F.E.A.R. 2: Project Origin Walkthrough :
This walkthrough for F.E.A.R. 2: Project Origin [Playstation 3] has been posted at 06 Apr 2010 by bernarld and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up bernarld and share this with your freinds. And most important we have 1 other walkthroughs for F.E.A.R. 2: Project Origin, read them all!
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Walkthrough - FAQ/WalkthroughFFFFFFFFF EEEEEEEEE AAA RRRRRRRRR 22222222222 FFFFFFFFF EEEEEEEEE AAAAA RRRRRRRRRR 2222222222222 FFF EEE AAAAAAA RRR RRR 2222 2222 FFFFFFFFFF EEEEEEEEEE AAAA AAAA RRRRRRRRRRR 22222222 FFFFFFFFFF EEEEEEEEEE AAAA AAAA RRRRRRRRRR 22222222222 FFF O EEE O AAAAAAAAAAAAA O RRR RRR O 222222 FFF EEEEEEEEE AAAAAAAAAAAAAAA RRR RRR 2222222222222 FFF EEEEEEEEE AAAA AAAA RRR RRR 2222222222222 ***************************************** * Game: FEAR 2: Project Origin * * Type: FAQ/Walkthrough * * For: PS3, Xbox 360, PC * * Played on: PS3 * * Author: Brad Russell "TheGum" * * Email: lunatic_252000@yahoo.com * * Web: www.thechaosuniverse.com * ***************************************** Version 1.0 - walkthrough and most items found, an update soon should have all items. Next playthrough on hard. ***************** Table Of Contents ***************** Use quick find (Ctrl + F) and type in the code or level. Section: Code: 1. A Brief Foreword 2. Controls ( CON2222 ) 3. Starter Tips ( TIPS333 ) 4. Walkthrough ( FAQ4444 ) Level 01 - Sanctuary Level 02 - Awakening Level 03 - Discovery Level 04 - Withdrawal Level 05 - Replica Level 06 - Ruin Level 07 - Top Level 08 - Elementary Level 09 - Nurse's Office Level 10 - Snake Fist Level 11 - Keegan Level 12 - Epicenter Level 13 - Approach Level 14 - Climax 5. Intel Locations ( INT5555 ) 6. Reflex Boosters ( REX6666 ) 7. Author Info / Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** I love the FEAR games. That may sound odd because I don't like games that stay the same, but FEAR has always done a good job of offering a nice and engaging story while highlighting combat. Unlike most FPS games FEAR has always let the player determine how a fight goes down. I know that in COD5 there was next to no variation in how to get through a level. But in FEAR the enemies are always smart, slo-mo instantly changes a fight, and there are always many options in weapons and melee. I honestly believe that while many would dog FEAR's lack on innovation and somewhat cliched story, this series does combat better than any FPS. This was the first FEAR game I played on the consoles, purely on that fact that PC games demand far too much money to run smoothly. I'll admit, to start this game it felt different and a little clunky, not to mention the game starts a little slow. But by the end it felt just like all the other FEAR games and even more satisfying. I don't agree with some levels being so long, but that's just a small complaint. It would be interesting if FEAR 3 took on a much more focused approach and expanded into a cover-based shooter more so than this game did, but then again that might ruin what makes this game great. I don't really have an interest in Resistance or Killzone, but any FEAR game and I'm there, not as a game guide creator, but as a gamer. TheGum. ***************************************************************************** * 2. Controls ( CON2222 ) * ***************************************************************************** PS3 --- X - jump SQU - use and reload O - melee; you can jump and kick and sprint to slide kick TRI - go into Slo-Mo mode R1 - fire R2 - toss grenade, hold to cook L1 - press to quick to last gun; hold for weapon menu L2 - aim RS - look/aim; click to crouch LS - move; click to sprint START - pause/options SELECT - objectives and files D-Pad UP - flashlight D-Pad DOWN - Use Med Pack I'll leave the PC controls to some basic PC FPS setup, and the 360 matching the PS3 setup. Of course you can use the book or check in the options if you need something. ***************************************************************************** * 3. Starter Tips ( TIPS333 ) * ***************************************************************************** #1. Slo-mo is the key to getting through this game much easier than if you didn't use it. Early on I would say it's easy to over-look it with the fights being simple, and even missing the time you have it like I did, but later you can't get through without it, especially on the creepers and other fast enemies. #2. Tapping the weapon change button will swap to your last used gun. This is key for balancing not wasting big ammo on small enemies and using your rifle on small groups. It's just a good tactic when trying to save ammo for your bigger guns, and just in anticipation between fights. #3. You have four grenade types: frag, flame, shock, and mines. It's easy to overlook the other three, but mines are power allies. Shocks flush out and stun enemies. Incendiaries also flush out hiding enemies and if not kill them at least takes them out of the fight for a time. #4. You have four gun slots to carry any four you want. Early on it's the SMG, Combat Shotgun, and whatever, but once you get an Assault Rifle that is about the only gun you need to keep, or at least get back ASAP. The Missile Launcher is odd because it's