COLD FEAR: Game Walkthrough and Guide

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June 27, 2022
13 minutes
250

By Jonny Gamer

COLD FEAR: Passage
COLD FEAR: Game Walkthrough and Guide
In the terrible winter storm Tom Hanssen, a representative of American coast guard, landed with a group on the drifting Russian whale “spirit of the East”. The ship did not give signs of life, and rescuers went to him to find out the causes of the radio. Where then it was to know with which nightmare it was prepared to meet…
Once on the deck, pick up the document. Go along the board, cross the deck and along the other side to the end. Wave splash about the wall of the Russian sailor, pick up the cartridges. Look at the warehouse will not work, the door is closed from the inside. Shoot a shield next to the blue door, now you can open it. Two mercenaries hid here, shoot them, then twist the valve at the end of the corridor to put out the fire. You can visit the weapon, then grab the leaf next to the staircase and go down it down, next to the “Refrigeration Cameras” sign, will find yourself on the belt in water.
Select the key (Upper Deck Key) in the center of the corridor and get out back. Go to the door next to the staircase, past the medplekt (on the right in the storage room there will be a page from the Yusupov diary, describing the first acquaintance with the creatures) and open the key at the end. In the cabin companies on you, showering with selected curses, two sailors with pistols will be drawn, and on a gallery (kitchen) from the locker will be declined. Go to another door and turn the blue valve. The fire will start to fluff, but through it to you and wild cries will come running another. Caution, do not fit closely, otherwise you will see the inscription “Missing in Action”. Further by the corridor, the sailor from the booth will jump in the shower on you, and the captain’s cabin will be closed.
Next to the door on the galley, go to the deck where the storm shower will be collected on you again. It seems that by the quiet inland premises, already started to miss him. Go through the walkway, shoot the annoying Russians, go down the stairs to the deck and go to the kubrick. Grab the page of the Kamsky diary and go to Galuuna (toilet). There you will find the code you need, borrowing it from a corpse distressed by flies. Soon you will have a meeting with the first full zombie. Always try after the first attack when the creature falls, shoot in the head or put it with a boot. Go out on the deck where you will be asked for the first time – you do not want to preserve? (Save). It is high time.
On the deck you are waiting for a very “warm welcome”. Several zombies and sailor who shoots them. Changing the reptiles, do not forget to marvel into the skull, otherwise the creatures will rise to try to bite you again. Next, go to the storage chamber (double large doors), the sailor will be scored there, and next to the box and cartridges for AK – one more. Go out on the door, go up the stairs upwards, then on the bridge. Go to the door, next to the blue valve will be the inscription “Captive bridge”, we are there. Remember where the “Management Item” door is located, requiring a magnetic card. Go down, go back to the medplex, then on the main deck (Main Deck). See a scene as a soldier runs on the door to the right. Come in order to see a container with the inscription “Test 5”, followed by a panicker. Shoot it and take the valve from the shelves. Now go down to the refrigeration cameras, in a semi-pumping corridor, and open the door “Kitoban”. Save.
Go down and go to the crowded clock, select Radio Room Key. The liquefit is terribly moving, and creatures that resemble spiders will crawl out of her belly. Load them, then go back to the “Management Item”. This room is near the inscription “Captain Bridge” Remember? On the way, zombies and spiders will be brazed to you, and one even crashes the door right in front of your nose. Then in the door “Radar”, take the letter (describes the principle of operation Speargun’a) and in the “Radiorbit”. Here, use the radio transmitter. Agent Bennet will be contacted with you and says that you need to find Colonel Yusupova. Go to another door. Save.

Go past the blue valve, on the deck, on the bridge to the whale harpoon and on the lower deck, where mercenaries are trying to sell their lives. Next along the left side, past the swinging block, to the warehouse. Pick up the Kalashnikov machine, note and go out the door next to the fire extinguisher. Then along the side, (carefully, strong waves, and then – a bunch of zombies!), on the other side of the ship. Upstairs on the stairs – and to the cut. Save.
You will see the semi colonel Yusupov. Vioja from him, just say, Nevaznetsky. Colonel will say that you need to find Anna (and this is what the thing is such?), and give you your experimental weapon, speargun. Then from his chest… pops up! So, stop, sort of on the box “Stranch” is not written, disorder. Okay, God for him, with a plagiarism, pick up the cartridges, the Diary of Yusupov (the daughter of Kamsky, Anna is mentioned there, and the codes you need) and go to the deck. Agent Bennet will contact you and order Captain. Send a couple of zombies and descend down the stairs. Then the door next to the burning burden swinging on the rope. See a new scene: Puchk crashes in the mouth of the corpse and turns into a zombie. Brrr…
Shot it, then pack and farther down the stairs, in Engine Room. Doors “Pump” and “Screw compartment” locked from the inside, go down the stairs down. Soon they will show the scene: the camera will fly off the room and stop at the “nest”, and a couple of zombies will be pounce. Thick them and take the access card into the screw branch from the box. Go to the nearest door – “Screw compartment”, and once again politely ask if you want to save?
Climb the stairs, pick up a shotgun next to the corpse and test it at the nearest zombie. Click on the panel in the center of the room, then go through the bridge. On him, a small delegation of zombies will meet. Take the valve from the drawer at the stairs, shoot the panel of the door “Machine compartment” and enter inside. Further along the corridor, down the stairs, past the door to the “screw compartment” and at the door at the end – “Main deck”. Position in Engine Room Access. The next door hides a surprise – swinging on the cream chains. They are not dangerous, just look terribly. In the N3 compartment you will find Yusupova magazine. Then go through the “whaling”, half a cathedral corridor, past the weapon. Come to the door with a red panel, hear an excited female voice. Here you will get to know Anna. Save.
Pick up the cartridges and a letter of Kamet Anna, go out into the corridor. Bennett on the radio will report that Anna is to defend, without sparing his belly. In general, you understood – if she perits, “Game” will be “over”. Go to the left, the door from the weapon will fly out with a crash, and by the arrow in the cabin company. Upstairs on the stairs, past the medical center, right, again on the stairs and in the “management item”. Save.
Anna will contact the “Star Sakhalin” platform, but she will not answer her father, but Paul. Now the plan is such (the annoying agent will clarify it: it is necessary to find codes for autopilot to direct the ship to the platform. To do this, get into the captain’s room. The keys from it are in the refrigeration chamber 2 (Cold Room 2). Go to the deck on the door opposite the kitchen, on the bridge, through the warehouse. Further along the side, driving away from the waves, cross the deck and on the door to the left (Pump Control Room), which next to the swinging cargo. Now you can open it. Load all packs, turn on the pump that dries the flooded corridor, and go down the stairs down. Left, down the stairs, upstairs and on the door with the inscription “Main deck”. Position in Engine Room Access, then through the Corridor with the Deadians on Chains. Save.
Here there will be a foul language, there were no such such. To have a little fun, shoot a shield nearby – the container from the ceiling will collapse right on the zombie. When everything is over, go around the room around the perimeter and on the door. In the refrigeration chamber N1 Take the letter of Yusupov about the antidote, and from the camera N2, where you will find the corpse of the captain, the keys to its cabins. In the cabin Captain, Polyse the magazine, Hansen contacts Anna and will give it the autopilot codes. Save.

