Cold Fear (PC)
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Cheat Codes
Better weapons
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "weapons.cfg" file in the "conf" folder in the game directory. Change any of the values as desired or use the following example.
[code] DKWK // Config File for All the Weapons // Weapons carry mode // WEAPON_1_HAND = 0 // WEAPON_2_HAND = 1 // WEAPON_1_2_HAND = 2 // WEAPON_AXE_HAND = 3 [Weapon] DAMAGE = 30 // Pts BULLET_PER_MAGAZINE = 1 // SHOOTING_FREQUENCY = 1 // Bullet/s RELOAD_TIME = 1 // s DISTANCE_MAX = 800 // cm AUTOMATIC = false // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 400 // cm DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 0 //cm HITSLOW >= HITSLOW // This is the colt 45 that Tom Hansen starts with [Colt] DAMAGE = 1000 // Pts BULLET_PER_MAGAZINE = 100 // SHOOTING_FREQUENCY = 5.0 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 50000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 0 DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 50000 // cm MAX_BULLET = 100000 //Nb bullet HAS_FLASHLIGHT = true PRECIOUSNESS = 0.0 // [1..100]: 1 means when body is searched, there is very little chance for ammo DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 200 //cm HITSLOW >= HITSLOW // Spotlight for the COLT 45. SPOTLIGHT_OMNI_RADIUS = 150 SPOTLIGHT_CONE_RADIUS = 900 SPOTLIGHT_CONE_ANGLE = 180 SPOTLIGHT_VOLUME_CONE_ANGLE = 90 SPOTLIGHT_CONE_ANGLE_GAMEPLAY = 15 //Use to decide if an object is in the cone. SPOTLIGHT_CONE_COLOR = #FF9DE7FF SPOTLIGHT_OMNI_COLOR = #FF9DE7FF //SPOTLIGHT_VOLUME_COLOR = #FFF0E0E0 SPOTLIGHT_VOLUME_COLOR = #C09DE7FF // Darkwinds was originally going to use an orange flashlight SPOTLIGHT_VOLUME_NORMTOLERANCE = 0.20 // MP5 that you get on the oil rig [Mpi69] DAMAGE = 500 // Pts BULLET_PER_MAGAZINE = 1000 // SHOOTING_FREQUENCY = 30 // Bullet/s RELOAD_TIME = 0.01 // s DISTANCE_MAX = 50000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 15000 // cm MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 0.0 // see COLT for more info DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 0 //cm HITSLOW >= HITSLOW // Spotlight for the MP5 HAS_FLASHLIGHT = true SPOTLIGHT_OMNI_RADIUS = 150 SPOTLIGHT_CONE_RADIUS = 900 SPOTLIGHT_CONE_ANGLE = 45 SPOTLIGHT_VOLUME_CONE_ANGLE = 45 SPOTLIGHT_CONE_ANGLE_GAMEPLAY = 15 //Use to decide if an object is in the cone. For exemple the pickable SPOTLIGHT_CONE_COLOR = #FF9DE7FF SPOTLIGHT_OMNI_COLOR = #FF9DE7FF //SPOTLIGHT_VOLUME_COLOR = #FFD0E0E0 SPOTLIGHT_VOLUME_COLOR = #C09DE7FF SPOTLIGHT_VOLUME_NORMTOLERANCE = 0.20 // The 'Speargun' with the chemical that attracts zombies. // The spears also do damage. [Harpoon] DAMAGE = 10 // Pts BULLET_PER_MAGAZINE = 100 // SHOOTING_FREQUENCY = 5 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 3500 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 1000 // cm MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.0 // see COLT for more info // When Tom finds the AK47. [Ak47] DAMAGE = 30 // Pts BULLET_PER_MAGAZINE = 100 // SHOOTING_FREQUENCY = 25 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 40000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 1 DISPERSION_ANGLE = 5 // degree FULLDAMAGE_MAXDIST = 40000 // cm MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.00 // see COLT for more info DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 400 //cm