only used a few times, and after it can be dropped or used up. The Laser gun is okay for the assassins. The Flame Cannon is trash and doesn't get ammo beyond the early stages. The Pulse gun is the best, so use it sparingly for big groups. The Sniper Rifle is one gun I feel can be used to great effect as a close combat gun. Either shotgun can be held at any time. The Hammerhead is nice, but does not get much ammo late into the game. Finally, leave the pistol alone unless desperate. #5. Melee is much weaker than I remember, but you still have jump and kick to great effect. It's just not used as much, especially with slo-mo and strong guns being very effective. Still, you can kick as you see fit. #6. Of course some standard tips. Collect ammo after fights and reload whenever you can. #7. Armor is key to not using your med kits. When you find one it's a good idea to move around a bit to see if there are enemies, and if so pick up the armor after the fight. #8. The flashlight is only needed like twice for 5 seconds. Along with this you can anticipate scary moments when your screen flickers, and usually just moving faster speeds you through the creepiness. Although during the ghosts scenes it's a good idea to move with haste while also taking out the ones that charge at you. #9. A quick tip for mashing melee, just put the controller on your knee and tap the button like a jack-hammer with you index finger. #10. Aside from the rate of fire you can change while selecting a gun, you can also either hold the fire button to lay out sustained fire or tap to fire in bursts. Burst fire while help get hits on an enemy's head, but with moving enemies it's probably better to just go slo-mo and hold the trigger on an enemy until dead. #11. An enemy isn't dead until he drops his gun. One time a dude fell and played dead. So if an enemy has not dropped his gun, keep firing at him. ***************************************************************************** * 4. Walkthrough ( FAQ4444 ) * ***************************************************************************** F.E.A.R. 2: Project Origin Walkthrough Start by adjusting the brightness. I left it in the middle, which was three levels above the symbol barely being visible. The reason is because there's a fine line between spooky gameplay and not being able to see. I prefer not to cross that line. ==================== Level 01 - Sanctuary ==================== Just move up and fall down into the orange light. Enjoy the scene until you get out, and when in control either find out what the buttons do or look it up, like in the options menu. Go up and open the doors on the right, then hop over the rail and take the next door to be introduced to your flashlight. Move into the lobby and hear the scene out. After they are done hop over the desk and grab the intel on the file cabinet, and you can press the switch on the monitor to see a tiny scene of what happened. Hop back over and get into the elevator. *NOTE: You hold the weapon select button to pick what you want, or tab it to quickly switch guns. You also tab the aim button to do a quick lock onto a nearby enemy.* When it stops you will be in your first fight. Crouch and waste the guy in front, the one further back, and then the one to the right from the door. Note that they use cover and will flip over light objects to make cover. Collect their ammo and move into the next area to fight more. A few up high and some more down low, and out here you can test out the flip cover by pressing the button shown when near a table. Around and on some boxes is a health pack, and in the corner by Stokes is another intel. Go through the door she opens and nearby is another intel. Move along and by in the window-ed hall you need to sprint to avoid the chopper fire. Pick up the vest and ammo, then go through the door, listen to the chat, and then pick up another intel. Go through the door, hop over the wall, and pick up the med kit, something you can use whenever. Like through the next door in this big fire fight, but make sure you pick up those frags. Use them when the enemies are hiding behind cover. There are about eight or so of them, but not many more than two at a time. Collect the ammo and go out the doors they came in to learn of the adjustable fire rate of your guns. *NOTE: To adjust fire rate on the PS3 I hold L1, select the SMG with the RS, and then move the RS over to change the amount of bullets a trigger press will shoot.* *NOTE: You can either pick up the items you find or move over them, whichever works best for you.* Go out the door and kill the two soldiers as they drop, then the two that come from the right side - you're not alone if you see some guns fly into the air. Ammo, grab the armor behind the bar, and then duck under the gate to the left in the back to get out. There is another fight with another group of four dudes in the kitchen. Pick up the med kit, move on, pick up another, and then kill the lone enemy on the roof. *NOTE: It's important to be smart with your ammo. If you pass a gun because you're full and then do a battle nearby, come back and get that ammo before you move on, that way you get the ammo furthest back and leave the more forward ammo open to picking up if you get into another fight or something. Not a big deal, just something to think about.