishchenko Byakhirev's letter from the floor. Walk along the wall and jump down a few times to get to the control room. Press the button, the water will put out the flames, then jump down to where the ladder is broken. Further past the non-working elevator and into the metal door at the end. Back in the Upper Corridor, to the security room. Here, pick up a note and a flamethrower. The security system will turn on. To unlock the doors, just kill all the evil spirits. From here you can get to the communication center, but the door is still blocked. Return to the corridor and to the large door at the end with the inscription "helicopter block". save.
    Directly in front of you will see laser beams, bend down and go under them, through the door. You will immediately encounter a bunch of mercenaries (perhaps for the first time so massive). Perebeyte, take away ammunition and iditol to the elevator. Anishchenko will appear. When you finish him, watch the scene: Hansen will rip out the eye of a dead Russian. Exit through the door through which you got here. save.
    Pass the platform, taking out the zombies, duck under the last laser beam and through the door "drilling block". New "psychos with cleavers" will not keep you waiting long. You need to get into the "security" room, which is at the very end of the corridor. Here, approach the communication node: Tom will bring his eye to the scanner - and the door will open. Shoot three Russians, then take a piece of paper from the table, which mentions magnetic jammer. Now you need to destroy the three generators in this room (columns with monitors). Listen to Bennett's instructions. Then shoot all the spiders that came to your soul, and go out the door. save.
    Some unimaginable monster from the abyss (this is the mutant Kamsky) will pull Anna's lifeless body out of the water and put it on the operating table. Saved? No matter how - in the next second, Hansen will see how his passion is surrounded by impudent spiders. Bennet will again pester with his papers, but will soon agree that saving Anna is more important. Go to the door, next to it, watch how an ugly spider falls out of the doctor's head. Wet it and take away the electronic key near the corpse. You leave into the corridor, and into the door to the right. Kill the crazies in military uniforms, take the arrows and fry one of the zombies by pressing the button. Then return back to the corridor and through the door leading to the Lower Corridor. Pick up a first aid kit and go down the stairs, here you will be attacked by a terrible monster crawling along the ceiling. Turn left and into the door "living block". save.

    On the right, a corpse leaned against the wall, smash his head just in case and take a page from Kamsky's diary. Press the button on the wall, then go into the approaching elevator (its door will not open, you have to come close and press the action button). You will find yourself outside again, the storm does not seem to be thinking of subsiding. Walk along the platform (be careful, it can wash into the ocean) to the door behind which is the Rest Room. Climb the stairs up, check the door at the end - it's closed. Go downstairs and try the door there. Fall into the technical basement, where some zombie is desperately pounding on the door with his hands. Shoot him, then the spiders and stomp on the right hand, up the ramp. You will find yourself in the Main Corridor.
    Step into the door on the left - Security Crew Sleeping Room 2. Opposite you will see a brown door, it is closed. Go into the bedroom, shoot the zombies at the electrical panel and a couple more in the back of the room. Press the button between the beds, so you can get through the brown door. Just keep in mind that you should hurry, because it will close in a few seconds. Did not have time? Then just press the button again. Take away ammunition and you leave into the corridor. To the left and immediately into the door with the inscription "science block". Press the button on the wall, then go into the elevator. Go through the underwater tunnel, shoot the new monster and into the "main elevator of the science block". Go past the freaks in the green flasks and through the door with a large "6" and a small "test" sign right below it. Destroy the two zombies at the door, then pick up the experiment sheet next to the monitor (try pressing the button) and into the new door. Run through the morgue (of course, not without adventures) and knock on the door of Dr. Kamsky's laboratory. Go to the table, take the note about the antidote and the antidote itself next to the body. Do you want to have some fun? Then press the button by the table, and the laser will fry the unfortunate, although he probably doesn’t care anymore. Return to the morgue, killing two zombies that jumped out of nowhere along the way. save.
    Take the code for the experimental chamber from the floor next to the corpse of the scientist. In the Experimental Chamber itself, press the button - the three zombies below will fry, and you will fall to the lower level. Go out the door, go past the forklift and through the door behind it. Go through the laboratory filled with boxes with experimental monsters, beat the "dog" (some Russian will ask you to finish him off), then turn the blue valve that will put out the fire, and through the door. You will get to laboratory 6, its lower part. Immediately get out of the water and shoot the shield to fry the monsters. Then take the elevator upstairs and immediately through the door. save.
    Approach the green flasks with monsters and click on the blue console. The elevator will go up a few levels and stop. Perebeyte all the spiders, he will continue to move. After stopping, go to the "laboratory 3". In the laboratory, take away the report from the table, press the button to destroy the small monsters, and go back. Now visit "laboratory 5". Here, take a reading of a scientific journal and go out. Next, step into the cryogenic chamber. As soon as you approach the door in a narrow passage, a huge reptile will fall out of the flask, you will have to run away from it. Shoot in the arm, this is his most vulnerable spot (you read the scientific research, right?). Shoot a couple of creatures, take a note from the table (about the yellow steam valves) and go out the door, to the left of the sanitization arrow. save.
    Tom will bring Anna an antidote, then an agent will contact him and ask him to get Kamsky's computer for him. Go through laboratory 2, and at the main elevator go through the large double doors ("sanitization (transition)". Press the console on the left, a bridge will appear. Go further along it, fill up the monster with a large arm and through the door. You are in the Dock Elevator - just go to the door marked "drill block" Outside, Tom will be contacted by Anna and offered to take this place to such and such a mother. Look into the armory and the first-aid post, then into the passage next to the large numbers "02" and into the warehouse ("warehouse"). Pass it, go to the inscription "accommodation block", ride the elevator. Then along the platform through which the waves roll, and into the rest room, where another one-armed thug is waiting for you. Again, fall through the hole into the technical basement, go up the ramp to the right, into the main corridor. Find the door "security, hostel 1" and open it. Take Yusupov's note, return to the corridor and head to the "shower room". at the ventilation hatch, you will find yourself in Scientists "Dormitory. Click on the laptop, Tom will download the files, and then completely quarrel with Bennett. But there is good news, Anna found the explosives. If you get a few more charges, you can blow up the platform. Exit to the main corridor. save.

    Anna will transmit the code on the radio, it's already good. Go left, then through the double doors on the right. Take the elevator down, go through the underwater tunnel and through the door. Next to the monster flasks, turn left and open the door to the ammunition depot with the code that Anna gave. Go to the next room, kill the zombies and the big guy with the big arm. At the door to the ammunition depot, first shoot at the shield on the right, lasers will appear, then at the fire extinguisher so that they disappear. If by mistake you already destroyed the fire extinguisher before the lasers showed up, shoot the pipe from above. From there, a sheaf of fire will fall - and the lasers will be covered. In the warehouse, do not try to shoot, only destroy yourself. Crouch and reach the end, where you will take the C4 explosive. Back out (monsters can be killed, but it's so easy to get caught in exploding barrels, so try to avoid it), Save.
    Return to the underwater tunnel, killing two monsters in the laboratory along the way, and through the door at its end. save.
    In the elevator, take a page from Byakhirev's diary on the floor, then plant the explosive on the wall, next to the red cross. Quickly run into the underwater tunnel, the door will explode in a few seconds. Rush through the tunnel without stopping, or the overtaking wave will cover you. In the elevator with flasks, press the console to take it up. Then go to the massive metal doors ("sanitary processing, (transition)") and Save.
    You are in the Bridge Control Room, go past the crates on the left and plant the explosives by the red cross on the wall. Run across the bridge immediately. Thanks to a stupid camera and crooked controls, it may not work out the first time, it’s good that they were allowed to save just before that. In the elevator, go to the drilling block, go along the platform washed by the waves, and to the warehouse at the very end (past the armory and the first-aid post). Here you will be attacked by a one-armed freak. After talking with him, climb up and press the button on the panel. Now the door is open, go down and go to it, crouching under the fallen container. Kill the one-armed one rushing at you (if you have time to shoot first, of course), climb the stairs and through the door. save.
    In the upper corridor, look to the right, you will see a red cross on the wall. Plant explosives and instantly rush to the door to the "helicopter block". Without slowing down, the bullet will slip through the bridge and through the door. Anna will contact you and inform you that she is waiting on the helipad. Go through the warehouse, one one-armed one will jump out to you, then get into the elevator. Shoot the two "dogs" and through the door marked "helipad". The final battle awaits. save.
    Anna must lay the few remaining bombs, and during this time you must deal with the monster - Dr. Kamsky. Shoot him in the back and don't let him get close to Anna, otherwise you will lose. This will also happen if he manages to throw you off the platform. The task is not easy, but quite doable. When Anna is done, she will get into the helicopter and start circling, and the creature will change tactics. Let yourself be grabbed, break out of the grip and immediately shoot in the face when the inscription appears. Repeat this maneuver three times and Kamsky will die. Watch the final cutscene: Tom and Anna take off in a helicopter, and the platform is covered in bright bursts of explosions. The story with the creatures from the abyss is over, the main villain is defeated, you have won.

