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Cold Fear (walkthrough)

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Pomoć - Walkthroughs | Autor zlo | 23 juni 2006
===============================================================================

                                Cold Fear

                           - Walkthrough/Faq -

                          System: Playstation 2

                              Version: 1.2

                           Written By: Darque


Developer: Darkworks
Publisher: Ubisoft
===============================================================================

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

0.0 ~ Table of Contents

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

0.0 - Table of Contents
0.1 - Controls
0.2 - Characters

- Main Walkthru -

Part One - The Eastern Spirit
1.1 - Mission 1: Find the emergency radio code.
1.2 - Mission 2: Find the radio room.
1.3 - Mission 3: Find Yusupov.
1.4 - Mission 4: Free Anna.
1.5 - Mission 5: Accompany Anna to the radio room.
1.6 - Mission 6: Find the autopilot unlocking code.
1.7 - Mission 7: Reach Anna in the look-out post.

Part Two - The Star of Sakhalin
2.1 - Mission 1: Find the medicine cabinet.
2.2 - Mission 2: Find Anischenko.
2.3 - Mission 3: Deactivate the magnetic field.
2.4 - Mission 4: Find the antidote for Anna.
2.5 - Mission 5: Administer the antidote to Anna.
2.6 - Mission 6: Find Kamsky's laptop.
2.7 - Mission 7: Find the room with the C4.
2.8 - Mission 8: Get the C4 and place the charges in the right order.
2.9 - Mission 9: Kill Kamsky.

- End Main Walkthru -

0.3 - Items/Weapons
0.4 - Enemies/Bosses
0.5 - Documents Transcript
0.6 - Version History 
0.7 - Legal info, Credits, Contact Info, and Everything else

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

0.1 ~ Controls

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

Left Analog Stick  - Moves your character around.

Right Analog Stick - Moves your weapon Aim when in Aim mode.

Control Pad        - Quick Select certain weapons
                   - Cycle through your options in the sub-menu (Sub-menu mode)

X Button           - Run (While walking)
                     Select a menu option (In the sub-menu section)

Square Button      - Reload your active weapon

Circle Button      - Used to Interact with things in the game.

Triangle Button    - Grab a railing
                     Exit a sub-menu (When in the sub-menu section)

R1                 - Shoot your active weapon (When in Aim mode)

L1                 - Enter Aim Mode1 (Hold down to remain in Aim Mode)
                     Enter Aim Mode2 (Tap once to enter and once more to exit)

R2                 - Cycles through your weapons

L2                 - Cycles through your weapons

R3                 - Enter or Exit Aim Mode 2

L3                 - Crouch

Start              - Pause (ALSO SHOWS WHICH ROOM YOU'RE CURRENTLY IN)

Select             - Activates the sub-menu mode
                     Mission/Objectives/Objects and Documents are stored here.

NOTE: Critical Hits
      To Perform a Critical Hit on an enemy it must first grab you. Once an
      enemy grabs you the screen will prompt you to quickly mash the Circle
      button. Do this until the gauge maxes out and then press the R1 button
      repeatedly. 
      If done correctly you will score a critical hit and even kill some
      enemies.

NOTE: Railings
      When outside you can press the - Triangle - button to grab a railing
      with one hand while you aim your weapon with the other. This makes it
      a LOT easier to control your aim when fighting enemies.

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

0.2 ~ Characters

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

- The Main Four (Taken from the Cold Fear game manual) -

Tom Hansen
==========

Once a hero, now disgraced, Hansen is happy to fade into the woodwork as just
one more guy out there saving lives with the Coast Guard. All that changes when
his vessel receives an order to rescue an abandoned whaling ship during a
raging storm. What he finds there will reawaken the dying embers of his spirit,
if it doesn't kill him first.

Anna Kamsky
===========

The daughter of scientist Viktor Kamsky, she has been kept as a hostage to
ensure his cooperation. Rebellious and strong-willed, she finds herself forced
to make an impossible decision if she wants to survive.

CIA Agent Jason Bennett
=======================

Agent Bennett has been watching the situation for a long time. Patiently, like
a spider in the center of its web, he's been waiting for his chance to
unravel the mystery - no matter how many lives it takes to do so.

Dr. Viktor Kamsky
=================

Brilliant scientist and devoted father, Kamsky leads the research effort on
the isolated drilling platform. His discoveries could threaten all humanity -
and cost him his own in the bargain

- Secondary Characters (Other characters you meet as you play the game) -

Colonel Dmitriy Yusupov
=======================

The man in charge of the operation and the drilling platform. Without him
this story would not have taken place... much to his disappointment.

Dr. Pavel Bakharev
==================

A Doctor who works alongside Kamsky, his discoveries give Hansen a fighting
chance.

Major Yuri Anischenko
=====================

In charge of security on the drilling platform. Not a very friendly person.


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

                               - Main Walkthru -

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

Before you begin, I want to explain a few things about how I have set up
this walkthrough.

Firstly, each area is designated by the name of the room you are currently
in. If you are unsure of where you are at any given time, press the START 
button and the game will pause. At the same time the current location is
shown on your screen.

Because the game has no in-game map, I use this as the way to help you navigate
through the game environments. In some cases I have added to the area name
to designate which part of that location you are in (Such as Upper, Lower,
Port, and Starboard) this is done to make things easier when figuring out
where you are exactly.

Also note: This guide only covers a Normal game. Other difficulties may
differ than what you find here. In the future I may add the differences between
each difficulty setting.

A NOTE on enemies listed at the beginning of each section:
----------------------------------------------------------
At the beginning of each area section I list the enemies, items, weapons, 
documents, objects, etc. that you find in that area. In the case of enemies I 
ONLY list those that are already in the level when you first enter the area.

Enemies that appear after key events, or after you perform some action are
described within the main text of the walkthrough for each area. This is done
to prevent confusion as you might find youself looking for enemies that haven't
been triggered yet otherwise.

Finally: All enemies that appear (both those listed at the beginning of the 
section, and those that appear as you move through the level) will be listed
in the text for that area (with few exceptions)

One additional note: Sometimes additional enemies spawn within a level above
and beyond what is listed within the walkthru. I'm not sure what causes or
triggers this. So if you meet more, or less, enemies within an area than listed
it is due to some factor (or bug) I can't track down yet.

One final thing: In some places enemies respawn, though not consistantly. I'm
not sure what triggers this either.

A note on Optional areas:
-------------------------
Some areas in this game are purely optional and are not required to finish
Cold Fear. These areas are designated with the (OPTIONAL) tag beside their
description. You can freely avoid these areas, but for the purpose of the
guide it is assumed you will be hitting each area as it's presented. 

Most Optional areas do contain Documents, supplies and even a weapon in one
case, so it is usually to your advantage to explore them.


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

                   ===  =============================  ===
                     === Part 1 - The Eastern Spirit ===
                   ===  =============================  ===


Watch the opening movie, and soon after you will find your character (Tom
Hansen) on the Rear Deck of the Russian whaling ship "Eastern Spirit".

===========================================================
===== 1.1 ~ Mission 1: Find the emergency radio code. =====
===========================================================

  ======================
== Rear Deck: Port Side ==
  ======================

[] Mission                                           []
[] Find the emergency radio code.                    []

[] Objectives                                        []
[] Lansing is the one with the emergency radio code. []
[] He should be on the front deck....                []

- Documents: A note about ammunition conservation

You will find yourself on a narrow walkway on the Port Side of the ship. A
- Scene - will occur and in the background you will hear the rest of your team
talking over the radio just before a fight of some kind breaks out.

That didn't sound good.

There is a staircase behind you, but you can't use it. So move forward,
stopping to pick up the - Document - laying on the ground before moving
to a small set of stairs leading to the next area.

  ======================
== Rear Deck: Main Area ==
  ======================

This is a fairly wide open area.

Directly across from where you climb up to this area is another set of stairs 
leading down to the Starboard side of the Rear Deck. This is your next goal, so
either head there now, or continue to explore this area.

NOTE: Be careful of the crates and other items swinging through the air (Like
the crate directly in front of you as you come up the stairs) these things can
hurt you, and in some cases kill you. Make sure to avoid them.

To the left of where you climbed up into this area, past a raised area, is a 
set of stairs leading to a walkway of sorts that crosses the middle part of 
this area. There is a small building on that walkway: this is the Rear 
Deckhouse.

Keep this place in mind for later, but there's little reason to go there now.

Past this, and past the flaming debris that is swinging back and forth beyond
the stairs to the Rear Deckhouse, are a pair of doors; but both are currently
locked. Keep these in mind for later use as well.

So either head up to the Rear Deckhouse, if only to satisfy your curiosity, or
move to the opposite side of the ship and take the stairs down to the Starboard
side.

  ===========================
== Rear Deckhouse (OPTIONAL) ==
  ===========================

- Items: 
         Pistol Ammo

Outside of the building is a dead body you can search, though you might hold
off until later as you will find nothing on it now.

Inside you will see a tiny - scene - but other than the - Pistol Ammo - on the 
ground there's nothing of any real intrest in here currently.

So you might as well leave and continue on your way.

  ===========================
== Rear Deck: Starboard Side ==
  ===========================

- Enemies: 
           1 Mercenary

Ah, the other side of the ship, and also your first set of challenges.

Be careful of the items swinging in the air, as they can hurt you if they
hit you. Also notice the large waves coming up over the deck? These can really
hurt you if you get hit by them.

To get past them, watch where they hit the ship and then after the first wave
hits run to the section between them, then after the second wave hits run past
that area as well and you should be fine.

Alternatively you can run past both areas without stopping if you time it
right, though if you hesistate you will probably take some damage.

Before you run though, you will want to move forward slightly until you hear
someone yelling in russian. (or you may see him running away from you)
After the - Mercenary - starts attacking you, stand behind the place where
the wall sticks out slightly and wait for the scream. This means the waves have
killed him.

You can fight him if you want, but you will likely take a lot of damage in
this fight, so it's probably best to let him get killed by a wave.

Once he is dead, run past the waves and into a small enclosed area. 

When you arrive in here Hansen will make a note that he can read the russian on
the walls of the ship.

NOTE: Aim your weapon at any Russian on the walls and you will get a
translation at the bottom of your screen. This is very useful when trying to
figure out where you are if you get lost.

In this area you will find two doors, sadly both are locked.

The door on the right leads to the Storeroom, but you can't open it yet. The
door on the left you can do something about.

- Interact - with the door and Hansen will note it's locked by an electrical
system. If you notice, there's a kind of box next to the door, this is an
- Electrical Box - that you can shoot to disable the lock.

Do so and you will be able to now use the door to enter the ship.

NOTE: Electrical Boxes that have been damaged "can" kill you if you walk into
one. Be careful around them after they have been hit.

  ===========
== Main Deck ==
  ===========

- Enemies: 
           2 Mercenaries

- Documents: A note about electrical boxes

[] Objectives                                     []
[] I have to find a way of putting out this fire! []

When you enter the area, a - Scene - will play and two Russian - Mercenaries -
will see you and freak out. There's no way to negotiate with them, so go around
the corner and blow them away.

