Walkthrough:Deep Fear/Disc 1

This page contains a walkthrough for the first disc of *Deep Fear*.

## Walkthrough

### CCD Area

After the intro cutscene ends, you gain control of John and start out in the ERS Room, examine the nearby medical kit to obtain First Aid Kits. Though there's an infinite amount in the box, you can only carry up to eight sprays in your inventory. Go down the ladder in your room to the E-Pool. Run to your right and meet up with Mookie and the "unconscious" Sharon for a small cutscene. After the cutscene, go to where Sharon and Mookie are and search the barrels there for some Air Grenades. Enter the mini-sub, Little Shark, and take the Emergency Aid Kit. Go back up the ladder and exit the ERS Room through the door. In the passageways look for the Control Deck that is indicated by the door that is outlined with red and white stripes. Go in it and talk to Commander Clancy who will give you a level one Key to the Navy Area. Run back to the ERS Room and go down the ladder to the E-Pool and meet up with Mookie.

### Navy Area

Once you have arrived in at the Navy Area, a cutscene will play showing Mookie stealing the Navy Key from you. Follow him through the door to the Air System, the yellow box colored box and recharge the oxygen, you can also use it as well as others located throughout the game to save your progress. Proceed to the elevator where a cutscene will play, introducing the first enemy type in the game, the Jack. Once the cutscene ends, you automatically obtain the Glock 17 handgun, use it to kill the creature. Go down the hall and past the elevator to the storage room to reunite with Mookie (he won't leave until the creature is killed). Inside the room contains the locker-like machine, Arms & Ammunition, which you can use to refill your weapons' ammo. Also examine the red crate, which contains a Grenade. Exit and run down the hall past the elevator and enter the door. Kill the creatures and head for the other door that leads to the Junction Room to the Seafox. Go into the door straight ahead of you to enter the Control Room and talk to Mookie, he'll return you the Navy key. Exit and go to the other side of the decompression tank and pick the grenades off the floor in front of the door then use the Navy key on the door and enter it, where a long cutscene starts.

### Docking/CCD Area, Part 1

Once the cutscene ends, you spawn at the Docking Area's Area Junction Room. Go to the Storage room and use Arms & Ammunition to reload, then check the steel box three times for some grenades. Exit the room and proceed to enter the red door, the one with the arrows and number 4 on the wall is pointing to. Run down the hall and go up the elevator. You will encounter DuBois for a brief cutscene. Keep going and go to the CCD Area. Follow the hall to the elevator and go up it. After exiting the elevator go enter Clancy's Room, which is the closest door to you. Once inside talk to Clancy for a brief cutscene to advance the plot. Exit his room and go down hall to the Control Deck for another cutscene. Once the cutscene ends, you automatically obtained a weapon card, which allows you to unlock the Steyr TMP that can be obtained by accessing Arms & Ammunition. After resupplying everything you need, proceed to meet Mookie at the E-Pool to trigger a cutscene and travel to the SEA FOX.

### SEA FOX/First Boss

Exit Little Shark and proceed to go talk to the sick man sitting on the floor. After talking to him, go talk to him again to receive an Air Grenade. You can re-enter Little Shark and use the medical kit to resupply your First Aid Kits. Go down the ladder next to the sick man. The ladder takes you to the Engine Room, you can ignore it as there isn't anything of interest and just go down the ladder again. You are now in the Central Passageway, run toward the man at the end of the hall who will choke and die. After he dies run and use the Air System to recharge the air. Then go and search the dead body for the Seafox Key to unlock the Bunk Room. The door next to the body leads to the Officers' Quarters, which contains an Arms & Ammunition locker to reload your weapons, remember this room as it also contains the safe that you'll use later. Enter the room and search the open locker to obtain the KPG L-9 harpoon gun and the Regulator, which allows you to enter rooms either flooded with water or filled with toxic gas. You can also use the Air System to recharge it. Exit to the Central Passageway and go down the nearest ladder to enter the flooded Torpedo Room. Search the floating dead body for a sub-machine gun magazine. Near the body on the floor you will see the Fire Extinguisher Capsule bolted down on the floor. Pick it up for a brief cutscene then go back up the ladder to the Central Passageway, then go back the same ladder, but go up it this time to enter the Air Refinery. The room is on fire, use the capsule you picked up earlier to extinguish it. Run past the ladder and then search the dead body and retrieve the Dog Tag. Run back to the other side of the ladder and go up it to the Announcement Room. Talk to Captain Dallas Silver, who will give you a key to the safe in the Officers' Quarters. Go there and use the key on the safe on the wall to open it. After it opens examine it and it will ask for a code. Examine the Dog Tag in the inventory, it says 1224 on it which is the code. Use those numbers to open it and retrieve the first control key. Exit the room (though it is recommended that you should save your progress with the nearby Air System) and go back up to the Announcement Room. Get your weapons ready, once you use the first control key on the control panel, it triggers a boss fight; the mutated Captain Dallas. Once Dallas has been dealt with, search his dead body for the other key and use it on the control panel for another cutscene in which the whole submarine is flipped upside down. Go through the open vent shaft to hallway, recharge the Regulator and run to the end of the hall and go up the ladder. In the next room go climb up the ladder again. You appear in the now flooded upside down main hallway. Go down to the other ladder and go UP it, if you choose go down it will lead you back to your starting position and you will have to start over. You now find yourself in the torpedo room. Make your way to the now open torpedo tube and enter it for cutscene, thus ending the SEA FOX level.