* Hop out and jump to the scaffolding and while I don't think it will fall you may still want to jump to the other side quickly. Duck into the vent and crawl to the other side, a dark area. And when it's this dark and your flashlight flickers you know stuff is weirding out on you. Walk around the pool, to the other side, then hop in the water. Hope the little scare got you! Nice and sunny isn't it? You can even see the city profile on the balcony. Take the door out, pick up the armor in the towl room, use the door nearby to look back over the pool, and then turn around to pick up the nice little ammo and health... now that was a good one. Take the door by the sinks to get out and soon you come to the next fight in the penthouse. You may want to toss frag at the two enemies in the back, then kill the rest who are all around. Pick up the intel on the counter top, and there is nothing else in here so go up the stairs, kill the enemy that pops out of the door, and go through it. And when the hallway is this long you know something is going to happen. Around the corner use the box and go inside - the bathroom door on the side of this bedroom has nothing. Pick up the two intels and check the marker board to see if those faces look familiar to you (it's your team). Go down the steps for a scene. Turn around and basically return to the piano in the penthouse. ==================== Level 02 - Awakening ==================== *NOTE: It may be very noobish of me, but I would guess you have the ability to slowmo for this whole level. Well apparently I missed that and only through an incorrect press in the next level did I learn I had the ability. So, but you only need it at the end, so doesn't really matter.* Doesn't every game have a level called "Awakening?" And isn't it always nice that "enhancement" surgeries always leave you with your full army gear on? Anyway, pick up the intel on the wall and look down the right in the hallway. Nothing in the nearby room, so go up and take a left and in the left room is a med pack. In the other is an intel, then proceed to the front desk to hear a television report; enough the jumps you get for take the door to go behind the desk and going towards the bathrooms, but nothing to do with either. So take the double doors. *NOTE: Yep, you're being scared stiff and it's bright and sunny outside!* Enter the messed up room and take the door to the left inside to go through the bathroom and pick up an intel, then go out to the next area. Go right and up to the destroyed room for an intel, then come back and take the doors here to get in and go up. In the window-ed room is an intel, and for the brave you can turn your flashlight on and follow the blood into the men's bathroom for some cheap chills. *NOTE: Remember, you have melee punches and kicks if you jump.* Come back out and take to the hallway, and after the fright take the door on the left and follow the path to meet someone familiar. Keep to the path and take the gate on the left for a med pack, and in the next room is another intel. After the chat go out the door and through the blasted doorway. Pick up the gun and start shooting, but these two don't have flamethrowers even though hitting their backs blows them up. Collect the armor, frags, two guns, and take the way out. In the next area are three, then two, then two more enemies, all coming from the right, by the snack machines, but there is really nothing but a few health packs in the area to the left. And FYI, the gas tanks can be used as weapons. In the next area you'll be above some enemies, so blow up the gas tank on the one or toss a frag at them all or use the gas tank on the white bin near them. Drop down and around the corner behind you is an intel in the ladies room. There is armor, frags, and ammo near the dead enemies, and health on the other side by the phones. Then you can try to call the elevator but turn around and get ready for an assault of about six enemies from above; a few gas tanks on their backs and maybe a frag or two. After that take the elevator. When it stops you can fight and kill one or two if you wish, or just toss a frag and crawl out through the bottom half of the opening. Swing around and you can melee the ones you didn't kill, but you'll still have to gun fight two more at the other end. Some health if you need it and move down the hall to the closed door, and the key needed is just to your left. Use it on the swipe, go right, then turn around and pick up the items. FYI, you will notice that I'm not giving away the frights, and if something written sounds odd then that's probably your hint. Next you'll run into the combat soldiers with shotguns, so kill the first one and toss some grenades at his friends. Pick up his gun and work on the rest that come from the right side, and a second wave after them. If you don't know how this works, it's best to be up close when using a shotgun. It's also a good time to tell you that the health injections can't be taken, so use them before you leave if your health is low. Down the hall is another intel on a desk, and then follow the old girl to the elevator - turn around and go back, then get on the elevator. Jump over the bed and then push it out, then open the door to get on the third floor. Pick up the armor and to the right is an intel, then go left to fight three enemies. Another in the next room, and then a fight in a snack room where you should unload your frags since there are more on the other side. There are four to start with, and then two more in the back. There is armor on a countertop and the ammo supply before the next hallway. In the room behind the desk is a vent to crawl to a room with an intel about Alma, and of course that means the return trip out the vent will have a little creepiness to it. Go right through the rooms and into the next area. Go around to the right to pick up items and step into the chamber for a long scene; all I'll say is you can move up the hill. *NOTE: Now is the time to use slowmo.