    Do you know what the duties of a coast guard officer are? Do you think - to patrol the surrounding waters, catch smugglers and help ships in distress? Not at all. A real Coast Guard officer sleeps and dreams - how to find a very

    Gambling https://www.site/ https://www.site/

    Guides and Walkthroughs

    Do you know what the duties of a coast guard officer are? Do you think - to patrol the surrounding waters, catch smugglers and help ships in distress? Not at all. A real Coast Guard officer sleeps and dreams - how to find a very strange ship flooded with zombies, uncover the secret of a terrible experiment, kill a villain in a villainous way, save a charming blonde (at worst, a brunette can be) and our long-suffering Earth.

    This is exactly what you have to do when playing Cold Fear. The game belongs to a genre that is long overdue to be called pseudo-horror. All the attributes of a "horror" are there. An extinct ship, a mysterious experiment, creepy zombies and other vile creatures. That's how it is ... but that's just not scary to play. At all.

    Monsters - cause yawning, the plot - evokes boredom. All these closet skeletons, mad scientists and frightening experiments have become boring since the days of the first Resident Evil. It's not scary to play, but it's fun. If the writers didn't seem to even think about how to scare and surprise the player, then the rest of the development team worked hard at full capacity.

    Great atmosphere, beautiful character and monster models, good level design. The ship was especially successful. It naturally shakes on the waves, and with it - the main character and numerous items. From a strong roll, you can fly overboard to feed the fish. Or get an iron hook on the head. Or be washed away by the wave.

    I especially want to praise the programmers. They squeezed the maximum and even more out of the old cross-platform RenderWare engine. Beautiful weather special effects, bright colors, shader gadgets, correct bump-mapping... And without the slightest hint of "brakes". I can’t even believe that the entire GTA series was created on this engine.

    Monsters

    mercenaries

    Soldiers hired to guard an oil platform. In combination - the material for creating new zombies. They are smart enough and use firearms well. Mostly found on the ship, but small units will also come across on the oil rig.

    The best way to fight - a couple of accurate shots. Or one to the head. It will immediately become a corpse. After the death of the enemy, do not forget to look for cartridges in his pockets. Mercenaries usually carry spare magazines with them.

    Exo-M 1.1 "ExoMutant"

    Zombies are simple, annoying. It makes up the bulk of the opponents and bothers throughout the game. A little more dangerous than mercenaries. Usually fights hand to hand, but sometimes uses firearms. But this is more the exception than the rule.

    As long as the zombie is away, it is harmless. He walks, swaying, and mumbles something. Approaching a distance of 2-3 meters, he rushes sharply and strikes with a cleaver held in his hand. Zombies need to be destroyed ahead of time. Before it gets there.

    And it's not a sharp throw. Even if you managed to shoot him, for some time the body continues to move, swinging the cleaver. And it usually hits you.

    You can only kill zombies with a headshot. If you defuse the clip in the body, the monster will lie down for a while and rise again. Therefore, either immediately shoot in the head, or first knock down - and then finish off.

    Don't forget to search the bodies before they evaporate. Zombies love to carry ammo. Especially for you.

    Exo-ME 2.0 "ExoMutant"

    Not all zombies are equally harmless. There are even more harmless ones. Almost a complete copy of the previous version. There is only one difference - after death, ExoCel crawls out of the head and starts to bite painfully on the heel.

    Exo-CL 3.0 “ExoCel”

    Small nimble creatures that spread infection. They find a wounded victim and penetrate the brain, subjugating the body.

    As opponents they are not particularly dangerous. They can attack only by getting close. So look around and listen carefully. Due to their small size, it is difficult to notice them (especially crawling on the ceiling) - but you will always recognize the characteristic sound.

    Having received a couple of bullets, they die once and for all. The best weapon against creatures is a pistol. Using other weapons is a waste of ammo.

    Exo-N 3.5 “ExoNest”

    Tom and Anna. Oh, tormented with this couple.

    Nests where ExoCels spawn from. They spit out creatures with enviable regularity. Nests can only be destroyed by fire. Therefore, the best weapon is a flamethrower. Trying to break through to others is simply useless.

    Exo-S 5.2 “ExoShade”

    Shadow. The ugliest creature in the game. Fast and dangerous. His strike deals massive damage. The monster itself is resistant to damage. Moves quickly and can crawl on ceilings and walls. It's best to avoid the fight and run past.

    But, if you still had to fight, the best weapon against the shadow is a shotgun. You can also use the Speargun to distract the monster and then caress it with a grenade. The rest of the weapons are not as effective.

    Exo-B 7.0 “ExoMass”

    Big and very strong monster. And very slow. The main thing is not to get hit: hit - gone. The creature can only be destroyed by shooting off its huge left arm. To do this, use the machine. Keep firing at all times and keep a safe distance.

    But it's even easier to run past. It's easy to kill - but why waste ammo?

    Exo-G 4.3 “ExoSpectre”

    On the face - terrible, dead - inside. When you spot the ExoSpectre, take out your shotgun and wait. When the eyes appear nearby - take a couple of shots. You can pick up a trophy.

    The creature is dangerous because it can become invisible. Therefore, you need to carefully examine the surroundings for the presence of a burning gaze. Noticed? Bullet between the eyes. The monster does not hold damage well and quickly hoards.

    Characters

    Tom Hansen

    Tom Hansen was once a hero, but somehow dishonored himself. And out of grief, he went to work ... in the coast guard. Moderately happy and does not dream of more. But fate will bring another surprise - the patrol boat will receive a distress call from a ship in distress.

    Going to do his usual work, Tom had no idea what was waiting for him ...

    Dr. Viktor Kamsky

    The main culprit of the events and part-time main villain. A brilliant scientist who conducts dangerous experiments to create a secret weapon. Appears at the very end of the game to finally mess up and die.

    Anna Kamsky

    Anna is the daughter of the brilliant and crazy scientist Victor Kamsky. Used as a hostage to get the doctor to cooperate. It has an obstinate character and constantly climbs where it is not necessary. Knows how to build eyes, set requirements and get into trouble.