You can either attack them in a firefight, or shoot the barrel at the far
end of the small enclosure to kill them both in one explosion.

NOTE: Exploding barrels may kill many enemies in one hit, but they also BURN
the bodies, leaving nothing for you to loot from the corpses. While this might
seem like a bad deal, it takes far fewer bullets to kill an enemy with a
barrel, so afterwards you might not need to loot for supplies and healing.

After they are dead, you will find you are in an enclosure with 2 doors on
either side. Back near the door you entered this area from is another door, and
there is also a large fire that currently blocks the remaining section of this
area.

Use the - Wheel - on the wall at the end of the enclosure and a - scene - will
play, the Fire is now out and you can explore the whole area.

The doors in this area lead to the following areas:

- From the door you entered: 
  - The door just down from the entrance leads to Main Deck Hold 5 (LOCKED)

- In the small central area, facing the Valve you turned to put out the fire...
  - Right side - Closest to you is a door that leads to Main Deck Hold 1. It is
                 currently (LOCKED WITH CODE) and a there is an extremely 
                 pissed off woman inside who will yell at you if you mess with
                 the door.
  - Right Side - Farthest from you leads to Main Deck Hold 2

  - Left Side  - Closest to you leads to Main Deck Hold 4
  - Left Side  - Farthest from you leads to Main Deck Hold 3

- In the area past the fire
  - Left side  - before the stairs is a door that leads to the Armory
  - Left side  - after the stairs is another door, this one leading to the 
                 Upper Main Deck

There is also a staircase leading down into the ship. This leads to the
Portside Cold Rooms, our next stop.

Before heading down the stairs, take a moment to explore the area (if you want)
but at the very least enter the Armory and restock your ammo. Also make sure 
to grab the  - Document - off of the ground next to the railing that surrounds
the staircase.

Once you are ready, descend the staircase and enter the Portside Cold Rooms
area.

  ===============================
== Main Deck - Hold 2 (OPTIONAL) ==
  ===============================

- Enemies: 
           1 Mercenary

Nothing much here, just a freaked out - Mercenary -

Kill him or turn around and leave the room.

  ===============================
== Main Deck - Hold 3 (OPTIONAL) ==
  ===============================

- Items: 
         Medkit

At the rear of the room, under the light is a corpse and - Medkit - 
Grab the medkit if you need healing, or remember its location and save it
for later.

  ===============================
== Main Deck - Hold 4 (OPTIONAL) ==
  ===============================

Nothing of intrest in this room but a dead body of a mercenary. Search him
for loot and then leave.

  ========
== Armory ==
  ========

- Document: A note about the armory

There is a - Document - on a crate across from the door and a dead body on
the floor. Take the - Document - and loot the corpse if you want.

Along the wall is a tall cabinet that is filled with - AMMO - of all kinds.
- Interact - with the cabinet to completely restock your ammo supplies.

NOTE: You can come back here at any time, and as often as you like to restock
your ammo supply. At any time during this walkthrough, if you feel you are low
on ammo, come back here and restock as there's no real reason not to, other
than challenge. As far as I can tell, there's an unlimited supply of ammo 
here.

  =====================
== Portside Cold Rooms ==
  =====================

- Objects: Upper Deck Key
           [] This key opens the upper deck which leads []
           [] to the radio room and the bow.            []

Lots of water, because of this you can't access 4 of the 5 doors down here. 
The last door, up on the raised elevation, is broken as well.

But that's not why we are down here, there's a sparkle near the corpse floating
in the water. Go up and - Interact - with it to get the - Upper Deck Key - 
Object.

Once you have that, head back up the stairs and enter the door on your left.
This will take you to the Upper Main Deck area.

  =================
== Upper Main Deck ==
  =================

Go up the stairs and you will find yourself in a small area with 5 doors.

The Doors as you are facing the area:
- Left closest leads to a Sick Bay
- Left farthest is locked

- Right closest is locked
- Right farthest leads to a side room

- Door directly across from you leads to the Lower Deck (LOCKED)

Explore any of the rooms and then take the door leading to the Lower Deck, 
while it is locked, the Key you found in the Portside Cold Rooms opens it.

  =====================
== Sick Bay (OPTIONAL) ==
  =====================

- Items:
         6 Medkits 

There are 6 medkits in a first aid box on the wall. Come to this room and
heal yourself if you get low on health.

Note: There are only 6 medkits, unlike the unlimited Ammo in the Armory, so
use them wisely.

  =======================================
== Upper Main Deck - Sideroom (OPTIONAL) ==
  =======================================

- Items:
         Pistol Ammo

- Documents: A page from Yusupov's diary

Not much here, grab the - Pistol Ammo - the - Document - next to the dead body
and then loot the corpse.

  ============
== Lower Deck ==
  ============

Here you will find yourself in a rather dark, C shaped hallway. To the 
top and bottom of your screen (from where you first enter this area) the hall 
will head off to the right.

There is also another Fire Obstacle in the hallway toward the bottom of your
screen. (From where you first entered the area)

[] Objective                                      []
[] There must be a valve to activate the sprinker []
[] system.                                        []

There are 7 Doors in this area, and I'll divide them up to make things a bit
easier, directions will assume you have just entered the area from the Upper
Main Deck.

- On wall across from the door you used to get here from the upper main deck
  - The one across from the door leads to the Crew Quarters (REST ROOM)
  - The one toward the top of your screen leads to the Showers

- At the end of the hall in the corridor without the fire
  - The door leads to the Captain's Quarters (LOCKED)

- At the end of the corridor past the Fire Obstacle (through the open doorway)
  - Left side leads back into the Galley
  - Right side leads outside onto the Front Deck

- Up the stairs past the Fire Obstacle
  - Left side leads to the Bridge (Radio Room) (LOCKED)
  - Right side leads outside onto the Upper Deck

You can check out the Showers if you want, but your main goal lies beyond the
door leading into the Crew Quarters. So when you are ready, use that door
to proceed.

  ====================
== Showers (OPTIONAL) ==
  ====================

- Items: 
         Pistol Ammo

A - Scene - will play as you enter the room, and there will be two corpses you
can loot.

If you approach the stalls a - Mercenary - will freak out, exit the stall and
attack you.

There's also some - Pistol Ammo - here if you need it, close to one of the
corpses.

  =========================
== Crew Quarters/Rest Room ==
  =========================

- Enemies: 
           2 Mercenaries

When you enter - 2 Mercenaries - will pop up from behind cover and attack you.

Either kill them or ignore them and take the door directly to your right (as
you enter) this leads into the Galley.

If you kill the mercs you can loot them and the other dead body laying on the
floor.

  ========
== Galley ==
  ========

Walk around and a - scene - might play depending on the path you take...

....pass through the room to the door at the end that leads back into the 
Lower Deck area.

  ============
== Lower Deck ==
  ============

Turn the Handle near the stairs for a - Scene - and to put out the fire, 
make sure you're close to the wall when you do this or it might be painful 
for you.

If you go upstairs you will find two doors, one leads outside to an area you
should leave alone for now, and the other is locked.

Go back to through the open doorway, and take the door opposite the door you
exited the Galley from to get to the Front Deck, your next target location.

  ===========================
== Front Deck: Upper section ==
  ===========================

- Enemies: 
           3 Mercenaries

- Items:
         Pistol ammo
         Pistol Ammo

- Documents: A note about barrels

First off, head to Hansen's right as you exit onto the Front Deck to a small 
area with a dead body, a - Document - and some - Pistol Ammo -
Once that is done, head back to the door and then past it and onto a bridge 
while avoiding the gunfire from below. (Or try your luck at shooting the
mercenary from the high ground)

Past the bridge and on the upper level are - 2 Mercenaries - that will pop out
and attack you. Kill them and loot them as needed.

Next to the dead body is some - Pistol Ammo -

Go down the stairs to the Lower Section and kill the last - Mercenary -

Once that is done you can choose which way to go next.

From the stairs (with your back to them) there are 3 doors on the lower level

Doors
     - To your left and behind you slightly is a door leading to the Service 
       Room
     - Ahead of you and to the Far Left is a door leading into a Storeroom
     - Ahead of you and to the Far Right is a door leading into Dormitory

The other two areas are optional currently, the Dormitory is where you want
to head next. So once you are finished, take the door on the Far Right.

  =========================
== Service Room (OPTIONAL) ==
  =========================

- Enemies: 
           1 Mercenary

- Items: 
         Medkit

Around the corner is a mercenary that will attack you, beyond him is a 
- Medkit - laying on the ground. Loot the items as needed and then leave.

NOTE: If you come back here later, new enemies and additional items will have
been added to the area.

  ===========
== Dormitory ==
  ===========

- Documents: A page from Dr. Kamsky's diary

- Objects: The Radio Code
           [] The radio room must be near the crew quarters []

- Items:
         Medkit
         Pistol Ammo

Wow, lots of bodies... rather creepy.

Move into the chamber, taking any of the items you feel you need.

On a stand between two beds is the - Document - and on a bed close to the 
document is the - Medkit -

Further down is some - Pistol Ammo - on a stand

Just past the place with the Pistol ammo is a door on your left side, but
it cannot be opened.

At the far end of the room is a lit doorway, head there for a - Scene - and 
your objective... Poor Lansing

Head back into the dormitory for another - Scene - and your first real 
encounter with the forces on this ship.

An - Exomutant - will appear and attack you. Kill the thing and make sure to 
stomp its head afterwards.

Note: Until you blow their heads off with Gunfire or stomp on their heads while
they are on the ground, Exomutants will just keep getting up. Alternatively, 
if you burn them (with say an exploding barrel) an Exomutant will remain dead.

To smash their heads when they lay on the ground, either aim your weapon at
their head and shoot it, or - Interact - with the body and Hansen will use
his foot to crush the creature's head.

From now on... a good rule to follow... IF YOU SEE A CORPSE SHOOT ITS HEAD OFF!
Not every corpse will get back up, but it's better not to risk it. And there
will come a time when having dead bodies laying around is not to your 
advantage.

Exit the dormitory and you will trigger your first - Save Point -

======================
===== SAVE POINT =====
======================

=================================================
===== 1.2 ~ Mission 2: Find the radio room. =====
=================================================

  ===========================
== Front Deck: Lower Section ==
  ===========================

[] Mission              []
[] Find the radio room. []

- Enemies: 
           1 Mercenary
           4 Exomutants

When you exit you'll see a miniscene with a - Mercenary - taking on 
- 3 Exomutants -

Kill them all and move on.

NOTE: You can shoot the barrel right in front of you, and it should kill
all of the enemies, but they will be burnt and thus cannot provide you with
any items. Choose your actions based on your needs. But, for the record,
watching them fly off the ship because of the explosion can be pretty 
satisfying.

Move to the area the Mercenary and Exomutants were fighting and take a right,
then head all the way to the other side of the ship. Turn right again and move
toward the door at the far end. This will take you to the Storeroom.

Near the entrance to the Storeroom is a - 4th Exomutant - So make sure to take 
it out.

NOTE: The deck is rocking MUCH harder now, and you can get knocked down and
even off of the ship. If you go over the edge, push up quickly or you will
fall off the ship and it's game over. Fortunately it can also send the 
enemies off of the deck as well if you are lucky.

