Operation Kursk K-141
Links: Adventure Gamers
Open the small box on your desk and you will get a gun and some ammo. Put the ammo into the gun. Take the set of desk keys from the Colonel's desk, then use them to unlock your desk drawer. Open the drawer and take the lock pick from inside. Search the moving box on the left to get a pair of gloves. Also grab the map and phone book from the other desk. Now just wait and the Colonel will return for your briefing.
Open the aluminium box on your desk to get 3 files related to your case. Read all 3 of these in your inventory. Pick up the mug, and also take and read the note from underneath it. Use the note on your phone book, then use the phone on the Colonel's desk. Now that you have an address, use the car icon at the bottom of the screen to travel to a new destination.
Wear your gloves, then use the lock pick to open door 11. Head inside and pick up the mobile phone from the bed. Use your lock pick on the desk drawer, then open it and take a SIM card and battery from inside. Take the flashlight from the window ledge. Search the pot plant to find a key, then search it again and you will break it - pick up a shard from the broken pot. Use your small key to unlock the closet door on the left, then open the door. Use your lock pick on the briefcase, and take the file from inside then read it in your inventory. Wait and you will hear that the people from room 12 have left.
Go outside and use your lock pick on door 12, then head inside. Pick up the letter from the floor and read it. Move the cabinet, then open the closet door. Put the battery in the flashlight, then use the flashlight on the dark closet to be able to see inside. Try to open the duffle bag, then use your pot shard on it and take the circuit board and packet of money from inside. You cannot pick up the knife as you don't want to leave fingerprints. Back out and use the pot shard on the clothes on the floor to get a piece of cloth. Look in the duffle bag again and use the piece of cloth to get the knife. Now put the SIM card in the phone and take it out again. Put it in again and you will comment that Arthur's birthday in August may be the correct PIN, so enter 0808 and press the Enter key. Now you will hear a message from the phone. Leave the room and travel again.
Talk to the Colonel, then open the aluminium box on your desk to get another file. Read this in your inventory. Talk to the Colonel again and you will receive a uniform, some sailing orders and a fake ID card. Put on the uniform, then give your FSB ID card and your gun to the Colonel before leaving the office.
The Kursk Sets Sail
Pick up the envelope and the pen, then open the left desk drawer and get the glue and tweezers. Put all 4 of your files on the desk, then leave your room and go to the weapons officer. Knock on the door here, then talk to Korabelnikov and you will receive an access card. Now head to weapons control. Use the access card with the keycard slot on the right, then try to remove the circuit board, but you will need a tool. Retrieve your access card from the slot and go back to the weapons officer. Talk to Korabelnikov again and he will give you a screwdriver. Return to weapons control, insert your card in the slot and try using the screwdriver on the circuit board. Press the big red button over on the left, then use the screwdriver on the circuit board again. Insert each of the circuit board parts (they each only fit in 1 spot), then use the screwdriver to hold it in place. Press the big red button once more, then retrieve your access card. Head back to the weapons officer and give Korabelnikov your access card, circuit board and screwdriver. Return to your own quarters.
Now use the map to go to the first officer. Try to knock on the door, but you will need a good reason. Use your pen on your envelope, then put the letter inside. Now knock on the door, and you will go inside. Talk to Sobolev, then give him the letter and he will tell you a new location. Use the map now to go to the sailor quarters. Grab the old hymn from the desk, a shoelace from the top bunk on the left, and some sheet music from the top bunk on the right. Look at the sheet music to notice what is written on the back. Now go to the radio room and talk to Petrov, then give him the sheet music. After he leaves try to use the keyboard, but you need a password. Look at the old hymn you just picked up to see "Rodina - Rossija". Use the keyboard again and drag pairs of letters up to the empty spaces so that the cipher changes to the correct phrase (L-R, K-O, M-I, B-A).
Next head to the sailor quarters and give the letter (in the envelope) to Gerasimov. Now go to the first officer again and enter his quarters. Look at the documents on his desk, then open the left drawer and look at the stain inside. Leave and head to the weapons officer - you should hear him still inside demanding that someone clean the floor. Go back to the sailor quarters. Examine the locked compartment at the bottom of the left bunk, then take the toothbrush from the desk and use it to open the compartment. Take the keys from inside, then close the compartment before leaving.