    CIA Agent Jason Bennett

    CIA agent Jason Bennett is the voice on the radio station. He constantly monitors Tom's movements and sometimes helps with advice. For him, the main thing is to learn everything about the experiment. And how many people will die in this case and, in particular, whether Tom will survive - all the same.

    Weapon

    .45 Handgun

    rate of fire: 3 shots per second

    The only weapon for which there will be no shortage of ammunition. Great for showdowns with mercenaries, ordinary zombies and small creatures. For the rest of the non-humans, it is better to find a more powerful weapon.

    The gun is equipped with a flashlight, which makes it indispensable. There are more than enough dark corners in the game - and there are only two trunks with flashlights. And the second you will find at the end of the game. Therefore, if you like it or not, you will have to wander around with a gun.

    XM1014 Tactical Shotgun

    Clip capacity: 7 rounds

    rate of fire: 0.8 shots per second

    An effective weapon against all opponents. Especially against ExoShade and ExoSpectre. The lack of a laser sight makes aiming difficult, so it will take some time to learn how to shoot accurately.

    Shotgun shells are not as common as we would like. Take care of them and try not to waste them. Especially on weak opponents.

    Automat Kalashnikova, model 1947

    Clip capacity: 30 rounds

    rate of fire: 10 shots per second

    That same year. The same machine. Powerful, penetrating - caliber 7.62. The rate of fire is slightly lower than that of the MP5, but it has more penetration power. You will find the Kalashnikov assault rifle almost at the very beginning of the game and will use it until the end.

    The only drawback of the weapon is the lack of a flashlight. In dark places, you have to switch to the gun, and then back. And during this time they can eat.

    M79 “Sawed-off” Grenade Launcher

    Clip capacity: 5 rounds

    rate of fire: 0.8 shots per second

    The grenade launcher is usually used against large slow opponents or groups of monsters. Ammunition for a grenade launcher is a rarity. Use it only when you are sure that it is really necessary.

    Grenades have a bad habit of bouncing off floors and walls. A well-thrown grenade may turn out to be not so accurate and gallop off in an unknown direction. Therefore, before using the grenade launcher, practice shooting, after saving the game.

    MP5-A3 Submachine Gun

    Clip capacity: 25 rounds

    rate of fire: 14 rounds per second

    Primary weapon in the second half of the game. You will find this machine on an oil platform (although you will have to run for this).

    Finding ammo for it is no problem, plus the laser sight and flashlight make the MP5 an ideal weapon against mercenaries, normal zombies, and small critters. But for more serious creatures, it is better to take more serious weapons.

    Assault Flamethrower

    Clip capacity: 1.2 liters of fuel

    Shooting range: 6 meters

    rate of fire: 20 milliliters per second

    Despite the formidable name, a practically useless weapon. The only thing they can do without danger to health is to burn the nests from which the creatures crawl out.

    Attempting to set fire to a zombie or a mercenary ends up with the burning enemy, frantically waving his arms, running around and setting you on fire. Use at your own risk. You can not only harm the enemy, but cripple yourself.

    Speargun

    Don't bite me! I'm contagious!

    Clip capacity: 3 arrows

    Shooting range: 100 meters

    rate of fire: 1 arrow per second

    An interesting weapon. Fires arrows that disperse a gas that disorients an enemy for 10 seconds. Theoretically - a very useful weapon. In fact, it is not used very often.

    Usually used against ExoShade. The shadow is a dangerous and tenacious creature. To begin with, it is better to slow it down so that it does not bite and does not run. Then treated with lead. Although the Speargun is not used as often, it is better to save ammo. They are even rarer.

    The game has a bunch of barrels of fuel, valves and other items, shooting at which you can set fire to the enemy. Setting fire to an enemy is fun and safe, but remember - nothing can be found on charred corpses. Thus, you deprive yourself of additional clips.

    Try to shoot in the head. Kill the enemy with one bullet and save ammo. This is especially true for zombies. They can only be destroyed by smashing their heads to smithereens.

    First aid kits cannot be carried around. Found - rejoice. No - move on. True, there is a slight subtlety. If you have practically no health left, then for sure you will find a first-aid kit on the nearest corpse.

    The name of the ship inspires respect. "Spirit of the East". Not less.

    You can knock the enemy down, and then crush his head. A good move to save ammo. But it can only be completed if there are few enemies around. Otherwise, they will be torn to shreds.

    If you are grabbed, quickly press the E key - to free yourself from the capture. When the bar is full, Shoot will appear. Press the shoot button. Tom will headshot, dealing critical damage.

    Read all the documents you find. They contain useful information and hints for the game. And the last. Trite, but vital. Always save when offered. They won't ask a second time.

    Walkthrough

    Once on deck, look around and get comfortable with the controls. Walk a little forward and pick up a piece of paper lying on the deck. It describes how to conserve ammo. Walk forward and turn right when you reach the bridge. Move to the other side of the ship.

    There you will meet a mercenary who will open fire on you. He will not have time to shoot, because he will be washed away by a wave. Wait for the water to recede and run into the corridor (you don’t have to search the corpse, you won’t find anything interesting anyway). The door to the warehouse is locked. Shoot the box next to it to open the lock and go inside.

    In the corridor you will come across two guards. After a brief skit, they grab their weapons and open fire. Take them out with two accurate headshots. Search the closets in the corridor, next to which the guards were sitting. In them you will find cartridges, a first aid kit and one more enemy.

    Go back to the corridor and turn the blue valve to put out the fire in the passage. Enter the weapon room after picking up the document lying on the floor. In the warehouse you will find a dead soldier and another document. Pick it up and exit back into the corridor.

    Go to the second door. There is a ladder next to it. Go down into the flooded hold and pick up the electronic key. Go back and enter the room. There is a first aid kit in the warehouse on the left. In the warehouse on the right - cartridges. Open the door with the key and enter the room.

    There are three rooms: a shower room, a captain's cabin and a lounge. Visit the shower room first. Lone guard and ammo. Come back. The captain's cabin is locked, so go to the rest room. There were two opponents in it. Shoot them and go through the door on the side.

    In the corridor, use the valve (poor guard...) and go through the door opposite. You will be on the front deck. Search the dead sailor and move forward. Finish off the three guards and inspect the three doors below.

    First, enter the large door without an inscription. There will sit a guard and guard the first aid kit. Go back and go through the door with the inscription "Kubrick". Collect everything that lies badly and shoot the zombies. Congratulations, first notch.

    Come out back. Shoot the guard and a bunch of zombies. Now go to the last unexplored door (these are storage rooms). There you will find an AK-47 and zombies as a free add-on. Exit the room through the door next to the fire extinguisher.

    Remove the zombie in the corridor and step into the door on which he stubbornly knocked. In the corridor, go to the door on the left (it is the first one). There is a guard hiding around the corner, so be careful. Finish him off and pick up the item from the shelf.

    Come out back. Deal with the zombies, and then with his friend around the corner. Run to the armory and go down the stairs to the flooded hold. Go through the door that was previously locked. Pick up the document from the control panel and go down to the carcass of the butchered killer whale. There is an electronic key next to her head.

    SECOND PAGE

    Pick it up and immediately get the gun. Vile creatures will begin to crawl out of the carcass of a dead animal. They move slowly, but skillfully creep up from different directions. So don't miss out. After destroying the monsters, go through the door through which you entered the room.

    Shoot the zombies in the water and go up the stairs. Enter the rest room. In the corridor with double doors and an electronic lock, wait for a zombie to crawl out of the room. Then go through the double doors.

    In the corridor, shoot three monsters and go up the stairs. Go to the radio room (it is on the right). There are already two zombies waiting. Shoot them and pick up the ammo from the table. Go through the door marked "Radar". Take the document from the table and go through the door. In the radio room, use the radio to contact yours. You will receive a new task. Pick up the ammo and go out into the corridor.