  ================================
== Service Room (OPTIONAL/RETURN) ==
  ================================

- Enemies: 
           1 Exomutant

- Items: 
         Medkit (If you didn't take it earlier)
         AK-47 Clip

The mercenary is not here now, in it's place is a single - Exomutant -
Kill it and around the corner you will find 2-3 dead bodies and an - AK-47 
clip - on the ground (Plus the Medkit if you left it before)

Approaching or shooting the farthest body will cause it to get up and you will
have another - Exomutant - to deal with.

Once it's dead yet another - Exomutant - will appear and attack you from
behind. Kill it and collect the items if you need them, though at this point
you will not have the AK-47.

Return to the Front Deck and pick a direction... though it might be wiser to
head to the Storeroom

Note: If you return here later, the enemies will have respawned.

  ===========
== Storeroom ==
  ===========

- Weapon: AK-47

- Documents: A note about fire extinguishers

Inside you will see a dead body, a - Document - on a crate and a new - Weapon -
on the floor.

Pick up the - AK-47 - and know you now have one of the best weapons in the 
game, as it has excellent range and accuracy and is very easy to control
except at extremely long ranges (then the recoil will have your aim all over
the place).

An - Exomutant - will drop down magically (from the ceiling it seems) and 
attack you after you pick up the weapon. Shoot it, search the bodies around 
the room, grab the document and then move to the door at the end of the room.

This door leads back to the Rear Deck (It's the door that was locked earlier
as you made your way into the ship)

  ===========================
== Rear Deck: Starboard Side ==
  ===========================

- Enemies: 
           1 Exomutant

You will see an - Exomutant - attacking the door you unlocked when you shot the
electrical box earlier.

Kill it and enter the door leading back into the Lower Main Deck.

Note: The door leading back to the Storeroom locks again after you pass 
through it.

  =================
== Lower Main Deck ==
  =================

- Enemies: 
           1 Exomutant

When you enter you will see someone enter, and then close, the door just down 
from the entrance. This door was locked earlier, but you can open it now.

Enter the door.

Alternatively you can head to the area with the 4 doors and kill the exomutant
that is waiting for you, but there is no reason to do so at this time.

  ==================
== Main Deck Hold 5 ==
  ==================

- Enemies: 
           1 Mercenary

- Items: 
         Medkit
       
- Objects: Handwheel for the fish hold door
           [] This handwheel opens the fish hold which     []
           [] must be on the lower level of the main deck. []

You will see something sparkling on the right side of your screen and a strange
green tube on the left.

On the other side of the tube is a - Mercenary - 

Greet him with your AK-47 - OR - just aim at the Fire Extinguisher and shoot it
(which will kill the mercenary due to the explosion) 

Once he is dead collect the items in this room.

The fish hold door that this wheel opens is down the stairs past the armory and
into the flooded area so head there now, but stop by the armory first and 
collect more ammo if you need it.

  =================
== Lower Main Deck ==
  =================

- Enemies: 
           2 Exomutants

An - Exomutant - will be moving down the hall toward you, so turn to the left
and shoot it before it gets too close.

In the area with 4 doors, another - Exomutant - will approach you, and will
need to be dealt with. It seems they breed like rabbits....

NOTE: Even if you killed the mutant here earlier, this one will still be here.

If you go by the door with the trapped woman she'll have even more to say to
you.

Head for the Armory if you're low on ammo, or up to the Sick Bay if you are
wounded. (Skip to the next area section if you head to the Sick Bay)

Once you are ready head back to the Lower Main Deck and then down the stairs
to Portside Cold Rooms. (Skip down two area sections)

  ============================
== Upper Main Deck (OPTIONAL) ==
  ============================

This assumes you are heading for a Medkit in the Sickbay.

When you get on the main level, an  - Exomutant - will break its way out of the
Far Left Door and attack you, this opens up a small room beyond, but there is
nothing inside it of note.
  
  =====================
== Portside Cold Rooms ==
  =====================

You are now in the water again, joy.

Head up the small staircase to the doorway that's above water and try the door.
Hansen will automatically use the Handwheel you found and you can access the 
area beyond it.

======================
===== SAVE POINT =====
======================

  ===========
== Fish Hold ==
  ===========

- Document: A note about the red fuel valves

- Items: 
         Medkit

- Objects: Radio Room Key
           [] This key opens the control compartment and []
           [] the radio room upstairs.                   []


You will find youself standing on a small bridge leading to another doorway 
(Which you can't open currently) and a staircase leading to the lower part
of the room.

Grab the - Document - on the control panel and then head down the stairs to
the bottom level and head toward the opposite end of the room where the dead
whale is, noting the - Medkit - on the ground.

At the far end of the room you'll see a dead Killer Whale with a sparkling
object in front of it. As you approach you'll notice Hansen's heart starts to
race... you'll understand why when you pick up the object.

Prepare to meet the most annoying, and surprisingly dangerous enemies in any
survival horror game....

- The Exocel -

Grab the sparkle and you will get a new - Object - and a new Objective

[] Objectives                                  []
[] Now to the radio room via the crew quarters []

Then a small - Scene - will play and - 5 Exocels - will pop out of the Whale's
body and attack you.

Exocels are dangerous because they're small and can attack you at a fairly
decent range. Also they are hard to see at times. They're also very annoying as
they can climb to the ceiling, cover large distances quickly and attack you
while giving you no indication as to where they are attacking from if you 
can't see them.

Run to the opposite end of the Fish Hold and stand your ground. As they
approach you, shoot them. It will take 2 hits per exocel with the weapons
you currently have, don't be fooled when they curl up into a ball and roll
backwards. 

It will take 2 hits to kill them.

Very annoying little enemies that can kill you very very quickly if you're 
not careful.

Once they are dead, grab the - Medkit - if you need it and head back to the 
Portside Cold rooms. It's time to head to the Radio Room.

  =====================
== Portside Cold Rooms ==
  =====================

- Enemies: 
           1 Exomutant

When you enter an Exomutant will come down the stairs, shoot it at range or
for fun, turn and shoot the electrical box on the wall. When the boat tilts
so that the water touches the box, the exomutant (and any others you encounter
down here) will die rather messily.

Now head back to the Main deck and restock in the Armory if you need it or
go ahead and take the door leading back to the Upper Main Deck (the door just
in front of the staircase entrance)

NOTE: If you shoot the electrical box you'll have to run back to the stairs 
between tilts or you will take a lot of damage when you get caught in the 
electricity running through the water.

  ===========
== Main Deck ==
  ===========

Passing through...

  =================
== Upper Main Deck ==
  =================

If you didn't come here earlier, the - Exomutant - will break his way out of 
the Far Left room and attack you.

Put it down and head for the Lower Deck

  ============
== Lower Deck ==
  ============

- Enemies: 
           3 Exocels

There will be - 3 exocels - on Hansen's left (toward the top of the screen) so
make sure to turn and deal with them. If they sneak up on you, they will 
probably kill you. You might need to switch to your Handgun as the light 
will make it easier to see them.

Once they are dead, head back toward the area that used to contain the fire
hazard and take the staircase leading to the top level of this area.

Unlock the door you couldn't enter earlier and enter the Bridge (Radio Room)

  =====================
== Bridge (Radio Room) ==
  =====================

- Enemies: 
           2 Exomutants

- Items: 
         Pistol Ammo

When you enter - 2 Exomutants - will attack you, blow their heads off and 
look around.

Note: You will hear the screams of an Exomutant, but the creature isn't in
the room with you.

There is some - Pistol Ammo - about midway into the room, grab it if you need 
it.

From the door you entered, there are 3 other doors out of this room:

- To your left is a door leading to the Radio Room itself (You want to enter
  this door, the other is purely optional)
- To your left and further down is a door leading to second half of the
  Radio Room (an optional area)

- Directly across and at the other end of the room is a LOCKED door.

  =====================
== Radio Room - Side 1 ==
  =====================

- Items: 
         Pistol Ammo

Hansen will make a comment, and he is right, the radio you need is in this
room directly across from where you entered and in the corner. Interact with
it for a - scene - and your next objectives.

[] Mission                                       []
[] Find Yusupov.                                 []

[] Objectives                                    []
[] I have to find Yusupov in the rear deck shed. []

Directly between the doorway and the radio is some - Pistol Ammo -

There's a door on the the wall opposite the radio equipment, this also leads
to the other side of the Radio Room. Enter side 2 of the radio room if you
want, or head back to the bridge.

When you try to leave you will get another - scene -

  ================================
== Radio Room - Side 2 (OPTIONAL) ==
  ================================

- Enemies: 
           1 Exomutant

- Documents: A letter about the spears

Put the poor creature out of it's misery and collect the - Document - close to
the door leading to the other half of the radio room.

Nothing else to see, might as well move on.

==========================================
===== 1.3 ~ Mission 3: Find Yusupov. =====
==========================================

  =====================
== Bridge (Radio Room) ==
  =====================

If you pause you'll notice the name has changed (sometimes.. possibly a bug), 
no big deal, this is where you want to be. Head back into the Lower Deck.

======================
===== SAVE POINT =====
======================

  ============
== Lower Deck ==
  ============

- Enemies: 
           1 Exomutant

An - Exomutant - has entered the area near the bottom of the stairs. Wait for
him to come to you, and then blow it away.

Don't try to kill it on the stairs unless you're feeling confident you can
score a headshot, as it's almost impossible to squish their heads on the 
stairs.

Alternately: If you're quick you can run down the stairs and kill it before
it starts to climb up.

Head down the staircase, then turn and enter the open doorway and take the
door on your right leading to the Front Deck. (The door opposite the entrance
to the Galley)

Note: If you're low on ammo at this point, make sure to head for the Armory
and restock as you won't have access to the Main Deck for a while. Also head
for the Sick Bay if you're wounded, but keep in mind how many Medkits you have
left.

  ============
== Front Deck ==
  ============

- Enemies: 
           2 Mercenaries
           2 Exomutants

Outside you will see a - Scene - of some Mercenaries fighting for their lives
against some Exomutants. Neither side likes you so head across the bridge
and then down the stairs to kill everything before they can corner you.

Though if you're lucky they'll just kill each other.

Note: Watch out for the big hook dangling about, it can hurt you and even
kill the enemy. I saw an Exomutant decapitated by it once. Sweet!

Note: If you cleared out the Service Room near the stairs previously, you
will find all of the enemies have respawned. So if you left the medkit and
AK-47 Ammo, you will have to fight for it again.

When you're ready head for the Storeroom.

  ===========
== Storeroom ==
  ===========

Proceed to the Rear Deck.

  ============================
== Rear Deck - Starboard Side ==
  ============================

More battle music, that could be bad.

It's time to head back past the waves. Turn and move toward the open area
you passed to get here in the begining and get ready to pass the waves again.

Note: You can't return to the Main deck using the door you unlocked earlier as
it will get warped from something beating on it from the inside as you 
approach it.

Time the waves hitting the ship and then run for the far end.