* So after that you have two enemies, then four more, and upon move back you run into more. So use a few frags on the first groups, and the shotgun is the weapon of choice. You have three more in the lobby area, health on the desk, and exit through the door for an intel. Go down the steps to end the level. ==================== Level 03 - Discovery ==================== Pick up the incendiary grenades, switch to them (d-pad button), and in the lobby are about 10 enemies. Along some of the pillars are bombs you can blow up (though their blast radius must be disappointing to the people who set them up). The fire frags do not kill enemies, only makes them "stop, drop, and roll" and allow you time to kill them. You have a couple to the right, more to the left, and when you advance there are two that exit the elevator. There are also two that appear when you enter the room on the left. Don't miss the armor near the beginning, but use it after you clear the bottom floor. *NOTE: Remember, you have bullet time, so use it.* Go up the stairs to fight two more from the other elevator. In the nearby room is an intel, and when you swing around the walkway there are two more enemies from a side door. Approach this door for armor, then step on the open lift and go up. Move along to the burning room, enter slowmo, kill the three enemies in here, and then two more come from the left room. There is only a med pack to the right, so just leave through a vent at the back of the left room. Drop out and you'll fight a mini-boss, Napalm Cannon we'll call him. You just pound shotgun shells into him, using slowmo and moving to the right. Aiming for his back seems to help, just just keep shooting him; there is armor to the right but you want to save that. Pick up his napalm cannon when he's dead and feel free to test it on the two enemies that appear in the back. Then pick up the armor to the right, and to the left of the room is a Reflex Injector in a bathroom; it lets you have more bullet time. *NOTE: The Napalm Cannon does slightly burn you back, but it's only to be used in close-quarters, and even then perhaps the shotgun is best for faster killing of enemies.* Go out the back and there's an intel on the floor by the door. Of course not even fire will keep the old girl away, so move onto until you're in the next area. I prefer to run this fast, since running it slow doesn't sound too appealing. Just equip the shotgun, run up, kill the first two, turn on the slowmo when moving up the hall, toss a frag at the next batch of enemies, wait for it to go off as there is some armor here, and then burst into the hallway where you toss a few frags to the other end to kill the enemies; take cover in the alcove on the side. Once they are dead you really don't need to backtrack, there wasn't anything you missed unless you want that medkit at the very start of the fight. And yes, those blinking panels mean it really hasn't been day- time at all. Move along to hear two enemies talking, and through the door to the right is an intel. Just go around the corner in bullet time and blast the two of them. Nothing in the bathrooms. Through the next room you see the enemy get pulled away, and turning the corner he is spit back at you. That's odd because in the next room you fight about six normal enemies. Clear out all the room before moving up the hallway to fight two more around the corner. In the next room you see your next type of enemy, and there's an intel in here. In the next lobby area there are just some frags in the rooms. Move down the bloody hallway to fight three enemies as another is pulled through a tiny space; you'll see where he was pulled into. Reload and go around the corner to kill the first enemy, but the other is taken care of, and that's all in here. Get in the elevator and use it. *NOTE: I was low on shells, so don't forget to keep an eye on your ammo count.* Ammo and you should reload all your guns, and even if you only have a few shotgun shells you should have that gun in hand. Approach the glass for a scene and then you're pulled down. If these demons grab you you need to mash the melee button to get them off. There are about six, and a seventh if you fight your way up to the ammo by the stuck door, and you want to get there for the shells. Use the shotgun to kill all of them, with the flame gun used as a last resort, but no frags are needed. When done, kick the blockage from the door and go through. Have the flashlight on in the next room to see a disturbing sight, then just crawl through the vent to end the level. *NOTE: That Jankowski is the younger brother of the one from the first game.