    Take out the zombies on the stairs and exit through the door to the front deck. There are a lot of zombies and soldiers here. Try to shoot them from above and go down the stairs. Go to the warehouse. Through it, go out into the corridor, and then onto the deck.

    When you start running through the place where the waves are whipping, a zombie will fall from above. After finishing him, break through to the wheelhouse. She is in the center of the ship. On deck, soldiers are exchanging fire with zombies. Before they notice you, shoot them from afar.

    Save before entering the cabin.

    In the wheelhouse you will find a wounded officer. He will tell you what to do and die safely. Shoot the creature, pick up a weapon and a page from the diary. Come out back. Remove two zombies and go down. Enter the door under the cabin.

    Shoot the newly formed zombie and go down the stairs. There is nothing interesting in the engine room, so immediately go down further. Shoot two zombies and turn into the corridor where they came from. It also contains a pack of monsters and a nest. Shoot at the fuel barrels and wait for them to be blown away by the explosion. Take the electronic key from the shelf and go to the stairs along which you went down.

    Open the door with the key and go inside. Take the shotgun from the dead soldier and shoot the zombies. Go to the control in the center of the room and use it to lower the bridge. When you do this, a bunch of zombies will spawn. Deal with them and go across the bridge. Pick up the valve from the shelf, then shoot at the electrical panel to unlock the lock, and go through the door.

    You will again find yourself in the engine room. Climb down the stairs and climb up to the bridge. Collect the ammo and go through the door. In the corridor, shoot two zombies and go through the door. Look into the cold rooms and collect the ammo plus the diary sheet.

    Climb up the small stairs and go through the door. You will find yourself in a cutting room with a dead killer whale. Kill three zombies and go through the door opposite. Shoot the mutants below and wait. From time to time, the water is shocked. Wait for the charge to pass and run up the stairs.

    Go to the armory and pick up ammo. Go to the locked door where you can hear a woman's voice and use the key to open it.

    Talk to Anna for more information. After collecting everything that lies on the floor, and go out into the corridor. You need to bring Anna to the radio room. Alive and unharmed. And she dies with one hit. Fortunately, the path is short and there are few opponents.

    Shoot the zombies and go to the rest rooms. As soon as you are inside, immediately run up the stairs until the zombie gets to Anna (and why did she climb forward ...). Enter the double doors with electronic locks. Turn right in the hallway and go up the stairs. Enter the radio room.

    Who are you so handsome? And by the way, is this a hint towards "Aliens"?

    Finally got rid of it. After leaving the radio room, go to the front deck. Shooting monsters, move to the warehouse. Through it, exit to the central deck. Go to the engine room and go through the opposite door. In the pump room, shoot the crawling creatures, pick up the documents from the floor and pull the lever to pump water out of the holds.

    Go around the engine and go down the stairs. Walk forward and go through the door on the right. In the room with hanging corpses, run straight through the door. On the side, someone will break, but will soon calm down.

    So, you are in the hold. Shoot the zombies and look around. First, go to the refrigerator room #1. Pick up the paper from the floor and go back. Now go to the refrigerator room #2. Finish off the zombies, pick up the paper and the key to the captain's cabin. Go back.

    Climb up the stairs and go to the rest room. Go through the electronically locked doors. In the corridor, step into the captain's cabin. Read the book on the table and exit through the iron door.

    Once on the deck, go right and up the stairs. On the next level, you will meet Anna, who was pinned down by zombies. The girl reacts quickly and rushes back home. Again, you need to save.

    By the way, you can not save ammo. Soon you will lose all weapons except for the pistol. Shoot zombies and go up the stairs. On the last platform you will find Anna. Goodbye ship.

    The area in front of the elevator is split into two parts, and in order to reach the doors, you need to go around the shaft along the edge. There are constantly rolling waves, so be careful - see that you are not washed away. When you get to the elevator, go inside.

    Press the button and wait for the elevator to stop. Go through the door leading to the drilling rig. When the doors open, a burning zombie will attack you. Shoot him and move forward along the corridor. On the way, go to the armory to replenish ammunition - and then to the medical room.

    After the end of the video, pick up the weapon, the document from the table and go out into the corridor. Doctors quickly grab, chew and spit out. Remove the electronic key from the body and move further along the corridor. Along the way, you'll find an AK-47, a shotgun, and two zombies as a gift. When you reach the door, unlock the lock with the key and go inside.

    Search the corpses for ammunition, and then climb the stairs up. In the far corner in the box is a hand grenade launcher. Pick it up and use the remote control to open the door. Get down and move to the previously locked door, along the way shooting zombies.

    In the corridor you will find a big dirty trick. When you reach the fork, a shadow will jump down from above. You can just run away from it. But it's better to shoot. First, fire the Speargun. While the creature is standing still, release as many charges from a shotgun or grenade launcher as possible. Then again from Speargun. And so on.

    After scoring the creature, turn left at the fork. Go through the door opposite the stairs. Pick up the ammo and go through the next door. Shoot the mercenary, take the document from the table and return to the corridor. Climb up the stairs and go through the door.

    Run to the right and shoot at the soldiers and zombies with a grenade launcher. Or shoot off the gas valves. Let them fry. Having dealt with the enemy, go to the door without a signature. Now there is a long run for weapons.

    If you need a first aid kit, run up the stairs. If not, go to the room on the right. Move to the next door. Go to the elevator and go upstairs. Take the document and go to the edge of the site. Jump from it to the roof of the cabin. Go inside and use the remote control to start the fire system.

    Jump down and go to the door, previously blocked by fire. In the room, go up to the wall and pick up the machine gun. Now return to the corridor and go to the helipad.

    There are a lot of laser mines on the site. You need to crawl past without touching the beam. When you reach the door, open the lock and go inside. There is a crowd of soldiers in the hangar. Use any weapon (but the AK-47 is best, there are a lot of cartridges for it) and break forward with a fight.

    After finishing Anishchenko, go to the body so that Tom cuts out his eyes. Now go back to the helipad the old way.

    Shoot the attacking zombies and go through the door. In the corridor, go to the opposite end and enter the security room. From the threshold, shoot at the center of the room with a grenade launcher. The explosion will put most of the small creatures, and it remains to finish off the survivors. Pick up the flamethrower from the corpse and the document from the table on the right. There is another important paper in the center of the room. Please select and read.

    When all the items are collected, go through the door. In the room, remove the three soldiers and pick up the paper from the table. It says how you can turn off the magnetic field. To do this, you need to destroy three generators. They are located in the far corner of the room (you can't confuse them with anything). Just shoot them. A couple of bursts - and there will be an explosion.

    When the last generator is destroyed, a dozen creatures will crawl into the room. Take them off and leave the room.

    Experiment number two. Now over the monsters.

    After the end of the video, shoot the creature that crawled out of the scientist and pick up the key to the lift from the body. Exit the room. Shoot the zombies and run to the fork. Turn right on it and go through the door. Go down the stairs and go to the lift. Along the way, you will meet a shadow. You can finish off or just run past.

    In the elevator, search the body of the dead soldier and pick up the paper. Press the button and wait for the lift to stop. Get outside. Outside, the storm is still raging. You need to get to the door without getting hit by the waves.

    If you need a first aid kit, use the vending machine. Go up the stairs and, after reaching the room covered in blood, jump down. Shoot the barrels next to you to destroy the nest of critters. Then jump into the hole in the floor.