Note: An - Exomutant - will drop down when you pass the first wave, run past it
or you will get caught by the second wave for some damage. Once you're past the
two waves, run to the end and then turn and kill the Exomutant as it rushes 
you.

In the distance you will hear people yelling in russian... that's usually a 
sign that mercenaries are about. Head up the ladder onto the Rear Deck

  ===========
== Rear Deck ==
  ===========

- Enemies: 
           2 Mercenaries
           3 Exomutant

Avoid the swinging things and kill the enemies before they can kill you.

There are - 2 Exomutants - with an AK-47s near the stairs leading to the 
Port side of the Rear Deck and - 2 Mercenaries - on the raised area around the 
Rear Deck House. Once the Exomutants use up a clip of ammo they'll switch to
their cleavers. Usually the Exomutants will fight the Mercenaries, if you
sit back you can save ammo and health as they kill each other. 

There's a third - Exomutant - past the swinging flaming junk that will attack 
you as you near the stairs.

When you approach the Port side an additional - Exomutant - will appear and 
climb up on the deck and attack (for a total of 4 Exomutants in this area to 
deal with) make sure it doesn't get behind you.

Note: At this point Exomutants will be able to use guns, so be careful of this
fact and don't mistake them for Mercenaries. To be on the safe side, 
decapitate everything.

On top of a platform is a small building, that is your goal. Climb up one of 
the staircases leading to the platform and enter it.

======================
===== SAVE POINT =====
======================

  =================
== Rear Deck House ==
  =================

- Weapons: Speargun

- Documents: Yusupov's diary

- Objects: Yusupov's diary
           [] Code for the rear deck starboard door: []
           [] BP070191. Code for the armored door    []
           [] (Anna): RP250486                       []

[] Mission                                                []
[] Free Anna.                                             []

[] Objectives                                             []
[] Yusupov has locked Anna in one of the holds on the     []
[] main deck.                                             []

[] I have to find the door to the rear deck. That's where []
[] I'll find Anna.                                        []

- Cutscene -

After the scene make sure to kill that annoying little - exocel - that popped 
out of Yusupov. Grab your new - weapon - and the - Document/Object - and exit.

If you didn't get it earlier, grab the Pistol Ammo if you need it, you won't
be coming back this way.

Note: Grabbing the Document also gives you the Object at the same time.

=======================================
===== 1.4 ~ Mission 4: Free Anna. =====
=======================================

  ===========
== Rear Deck ==
  ===========

- Enemies: 
           2 Exomutants

Hansen will freak out and Bennett will have a little talk with him, don't let
it distract you from the - 2 Exomutants - making their way to you.

A good tactic is to head toward the corner of the railing away from the stairs
and wait for them, as they usually come up the stairs that leads to the 
entrance of the Rear Deckhouse. By the time Bennett and Hansen finish talking
the first should be in sight. After it's been killed the second should be on
it's way up the stairs.

Once they are dead, it's time to move to the next area.

You can't go back the way you came, one door is locked and the other is
now busted. Remember the two doors past the flaming thing waving in the air?
You now have the code to open one of them.

Head down the stairs and run past the flaming debris, making sure not to get 
hit by it.

- Interact - with the door on your right and the code will unlock it and you
can now use it to enter the Starboard Ladder area.

  ==================
== Starboard Ladder ==
  ==================

After the rather cool - Cutscene - an - Exomutant - will attack you. 

Kill it and it'll leave you a present in the form of an - Exocel -

Kill THAT little annoyance and then make your way around and down the 
staircase. Enter the door leading to the Engine Room.

Note: From now on certain enemies will drop their exocel after you kill them.
So make certain to look carefully after you kill any Exomutants from now on.

  ===========================
== Engine Room - Upper Level ==
  ===========================

- Items: 
         Pistol Ammo
         Medkit
         AK-47 Ammo x2

[] Objective                                          []
[] There must be an e-key that opens the door between []
[] the engine room and the propeller shaft room       []

Directly across from the door you entered is a stairway leading down to the
Lower level of this section. To your right is a large machine of some kind, and
past it are two doors that are currently locked so ignore them.

- The first door is on the same wall as the door you entered from, this leads
  to the Pump Room (LOCKED)
- On the opposite side of the room as the staircase is a door leading to the
  Propeller Shaft Room (LOCKED)

Head to the staircase and collect the - Pistol Ammo - on the left just short of
the stairwell entrance and the - Medkit - near the opening if you need them,
and then head downward to the next area.

On the other side of the machine in the middle of the room, in a corner across
from the door leading to the Propeller Shaft Room are a pair of - AK-47 Clips -
Check the wall with the Electrical Box on it.

NOTE: You will be coming this way again, so you might leave the items for
later unless you're low on gear and health.
  
  ===========================
== Engine Room - Lower Level ==
  ===========================

- Enemies: 
           Exonest

- Items:
         Medkit
         Pistol Ammo x3
         Speargun spears x2

- Objects: Propeller shaft room key
           [] This electronic key opens the propeller []
           [] shaft room.                             []

As you get to the bottom of the stairs you will see a lit area before you. 
There's also a door leading to the Propeller Shaft Room on your right hand
side (LOCKED)

Head forward and then around the engine and a scene will play. After the scene
several Exocels will enter a duo of dead bodies and attack.

Kill these - 2 Exomutants - and then make sure to kill the Exocels that pop
out of them. 

Note: If you don't kill the exocels there's a 3rd corpse on the ground that
one of them will enter and use to attack you.

Note: An easy way to deal with these two is to back up and use the speargun 
to lure the enemies near the fire extinguisher. Once they are there, shoot the
extinguisher and it will explode, killing the mutants AND the exocels inside
of them in one fell swoop.

Past the Engine, and around the corner you will see the next New Enemy... 

- The Exonest -

These are VERY annoying as they constantly spawn more Exocels.

You can't hurt this creature with the weapons you have, but there are 3 barrels
placed near the beast. Shoot them and they will explode, dealing with the 
creature.

NOTE: 1-3 exocels will pop out of the Exonest and attack you after you set 
one on fire. Make sure they don't sneak up on you and kill you.

After you've detonated the barrels and killed the remaining creatures, you will
see a sparkle on the wall behind the area where the barrels were, this is the
- Propeller Shaft Room Key - that you will need. 

Grab it and then head back to the raised area and climb up it, on a crate you 
will find several items:

- Medkit -
- Pistol Ammo x3 -
- Speargun Ammo x2 -

Grab what you need, but keep in mind you will be coming back this way again,
and ignore the door leading to the Engine Room Access as you don't need to 
enter this area yet.

Go back down from the elevation and back toward the stairs leading to the upper
level. Use the key to open the locked door on your left just before the stairs
and enter the Propeller Shaft Room.

======================
===== SAVE POINT =====
======================

  ======================
== Propeller Shaft Room ==
  ======================

- Enemies: 
           1 Exomutant

- Weapon: Shotgun

- Items:
         Medkit
         AK-47 Clip

- Objects: Handwheel for the fish hold door
           [] This handwheel opens the starboard fish []
           [] hold.                                   []

You'll see a dead body above the stairs, but no worries it won't get up.

Make sure to get the weapon close to him though. Your brand new - Shotgun -
is propped up against the crate close to his feet.

Be careful though, deeper in the room is a gun weilding - Exomutant - 
Don't let him get the drop on you.

Once you have the shotgun, and have killed the mutant, you will notice the room
is split in half with the rapidly spinning Propeller Shaft in the middle.

Don't fall down onto it or you will get killed.

You will also hear some Exomutants screaming, but they aren't ready to show
themselves yet.

In the middle of the room, above the propeller shaft, is a platform and a
control box just past some exploding barrels; but don't head for it yet.

Move forward into the room, and an - Exomutant - will break its way out of the 
floor and attack you. Kill the bugger and the - exocel - that pops out.

Past the hole he makes is a - Medkit - near a fire extinguisher, heal up if you
need to for the next part of this room.

Once you're ready, head back and then onto the platform near the barrels and
then - Interact - with the control pannel at the end. A bridge will raise 
allowing you to cross to the other side.... Unfortunately it also marks the 
appearance of - 3 Exomutants - who will make their way toward you.

Wait for them to get onto the bridge, and then - Interact - with the control 
panel once more... and marvel at their ability to turn into a big red smear 
as the propeller shaft grinds them to hamburger.

Raise the bridge and head over to the other side. Be careful though as 
yet another - Exomutant - will break its way out of the floor and attack you
as you get near the end of the bridge.

Once past the bridge you can turn to your left, and you will see an 
- AK-47 Clip - in the same spot the medkit was on the other side of the shaft. 
To your right and at the opposite end of the room is a set of stairs, that is 
where you need to go.

Make your way to the stairs at the end of the room and yet another
- Exomutant - will appear, this time from the ceiling. Note: An - Exocel -
will come out of it's head when you kill it.

Past this final encounter you will see a sparkle on a box next to the wall
near the staircase. Grab the - Handwheel for the fish hold door - and then
climb up the short staircase.

The door is locked so you'll need to blow open the electrical box to pass it.

Enter the door and you'll find yourself back in the Upper level of the Engine 
Room.

Alternatively: you can make your way back over the bridge you raised, and take
the door you entered this area from. It makes little difference as you will
have to pass it on your way to the next new area.

  ===========================
== Engine Room - Upper Level ==
  ===========================

Head back around the engine, grab any items you think you need, and then back
down the stairs to the lower level.

  ===========================
== Engine Room - Lower Level ==
  ===========================

Head toward the raised area, grab any items you need and take the door you
avoided earlier. 

  ====================
== Engine Room Access ==
  ====================

- Enemies:
           2 Exocels

When you enter, - 2 Exocels - will mount the two dead bodies here producing
- 2 Exomutants - for you to deal with.

Kill the mutants, and then kill the annoying little exocels that pop out of 
them and then move to the next area: The Cargo Hold Corridor

NOTE: If you can kill the exocels before they enter the bodies, you won't
have to deal with the exomutants.

Also: If you use the Shotgun, you can - Aim - as soon as you enter this area,
rotate to your left, and then fire from a distance. If you do this, you will 
most likely kill the Exocels AND decap the bodies on the floor without
waking them up. 

  =====================
== Cargo Hold Corridor ==
  =====================

Ooow hanging corpses and heavy heartbeats.. 

Don't worry, they're harmless.

From the door you entered, there are 3 doors on your right side along the wall,
one door at the far end, and one door on a raised area.

- The first two doors on the right side lead to Cold Room 3
- The third door on the right side leads to Cold Room 4

- The door at the far end leads to the Cargo Hold but it's blocked
  by water and thus LOCKED.

- The door on the left side leads back into the Fish Hold (This door was 
  previously broken)

Explore as you like, and then head up the stairs to the previously broken door.
Hansen will use the Handwheel and you can now enter the Fish Hold from this
side.

  ========================
== Cold Room 3 (OPTIONAL) ==
  ========================

- Items: 
         Speargun Ammo
         Speargun Ammo

- Documents: Yusupov's journal

There's a - Speargun Ammo - near each door to this room if you need them.

Directly across from the first door, near an open freezer tube is a
- Document - It's kind of hidden and easy to miss though.