### Medical I. Area, Part 1

You are now in the Medical I. Area, kill the Jack roaming nearby and then use the Air System to save your progress, as well as recharge the Regulator. Exit the room and go down the hall to the storage room. Reload then exit and go up the elevator to Level 2. Go
straight down the hall and enter the Chemical Room. Go to the other side of the room and grab the vial, labeled Chemical A off the table. Exit and go to the other room, which is the Laboratory. Once inside, talk to Bob, a surviving MI researcher and take note of the machine in the far corner of the room as it will be crucial later on. Search the lab coat hanging on the wall to obtain the Lv.1 Junk Key. Go back down the elevator and reload, and recharge your air if necessary. Go in the door to the Junk Area, which is on the other side of the hall from the elevator. Go up to the next door and use the key to open it. You'll end up in the flooded Clean Room, in which you will want to go through the left door. In the room, you can choose to ignore the NPC and search the lockers to obtain Air Grenades. The amount you can take is infinite, therefore take as many times as you can till you have reached the maximum amount of grenades you can carry. Also look at the picture depicting a birthday celebration on the desk and take note of the numbers it says (10.25). Go into the next room and pick up the Shell Box near the corpse. Then pull the switch on the wall next to the window. Backtrack to the Clean Room and go through the right door. Eliminate the Preservation creatures crawling on the ceiling and then run to the end of the hall and go down the hatch. Here you can recharge the air supply and your Regulator. Run down the hallway and enter the door that leads to Chemical Treatment Room, which is also flooded. Pick up the vial nearby, labeled as Chemical B off the table and then exit the room. Remember the door across from it because it leads to the Junk Area's Level 2. Now return all the way back to the Medical I. Area and go up the elevator to the second floor. Re-enter the Laboratory and go to the machine in the far upper left.

The goal now is to use the mixing device to combine Chemicals A and B to create an Insecticide, Alternatively, the Chemicals can be used to create health kits. As the Chemicals don't run out until the Insecticide is created, this can be exploited to create a vast amount of health kits:

* If the ratio of Chemical A is set to 4 regardless of Chemical B's ratio, it creates the Resuscitation Kit.
* If the ratio of Chemical A is set to 7 or 11 regardless of Chemical B's ratio, it creates the Emergency Aid Kit.
* If the chemical ratio is set to 10:24, it also creates the Emergency Aid Kit.

Once the Insecticide is created, Bob will transform into a Jack, forcing the player to put him down. Exit the Laboratory and go down the elevator. Go into the Storage room and use the Insecticide. The Laser Lock System is now visible, therefore allowing you to gain access to the other half of the Medical I. Area. Run down the hall and enter the experiment room. Inside you will encounter a new type of enemy, the Jack Dog, small hopping creatures that can cause a lot of damage. Kill the Jack Dogs and check on the broken Air System, then proceed to the next room. Take a left in the hall and go up the ladder then go into Gena's Room, triggering another cutscene. Check out the medical supply box behind Gena, it will
give you a Resuscitation Kit only the first time and more First Aid Kits the following. Leave and go down the ladder to the,
other side of the hall and enter the Guards' Quarters to talk to the injured man and he will give you a Lv.2 Junk Key. Before you leave there is a control panel that allows you to permanently disable the Laser Lock System from earlier. Backtrack all the way back to the Junk Area, just outside the Chemical Treatment Room where you got Chemical B from earlier. Go to the opposite door and use the key on it, which leads you to the Special Processing Room. Search the boxes on the corner of the room to obtain the Air System chip. Run back to the Medical I. Area all the way up to the experiment room and use the chip on the broken Air System from earlier. Now you can recharge the air supply. Go back and talk to Gena to trigger another cutscene. Afterwards, leave the room (resupply first if you need to), go down the ladder and run to the end of the hall to meet up with Gena. Once the cutscene ends, you can now enter the Apartment Area. Careful as just front of the Area door you will encounter another new enemy, the Hidden, agile reptilian creatures. Once it's been dealt with, proceed to enter the Apartment Area.

### Apartment Area

After the following cutscene, got to the Kiosk and examine the highlighted burger on the wall to obtain a Hamburger, which will be used as an event item.