    You will find yourself in a very unpleasant place. Shoot two creatures and zombies. Now we need to get out of here. The exit is hidden and not easy to find. If you stand facing the generators on which the zombie knocked, then it will be on the right hand.

    Once in the corridor, shoot the three creatures on the floor. Then burn their nest by the stairs. Get rid of the monsters. Now you can search the rooms. Go to the guards' bedroom and collect the ammo. Exit back and step to the stairs.

    On it you will reach the dining room. Collect ammo and go through the door. Shoot the bored zombies and go to the freezer. Pick up a sheet from the floor and return to the kitchen. Did you notice the hole in the floor? Jump. You will again find yourself in a vile place. Get out into the corridor the old way and go to the elevator.

    Oh, run over this bridge. Under the gaps behind.

    Press the button on the wall. When the elevator stops, go outside. In the underwater tunnel you will meet a new monster. Shoot him with a shotgun. Don't forget to smash his head so he doesn't come to life.

    In the laboratory, go to the door with the number six. Shoot two zombies and step through the door opposite. Pick up the leaf in the next room and move on. A couple of zombies are waiting for you in the morgue. Big problem! Get rid of the enemies and go into the laboratory.

    Pick up fuel for the flamethrower (it lies on the right), antidote and instructions on how to use it - from the table; a page from a diary on the control panel and an AK-47 clip from the floor. Ugh! Everything is collected. Exit the lab, shooting two reanimated zombies along the way.

    Search the bodies of dead scientists (and when did you manage to drag it?). On one of them you will find a piece of paper with a code. Go to the exit. Along the way, you will encounter two monsters. In the corridor, shoot the zombies and use the remote control to destroy the creatures below. Then jump down yourself. Search the bodies and go through the door.

    Go to the wall where the shower is installed and turn the valve to put out the flame. While you are roaming around the room, a couple of monsters will attack you. Including the shadow. So get ready. Then go to the door.

    You will find yourself in the sixth laboratory. But at the bottom. Shoot the wire box opposite to kill the enemy in the water. Then go to the lift and go up. Exit the door.

    Go to the center of the room and use the remote located by the monster vats. Halfway up the elevator will stop and five creatures will jump from above. Shoot them and wait for the elevator to stop. Find the third laboratory and go inside.

    Use the remote control to destroy the monsters in the cell and pick up the note from the table. Come out back. Now go to the fifth laboratory. It contains another document. Take it and go back. Go to the decontamination room. When you get to the door, a monster will come out of the vat. To kill him, you need to shoot a large paw (you can find out about this by reading the documents from the laboratories). After his death, go through the door.

    There are a couple of monsters in the corridor. They die on their own, jumping out in time and falling under a jet of gas. Before leaving the room, pick up the document from the table.

    Anna is saved. And disappeared somewhere. Thank you, at least. Exit the room. Shoot the monster and move on. Turn right and go through the double doors. Finish off two zombies and use the remote to push the bridge. Then move towards the door. A monster will pop up halfway. Shoot off your hand and go inside.

    Go straight ahead and enter the door. Move along the tunnel shooting zombies. On the way, look into the medical room and the weapons room for a first aid kit and ammo, respectively. The next room is empty. Get on the door.

    Go down the corridor to the lift. Climb up on it. Run towards the building avoiding the waves. There is a lone monster waiting in the room. Shoot the barrel of fuel to kill him, and then go up the stairs and jump into the hole.

    Again a nasty place. You know how to get out of here. Go to the shower room. Shoot zombies, a couple of creatures and burn their nest. Then climb into the open tunnel. Here is the bedroom of scientists. Go ahead and use the laptop to download the information. After that, go out into the corridor, shooting two zombies along the way and capturing a letter lying on the bed.

    Finish off the zombies in the corridor and go to the elevator. You will enter a tunnel through it. From the tunnel to the laboratories. Open the double doors using the code Anna gave. There is no one in the first room. In the second - a couple of zombies and a monster (destroy it by blowing up the barrels).

    Approaching the door, shoot the shield next to it to unlock the lock. Now there are lasers. Shoot the fire extinguisher nearby to destroy the defense. Come inside. Make your way through the lasers and take the explosives from the table. After that, a monster will appear. Given the amount of fuel nearby, you need to kill him very carefully. Exit the room.

    Now go the old way to the lift. Along the way, there will be monsters who will try in every possible way to ruin the life of heroes like you. Set the charge in the elevator (the place is marked with a red cross) and run back into the tunnel. It must be run as fast as possible before it is washed away by a wave.

    Use the remote in the room with the monsters in the vats to go up to the second floor. Go outside and make sure the bridge is extended. Set the charge in the corner and quickly run across to the other side. Due to the crooked control, it is likely that you will fall a certain number of times. It's OK. A little practice and it will work.

    Then run to a large warehouse. There is only one way, so don't miss it. Along the way, you can run into the armory and the medical room. A couple of healthy monsters are waiting in the warehouse. It is better not to mess with them, but to quickly run upstairs, use the remote control to open the door and run away from here.

    There are a lot of creatures in the corridor, plus a monster with a big arm. First - destroy, the second - run around. Climb up the stairs and go through the door. Turn right and place the charge on the wall. Now run to the helipad. Again the bridge and gaps behind. Again crooked management and constant falls.

    Having reached the room, run to the place where Anishchenko was killed. Run around monsters elegantly. Our heels are ahead of us. Enter the elevator and press the button. There are two shadows in the hangar. Creatures vile, but killed. Especially with the right approach. And he is like this: first the Speargun, then the shotgun.

    After finishing them, collect ammunition and exit. On the helipad, the last battle awaits you.

    The doctor became completely furious and began to throw himself at his daughter. Until she sets the explosives, the monster will have to be distracted. It is done like this. You shoot in the back. The doctor turns around and lunges at you. Having caught the moment, briskly jump to the side. If it didn’t work out, you get hurt on the head and knock on the fence at the edge of the site.

    If there is no fence, you fall down to your death. Having attacked (and it doesn't matter if he hit or not), the doctor proudly goes back to his daughter. You shoot him in the back - and everything repeats.

    When Anna sets the charges and runs to the helicopter, the doctor will have to be killed. And kill in a particularly sophisticated way. Now he has a new attack. He grabs Tom and squeezes him hard until minced. Until this happens, you need to quickly press the E key. When the inscription “Shoot” appears, press the left mouse button. Tom shoots him in the head. And so repeat three times.

    Oddly enough, the safest place is at the monster's feet. So you can easily dodge jumps and constantly ask for handles. What a stupid monster will do.

    After the death of the doctor, watch the video and rejoice - Tom and Anna survived this terrible storm. Thanks to you, of course.

    1 2 All

    @EvilDog wrote:

    But all the same, sometimes inappropriate jokes slip from Tom. But the game is good anyway.

    RE 4 came out before Cold Fira. On the Gamecube. So even in the pre-release state, game journalists compared Hensen with Leon and blamed the laser sight.

    @EvilDog wrote:

    But RE4 eclipsed her with its release.

    oh that's nonsense

    and how can these games be compared at all - there are only monsters and a sight from the shoulder in common. cold fear at the same time was more like the old residents - on the ship for the first time I broidle for a very long time trying to find a way out. and it was interesting

    at the same time, the game has no less memorable moments than in 4 parts - the first meeting with the invisible, the escape to the mast for the jump, the scene in the room with barrels

    @JRPG_Fan wrote:

    @EvilDog wrote:

    But RE4 eclipsed her with its release.

    oh that's nonsense

    then that many had a gamecube? I only read about the game in gambling addiction

    did you have a gamecube? even if so he was far from many

    and how can these games be compared at all - there are only monsters and a sight from the shoulder in common. cold fear at the same time was more like the old residents - on the ship for the first time I broidle for a very long time trying to find a way out. and it was interesting

    at the same time, the game has no less memorable moments than in 4 parts - the first meeting with the invisible, the escape to the mast for the jump, the scene in the room with barrels

    Russian mate in the end and the final battle

    And someone compared DC2 and DC3, in which there is Zero in common. Shut up, smart guy!