HITSLOW >= HITSLOW // When the grenade launcher fires a projectile. [Grenade] BOUNCINESS = 0.4 VISCOSITY = 0.9 SPEED = 1500.0 // m/sec. LIFE_TIME = 2.0 // s RANGE = 100.0 // m BOUNCE_FULL_SOUND_DIST= 6.0 // m FULL_SOUND_DIST = 6.0 // m FULL_DAMAGE_DIST = 1.5 // m NO_DAMAGE_DIST = 4.0 // m MAX_DAMAGE_VALUE = 200 // What comes out of the Harpoon gun. [Dart] BOUNCINESS = 0.3 VISCOSITY = 0.3 SPEED = 1000.0 // m/sec. LIFE_TIME = 14400.0 // s RANGE = 500.0 // m BOUNCE_FULL_SOUND_DIST = 1000.0 // m FULL_SOUND_DIST = 500.0 // m FULL_DAMAGE_DIST = 0.0 // m NO_DAMAGE_DIST = 0.0 // m MAX_DAMAGE_VALUE = 0 // The M39 Grenade Launcher [GrenadeLauncher] CARRY_MODE = 2 ENABLE_AUTOLOCK = false DISPERSION_ANGLE = 0 // degree AUTOMATIC = true BULLET_PER_MAGAZINE = 100 MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.0 // see COLT for more info // The Flamethrower [FlameThrower] DAMAGE = 1 // Watch it burn... SHOOTING_FREQUENCY = 0 // Bullet/s GASTANKSIZE = 100000.0 // units GASCONSUMPTION = 1.0 // units/sec MINFLAMINGTIME = 5.0 // sec CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree ENABLE_AUTOLOCK = false AUTOMATIC = true PRECIOUSNESS = 50.00 // see COLT for more info // Shotgun - Its meant to be an XM1014 // But it could also be a SPAS 12 [ShotGun] DAMAGE = 100 // Pts BULLET_PER_MAGAZINE = 100 // Bullets in the magazine before reload SHOOTING_FREQUENCY = 5 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 1800 // cm AUTOMATIC = false // true or false SHOOTING_IMPULSE = 5000 // Newton SHOOT_RADIUS = 45 // Degrees FULLDAMAGE_MAXDIST = 400 // cm CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.0 // see COLT for more info DIST_HITFLY = 300 //cm DIST_HITRECOIL = 500 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 500 //cm HITSLOW >= HITSLOW // Monsters weapons // Mercenaries that have an MP5 (or any weapon used by monsters that is an MP5) [Mpi69_Merc] DAMAGE = 5 // Pts BULLET_PER_MAGAZINE = 20 // SHOOTING_FREQUENCY = 6 // Bullet/s RELOAD_TIME = 4 // s DISTANCE_MAX = 5000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 1000 // cm MAX_BULLET = 100 //Nb bullet PRECIOUSNESS = 0.0 // see COLT for more info // The Russian Mercenaries are equipped with a M4A1. This weapon belongs to them. [Colt_Merc] DAMAGE = 20 // Pts BULLET_PER_MAGAZINE = 7 // SHOOTING_FREQUENCY = 2 // Bullet/s RELOAD_TIME = 3 // s DISTANCE_MAX = 2000 // cm AUTOMATIC = false // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 500 // cm MAX_BULLET = 100 //Nb bullet // Could be the standard claw attack [Weapon_Mutant] DAMAGE = 5 // Pts BULLET_PER_MAGAZINE = 30 // SHOOTING_FREQUENCY = 4 // Bullet/s RELOAD_TIME = 2 // s DISTANCE_MAX = 2000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 10 // degree FULLDAMAGE_MAXDIST = 500 // cm MAX_BULLET = 30 //Nb bullet [/code]
Better character
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "heroes.cfg" file in the "conf" folder in the game directory. Change any of the values as desired or use the following example.