  ========================
== Cold Room 4 (OPTIONAL) ==
  ========================

- Items: 
         Medkit
         Medkit
         AK-47 Clip

There's a dead body at the far end of the room with several items scattered
around him. As you approach his head will explode and an - Exocel - will
appear and attack you.

Kill it and then collect any of the items you need before moving on.

NOTE: If you can shoot it at range, and score a headshot (and thus decapitate
the body) the Exocel with not appear. This can be done, and should be done, to
any seated corpse you find from here on out.

  ===========
== Fish Hold ==
  ===========

- Enemies: 
           3 Exomutants

Kill the enemies, grab the medkit if you need it (If you didn't use it earlier)
and then head back to the Portside Cold Rooms.

Alternately: If you picked up all of the items in this room earlier, you can
just shoot the Exomutant on the bridge, then run to the door before his two
friends climb up to you as there is no further need of this room from this
point onward.

  =====================
== Portside Cold Rooms ==
  =====================

- Enemies: 
           1 Exomutant

Wow, an - exomutant - Didn't see that coming.

Wow, watch as the water electrifies and his head explodes.

Yes, if you didn't destroy the Electrical box, someone else has done it for 
you.

Wait for the water to electrify, once it's passed run like heck for the stairs
at the far end leading back to the Main Deck.

Note: There is an - Exomutant - up on the next level and it can come down the
stairs, so be careful as if you get caught in the water and it electrifies you
WILL take gobs of damage.

  ===========
== Main Deck ==
  ===========

- Enemies: 
            1 Exomutant

If the - Exomutant - didn't come down to the Portside Cold Rooms it will be
wandering the hall looking for you. Kill it.

Now before you rush off to rescue Anna take a minute and restock in the Armory.

Allow me to say this again. RESTOCK IN THE ARMORY.

Or if you want a challenge, ignore that last instruction.

Once that is done, go to the previously locked hold door and listen as the 
charming Anna greets you one more time.

Open the door and enter.

======================
===== SAVE POINT =====
======================

==============================================================
===== 1.5 ~ Mission 5: Accompany Anna to the radio room. =====
==============================================================

  ==================
== Main Deck Hold 1 ==
  ==================

[] Mission                                                 []
[] Accompany Anna to the radio room.                       []

[] Objectives                                              []
[] I have to protect her. It's a matter of life and death! []

- Items:
         Medkit
         AK-47 Clip

- Document: A letter to Anna from Kamsky

Watch the - Cutscene - and prepare for an annoying Escort mission... 

Thankfully it's short and there's only one in this game.

Collect any items you need, and the - Document -, then head back into the Main 
Deck.

  ===========
== Main Deck ==
  ===========

- Enemies: 
           1 Exomutant

You will get a - scene - with Bennett after you exit.

Once that's done turn toward the corridor and wait for the - Exomutant - that 
is coming your way.

NOTE: You can't let Anna get attacked. She's weak and will die easily. If
      She dies, it's game over. Make sure to switch to something other than
      your shotgun, given it covers a wide area when you use it you might
      accidentally hit Anna if you fire in her direction.

Head down the corridor, past the armory and stairs and take the door leading
back to the Upper Main Deck. As you pass the Armory it will explode, cutting 
off your supply of ammo. 

This is why it was important to restock before rescuing Anna. Your only Ammo
supply at this point is looting or any Ammo items you haven't picked up yet.

  =================
== Upper Main Deck ==
  =================

- Enemies: 
            1 Exomutant

Anna will run up the stairs, make sure to RUN up the stairs after her as the
- Exomutant - will go for her if it doesn't see you. Kill the exomutant before
it can kill her and then head for the door leading to the Lower Deck (Or stop 
by the Sick Bay first if you need Healing at this point)

  ============
== Lower Deck ==
  ============

Thankfully it's empty this time around, head around the corner and take the 
stairs. At the top enter the Radio Room.

======================
===== SAVE POINT =====
======================

===============================================================
===== 1.6 ~ Mission 6: Find the autopilot unlocking code. =====
===============================================================

  =====================
== Bridge (Radio Room) ==
  =====================

After the - Cutscene - and the - Scene - that follows you'll find you have
left Anna in the Radio Room (thankfully) and you now have a new mission.

[] Mission                                               []
[] Find the autopilot unlocking code.                    []

[] Objectives                                            []
[] Captain Lubenski has locked himself in a cold room.   []
[] I have to find him.                                   []

[] With Anna's code, I'll be able to open the other door []
[] to the rear deck.                                     []

Remember the other door at the rear deck, past the wildly swinging burning 
debris? That's our next target.

Switch to your shotgun and return to the Lower Deck.

  ============
== Lower Deck ==
  ============

- Enemies: 
           2 Exomutants

There's another - Exomutant - at the base of the stairs and it will come after 
you. With the shotgun you can decapitate it easily as it tries to climb up the
staircase.

Head down the stairs and another - Exomutant - will make itself known. Kill it
and then head through the open doorway and take the door on the right and head
back outside onto the Front Deck.

  =========================
== Front Deck - Upper Area ==
  =========================

- Enemies: 
           6 Exomutants

With your back to the door, swing right and take out the - 2 exomutants - that
are crouched near the dead body you searched earlier. Then after they are 
dead and looted, move to the bridge and over to the front end of the ship.
Drop down the stairs and head for the door leading into the Storeroom (far 
left and ahead of you when you're standing at the base of the stairs)

As you move through the area, kill the other - 4 Exomutants - that are moving
about. They will probably be alerted to your attack on the two above and will
race up the stairs to attack you.

  ===========
== Storeroom ==
  ===========

Nothing new here, head for the Rear Deck entrance at the back of the room.

  ============================
== Rear Deck - Starboard Side ==
  ============================

Run past the two waves and up onto the main part of the rear deck.

  ===========
== Rear Deck ==
  ===========

- Enemies:
            2 Exomutants

Move past the swinging death obstacles and make your way for the two doors. The
one you want is on the left side this time.

Be careful, as you approach the area with the doors - 2 Exomutants - will 
appear and attack you.

  ===================
== Pump Control Room == 
  ===================

- Enemies: 
           5 Exocels

- Documents: A note about the Pumping station.

Joy, more Exocels.

Switch to the shotgun (if you aren't using it) and blow them away.

Collect the - Document - loot the corpse and then head for the panel next to 
the fire extingusher.

- Interact - with the panel to activate the Pumps. After the - scene - that
follows, the Cargo Hold will now be clear of water.

Head down the stairs, switch to your pistol (you'll need the light) and unlock 
the door leading into the Engine Room.

  ==========================
== Engine Room - Upper Area ==
  ==========================

- Enemies: 
           2 Exocels

Kill the - Exocels - grab any items that remain here, and then head around the
engine and take the stairs leading to the lower part of the Engine Room.

NOTE: This will be the last time you are here, so grab anything you need.

  ==========================
== Engine Room - Lower Area ==
  ==========================

Head past the engine, up the stairs to the raised area, grab any items you need
and then enter the doors leading into Engine Room Access (The sign next to the 
door will say Starboard Cold Rooms if you need a pointer)

  ====================
== Engine Room Access ==
  ====================

Passing through

  =====================
== Cargo Hold Corridor ==
  =====================

Pass all of the hanging bodies, hit any rooms you passed last time (if you 
want to) and head through the door directly across from you at the far
end of the corridor. Now that the water is gone you can open it.

NOTE: You can't use the door to the Fish Hold to skip the next part as it too
will be destroyed by something on the other side as you climb up to it.

======================
===== SAVE POINT =====
======================

  ============
== Cargo Hold ==
  ============

- Enemies: 
           2 mercenaries
           2 Exomutants (with exocels)
           3 Exocels

- Items: 
          Pistol Ammo
          AK-47 Clips x2

After the - Scene - switch to your speargun and plant a spear next to the 
exploding barrels directly in front of you, and then switch to your AK-47. 
Detonate the barrels when the enemies get close enough, and then clean up the 
mercenaries, it should be a piece of cake at this point.

Behind the exploding barrels on the right side of the room (close to your entry
point) is some - Pistol Ammo - and on the left side (across the room) are 
2 clips of - AK-47 ammo -

Once you're done with this area, head up the new second set of stairs and enter
the door.

  =====================
== Portside Cold Rooms ==
  =====================

- Enemies: 
           1 Exomutant

IMPORTANT NOTE: Be careful of the broken electrical box, as it will kill you
if you touch it.

Kill the - Exomutant - that rushes down the stairs, but don't let it knock you 
into the electrical box.

Once the danger is over, you will find you have 3 new doors you can now enter.
With your back to the electrical box the doors lead as follows:

- The first door on the right leads to Cold Room 2
- The second and third lead to Cold Room 1

  =============
== Cold Room 2 ==
  =============

- Documents: A page about mutations

- Objects: Captain's quarters key
           [] This key opens the Captain's quarters. This []
           [] is where the autopilot code should be.      []

After the - scene - you will see the captain in a freezer, a corpse on the
ground and two items you can interact with. Also note the lit freezer with a 
corpse in it (not the captain's)

As you near the items the corpse on the ground will get up and need to be put
back down. Once it's dead collect the items: a - Document - and an - Object -
You also have a new Mission Objective.

[] Objectives                                         []
[] With the Captain's key, I'll be able to access the []
[] Captain's quarters.                                []

When you try to leave, the lit freezer pops open, and another - Exomutant - 
comes out for you to play with. Kill it and leave.

  =====================
== Portside Cold Rooms ==
  =====================

Bennett offers some advice, head to the end of the hall and up the stairs.

Optionally you can hit Cold Room 1 if you desire.

  ========================
== Cold Room 1 (OPTIONAL) ==
  ========================

- Enemies: 
           1 Exomutant

- Documents: A letter from Yusupov about the antidote

Kill the - Exomutant - and collect the loot, grab the - Document - and then 
leave.

  ===========
== Main Deck ==
  ===========

Nothing new hear. Enter the door in front of the stairs.

  =================
== Upper Main Deck ==
  =================

Climb the stairs, and approach the sickbay and a newly awoken - Exomutant - 
will break his way out of the last locked door on the level. Kill it, heal
in the Sick bay if needed (we won't be coming back here) and head through
the far door leading to the Lower Deck.

  ============
== Lower Deck ==
  ============

- Enemies: 
           1 Exomutant

Head toward the top of your screen, past the showers, and take the corridor
to the locked door at the end. That is the door to the Captain's Quarters.

Be careful though as there is an - Exomutant - hiding in that corridor, kill it
and use the door at the end of the hall.

Note: If you need healing at this point and return to the Main Deck, the 
Exomutant you killed to get here (the one that just broke open the door across
from the Sickbay) will have respawned.

  ====================
== Captain's Quarters ==
  ====================

You will notice a door to Hansen's left (next to the door you just entered),
ignore it for now and head for the desk in the middle of the room.

- Interact - with the sparkle on the desk to start a - Scene -

[] Mission                          []
[] Reach Anna in the look-out post. []

After the scene, switch to your Speargun and head for the door we avoided
a second ago and another - Cutscene - will occur.