    @Kalipso wrote:

    I would say that the horror of Cold Fear did not leave the Resident a chance, the game is still much more atmospheric than these resident shooters, which began with the 4th part

    I agree! Everything is closer to the classic Survival Horror. The game made it clear that this game mechanic also works with enemies such as Zombies.

    In general, for all its innovation, Rezik 4 is very close to the old parts. More than part 5. And even 6th and even more so. Cold Fir has a very good atmosphere, very cool weather effects and a well thought out story. I went through the game avidly and was impressed for a long time. A little later, I got Rezik on ps2 and also went drunk. I liked it very much. Only the saves didn't work. Right now, a year or six months ago, Rezik 4 took place on PS3 HD remake - it also went binge. And when the first Did Space came out, I also went through the game in one breath and was impressed for a long time .. And when I came out .. Why did I start all this nonsense? Because the games are different. The genre is related to them. But they are all good.

    Do you know what the duties of a coast guard officer are? Do you think - to patrol the surrounding waters, catch smugglers and help ships in distress? Not at all. A real Coast Guard officer sleeps and dreams - how to find a very strange ship flooded with zombies, uncover the secret of a terrible experiment, kill a villain in a villainous way, save a charming blonde (at worst, a brunette can be) and our long-suffering Earth.

    This is exactly what you have to do when playing Cold Fear. The game belongs to a genre that is long overdue to be called pseudo-horror. All the attributes of a "horror" are there. An extinct ship, a mysterious experiment, creepy zombies and other vile creatures. That's how it is ... but that's just not scary to play. At all.

    Monsters - cause yawning, the plot - evokes boredom. All these closet skeletons, mad scientists and frightening experiments have become boring since the days of the first Resident Evil. It's not scary to play, but it's fun. If the writers didn't seem to even think about how to scare and surprise the player, then the rest of the development team worked hard at full capacity.

    Great atmosphere, beautiful character and monster models, good level design. The ship was especially successful. It naturally shakes on the waves, and with it - the main character and numerous items. From a strong roll, you can fly overboard to feed the fish. Or get an iron hook on the head. Or be washed away by the wave.

    I especially want to praise the programmers. They squeezed the maximum and even more out of the old cross-platform RenderWare engine. Beautiful weather special effects, bright colors, shader gadgets, correct bump-mapping... And without the slightest hint of "brakes". I can’t even believe that the entire GTA series was created on this engine.

    Monsters
    mercenaries

    Soldiers hired to guard an oil platform. In combination - the material for creating new zombies. They are smart enough and use firearms well. Mostly found on the ship, but small units will also come across on the oil rig.

    The best way to fight - a couple of accurate shots. Or one to the head. It will immediately become a corpse. After the death of the enemy, do not forget to look for cartridges in his pockets. Mercenaries usually carry spare magazines with them.

    Exo-M 1.1 "ExoMutant"
    Zombies are simple, annoying. It makes up the bulk of the opponents and bothers throughout the game. A little more dangerous than mercenaries. Usually fights hand to hand, but sometimes uses firearms. But this is more the exception than the rule.

    As long as the zombie is away, it is harmless. He walks, swaying, and mumbles something. Approaching a distance of 2-3 meters, he rushes sharply and strikes with a cleaver held in his hand. Zombies need to be destroyed ahead of time. Before it gets there.

    And it's not a sharp throw. Even if you managed to shoot him, for some time the body continues to move, swinging the cleaver. And it usually hits you.

    You can only kill zombies with a headshot. If you defuse the clip in the body, the monster will lie down for a while and rise again. Therefore, either immediately shoot in the head, or first knock down - and then finish off.

    Don't forget to search the bodies before they evaporate. Zombies love to carry ammo. Especially for you.

    Exo-ME 2.0 "ExoMutant"

    Not all zombies are equally harmless. There are even more harmless ones. Almost a complete copy of the previous version. There is only one difference - after death, ExoCel crawls out of the head and starts to bite painfully on the heel.

    Exo-CL 3.0 “ExoCel”
    Small nimble creatures that spread infection. They find a wounded victim and penetrate the brain, subjugating the body.

    As opponents they are not particularly dangerous. They can attack only by getting close. So look around and listen carefully. Due to their small size, it is difficult to notice them (especially crawling on the ceiling) - but you will always recognize the characteristic sound.

    Having received a couple of bullets, they die once and for all. The best weapon against creatures is a pistol. Using other weapons is a waste of ammo.

    Exo-N 3.5 “ExoNest”

    Nests where ExoCels spawn from. They spit out creatures with enviable regularity. Nests can only be destroyed by fire. Therefore, the best weapon is a flamethrower. Trying to break through to others is simply useless.

    Exo-S 5.2 “ExoShade”
    Shadow. The ugliest creature in the game. Fast and dangerous. His strike deals massive damage. The monster itself is resistant to damage. Moves quickly and can crawl on ceilings and walls. It's best to avoid the fight and run past.

    But, if you still had to fight, the best weapon against the shadow is a shotgun. You can also use the Speargun to distract the monster and then caress it with a grenade. The rest of the weapons are not as effective.

    Exo-B 7.0 “ExoMass”
    Big and very strong monster. And very slow. The main thing is not to get hit: hit - gone. The creature can only be destroyed by shooting off its huge left arm. To do this, use the machine. Keep firing at all times and keep a safe distance.

    But it's even easier to run past. It's easy to kill - but why waste ammo?

    Exo-G 4.3 “ExoSpectre”

    On the face - terrible, dead - inside. When you spot the ExoSpectre, take out your shotgun and wait. When the eyes appear nearby - take a couple of shots. You can pick up a trophy.

    The creature is dangerous because it can become invisible. Therefore, you need to carefully examine the surroundings for the presence of a burning gaze. Noticed? Bullet between the eyes. The monster does not hold damage well and quickly hoards.

    Characters
    Tom Hansen
    Tom Hansen was once a hero, but somehow dishonored himself. And out of grief, he went to work ... in the coast guard. Moderately happy and does not dream of more. But fate will bring another surprise - the patrol boat will receive a distress call from a ship in distress.

    Going to do his usual work, Tom had no idea what was waiting for him ...

    Dr. Viktor Kamsky

    The main culprit of the events and part-time main villain. A brilliant scientist who conducts dangerous experiments to create a secret weapon. Appears at the very end of the game to finally mess up and die.

    Anna Kamsky
    Anna is the daughter of the brilliant and crazy scientist Victor Kamsky. Used as a hostage to get the doctor to cooperate. It has an obstinate character and constantly climbs where it is not necessary. Knows how to build eyes, set requirements and get into trouble.

    CIA Agent Jason Bennett
    CIA agent Jason Bennett is the voice on the radio station. He constantly monitors Tom's movements and sometimes helps with advice. For him, the main thing is to learn everything about the experiment. And how many people will die in this case and, in particular, whether Tom will survive - all the same.

    Weapon
    .45 Handgun

    Rate of fire: 3 rounds per second

    The only weapon for which there will be no shortage of ammunition. Great for showdowns with mercenaries, ordinary zombies and small creatures. For the rest of the non-humans, it is better to find a more powerful weapon.