Go to the first officer and open the metal locker on the left using the keys. Take the mop bucket from inside, then enter the first officer's quarters and fill the bucket in the sink. Now head to the weapons officer and use the bucket on his door so that he leaves. Go inside and take the access card from his desk. Now use the map to get to air treatment. Grab the cable from the floor, and search Gerasimov several times to get some pliers. Try to open the safety door, but it is locked. Look at the access panel. Insert your cable, then cut the other one with your pliers. Back out and open the door.
The Murder of Osip Gerasimov
Talk to Dr Bakatin. Try to leave and try to take the medical file next to you. Look at the sink, then talk to Dr Bakatin again;; while he is distracted take the medical file. Try to leave again, then use your tweezers on Dr Bakatin before leaving. Head to your quarters, then try to leave again. After the conversations, go to the sailor quarters. Look at the books, then search them to get an access card. Go to the sick bay and grab the scalpel on the left and the wound powder on the right.
Go to the air treatment room and talk to Gluschakov. Pick up the jacket button from the floor, then look at the broken gas cannister - it has some fingerprints that you will need to collect. Go to the weapons control room and open the locker. Take the pliers and sticky tape from the open toolbox. Continue on to the leisure room and take the small rubber band from the small cabinet on the left. Go back to the air treatment room and use the scalpel on yourself, then combine the rubber band with your hair. Now use the wound powder, brush and sticky tape on the broken gas cannister. Use your scalpel on the fake ID card, then use the ID card cover on the broken gas cannister to collect the fingerprints.
Next go to the sailor quarters and search the drawer of capsule 3 to get the old circuit board. Use the wound powder, brush and sticky tape on the board, then use the board on yourself to get Gerasimov's fingerprint. Return the board to the drawer before leaving and going to the weapons officer. Try to enter the quarters, but he is inside. Return to the sailor quarters and look at the posters on the left, then take the duct tape. Also take the balalaika from the upper right bunk, and head back to the weapons officer.
Use the duct tape over the door to his quarters. Use the balalaika on his door; you need to hide somewhere, so use the door to the next sector. Now use the balalaika on his door 4 times and he will leave. Enter his quarters and take the clothes hanger, butter knife and piggy bank. Use the butter knife on the piggy bank to get a coin. Look in the left drawer and solve the jigsaw puzzle to get a name list. Examine the ventilation on the left, then use the coin to remove the cover. Reach inside, but you cannot quite reach the box. Combine your shoelaces and coat hanger to make a hook, then use this to retrieve the box. Open the box to find a gun, ammunition, night vision device and military phone. Use the wound powder, brush and sticky tape on the ammunition, then use the ammunition on yourself to get Korabelnikov's fingerprint. Put everything back in the box, replace the box and put the capping back over the ventilation so you can leave.
Head to the first officer and use your key card to get into his quarters. Look in the left drawer and take the piece of paper. Use the wound powder, brush and sticky tape on the paper, then use the paper on yourself to get Sobolev's fingerprint. Return to your quarters. Take the medicine from the locker on the left. Put one of the fingerprints on the desk, and you will be able to compare them all. You need to use each of your 3 fingerprints on each of the available samples from the crime scene to find matches:
Once you have made all 3 matches, back out and you will comment that you need fingerprints from the doctor and the captain. Go to the sick bay. Use the wound powder, brush and sticky tape on the medical equipment on the left, then use the medical equipment to get Bakatin's fingerprint. Next go to the bridge. While the men are looking away, pick up the copy of sailing orders. Return to your quarters. Use the wound powder, brush and sticky tape on the copy of sailing orders, then use the copy on yourself to get Vladin's fingerprint. Put one of the fingerprints on the desk, and now compare the 2 new fingerprints with the samples to find the final matches:
Return to the bridge and you will be asked to go and find the first officer. Go to the weapons officer and enter his quarters. Use your coin on the capping, and the hook to retrieve the box again. Open the box and use the military phone to call Bobrov. After your conversation, put everything back in the box, replace the box and put the capping back over the ventilation so you can leave. Go to weapons control and you will meet Sobolev.
The Kursk's Mission
Wait around and eventually Korabelnikov will appear. Talk to him until he leaves. Give the balalaika and sheet music to Simonich/Zaretsky and while they are singing examine the first aid kit to get some sleeping pills. Now look at the glasses on the table, and examine the refrigerator - the men will go to get some drinks. Quickly use your sleeping pills on the glasses on the table. Now wait until the men return and pass out so that you can leave.
Go to the weapons officer and use the keycard to get into his quarters. Take the sailing orders and the copy of sailing orders from the desk, and a screwdriver and key ring from the left drawer. Open the small box on the bed to find a broken military phone; try to use it but it is dead. Look at the picture on the left several times, and you will comment on the numbers: 1, 1, 2, 3, 5, 8. Next open the high cabinet on the right to reveal a safe. Open this with the code 1-1-2-3-5-8-13 (Fibonacci sequence). Take the file from inside, then close the cabinet again.