======================
===== SAVE POINT =====
======================

=============================================================
===== 1.7 ~ Mission 7: Reach Anna in the look-out post. =====
=============================================================

  ============
== Upper Deck ==
  ============

- Items: 
          AK-47 Clip x3
          Medkit

After the - scene - proceed down the only direction you can take. Under the
staircase is a corpse with an - AK-47 Clip - next to his leg.

Climb up the stairs and another - scene - will occur as - 4 Exomutants - try 
to get Anna. After the - scene - shoot the spear close to the barrels, then 
switch to Shotgun or the AK-47 and blast the nearest barrel. Problem solved.

Head around the crates and for the staircase leading up to the next level
above. Grab the - 2 AK-47 clips - under these stairs if you need them.

As you near the stairs another - Exomutant - will appear. Blow it away.

Climb the stairs and - 3 Exomutants - will appear on the next level (one in
front of the stairs and 2 deeper into the level), deal with them as well.

On this new level you will see another set of stairs ahead of you, behind 
the new elevation you will find a - Medkit - Grab it if you feel you need it, 
and then climb the next set of stairs.

As you reach the next level one last - Exomutant - will appear. Blow it away
and then climb the final staircase in front of you and join Anna in the 
Crows Nest.

======================
===== SAVE POINT =====
======================

CUTSCENE

-------------------------------------------------------------------------------

                     ===  =========================  ===
                       === Part 2 Star of Sakhalin ===
                     ===  =========================  ===


=======================================================
===== 2.1 ~ Mission 1: Find the medicine cabinet. =====
=======================================================

  =======
== Docks ==
  =======

[] Misson                                           []
[] Find the medicine cabinet.                       []

[] Objectives                                       []
[] I have to find the sick bay: there's gotta be an []
[] antidote to this ****!                           []

You've lost ALL of your weapons except for your pistol, you're low on life, 
and you now have an Exocel in your stomach.... sucky.

Ok, the next part is tricky.

In the distance you can see an elevator, but you can't get to it directly
because of the damage the ship has done to the docks. Past the elevator shaft
you can see waves crashing against the drilling platform, sadly this is the
direction you have to go.

Run forward and Hansen will make a comment.

Approach the area the waves are slapping against the deck and wait so you can
watch the waves crash for a moment.

This is important as you "need" to get the timing down for this, as you will
be killed if you get hit by a wave at this point.

Once you feel you are ready, wait for the first wave to hit and then start
running, DO NOT STOP until you're all the way around the elevator column.

There will be three waves you have to pass, if you time it right each one will
crash against the docks ahead of you and be gone when you reach that point,
thus allowing you to avoid them. If you stop during this sequence, you will
most likely get killed.

Once you're on the other side, head over to the elevator shaft and enter.

  ===============
== Dock Elevator ==
  ===============

Find the button directly to your left and the elevator will raise to the top.

There are two doors you can take, one to your left and one to your right. The
Left Door leads to the Scientific Module, but you can't cross the bridge to it
yet so take the Right Door.

  ==========================
== The main drilling module ==
  ==========================

- Enemies: 
           1 Exomutant (on fire)

Aim your weapon and fire at the - Flaming Exomutant - running at you, do NOT
let it touch you or you're dead.

Walk forward, and a steam vent will bust open, once it's done blasting the area
walk up to the steps and turn to your left. On the next level you will see a
dead body. If you shoot it, or climb the steps and approach it, the
 - Exomutant - will get up and attack. 

Put it down again and then move forward into a small enclosed area, with the
hall continuing around back into the rain and around the side of the module.

There is a door on the left hand wall which leads to the Armory, but you
don't need this now. The other door on the wall ahead of you leads to the Sick 
Bay so avoid the temptation to continue around the module for now and enter
the Sick Bay.

======================
===== SAVE POINT =====
======================

=============================================
===== 2.2 ~ Mission 2: Find Anischenko. =====
=============================================

  ==========
== Sick Bay ==
  ==========

- Weapon: Speargun

- Items: 
         6 Medkits

- Documents: A note about the retinal scan
             A letter from Yusupov

[] Mission                                               []
[] Find Anischenko.                                      []

[] Objectives                                            []
[] To make contact with Bennett again, I'll have to find []
[] this Anischenko.                                      []

[] I need Anishchenko's eye.                             []

After the - Cutscene - you will be fully healed, and find that Pavel was nice
enough to cure you of your Exocel problem.

Grab the - Speargun - off of his desk and the - Document - off of the counter
behind the desk, and then head back toward the exit (it will be the door
directly ahead of you after the cutscene) but before you leave, turn to your
right and check one of the cabinets for another - Document -

It's kind of hard to see, and easy to miss.

Once you're done, head through the door and out onto the corridor in the main 
drilling module again.

There's another door in this room, but you cannot open it, also, there are
- 6 medkits - in a box on the wall, come here later if you are in need of 
healing.

  =============================
== To the Main Drilling Module ==
  =============================

- Weapons: Shotgun
           AK-47

- Objects: Storeroom Key
           [] This electronic key opens the storeroom []

There will be a short - Scene - and then the lights will go out for a bit.
Once you can see again, grab the - Storeroom Key - near Pavel's corpse.

Don't bother with the Armory yet, unless you've got less than 20 bullets, as
there are a couple weapons you need to pick up around this area first. 

Pass Pavel's body and go back into the rain. Follow the platform until you can
see a corpse in the corner. As you near it, his head will explode and an
- Exocel - will come out. Kill the little annoyance and then loot the corpse
and grab the - Shotgun - leaning against the railing behind the body.

NOTE: If you shoot the sitting corpse's head off at range, the EXOCEL will not
appear.

Continue forward and around until you can see a sparkle close to another
corpse. Move forward and grab the - AK-47 - off of the ground.

In the distance you will see an enclosed area past an exploding barrel and
another corpse. Move up to them and - 2 Exomutants - will climb up and attack
you. Kill them and then head back toward the Armory and stock up on Ammo.

Note: You could have gotten the weapons before getting cured, but in your
weakened state the chances of dying would have been high.

  ========
== Armory ==
  ========

A massive room, with lots of stock it seems.

Grab a reload and then head back outside again.

Make sure to remember this place and come back any time you need to restock
your ammo.

  =============================
== To the Main Drilling Module ==
  =============================

Head back past Pavel's corpse and make your way to the enclosed area you
saw earlier. At the end is a door that you can open using the Key Pavel
dropped.

Enter.

  ===========
== Storeroom ==
  ===========

- Weapons: Grenade Launcher

- Items:
         Grenades

- Enemies: 
           1 Exomutant

You will find yourself in a huge room full of shipping canisters. Moving
forward slightly you will be able to see the room fairly well.

To your far right you can see a flashing light against the wall beyond a
canister that has fallen from above and jammed itself against the wall, this 
is the door out of this area, but it's currently locked. 

Directly ahead of you and up high is a railing that marks a catwalk with a 
control panel on it, this is where you can unlock that door from.

So your goal is to head to the back of the room, climb some stairs and then
reach the console to unlock the door. Unfortunately it's not that easy.

Head to your left and between the two canisters, as you pass the last one
an - Exomutant - will jump out and attack you. Blow him away and then climb 
the stairs up to the platform above. 

- Interact - with the control panel to unlock the door, but before you return 
to the bottom level, make sure to pick up your brand new - Grenade Launcher -
from the open crate against the wall.

It only holds 5 rounds, and no extras, and comes fully loaded so there's no
reason to head back to the Armory at this point, unless you used a lot of ammo
killing the Exomutants that are now in the area below.

There's also some - Grenades - next to the corpse if you ever need them.

Head back down to the lower level and you will find that - 7 Exomutants - have
appeared and want to kill you. Dispose of them.

Note: A few will hide in the canisters, and if you're lucky some will run 
into the fire and get burned, so the fight is fairly unpredictable.

Head back to the Armory if you need to. Once you're ready, return here and
pass through the door you just unlocked.

======================
===== SAVE POINT =====
======================

  ====================
== The Lower Corridor ==
  ====================

- Items:
         Medkit

You will see a small - scene - as something climbs into the ventilation 
shaft.

After the scene, you will find yourself in a small octagonal area with a 
passage leading off to the left (with your back to the door you just entered). 
Move down this path to a 3-way intersection and a - scene - will occur and your
newest enemy will appear...

- The Exoshade -

The creature will howl and the lights will go out, back up slowly and look
for any trace of movement, in the dark it's very very hard to see. The
ExoShade's eyes glow slightly, that will give it's presence away if it charges
you.

After a few moments the lights will come back on, and if you are still fighting
the Exoshade things will get a little easier. Be careful though as it can climb
walls and use the vents to attack you from almost any direction.

There are two ways to easily deal with this creature.

1) Find a corner and wait for it to charge you, then shoot it in the face with
your Shotgun. When it hits the ground close the distance to it and keep
shooting it with the shotgun as it gets up. Each shot should make it fall to
the ground, making things easier for you.

2) Drop a spear close to a wall, and when it moves toward it drop a grenade at
its feet. This may require several spears and grenades to finally kill the 
thing.

Once the creature is dead, head back to where you entered the area and then
turn around so you can see the intersection in the distance.

From where you are standing, there are two other doors in 'this' corridor other
than the one you used to enter the area.

- Direcly across from you, and at the far end of the corridor is a LOCKED door
  that leads to an Elevator that will take you to the Habitation Module.
- Between the first octogonal area, and the T-Junction is a door on your right
  side that leads to the Radio Room. 

The door is not lit so you may have to use your handgun's light to find it,
though there is a small lit window at about head level.

Head down the side corridor and you will find two doors near the end close to
where the passage turns and then doubles back on the left hand side.

- The door on the right side leads to the Laser Mines Shed
- The door in front of you is LOCKED and cannot be opened.

At the end of this corridor, turn to the left and you will see a set of stairs
leading up to the next level.

Take them and you will find yourself in a corridor leading off to your left
again and up to a door. A - Medkit - is laying on the ground if you need it.

NOTE: You will come through this area several times, so leave the medkit for
now and go back to the Sick Bay if you need healing.

Go through the final door and you will enter the Upper Corridor area.

  =======================
== Radio Room (OPTIONAL) ==
  =======================

- Enemies:
           1 Exomutant
           2 Mercenaries

- Items:
         Medkit

- Documents: A page from Dr. Kamsky's diary

There's a fight going on in this room when you enter as - 2 Mercenaries - try
to fight off an - Exomutant - on the raised area in this room.

Kill all of the enemies and climb up the stairs.

There's a - Medkit - between the two computers and - Document - on one of the
desks.

There's also a corpse by the door, but you can't interact with it.

  =============================
== Laser Mines Shed (OPTIONAL) ==
  =============================

- Items:
         Shotgun Shells x2
         Pistol Ammo x2

In this room you will find a raised platform and several shelves full of items.

On the raised platform you will find some - Shotgun Shells - at the end.

On the shelves you will find an open crate with - Shotgun Shells - and 
- 2 Clips of Pistol Ammo -

On the far wall past the shelves is a door that leads to the - Main Office -

  ========================
== Main Office (OPTIONAL) ==
  ========================

- Enemies: 
           1 Mercenary

- Documents: A letter to Anischenko from Yusupov

- Items:
         Medkit

When you enter you will see a - Scene - and watch as an Exomutant gets its 
head blown off. After the scene a - Mercenary - will roll out through a doorway
and attack you.