    The gun is equipped with a flashlight, which makes it indispensable. There are more than enough dark corners in the game - and there are only two trunks with flashlights. And the second you will find at the end of the game. Therefore, if you like it or not, you will have to wander around with a gun.

    XM1014 Tactical Shotgun
    Clip capacity: 7 rounds

    An effective weapon against all opponents. Especially against ExoShade and ExoSpectre. The lack of a laser sight makes aiming difficult, so it will take some time to learn how to shoot accurately.

    Shotgun shells are not as common as we would like. Take care of them and try not to waste them. Especially on weak opponents.

    Automat Kalashnikova, model 1947

    Clip capacity: 30 rounds

    Rate of fire: 10 rounds per second

    That same year. The same machine. Powerful, penetrating - caliber 7.62. The rate of fire is slightly lower than that of the MP5, but it has more penetration power. You will find the Kalashnikov assault rifle almost at the very beginning of the game and will use it until the end.

    The only drawback of the weapon is the lack of a flashlight. In dark places, you have to switch to the gun, and then back. And during this time they can eat.

    M79 “Sawed-off” Grenade Launcher
    Clip capacity: 5 rounds

    Rate of fire: 0.8 rounds per second

    The grenade launcher is usually used against large slow opponents or groups of monsters. Ammunition for a grenade launcher is a rarity. Use it only when you are sure that it is really necessary.

    Grenades have a bad habit of bouncing off floors and walls. A well-thrown grenade may turn out to be not so accurate and gallop off in an unknown direction. Therefore, before using the grenade launcher, practice shooting, after saving the game.

    MP5-A3 Submachine Gun

    Clip capacity: 25 rounds

    Rate of fire: 14 rounds per second

    Primary weapon in the second half of the game. You will find this machine on an oil platform (although you will have to run for this).

    Finding ammo for it is no problem, plus the laser sight and flashlight make the MP5 an ideal weapon against mercenaries, normal zombies, and small critters. But for more serious creatures, it is better to take more serious weapons.

    Assault Flamethrower
    Clip capacity: 1.2 liters of fuel

    Shooting range: 6 meters

    Rate of fire: 20 milliliters per second

    Despite the formidable name, a practically useless weapon. The only thing they can do without danger to health is to burn the nests from which the creatures crawl out.

    Attempting to set fire to a zombie or a mercenary ends up with the burning enemy, frantically waving his arms, running around and setting you on fire. Use at your own risk. You can not only harm the enemy, but cripple yourself.

    Clip capacity: 3 arrows

    Shooting range: 100 meters

    Rate of fire: 1 arrow per second

    An interesting weapon. Fires arrows that disperse a gas that disorients an enemy for 10 seconds. Theoretically - a very useful weapon. In fact, it is not used very often.

    Usually used against ExoShade. The shadow is a dangerous and tenacious creature. To begin with, it is better to slow it down so that it does not bite and does not run. Then treated with lead. Although the Speargun is not used as often, it is better to save ammo. They are even rarer.

    Game Tips
    The game has a bunch of barrels of fuel, valves and other items, shooting at which you can set fire to the enemy. Setting fire to an enemy is fun and safe, but remember - nothing can be found on charred corpses. Thus, you deprive yourself of additional clips.

    Try to shoot in the head. Kill the enemy with one bullet and save ammo. This is especially true for zombies. They can only be destroyed by smashing their heads to smithereens.

    First aid kits cannot be carried around. Found - rejoice. No - move on. True, there is a slight subtlety. If you have practically no health left, then for sure you will find a first-aid kit on the nearest corpse.

    You can knock the enemy down, and then crush his head. A good move to save ammo. But it can only be completed if there are few enemies around. Otherwise, they will be torn to shreds.

    If you are grabbed, quickly press the E key - to free yourself from the capture. When the bar is full, Shoot will appear. Press the shoot button. Tom will headshot, dealing critical damage.

    Read all the documents you find. They contain useful information and tips on the game. And the last. Trite, but vital. Always save when offered. They won't ask a second time.

    Walkthrough
    Once on deck, look around and get comfortable with the controls. Walk a little forward and pick up a piece of paper lying on the deck. It describes how to conserve ammo. Walk forward and turn right when you reach the bridge. Move to the other side of the ship.

    There you will meet a mercenary who will open fire on you. He will not have time to shoot, because he will be washed away by a wave. Wait for the water to recede and run into the corridor (you don’t have to search the corpse, you won’t find anything interesting anyway). The door to the warehouse is locked. Shoot the box next to it to open the lock and go inside.

    In the corridor you will come across two guards. After a brief skit, they grab their weapons and open fire. Take them out with two accurate headshots. Search the closets in the corridor, next to which the guards were sitting. In them you will find cartridges, a first aid kit and one more enemy.

    Go back to the corridor and turn the blue valve to put out the fire in the passage. Enter the weapon room after picking up the document lying on the floor. In the warehouse you will find a dead soldier and another document. Pick it up and exit back into the corridor.

    Go to the second door. There is a ladder next to it. Go down into the flooded hold and pick up the electronic key. Go back and enter the room. There is a first aid kit in the warehouse on the left. In the warehouse on the right - cartridges. Open the door with the key and enter the room.

    There are three rooms: a shower room, a captain's cabin and a lounge. Visit the shower room first. Lone guard and ammo. Come back. The captain's cabin is locked, so go to the rest room. There were two opponents in it. Shoot them and go through the door on the side.

    In the corridor, use the valve (poor guard...) and go through the door opposite. You will be on the front deck. Search the dead sailor and move forward. Finish off the three guards and inspect the three doors below.

    First, enter the large door without an inscription. There will sit a guard and guard the first aid kit. Go back and go through the door with the inscription "Kubrick". Collect everything that lies badly and shoot the zombies. Congratulations, first notch.

    Come out back. Shoot the guard and a bunch of zombies. Now go to the last unexplored door (these are storage rooms). There you will find an AK-47 and zombies as a free add-on. Exit the room through the door next to the fire extinguisher.

    Remove the zombie in the corridor and step into the door on which he stubbornly knocked. In the corridor, go to the door on the left (it is the first one). There is a guard hiding around the corner, so be careful. Finish him off and pick up the item from the shelf.

    Come out back. Deal with the zombies, and then with his friend around the corner. Run to the armory and go down the stairs to the flooded hold. Go through the door that was previously locked. Pick up the document from the control panel and go down to the carcass of the butchered killer whale. There is an electronic key next to her head.

    Pick it up and immediately get the gun. Vile creatures will begin to crawl out of the carcass of a dead animal. They move slowly, but skillfully creep up from different directions. So don't miss out. After destroying the monsters, go through the door through which you entered the room.

    In a terrible winter storm, Tom Hansen, a representative of the US Coast Guard, lands with a group on the drifting Russian whaler Spirit of the East. The ship showed no signs of life, and rescuers went to it to find out the reasons for the radio silence. How was Tom then to know what a nightmare he was destined to meet ...

    Once on deck, pick up the document. Go along the side, cross the deck and stomp along the other side to the end. A wave will flatten a Russian sailor against the wall, pick up the cartridges. It will not work to look into the warehouse, the door is closed from the inside. Shoot the shield next to the blue door, now you can open it. Two mercenaries were hiding here, shoot them, then turn the valve at the end of the corridor to put out the fire. You can visit the armory, then grab a piece of paper next to the stairs and go down it, next to the refrigerating chambers sign, you will find yourself waist-deep in water.