Head to your quarters, and combine the copy of sailing orders with the original, then find 10 differences. Next go to the first officer; look at the door to see it is slightly open, then examine it to overhear a conversation. Try to go to the sick bay, then go to the leisure room. Look at the hockey table to get a piece of cloth, then use this on the telephone and use the phone to call Dr Bakatin. Go to the sick bay again and take the scalpel. Now go to the air treatment room and look at the ventilation pipe on the right several times until you can take a pipe wrench.
Now go to the first officer and enter his quarters. Examine the book on the floor and you will take a note from between its pages: "the code is HIDDEN". Examine the lock on the high cabinet on the right, and open it with code 4-4-3-3-3-6 (HIDDEN as typed on a telephone). Examine the contents of the cabinet to get a gas mask, then use it in your inventory and assemble its 10 pieces. Put on the gas mask and go to the radio room. Take the blanket from the chair and try to use it on the fire. Pick up the broken pipe from the ground near the man. Use this on the broken locker to the right. Take the zip ties from within the locker, then use the fusebox in the locker to turn off the power. Now use the blanket on the fire and then on the smoke. Use the zip ties on the sailor, then leave the room.
The Arrival of the Balakovo
You will automatically arrive at the bridge to see that the captain is injured. Go to the sick bay and search the bunk bed to get a bandage. Get a compress from the cabinet under the sink, and a germicide from the bottles on the right. Go to the corridor and search the debris on the ground to get a piece of metal. Return to the bridge and examine the electrical cables near the puddle to get some zip ties. Now use the germicide, compress, piece of metal and bandage on the captain's wound - you will automatically take him to his quarters.
Go to the corridor again and take the fire extinguisher. Use it on yourself, then use it on the mercenary. Tie him up with the zip ties, then examine the trunk on the right; slide all the pieces into the grid to unlock the trunk, then take the combat knife from inside. Use the knife to cut your blanket, then use both fabric strips on the mercenary. Pick him up and put him in the trunk. Try the door, then look through the window. Head to air treatment and turn the left red valve, then the right valve, then use the controlling device between the two valves. Go to the corridor again and turn on all 3 red valves here.
Go to the bridge and look at the status screen on the left; when you hear footsteps, hide behind the commando table. After the mercenaries appear, grab the pen from the right, then use it on yourself to get a pen spring. Use this to open an aluminium box to the left, and take the rubber gloves, walkie talkie and screwdriver from inside. Throw the screwdriver into the puddle, then use your rubber gloves on the electrical cables near the puddle. Look at both mercenaries to get your screwdriver as well as a pipe wrench. Try to move one of the mercenaries to realize you need to hide their bodies. Head to the first officer and open the metal locker on the left using your key ring. Look inside, then return to the bridge and pick up one of the bodies. Next go to the leisure room and use the toilet door to find a second hiding spot. Return to the bridge and pick up the other body. Now just wait in the leisure room.
The Emergency Signal
Go to the weapons officer and you will see 3 mercenaries. Return to the bridge and turn on the alarm on the left. Go back to the weapons officer and use the keycard to enter his quarters. Try to wake up Korabelnikov, then head to the sick bay. Try to open the first aid kit, then use the screwdriver to open it and take the smelling salts from inside. While you are here, use the pipe wrench to break open the glass case on the right and take the broken gas mask from inside. Go to the first officer. Look at the safety door to the right of the door to the quarters. Use your screwdriver to try to remove the 4 screws; the bottom right one is rusted in place. Head to the sailor quarters and get some lubricant from the right drawer. Go back to the first officer and use the lubricant on the remaining screw, then use the screwdriver to remove it. Remove the cover, then use your scalpel to cut the red cable, and use the scalpel on the top left connector. Now you can enter the quarters.
Open the desk drawer and take a band-aid from inside, then use this to fix the broken gas mask. Return to the weapons officer and use the keycard to get into the quarters. Use the combat knife to free him, then use the smelling salts on him to wake him up.
Go to the radio room and try to use the radio on the left, but it won't work. Go next to the hallway hatch and take some work gloves from the pipe on the left. Now head to the emergency pod. Try to open the hatch using the red wheel. Use the work gloves on the pipe on the right to get a piece of pipe, then pick it up (again using the work gloves). Use this piece of pipe on the hatch door, then go inside. Try to use the radio here, but there is no power. Use the power system, and put all the components in place. Now use the radio to send the signal. Return to the bridge and talk to Korabelnikov. Go to the hallway hatch and climb the ladder.