Put him down and search the area.

On a desk near the door you entered from is a - Document - 

Through the open doorway is an office, on the desk you will find a - Medkit -

There are also a couple corpses you can loot in this area.

  ================
== Upper Corridor ==
  ================

- Enemies:
           3 Mercenaries
           2 Exomutants


- Items:
         Medkit

In the distance you will hear a battle take place. Move forward and turn to
your right, move forward again and then right once more. In the corridor 
- 3 Mercenaries - are fighting against - 2 Exomutants - 

Let them kill each other off, or take them all out by yourself.

Once the battle is done, it's time to explore this area.

From the short corridor you entered this area from, and with your back to the
door you used to enter the Upper Corridor you can go two ways.

To your Left are two doors at the far end of one section of the Upper Corridor.
- At the far end of the corridor is a door leading to the Main Security Room
  You will come back here eventually, but you can enter the room now and 
  collect a few useful items.
- To the left of the door above is another short path that leads to a pair of
  double doors. These doors take you to the Incinerator Room

To the right of the door leading to the Main Security Room is a - Medkit - in
the corner. Since you will be coming back this way, don't use it unless you
absolutely have to, head back to the Sick Bay if you need healing.

To the Right of the entrance you will find a door on the left hand wall as you
make your way to where the Mercenaries and Exomutants were fighting. This door
leads to the Technical Corridor. Taking this route and the 3 areas beyond it
nets you the MP5, which is a pretty useful weapon.

Finally, past the spot where you fought the enemies and then to the left when
you reach the wall is another large door that leads toward the Heliport. 

THAT will be your next objective as that is where your mission objectives lay.

So once you've explored the area to your satisfaction, restocked as needed, 
healed if you needed it, and aquired your new weapon: use the door leading to 
the Heliport, which will also prompt you to save your game.

=======================
====== SAVE POINT =====
=======================

  ==============================================
== Main Security Room (OPTIONAL: at the moment) ==
  ==============================================

- Enemies:
           8 Exocels

- Weapons: Flamethrower

- Items: 
         Shotgun Shells
         Flamethrower Ammo

- Documents: A note about the Flamethrower
             A note about the magnetic jammer

When you enter, the security system will freak out about the - 8 exocels - in 
the room and lock it down. You will need to kill them to exit this area.

Kill them as quickly as you can, as they will mount the corpses in this room
and turn them into Exomutants, some of which are armed with AK-47s.

Once they are all dead, the door you entered will unlock and you can
fully explore this area.

On the desk to your right as you enter the room is a - Document -  and some
- Shotgun Shells - 

Directly ahead of you is a corpse with your brand new - Flamethower -

On the wall to the right of the corpse is a door leading to your Mission
objective, the radio jammer. But you will need Anischenko's eye to open this
door, which you won't have yet.

On the raised elevation in front of the security monitors is another 
- Document - and finally search the area close to the corpse to the left
of the monitoring station to find some - Flamethrower Ammo -

That's all for this area for now, time to head back into the Corridor

NOTE: The flamethrower is a powerful weapon, able to kill Mercenaries, 
Exomutants, Exocels and ExoShades rather quickly. The drawback is that it
can set you on fire as well if you're not careful. Plus it burns the enemies
thus preventing looting. A good use for it is to place a spear somewhere and
light things up when they stand around it. Finally, do NOT use it outside,
ever! As the flame CAN get blown back at you.

  =============================
== Incinerator Room (OPTIONAL) ==
  =============================

- Enemies: 
           4 Exomutants

- Items:
         Speargun ammo

When you enter you will see several flames shooting down from various points
in the wall from the small enclosure at the back and - 4 Exomutants - will turn
and attack you as the flames die down behind them.

Switch to your Speargun and shoot it at the area where the flames were 
spraying down from. Next, run forward and - Interact - with the panel to the
left of where you shot the spear and laugh as the incinerator roasts the 
Exomutants.

On the crates near the door is a single - Speargun Ammo - to replace the one
you used.

Other than being a nice way to relieve some stress, this room is fairly
useless, so move along.

-------------------------------------------------------------------------------
MP5 Sidequest
-------------------------------------------------------------------------------

  ===============================
== Technical Corridor (OPTIONAL) ==
  ===============================

- Items:
         Medkit
         Shotgun Shells
         AK-47 Clip
         Pistol Ammo x2

When you enter you will note that several parts of this area are ablaze. Take
the stairs to your left and at the end you will find a - Medkit - if you need 
it.

To your right you will see a fire and several stacked metal boxes, move toward
them and you will see two corridors leading off and to the left. Passing by the
burning boxes will cause an - Exomutant - to wake up within the fire and fumble
out toward you, so back up and let it fall to the ground or run past it.

When you move forward again turn left and follow the passage to the end to
find some - Shotgun Shells - if you need them. (This passage is under the 
raised area with the medkit you reached via the stairs)

Return to the flaming boxes and head down the other path leading toward the
left. As you move forward the passage will turn right and then right again.

Ahead of you will be a set of stairs. Move into the doorway and you will see
a second set of stairs further to the right and - 2 Exomutants - will wake up.

Kill them and enter this new section.

On the boxes in front of the rightmost stairs is an - AK-47 Clip - so make
sure to grab it. The staircase in front of the boxes goes nowhere so 
move to the set of stairs in front of the doorway and ascend the stairs
to a raised platform that crosses to the rear of the chamber.

As you move forward, you will see a set of stairs leading down and to the
right, and a wide open area with several dead bodies. As you reach the lower
level, - 2 Exocels - will appear and enter two of the bodies. Deal with them
quickly.

There are two corpses under the platform you used to get here, loot them if
needed. There are also 2 clips of - Pistol Ammo - on a crate close to where
the Exocel/mutants were when you entered this part of the Technical Corridor.

Past the stairs you descended is a path that leads forward and then around
to the left, finally arriving at a door at the end of a lit corridor. Take this
door to the Drilling Unit area.

  ==========================
== Drilling Unit (Optional) ==
  ==========================

- Items: 
         AK-47 Clip
         Speargun spear
         Medkit

- Document: A note from Anischenko to Bakharev

This place has fires everywhere it seems, and your goal is to put them out.

Directly ahead of you is a fire you will need to put out to access the final
area of this three part sidequest. To your right are a pair of fires on either
side of an elevation leading into a cargo elevator. You will need to use
that Elevator, but be careful as - 2 Exomutants - will wake up and then run
out of the fire on the left side of the elevator if you get too close and 
attack you.

Move forward, let them wake up, and then move back and out of the way as they
scream and die harmlessly. Don't let them touch you or you will die.

NOTE: It IS possible to do this whole level without waking the - 2 Exomutants -
up if you're careful. If you wake them while the fire is still there they
can kill you if they grab you. After the fire is out you will need to deal
with them normally if you wake them.

You will see a set of stairs to the left of the fire the exomutants appeared
from, but you can't use it as a section has fallen out. Enter the elevator and
use it to raise to the level above.

There are two paths from the elevator on this level. 

To your right is a path leading to a dead end. You will also see a set of
stairs and a raised area. Under the raised area is an - AK-47 Clip - and on
top of the area is a - Speargun Spear -

Ahead of the elevator will be a path leading to a set of stairs. A - Document -
is sitting right in front of the stairs so grab it. Next, climb the stairs
and hang a right, and then follow the path to the end. Then drop down onto the
top of the control room below.

Walk over to your right and then drop down to the lower section and enter the 
control room. Inside you will see 2 snack machines and a control panel.

- Interact - with the control panel to activate the sprinkers which will
douse the fire after a - scene -

- Interact - with the snack machines and a - medkit - will come out of one.

Use the medkit as you won't be coming back this way again later, except on 
your way through to exit this sidequest.

Exit the control room and walk forward, dropping off of the end and down to the
level below.

Go through the door that was previously covered in flame to access the 
Storage Shed 1

  ===========================
== Storage Shed 1 (OPTIONAL) ==
  ===========================

- Weapon: MP5 Sub-machine Gun

All that work, and what do you get?

A brand new weapon.

Move forward and climb the stairs, then hang around to the right and move
toward the - MP5 Sub-machine Gun -

Is it worth it? Yes.

This weapon has a light on it like the Handgun, but a rate of fire like the
AK-47. Very useful. The only downside is that it eats ammo VERY quickly.
So use it carefully.

Climb back down the stairs, head back into the Drilling unit, make your way
through the Technical corridor and out into the Upper Corridor to finish this
"sidequest"

-------------------------------------------------------------------------------

  =================
== Heliport Access ==
  =================

Hansen will make a comment, and then you will notice the red beams in front of
you. These beams are laser trip mines, and if you touch them, you will die. 
Also: there's no way to remove them except to set them off, and you can only
set them off by walking through the beam (which will kill you)

Press Left 3 to crouch and prepare for a fairly annoying section.

Aim your weapon to make it easier to see where you're moving and then move 
past each beam in sequence.

Beam 1) Crouch and move under it from anywhere.

Beam 2) You will want to move to the far left and use the dip in the path to 
        cross under it.

Beam 3) Use the Dip on the far left to cross under this one as well, be careful
        as you can fall off the edge and thus die.

Beam 4) Cross under the far Right side.

Beam 5) Cross under the far Left side.

Beam 6) Avoid it by going to the Right side.

Beam 7) Cross under it via the Right side.

Stand and Enter the doors.

  ==============
== Storage Shed ==
  ==============

- Enemies:
           2 Exomutants
           13 Mercenaries

Enter and you will see some - Mercenaries - fighting a pair of - Exomutants -

Kill the mutants and then prepare to kill the mercenaries throught this 
area.

IMPORTANT NOTE: DO NOT TAKE ANY ITEMS, but feel free to loot corpses. This
is no big deal now, but important later on.

Don't worry, the mercenaries won't fight you all at once, but they are using
AK-47s so they have excellent range. Use the cover that's provided and fall
back if you need to and lure the enemies to you. 

Eventually you'll see some ramps slanting upward past a shelf and when you
approach a - Scene - will play and - Anischenko - will join the fight. He
is more or less a Mercenary, but an very tough one. You'll have to shoot him
more than a few times to finally kill him.

Once they are all dead, go up to Anischenko's corpse and a - Scene - will play
as Hansen takes one of the man's eyes.

- Objects: Anischneko's eye
           [] With Anischenko's eye, I'll be able to open []
           [] the door to the magnetic field room.        []

You will also have a new mission and objective.

[] Mission                                              []
[] Deactivate the magnetic field.                       []

[] Objectives                                           []
[] I have to return to the main drilling module to find []
[] the magnetic field control room where they're        []
[] jamming all radio contact.                           []

Ignore the elevator Anishchenko used to get down here for now and head back the
way you came.

======================
===== SAVE POINT =====
======================

===========================================================
===== 2.3 ~ Mission 3: Deactivate the magnetic field. =====
===========================================================

  =================
== Heliport Access ==
  =================

- Enemies: 
           2 Exomutants
           2 Exocels

Hey, look, most of the beams are now gone. In fact only three remain. 