* ===================== Level 04 - Withdrawal ===================== Enter the middle room and pick up an intel on the counter. There's nothing in the right room, only a switch to close the door to the middle room. So go left and turn the switch in the back room so you can enter the adjacent x-ray room. *NOTE: Don't forget you have slo-mo, it's easy to forget because most of the fights on normal are not too bad to handle without it.* Follow the hallway to the end where there is a small closet on the left with a med pack, go near the locked doors, and then go right. Pick up the intel in this room. Down the hall you will hear someone crying around. Around the corner is a big fight, but it matters not if you save the dude, mainly because there is a bomb nearby you can explode. Then fight the eight or so enemies that appear, but you want to save that armor at the corner for after the fight, and a good way to do this is to move into the dark room to the left. If you jump through the window you can be around some of the frontline enemies, but of you'll also be close to the ones that pop up from the entry point. There are also two extra pairs of soldiers as you make your way to the open doorway. And once the room is clear, feel free to go back and pick up the armor. Move into the dark room and wait for the hidden door to open. Creep out a little and then go left, swing around to the right, look both ways in the glass part to see two minor sights, and then go through the door and look through the window; if you didn't know, you're now behind the dark glass of the x-ray rooms you've been in. With shotgun in hand move down the steps and kill the demon that pops up around the corner. Move along, there is a med kit to the left, and up the steps is really nothing to harm you. To the right is the elevator, but first to down the steps for an injector. Now you are sorta timed, so run down to the elevator, call for it with the button on the wall, get in ASAP, and press the button to the left. *NOTE: Just looking over the side after the elevator stops reveals what really is the "bright sunny day" from earlier.* Just four enemies to fight behind you, so take cover to either side of the elevator, and watch for when they take the stairs, they will pop up up high and try to jump down or attack from there. Armor at the back and a med pack and ammo up the stairs. Take the ladder near the bottom of the stairs and follow the narrow corridor until you are back in the part around the elevator shaft. Down the steps you will fight two quick enemies in a room that should catch on fire. Soon after you will see jet flames coming out of pipes along your path. It will fire twice and then go silent for a few seconds, and that's when you go. To void the second one just slip around to the right, then get back on the walkway. An enemy on a more solid ground will fire at you and run away, so get out your shotgun and proceed to the fighting area. To the right is a room with armor, so save that for after. Just avoid the first grenade they toss, kill the first four using slo-mo and a frag, and then kill the other two at the back, just be careful of the shotgun soldier. Collect ammo, an intel, and then go to the back of the room for the armor. Get out your SMG and kill the two enemies around the corner. To the right of this catwalk are frags, and then go left down the ladder. Of course let the enemies go by, pick up the armor and ammo, then slide down. Your door to the left will glitch up, so run in when it's open. There are two enemies around the corner, to the right, and then take cover behind the boxes in front of the forklift as you battle two enemies that have Assault Rifles. To get across the gate, or to possibly allow a second battle tactic, there are both a ladder and a switch in the room to the right to let you pass. I say swap your pistol for the Assault Rifle, unless you think some other gun is inferior to the pistol. Around the corner crouch at the top of the ramp to drop down. There is armor to the left, but save it unless you're about to die. Go into slo-mo against the flame-boss when he exits the truck, and aim for his back and head. You can't kill him by blowing up his tank, but it distracts him for a bit. When you're about out of bullet time, toss a frag to his feet and then just keep shooting his head. *NOTE: There are three armors in this whole area, but it's best to stay ahead of the curve, but also feel free to grab if you need.* Still wait for the armor because you want to handle the five or so enemies that appear up high. To the right is an armor and then be ready for two and then more enemies to descend on the left side, so feel free to use slo-mo, and there is armor around where they drop. Take the ladders over there and at the top let the first enemy firing at you get shut out by the door closing, then kill the other two to the right with slo-mo. Ammo and a pack to the right, then take the ladder. Unless you're low on armor, save the one you run into for later. In the next area you need to have plan for how you want to kill about ten enemies at one time. For one, after you enter and encounter the bad guy, I believe if you return to the armor room the door between the two will open, and this will allow you more options. You could also just use the cover of the doorway for some simple cover. Or lastly and probably poorest is to get down on the ground and take cover as you handle the enemies; from which the best spot is in the lower left corner. It's more valuable to take precise shots than to just panic and shoot in their general direction, and don't forget to slo-mo to help you aim. *NOTE: Also now may be the first time you have to use a med pack. You have collected three, hopefully you've not needed to use them until now, but now is certainly the time to.