------------------------------------------------------------------------------- What began as an experiment has become a nightmare. ------------------------------------------------------------------------------- _______ _______ _ ______ _______ _______ _______ _______ ( ____ \( ___ )( \ ( __ \ ( ____ \( ____ \( ___ )( ____ ) | ( \/| ( ) || ( | ( \ ) | ( \/| ( \/| ( ) || ( )| | | | | | || | | | ) | | (__ | (__ | (___) || (____)| | | | | | || | | | | | | __) | __) | ___ || __) | | | | | || | | | ) | | ( | ( | ( ) || (\ ( | (____/\| (___) || (____/\| (__/ ) | ) | (____/\| ) ( || ) \ \__ (_______/(_______)(_______/(______/ |/ (_______/|/ \||/ \__/ ------------------------------------------------------------------------------- It will kill us all. ------------------------------------------------------------------------------- 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. I cannot guarantee any site other than GameFAQs will always have the most current form of my guides, so if there's ever any doubt, always check GameFAQs. If you find an outdated form of any of my guides on any other site, please contact me, and I will contact the site to get it updated. All questions, comments, and so forth concerning this guide can be posted on my site here: http://thebrink.us/boards Or if you're not fond of message boards, please feel free to email at deucestaley@gmail.com or try me on AIM (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. ----------------------------------------------------------------------------- | | | CONTENTS | | | ----------------------------------------------------------------------------- 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 ----------------------------------------------------------------------------- | | | | | 0.00) A FEW NOTES BEFORE YOU GET STARTED | | | | | ----------------------------------------------------------------------------- --------------- 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. ----------------------------------------------------------------------------- | | | | | 1.00) WALKTHROUGH | | | | | ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- | | | | | 1.01) FIND THE EMERGENCY RADIO CODE | | | | | ----------------------------------------------------------------------------- --------- 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. ----------------------------------------------------------------------------- | | | | | 1.02) FIND THE RADIO ROOM | | | | | ----------------------------------------------------------------------------- ---------- 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. ----------------------------------------------------------------------------- | | | | | 1.03) FIND YUSUPOV | | | | | ----------------------------------------------------------------------------- ---------- 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. ----------------------------------------------------------------------------- | | | | | 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. ----------------------------------------------------------------------------- | | | | | 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. ----------------------------------------------------------------------------- | | | | | 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. Note: Don't like the idea of blowing yourself up? Try lobbing a grenade into the room as soon as you enter, then immediately run back through the door. It should clear the place out for you. ----------------------------------------------------------------------------- | | | | | 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 off 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. ----------------------------------------------------------------------------- | | | | | 5.00) END | | | | | ----------------------------------------------------------------------------- ------------------------------------------------------------- | | | 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. All questions, comments, and so forth concerning this guide can be posted on my site here: http://thebrink.us/boards Or if you're not fond of message boards, please feel free to email at deucestaley@gmail.com or try me on AIM (Deuce ex Defcon). Thanks for checking out the guide, and enjoy the game. =============================================================================== DEUCE EX DEFCON ===============================================================================