[code] DKWK [Difficulty] MODE_EASY_ENNEMYHANDICAP = 1.8 MODE_EASY_HEROSCALELIFE = 2.56 MODE_NORMAL_ENNEMYHANDICAP = 1.0 MODE_NORMAL_HEROSCALELIFE = 1.0 MODE_HARD_ENNEMYHANDICAP = 1.0 MODE_HARD_HEROSCALELIFE = 0.36 MODE_EXTREM_ENNEMYHANDICAP = 0.8 MODE_EXTREM_HEROSCALELIFE = 0.04 [Tom_Ps2] ANALOG_POLAR_ZERO_ZONE = 0.25 [Tom_Xbox] ANALOG_POLAR_ZERO_ZONE = 0.4 // Config File for Heroes [Tom] RELATIVE_CAMERA_CONTROL_SLERP = 20.0 MAX_LIFE = 10000000 WOUNDED_RATIO = 0.25 // Less than this ratio, the hero is wounded WALL_SHOCK_MAX_DAMAGE = 10.0 //Lifepoint left after a breaker shock. If the player has less than this value, he died. BREAKER_SHOCK_MAX_DAMAGE = 0.0 ATTACK_SCRATCH_DAMAGE = 30.0 // Zombie Scratch damage CAMERA_RETURN_AFTER_AUTOLOCK_ANGLE_SPEEDZ = 110.0 CAMERA_AIM_ANGLE_SPEEDZ = 200.0 CAMERA_AIM_ANGLE_SPEEDX = 90.0 CAMERA_AIM_COLLID_RAY = 10.0 CAMERA_AIM_BACK_SHIFT = 45.0 CAMERA_AIM_RIGHT_SHIFT = 55.0 CAMERA_AIM_FOV = 120.0 // In degrees CAMERA_AIM_UP_SHIFT = -4.0 CAMERA_AIM_TARGET_UPDATE_FACTOR_X = 1.0 CAMERA_AIM_TARGET_UPDATE_FACTOR_Y = 0.9 CAMERA_AIM_TARGET_UPDATE_FACTOR_Z = 0.9 CAMERA_AIM_TIME_TO_REACH_1X = 0.5 CAMERA_AIM_TIME_TO_REACH_1Y = 0.5 CAMERA_AIM_TIME_TO_REACH_0X = 0.2 CAMERA_AIM_TIME_TO_REACH_0Y = 0.2 CAMERA_FOLLOW_MINDIST = 150.0 CAMERA_FOLLOW_MAXDIST = 200.0 SLOW_SLIDE_ANGLE = 20 FAST_SLIDE_ANGLE = 25 CROUCH_FALL_ANGLE = 45 NUMBER_OF_ACTION_TO_EVADE = 3 TIME_TO_EVADE = 2.0 // Time to make number of action DAMAGE_BITE = 50.0 //Damage per second TIME_FOOTSTEP = 30.0 DEFAULT_COLT_AMMO = 100000 DEFAULT_MPI69_AMMO = 100000 DEFAULT_GRENADE_LAUNCHER_AMMO = 100000 DEFAULT_SHOTGUN_AMMO = 100000 DEFAULT_AK47_AMMO = 100000 // The picking volume is a cylinder whose center is the hero's traveler sphere, // radius is DISTANCE_TAKE_PICKABLE, // and height is HEIGHT_CYLINDER_TAKE_PICKABLE DISTANCE_TAKE_PICKABLE = 100.0 HEIGHT_CYLINDER_TAKE_PICKABLE = 200.0 //Orientation of the hero in degrees ANGLE_TAKE_PICKABLE = 45.0 //Field of view of the camera follow CAMERA_CONSTRAINT_FOV = 100.0 // in degrees //Position of the camera follows CAMERA_LINK_POSX = 0.0 //cm CAMERA_LINK_POSY = 120.0 //cm must be strictly positive CAMERA_LINK_POSZ = 0.0 //cm CAMERA_SIGN = 1 //Collision GLOBAL_CAPSULE_RADIUS = 59.0 //cm FAR_GLOBAL_CAPSULE_RADIUS = 59.0 //cm FAR_GLOBAL_CAPSULE_RADIUS_DIST = 20000.0 //cm COLLISION_TRAVELLER_RADIUS = 39.0 //cm ORIENT_SPEED_RATIO = 1.3 ORIENT_SPEED_RATIO_RUN = 0.8 SLIDE_ADD_SPEED = 6600.0 MAX_FALL_SPEED = 1000.0 // cm per second MAX_SLIDE_SPEED = 450.0 // cm second MAX_NORMAL_SLIDE_SPEED = 100.0 // cm per second (mode normal) SLIDE_STAIR_AMORTIZE_SPEED = 10000.0 // cm per second MOVE_AMORTIZE_SPEED = 10000.0 // cm per second SLIDE_AMORTIZE_SPEED = 2200.0 // cm per second SLIDE_CONE = 70.0 NORMAL_SLIDE_RATIO = 0.6 UNCLING_CONE = 80.0 MAX_CLING_DIST = 120.0 MAX_CLING_SPEED = 500.0 CHECKFALL_CONE = 90.0 //Aiming Booster AIMBOOST_THRESHOLD_Z = 15.0 // degrees AIMBOOST_ENNEMY_SCAN_RADIUS = 500.0 // cm AIMBOOST_MAX_Z = 2.0 AIMBOOST_FRAMESBEFOREBLUR = 10 WALK_SPEED_FACTOR = 2 RUN_SPEED_FACTOR = 3 STRAFE_SPEED_FACTOR = 2 // Colliding chains MAX_COLLIDING_CHAIN_IMPULSE = 900.0 // The maximum impulse that a colliding chain can inflict to Tom MIN_VELOCITY_FOR_COLLIDING_CHAIN_DAMAGE = 30.0 // If the chain's dangerous node's velocity exceeds this, Tom takes a hit MIN_VELOCITY_FOR_COLLIDING_CHAIN_DAMAGE_HIT_FLY = 250.0 // If the chain's dangerous node's velocity exceeds this, Tom takes a flying hit BASE_COLLIDING_CHAIN_DAMAGE_PER_MASS_UNIT = 0.5 // This constant is multiplied with he mass of the chain's dangerous node to determine damage BASE_COLLIDING_CHAIN_DAMAGE_WHEN_HITFLY = 50.0 // Min damage when Tom takes a hit fly. Warning this is the minimum FIRE_DAMAGE_PER_BONE = 10.0 FIRE_START_CONTACT_DELAY = 0.0 AUTOMATIC_FALLING_EDGE_MIN_HEIGHT = 290.0 // cm