The girl matures a rather unexpected plan: because it is impossible to moisten to the platform, you need to climb on the highest point of the ship, the “crow’s nest” (Crows Nest), to move the platform by the vine; and then just jump on it. Ingenious madness – not otherwise, although there is no other way out. Well, put to the “nest”. From the captain’s cabin, go through the metal door (not through a wooden) and listen to the next radio session with the agent. Further on the stairs, take into the “nest” (arrogant “Mars”), destroying the zombie on the way. Shoot the exploding barrels, it will be easier. Save.

Drilling platform “Star Sakhalin”.

After the jump on the platform, Anna fell into the water, and Hansen takes no more – in his mouth one of these disgusting spines takes. You need to get into the door “Lift of docks”. To do this, go around the perimeter tower, having received a couple of tangible blows on the road. But health and so practically on zero. Funny situation. Then click the switches on the wall, the elevator will start climbing, but stuck at the fifth level. Go to the drilling unit, burn burning zombies. Past weems, then to the medical board. Digging! Save.
Doctor will save you, and at the same time talking a little about the work of Kamsky, who wanted to achieve greater control over the colors. Take the gun from the table, a note about scanning and a letter Yusupova. Go out, a doctor will turn to you, but it will be completely tuned and some kind of creature. Grab the key from the warehouse next to the corpse, next to the next shotgun, and the latter – AK. Come in the “Pakgauz”. Go to the left, upstairs on the stairs, click the button from the console and select a grenade launcher, it will now be very much by the way. How to overcome all this brethren, go to the door under the fallen container. Save.
A new opponent will appear, crawling creature on the ceiling, which is much more difficult to kill what it was before. Paint into the Upper Corridor, then in the technical corridor (door next to the number 2). This corridor will lead you to Drilling Unit (you need to go long). Sit down in the elevator, it will raise you upstairs. Choose from the floor of Anischenko Bähirev. Go along the wall and jump down several times to get to the control room. Click the button, the water will put out the flame, then jump down where the staircase is broken. Next, past the non-working elevator and in the metal door at the end. Again in the Upper Corridor, in the security room. Here you pick up a note and flamethrower. Enable security system. To unlock the doors, just get all the evil. From here you can get into the communication knot, but the door is blocked while. Return to the corridor and in the large door at the end with the inscription “Helicopter block”. Save.
You will see laser rays in front of them, get on and go under them, on the door. Immediately come across a bunch of mercenaries (perhaps, for the first time so mass). Select, take the ammunition and go to the elevator. Anishchenko will appear. When you finish it, smoritate the scene: Hansen will break out the eyes of the dead Russian. Go out on the door through which you got here. Save.
Pass the platform by making a zombie, get on under the last laser beam and in the door of the drilling unit. New “Psyche with Tesakov” will not make yourself wait long. You need to go to the “Protection” room, which at the very end of the corridor. Here come to the connection node: Tom will bring the eye to the scanner – and the door will open. Restrave the three Russians, after taking a piece of paper from the table, in which Magnetic Jammer is mentioned. Now it is necessary to destroy three generators in this room (monitors columns). Listen to the guidelines of Benneta. Then shoot all the packs that came to your soul and go out on the door. Save.
A certain unimaginable monster of the puchin (this is the mutant Kamsky) pulls out of the water the lifeless body of Anna and put on the operating table. Saved? No matter how it is – at the next second, Hansen will see the fuzzles surround his passion. Bennett again sticks with his papers, but will soon agree that the salvation of Anna is more important. Go to the door, look next to her, how from the head of the doctor fell out the garde spider. Wash it and take the electronic key of the corpse. Go out into the corridor and in the door to the right. Select psychos in military uniform, take the arrows and find, pressing the button, one of the zombies. Then return back to the corridor and the door leading in Lower Corridor. Pick up the first-aid kit and go down the stairs, here you are attacked by a terrible monster crawling on the ceiling. Roll to the left and in the door “residential block”. Save.
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