    Pick up the key (upper deck key) in the center of the corridor and get out back. Go through the door next to the stairs, past the first-aid post (on the right in the pantry there will be a page from Yusupov's diary describing the first acquaintance with the creatures) and open the door at the end with the key. In the wardroom, two sailors with pistols will attack you, showering you with selected curses, and in the galley (kitchen) a headless corpse will fall out of the locker. Go out the other door and turn the blue valve. The fire will begin to fade, but through it another psycho will come running to you with wild cries. Be careful not to get too close, otherwise you will see the bleak inscription Missing in Action. Further along the corridor, in the shower, a sailor will jump out of the cabin on you, and the captain's cabin will be closed.

    Next to the door to the galley, go out onto the deck, where a storm shower will fall on you again. It seems that wandering through the quiet interior rooms, he was already beginning to miss him. Walk along the bridge, shoot the annoying Russians, go down the stairs to the deck and go into the cockpit. Grab a page of Kamsky's diary and go to the latrine (toilet). There you will find the code you need by borrowing it from a corpse infested with flies. Soon you will meet with the first full-fledged zombie. Always try after the first attack, when the creature falls, shoot in the head or crush it with a boot. Come out onto the deck, where you will be asked for the first time - would you like to save? (Save). It is high time.

    A very welcome awaits you on deck. Several zombies and a sailor who fires back at them. After shooting the reptiles, do not forget to aim at the skulls, otherwise the creatures will rise to try to bite you again. Next, go to the storage room (double large doors), there a sailor will attack you, and next to the crate and ammo for AK - another one. You leave in the door, rise along the stairs upward, then across the bridge. Go through the door, next to the blue valve will be the inscription captain's bridge, we go there. Remember, a control point that requires a magnetic . Go downstairs, return to the infirmary, then to the main deck (main deck). You will see a scene of a soldier running through the door on the right. Enter after him, you will see a container with the inscription test 5, behind which the alarmist is hiding. Shoot him and take the valve from the shelf. Now go down to the cooling chambers, into the half-flooded corridor, and open the whaling door. save.

    Go down and go around the gutted killer whale, pick up the radio room key. The orca will move terribly, and creatures resembling spiders will crawl out of its belly. Kill them, then return to the control room. This room is next to the captain's bridge, remember? On the way, zombies and spiders will brazenly pester you, and one will even break the door right in front of your nose. Then through the radar door, take the letter (principle ‘a is described) and into the radio room. Use the radio transmitter here. Agent Bennet will contact you and say that you need to find Colonel Yusupov. Exit through another door. save.

    Go past the blue valve, onto the deck, across the bridge to the whaling harpoon, and onto the lower deck, where the mercenaries are trying to sell their lives at a higher price. Further along the port side, past the swinging block, to the warehouse. Pick up a Kalashnikov assault rifle, a note and exit through the door next to the fire extinguisher. Then along the side, (careful, strong waves, and then a bunch of zombies!), To the other side of the ship. Up the stairs - and into the wheelhouse. save.

    You will see Colonel Yusupov sitting on the floor. His vidocq, frankly, is unimportant. The Colonel will say, Anna (and what kind of thing is this?), And will give you his experimental weapon, the speargun. Then from his chest ... a spider will pop out! So, stop, it seems that Aliens is not written on the box, a mess. Okay, God forbid, with plagiarism, pick up the cartridges, Yusupov's diary (there is a mention of Kamsky's daughter, Anna, and the codes you need) and go out on deck. Agent Bennet will contact you and order you to look for the captain. Kill a couple of zombies and go down the stairs. Then through the door next to the burning weight swinging on a rope. You will see a new scene: a spider crawls into the mouth of a corpse and it turns into a zombie. Brrr...

    Shoot him, then the spider and further down the stairs to the Engine Room. The doors of the pump and the screw compartment are locked from the inside, go down the stairs. Soon they will show a scene: the camera will fly around the room and stop at the nest, and a couple of zombies will attack you. Calm them down and take access to the screw compartment from the box. Go to the nearest door - the screw compartment, and you will be asked if you want Save?

    Climb the stairs, pick up the shotgun next to the corpse and test it on the nearest zombie. Click on the panel in the center of the room, then cross the bridge that appears. A small delegation of zombies will walk towards you along it. Take the valve from the box by the stairs, shoot the shield near the engine room door and go inside. Further along the corridor, down the stairs, past the door to the screw compartment and through the door at the end is the main deck. You will find yourself in Engine Room Access. The next door hides a surprise - corpses swaying on creaking chains. They are not dangerous, they just look creepy. In compartment N3 you will find Yusupov's journal. Then go through the whaling, a half-flooded corridor, past the armory. Go to the door with the red panel, hear the excited female. This is where you will meet Anna. save.

    Pick up cartridges and Kamsky's letter to Anna, go out into the corridor. Bennet will announce on the radio that Anna is worth protecting, not sparing her stomach. In general, you understand - if she dies, the game will be over. Go left, the door from the armory will fly out with a bang, and follow the arrow to the wardroom. Up the stairs, past the first-aid post, to the right, up the stairs again and into the control room. save.

    Anna will contact the Sakhalin Star platform, but not her father will answer her, but Pavel. Now the plan is this (it will be clarified by the annoying agent): you need to find the codes for the autopilot in order to direct the ship to the platform. To do this, you need to get into the captain's room. The keys to it are in the cold room 2 (Cold Room 2). Go out onto the deck through the door opposite the kitchen, across the bridge, through the warehouse. Further along the side, dodging the waves, cross the deck and into the door on the left (Pump Control Room), which is next to the swinging cargo. Now you can open it. Perebeyte all the spiders, turn on the pump, which will drain the flooded corridor, and go down the stairs. To the left, down the stairs, up and through the door marked Main Deck. You will find yourself in Engine Room Access, further through the corridor with the dead on chains. save.

    There will be a mess here, there hasn't been such a thing for a long time. For some fun, shoot the shield nearby - the container from the ceiling will fall right on top of the zombies. When it's over, go around the room around the perimeter and through the door. Take away Yusupov's letter about the antidote in the cooling chamber N1, and from the chamber N2, where you will find the captain's corpse, the keys to his cabin. In the captain's cabin, leaf through the magazine, Hansen will contact Anna and give her the autopilot codes. save.

    A rather unexpected plan will ripen for the girl: since it is impossible to moor normally to the platform, you need to climb onto the crows nest itself, ram the platform with a whaler, and then just jump onto it. Ingenious madness is not otherwise, although there is no other way out. Well, let's stomp to the nest. Leave the captain's cabin through the metal door (not through the wooden one) and listen to the next radio session with the agent. Further along the stairs, climb into the nest (arrow Mars), destroying a dozen zombies along the way. Shoot at the exploding barrels, it will be easier. save.

    Drilling platform Zvezda Sakhalin.

    After jumping onto the platform, Anna will fall into the water, and Hansen will not be more lucky - one of these disgusting spiders will get into his mouth. get into the door of the elevator docks. To do this, go around the perimeter of the tower, getting a couple of tangible shocks along the way. But health and so almost at zero. Funny situation. Then press the switch on the wall, the elevator will start to rise, but will get stuck at the fifth level. Come out to the drilling block, a burning zombie will attack you. , then to the infirmary. Got there! save.

    The doctor will save you, and at the same time tell you a little about the work of Kamsky, who wanted to achieve greater control over the creatures. Take the gun from the table, the note about the scan and Yusupov's letter. Come out, the doctor will turn to you, but some creature will immediately drag him away and devour him. Grab the warehouse key next to the corpse, the next one will have a shotgun, and the last one will have an AK. Come into the warehouse. Go left, up the stairs, press the button at the remote control and pick up a grenade launcher, it will be very useful now. Once you've killed all these brethren, step through the door under the fallen container. save.

    Similar articles