Major General Gremin
Look at the railing of the patrol boat. Pick up
Head to the weapons officer and use the pipe wrench 3 times on the locker on the right. Look inside and take the short rope. Connect the rope, piece of pipe and short rope, then combine your grappling hook with the crossbow. Go to the bridge and push the black exit hatch control button on the left. Go to the hallway hatch and climb the ladder to reach the deck again. Use the crossbow on the railing of the patrol boat (when the mercenaries' backs are turned). Use your work gloves on the middle of the rope to climb across.
After overhearing the conversation, use your combat knife to cut the rope. Pick up the crowbar from the middle of the deck. Go through the door on the right into the cargo hold. Use the crowbar to open all 4 locked crates; take a flare gun with ammunition and some bomb parts from inside the crates. Climb the ladder, then go through the next door to the left to find the common room. Pick up 2 of the balloons from in here. Open the refrigerator and take the cocoa powder and cooking oil from inside. Leave by going through the door on the left.
Next enter the captain's cabin (still on this level, behind the stairs just to the left). Look at the picture on the wall, then remove it using your combat knife. Look at the lock on the safe, then pour your cocoa powder on to it. Examine the lock to see that the numbers 3, 4, 7 and 9 are used. You can try all possible combinations, but the correct one is 7-4-3-9. Take both sets of plans from inside, then go back out to the deck.
Use your crowbar to knock out the nearby mercenary. Now look at the gangway over to the left. Fill both of your balloons with cooking coil, then use them on the gangway. Load the flare gun with the ammunition and shoot at one of the mercenaries; the other will fall into the water.
No Chance to Survive
Try to open the main hatch and the rear exit hatch, but both are shut. Examine the mercenary until you take his clothes and lie down on the deck. Use the walkie talkie on yourself to call for help, and you will end up in the sick bay. Hide the uniform in the bunk bed, then try to go to the bridge, but you will end up going to the leisure room instead. Next go to the radio room and pick up a screwdriver from the bottom control panel. Use this to open the metal locker on the right, then click on the fuse box to hide inside the locker.
Use the mask on yourself and return to the bridge. Use the torpedo room control panel on the right, then go to torpedo room 1 and pick up a breech door handle from the floor. Examine the torpedo tube on the left. Use your breech door handle on the lever at the top right, then on the pinion gear on the left. Now pull the main handle to open the tube. Remove your gas mask (use it on yourself again), then use the construction plans on the bomb. Find 10 differences between the plans and the bomb to be able to defuse it.
Now head to torpedo room 2. Examine the torpedo tube on the left. Use your breech door handle on the lever at the top right, then on the pinion gear on the left. Now pull the main handle to open the tube. Use the construction plans on the bomb, but this one is already active. Pick up the bomb and use it on the torpedo to the left. Pick up the torpedo controls and use them on yourself twice. Examine the torpedo tube on the left again. Use your breech door handle on the pinion gear on the left, then on the lever at the top right. Turn the hand wheel in the middle twice (to affix and align the torpedo). Now try to use the computer in the middle of the room; you need to enter a password. Look at the file in your inventory containing the list of numbers, and try each of these in turn - when you enter 9-6-5-1 you will successfully fire the torpedo.
Use your work gloves on the middle of the rope to climb across, then use your combat knife to cut the rope. Pick up the crowbar from the middle of the deck. Go through the door on the right into the cargo hold. Use the lamp in your inventory with the broken lamp on the left wall and you will be able to see more of the room. Use the crowbar to open the top wooden crate and get a wet-suit from inside. Put on the wet-suit, then close the wooden crate again. Use the crowbar to open all 4 locked crates; take a rope, a flare gun with ammunition and some bomb parts from inside the crates. Retrieve your lamp and try to climb the ladder, but you will hear voices. Hide behind the wooden crate in the darkness. Now climb the ladder to get back outside.
Use your rope with the yellow life raft container, then push the container into the water. Go through the next door to the left to find the common room. There is nothing useful you can do in here, so leave by going through the door on the left. Use your crowbar to knock out the nearby mercenary. Next enter the captain's cabin (still on this level, behind the stairs just to the left). Take and read the message on the desk, then combine your construction plans and bomb parts. Insert each of the bomb parts (they each only fit in 1 spot), then put the bomb on the table.