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The two officers make their way through the forest

Another feature in Cry of Fear is co-op. The story behind the line of co-op maps is that a group of Swedish police officers read "Simon's Book" and fight their way backwards through the original SP campaign to stop Simon from being hit by the car being driven by an unknown individual in the beginning of the main story, which originally causes a "spiral of events" that spawn the "arcane creations that his book had". You can have up to 4 players, but you can also play alone without problems, as there are no points in co-op that require two or more players.

In co-op, several features from the SP campaign are missing, like combining items, dual wielding, unlocks, and tape-recorder saving. However, all the players have a full-strength flashlight on their vest which never runs out of battery and can be used at any time by pressing F, plus players can revive each other at any time using CPR.


The Game starts with a friend or a group, playing as a team of Swedish police officers who have read and entered Simon's Book. They aim to prevent the crash and change Simon's future, while fighting his monsters.

The campaign starts in the Suburbs at night during a thunderstorm, in front of Simon's house. The doors are locked and won't budge. A large amount of Twitchers and Flygares eventually appear, along with Tallers and a Sawcrazy. Roads are blocked by vehicles, thus forcing the team to go through the Sewers and other underground passes, encountering aquatic twitchers and other monsters on their way.

After exiting the underground, they must cross the lake, which now has boardwalks, while being attacked by Tallers, Crazyrunners and a very large amount of Watros. The team must then traverse the Forest and Asylum, coming across a blocked highway and through another series of Forests. This is were the team will encounter the Saw Runner, who must be killed. The team eventually reach the abandoned train and proceed to ride it back to where it came from. While on the train, the team is attacked by Spitters and Twitchers.

The team arrives in the subway and are attacked by Suiciders ; they then exit the subway into the City, fighting a large array of monsters on their way. The team enters the same park as Simon did and can optionally complete the puzzle to obtain four sniper rifles and a sledgehammer. At this point, they must go through a series of apartments, another part of the city and back into the subway.

When the team exits the subway, they come across an empty street with ominously clicking pedestrian crossings. When one of the team walks far enough up the street, a cut-scene plays : Simon sees a group of police officers(the players) arresting the driver in the car, which ultimately prevents Simon from being hit and crippled.

The cut-scene then shows Simon and Sophie walking together while holding hands. Then the credit rolls.

(This is probably the only true "happy ending" of the entire game.)


The Cry Of Fear SP Campaign and the Co-op Storyline are both made up of Chapters and Co-op continues on straight after SP and continues counting from Chapter 8. The chapters will continue in chronological order, but the next chapter marks a start in a whole other different campaign in the game (only in Multiplayer Co-op).

  • Chapter 9 - Where is Simon?
  • Chapter 10 - Many Thoughts
  • Chapter 11 - Where it all begins
  • Chapter 12 - Close to the end and the beginning

[Misc Info: When Patch 1.2 was released the MP campaign was split into 4 chapters, where before there were none at all.]


Should someone go down in co-op team-mates can revive one another using CPR by holding E on their body. You can do this an infinite amount of times leaving the revived player with 10 HP. If you aren't revived in set amount of time set by the server owner, you respawn and lose all your previous inventory, giving CPR does not pause this timer. You are not invulnerable while giving CPR to a downed team-mate (This changed with the 1.3 update). A downed player can also open their inventory and drop items, allowing them to save their rarer weapons from the inventory reset when you respawn.(You can no longer do this if you update to 1.2)


An officer attempting to revive their teammate using CPR


The voice communication in the game, originally bound to K, has a radio sound effect upon starting and stopping communicaton, like a radio. You can chat at any time without specialty items, and there doesn't seem to be a distance limit with communication. Originally players communicated through an actual handheld radio which other players could only hear if they were in close proximity.

Nightmare Simon

At random times throughout the co-op campaign, the screen will go black and white and a haunting ambience of what seems to be Simon screaming "I'm sick" and "Kill yourself" plays.  During this, any door which would otherwise initiate a map change becomes mysteriously jammed, and a nightmare version of Simon with a shotgun hunts the players. Nightmare Simon is the same enemy you face in the last chapter (provided you went with ending 4).

He has a overall bloody and grungy look to him like the other enemies in the game. Although he walks very slow, and is not very fast with his turning, Nightmare Simon never misses with his shotgun and it deals around 10-20 damage with each shot. He can take a large amount of damage (something like 2+ full glock mags) before hitting a certain damage roof and disappearing, along with removing the black and white effect, ambience and unjamming the map transition doors. As of patch 1.3 Simon now has a health bar when he appears giving the officers an insight on how damaged he is.


If all the players in the game die, a 'game over' will appear on everyone's screen, and the map will restart from it's beginning, typically from where everyone spawned after the last map change. After this restart, all players will lose their previous inventories and will start with a new random set of equipment, from a tree branch to a shotgun. There is no saving in co-op, and if you were to shut down the server mid-campaign, you'd have to restart from the beginning unless you used the console to start the server and had memorized the map name you were on. Also, due to the fact that ammo is not an inventory item and you cannot drop it, any extra ammo you have that isn't 'bound' to a weapon (Ex. Holding shotgun shells without a shotgun) will be lost upon revival, respawning, or map change.

New Features

  • Since patch 1.3 players can now heal each other without having to manually drop their syringe for the other player to pick up, simply pressing right click with a syringe equipped and next to a teammate will have them inject them with the syringe and restore their health.
  • When a teammate falls in combat instead of performing CPR on them , another player can revive them using a syringe therefore making the whole process faster, however, it gives the player the same amount of health as reviving them via CPR. A syringe icon will also be placed next to a teammates name indicating that they have one.
  • Throughout the co-op campaign the police will also encounter a mini boss known as the sawcrazy , it is a tall and long haired figure with two chainsaws. It is also incredibly fast easily catching up to players, great care should be taken when confronting this monster.
  • CPR time has been reduced therefore taking less time to revive a fallen comrade and they also are given more health upon revival.