If you're lucky you'll see another one vanish as an Exomutant walks into it and
dies.

NOTE: if you're lucky 2 of the enemies will walk into the beams and be killed.

Move to your right and hide behind the final beam and another enemy will 
trigger it leaving only two enemies left to deal with.

Once they are all dead, head for the door at the end but be careful as
another - Exomutant - will climb up onto the bridge and another - Exomutant -
that was laying dormant on the ground will get up and attack you.

Once they are dead, proceed forward and crouch to pass the third beam (if it's
still there - This is the one you had to use the dip in the path to pass. So 
make sure to use the same dip again, but don't fall off) and a final 
- Exomutant - will appear to challenge you.

Kill, get to the door, and then enter.

  ====================
== The Upper Corridor ==
  ====================

- Enemies: 
           3 exocels
           1 Exomutant

- Items:
         Medkit (if you didn't get it earlier)

When you enter battle music will start and you will see several - Exocels -
mount some fresh corpses and turn them into Exomutants and beyond them a 
single - Exomutant - will close in to join them. (sometimes it stays on the
ground until you approach it... I'm not sure what triggers it)

You know the drill, kill them all for daring to get in your way.

On the way back to the Main security room two more - Exomutants - will get up,
after you kill them you will have to deal with another - Exocel - from each.

At this point you may be low on ammo and/or health, if so you should make a 
quick trip back to the Armory and Sick Bay before entering the Main security 
room.

Once you are ready, enter the door leading to the Main security room (the door
that was close to the medkit)

  ====================
== Main Security Room ==
  ====================

If you didn't clean it out before, you will have to do so now.

NOTE: For the purposes of this walkthru, it is assumed you would explore this
area when you came through the Upper Corridor the first time... if you didn't
please refer to the section on this area above

Head for the door you couldn't enter earlier (It's forward and to the right)
and - Interact - with it. You will get a small - scene - and Hansen's attempt
at humor, but the door will now be unlocked.

  =====================
== Communications Room ==
  =====================

- Enemies: 
           3 Mercenaries

- Documents: A note about the magnetic jammer

[] Objectives                                   []
[] The magnetic field is powered by these three []
[] generators; I have to destroy all three to   []
[] re-establish contact with Bennett.           []

When you enter - 3 mercenaries - will attack you from the lower level. Deal
with them and explore the area.

On one of the desks is a - Document - and past the large monitoring screen
is the - Magnetic Jammer - and - 3 generators - connected to it. The 
generators have a "green glow" at their base.

Switch to your pistol and shoot each generator a few times and it will 
explode. Once all three are destroyed, the jammer will go offline, Hansen will
contact Bennett and - 4 Exocels - will drop down to harrass you.

Kill them or flee back into the Main security room.

Either way you will get some idea of what to do next from Bennett, though no
new missions will be added just yet. For now, head back into the Main security
room.

======================
===== SAVE POINT =====
======================

========================================================
===== 2.4 ~ Mission 4: Find the antidote for Anna. =====
========================================================

  ====================
== Main Security Room ==
  ====================

- Objects: An elevator key
           [] This key leads to the habitation module []
           [] elevator.                               []

Wow, that had to hurt...

After the - Cutscene - Hansen and Bennett will have a little talk and you will
have a new mission.

[] Mission                                        []
[] Find the antidote for Anna                     []

[] Objectives                                     []
[] The antidote must be in the scientific module. []

Remember the place we couldn't access on the other side of the elevator? That
is your next target, but you'll have to reach it via another route.

Head for the exit leading to the Upper Corridor and a - Scene - will play,
it seems a scientist made it in here while you were in the Communications 
Room.

Unfortunately for him, the - Exocel - in his chest pops out, killing him. This
also locks the doors to the room, forcing you to deal with the little annoying
creature.

Once it is dead, move toward the new body and you will see a sparkle close to
his hand, grab the - Object -

This key will allow you to use the Elevator in the Lower Corridor. So head 
there next.

NOTE: While it "is" possible to shoot the scientist's head while standing near
the monitors, it won't prevent the Exocel from appearing. All shooting the body
does is trigger the scene above.

  ====================
== The Upper Corridor ==
  ====================

- Enemies:
           1 Exomutant

As you advance toward the middle of the corridor, an - Exomutant - will rush 
out of the side passage and attack you.

  ====================
== The Lower Corridor ==
  ====================

- Enemies:
           1 Exoshade

- Items: 
         Medkit (If you didn't get it earlier)

When you head down the stairs the cool battle music will start, signaling that
an - Exoshade - knows you're around.

Spear a wall, and when the Exoshade moves on it, switch to your flamethrower
and blast it. This should kill the darned thing if you're lucky. Though it will
probably just run off pissed. The fire will do a lot of damage to it though
making it far easier to kill the blasted thing.

Repeat as needed or switch to the shotgun and finish it off.

Once it's dead, you can now access the elevator and head for your next
goal, though it might be wiser to head back to the Armory to restock as it
will be a while before you come back this way again.

Once you're ready, - Interact - with the elevator.

======================
===== SAVE POINT =====
======================

  =============================
== Habitation Catwalk Elevator ==
  =============================

- Documents: A page from Dr. Kamsky's diary

On your left is the switch to send the Elevator down.

On your right is a corpse with a - Document - beside it.

Get the Document and then hit the switch. Once the elevator finishes moving, 
use the door opposite the one you entered to reach the next area.

  =======================
== The habitation module ==
  =======================

You will find yourself on a long catwalk and the Habitation module can be
seen off in the distance.

Time the waves that crash against the catwalk and then run forward.

Enter the door you find.

  ===========
== Rest Room ==
  ===========

- Enemies:
           ExoNest

- Items: 
         Medkit

You will find youself in a room with a lot of exploding barrels.

To your left are some stairs that lead to a catwalk, ahead of you and to the
right is a vending machine that will spit out a - Medkit - if you - Interact -
with it. Use it now if you need to, or save it for some time later.

Head up the stairs and around the catwalk, ignore the blocked door, you can't
do anything about it. Past the last barrel on the catwalk, it will turn to the
left and into another room, with the catwalk leading to a door you can't 
open.

Loot the corpse you find and then head down the stairs to your right. At the
bottom you will see an open vent covered in organic pink crap on the wall
to Hansen's right. 

Jump down to the bottom.

Once down there you will find an - ExoNest - under the catwalk you used
to get here. Shoot the barrels near it to kill it, then deal with any
Exocels it releases.

Once that has been dealt with, loot the two corpses down here and take a look 
at the one part of the room that is still lit. You will see a door on this
level and the surrounding walls and floor are covered in some organic pink
crap.

You can't open the door, but the entrance to the next area is there all the
same. Walk up to the door and you will fall downward into the pink crap.

  ====================
== Technical Basement ==
  ====================

- Enemies:
           Exonest
           2 Exocels
           1 Exomutant

- Cutscene -

If poor Tom didn't have bad luck, he'd have no luck at all it would seem.

Once he's awake, turn around and you will see an - Exonest - in each corner of 
the room and an - Exomutant - banging on a wire fence trying to get in as well
as - 2 Exocels - making their way toward you.

Deal with the Exocels first.

Shoot the Exomutant, or shoot the electrical box on the fence for a fun death
scene for the poor Exomutant. (plus it will use less ammo)

Next, switch to the Flamethrower and burn each of the nests, and then kill
the exocels they spit out.

Once that is done, you have three places you can go down here...

While facing the fenced area:

- To your left is a ramp leading up and to a small opening. This will take 
  you back to the Rest Room above and drop you off near the vent opening
  covered in pink crap. If you need to return to the Technical Basement you
  can reuse the hole in the floor in front of the door on the bottom level.

- To your right is a ramp leading up and to a small opening leading to the
  Main Corridor: Your next stop to advance the game.

- Behind the two large organic tubes Hansen fell out of is a rather gross
  sight. Here you will find a person who has mutated and grown... it would
  seem that all the organic pink crap you're rolling around in is part of it's
  body. Don't worry, it's harmless. But kinda creepy.

Take the ramp to the right to go to the next area.

  ===============
== Main Corridor ==
  ===============

- Enemies: 
           3 Exocels
           1 Exonest

You will find youself in a wide corridor filled with that pink crap.

Rotate left and wait for the - 3 exocels - that will be making their way to 
you. Kill them and then you can explore this area.

From the vent you used to get here you will see a Door on the wall to the
Left. This leads to the Security Crew Sleeping Room 2

Past this door is a table with nothing on it, but it makes a good item 
to keep your bearings with. Beyond the table are a pair of double doors on
your left and a stairwell leading up on your right.

The Double doors lead to another Elevator: When you're done with this
area you need to use this to reach the Scientific module.

Above the stairs to your right is an - ExoNest - you will need to burn, so
switch to your flamethrower and deal with it. Making sure to kill the Exocels
it spits out at you.

Up the stairs is a door leading to the Refectory

Past the Stairs/Elevator you will see 3 doors, two on the right and another
on the left.

The first door on the right is currently locked, but the second leads to the
Showers

The final door, the one on your left leads to Security Crew Sleeping Room 1

Once you've explored and looted to your satisfaction, - Interact - with
the Elevator doors to move onward.

  ==========================================
== Security Crew Sleeping Room 2 (OPTIONAL) ==
  ==========================================

Move down the hall and you'll see a door you can't open on your left. Turn 
the corner and continue past the lockers and then turn again. You will see a
dead body sitting in a chair under an Electrical Box and several sets of bunk
beds.

In the distance are a few corpses on the ground, approach them and they
will get up. Kill the - 2 Exomutants -

Other than the corpses you can loot, this room has absolutely no value.

Though the developers did put a little fun into the room....

After you loot the corpse in the chair, step back and shoot the Electrical
Box behind it. Good fun.

Head back into the Main Corridor.

  ======================
== Refectory (OPTIONAL) ==
  ======================

In this room are a LOT of corpses, use them to restock if you need it.

One of the seated corpses will expel an - Exocel - if you don't shoot it's
head off before you get close. It's the corpse seated by itself in a small
area to one side created by two flipped over tables.

There's also a door on the right hand wall that leads to the Kitchen

  ====================
== Kitchen (OPTIONAL) ==
  ====================

- Enemies:
           2 Exomutants

- Items:
         Medkit

You will see - 1 Exomutant - banging on a refrigerator door and another 
- Exomutant - leaning over a counter. Kill them both.

- Interact - with the refrigerator the Exomutant was banging on to get a 
- Medkit -

There's a hole in the floor that leads back to the Technical Basement. You can
use this to head back to the Main Drilling Platform if you feel you need to 
for any reason.

You can also use the Freezer door to enter the Cold Storage Room

  ==============================
== Cold Storage Room (OPTIONAL) ==
  ==============================

- Documents: A report about contamination

- Items: 
         Medkit

Not much to see in here, just some corpses hanging from hooks.

Under one of the corpses is a - Document -

At the rear of the room is a - Medkit - sitting on a box.

Save it for later as you will be coming