If the hole is deeper than this value, the hero always play FallEdge FALLING_DAMAGE_MIN_HEIGHT = 500.0 FALLING_DAMAGE = 50.0 FALLING_DEAD_HEIGHT = 800.0 // STRIKE STRIKE_DAMAGE = 5.0 STRIKE_MAX_DIST = 150.0 STRIKE_MAX_DIST_AIMING = 130.0 // KICK HEAD KICKHEAD_MAX_DIST = 120.0 KICKHEAD_MAX_ANGLE = 40.0 KICKHEAD_DEBUG = false // SEARCH BODY // params to enable the body search SEARCHBODY_MAX_DIST = 160.0 SEARCHBODY_MAX_ANGLE = 30.0 SEARCHBODY_DEBUG = false // params which controls the ratio between : finding nothing and finding something (medikit or ammo) SEARCHBODY_FIND_NOTHING_RATIO = 0.50 // 0.1: will find something often, 0.9: will find nothing often SEARCHBODY_MEDIKIT_LIFEPOINT_RATIO = 0.60 // sets the ratio of DefaultLifePoint the hero will get if he finds a medikit //Specular Lighting BODY_SPECULAR_POWER = 30.0 BODY_SPECULAR_INTENSITY = 1.2 HEAD_SPECULAR_POWER = 6.0 HEAD_SPECULAR_INTENSITY = 0.4 CAMERA_FIXED_TARGET_UPDATE_FACTOR = 0.1 CAMERA_AIM_TARGET_UPDATE_FACTOR = 0.001 CAMERA_TRACK_TARGET_UPDATE_FACTOR = 1.0 CAMERA_SPECIAL_TARGET_UPDATE_FACTOR = 1.0 AIM_AUTOLOCK_MAX_ANGLE_RADIUS = 100.0 // in degrees RESISTANCE_INCREASE_SPEED = 50.0 // Increase speed RESISTANCE_INCREASE_DELAY = 1.0 // After decrease, we wait this time before increase the resistance RESISTANCE_RUN_COST_SPEED = 1.0 // Decrease speed if the hero runs RESISTANCE_RUN_MIN = 0.1 // Cannot run if the resistance is less than this value RESISTANCE_FALLEDGE_COST_SPEED = 10.0 // Decrease speed if the hero is falling edge RESISTANCE_WALKSLIDESLOW_COST_SPEED = 5.0 // Decrease speed if the hero walk again the slide RESISTANCE_RUNWATER_COST_SPEED = 1.0 // Decrease speed if the hero run in water RESISTANCE_RUNSTAIRS_COST_SPEED = 1.0 // Decrease speed if the hero run on stairs // Normal->Aiming toggle Params AIMING_TOGGLE_BUTTON_DELAY = 0.1 // Crouch and Aiming 3d Person toggle Delay CROUCH_AIMTHIRD_TOGGLE_BUTTON_DELAY = 0.1 // Binding weapon on keypad delay BINDING_WEAPON_DELAY = 0.1
Unlockables
Concept art
Successfully complete the game under the normal difficulty setting.
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Extreme mode
Successfully complete the game under the hard difficulty setting.
Hints
Defeating zombies
- Take your time to aim directly at their heads. They will not hurt you from a distance. If they are fighting with human enemies, wait for the brawl to end to get an advantage.
- When fighting zombies in a large group, try to shoot the nearest ones down, then quickly stomp on their heads before they get back up.
Defeating the final Boss
When the final Boss walks towards Anna, shoot his back with the AK47 or MP5. Each of those weapons has the rate of fire you will need to get his attention. As he rushes you, run at a angle away from him then move perpendicular from the Boss' path at the last moment. Repeat this at least four times while Anna sets the charges. After the cinematic, must switch to the .45 pistol to finish him. Use the same dodging strategy as before, but this time have Tom run towards the Boss' left side (Tom's right side). The boss will usually miss the claw attack and will instead pick up your character to crush him. When up close to it, press [Action] repeatedly to fill action gauge to full then press [Fire] to shoot the Boss at point blank range. Repeat this three times to win.
Video
Walkthrough
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