* If you saved that previous armor, go back and get it as you collect ammo. Move along and kill two enemies, just watch out for their frag. The next is killed by flame when you shoot at him, which also cuts off the ladder. Kill the soldier nearby and then around the corner are three, one in sight and two to your right. On a shelf in the room is armor and an intel. Frags to collect, but save that second armor in this room. At the end of the main corridor, basically at the other end from the burning pipe, you will fight an enemy who pops out of a door above you and it's near here where you turn the valve; remember to hold it. Now you will face about ten more enemies, but all down this corridor, so they funnel to you. Just toss a few frags, enter slo-mo every now and then, and there should be few problems. Before you pick up the armor move up to face the three combat soldiers, one who should try to crawl under a pipe. Then pick up the armor and go up the ladder. More armor by the door up the steps in case you had to grab the other one early. Through the door is fire, so go left, crawl under, and move along to end the level. ================== Level 05 - Replica ================== *NOTE: I'll remind you twice, and sorry if this first is any sort of spoiler, but to handle the creepers it is best to use slo-mo. By not using it you are making them a ton more difficult, and they take out half your armor with just a few swipes.* If you don't know, the spazzing out of your interface is a good sign you're in what I call, "creep out at any moment" mood. Go up the ladder, and if you want a chill turn around at the top and look through the door window, and of course moving out of this room resolves it. In the room with blood is an intel by the body, along with some ammo and a med pack at the back. Go down the hall there is a hard-to-see creep on the other side of the glass, and when... someone busts through a door be ready to mash the melee button to shake him or her off you; there is nothing through the door. If you move up and look down from the next window you'll see troops moving through an area you've just been. Go through the control room nearby, in which there is nothing of interest, and you get a quick jolt and you're sort of out of it. Go left and another left to see through a window at a very interesting sight. Come back and go down the steps for ammo and a proximity mine. Go out the door and over the rocks in your path. Take the steps down and before you press the switch you should know that there are three cells and you'll open all three, but one has a creeper thing, the bloody cell. Pressing the switch opens the cells but locks you in the room. So go back up the steps and when you go out for the doorway jump out the window directly to your right. Equip shotgun and he's not in the bloody cell, he's in the third one; I know, that ruins the scare, but it's a fine line between scares and combat. Move along to get into that interesting room, and when in front of the subject shoot him as he stirs and then be ready for another creeper to your right. Proceed around to the upper part and another one enters the room from above. And as you go up the stairs another will appear to the right and land at the top of the steps. Go through the door and get the med pack and intel. Go around the corner to run into one through the window, and then another when you move up. When you move up to the room ahead two will be to your left near the armor, so wait until you back up down the hall and kill them, as well as a fifth one when you move near the stairs (he hops on the rail), and then pick up the armor. Go down the steps. Save the armor here unless you need, because there are two more creepers just through the opening, one as soon as you peek out and one when you step further out, both around the forklift. Move down to the bombs where one emerges from the floor and then a second by the rail to your left. On the other side is a panel with a ton of meds that will fall, so let it, and then pick up the other three if you need any health. *NOTE: Another reminder, use slo-mo! Makes them a ton easier.* To the right is your opening, and when you run past the crack in the pipe with the steam coming out, run to the ladder and turn to take out the creeper. Go up and through the door for an intel and armor. But save the armor and after you read the intel be ready for three creepers to run at you, so go slo-mo and back up out the door and to the ladder; probably out of shells by now, so use the SMG. After the fight there are some shells, and then just follow the path to the elevator and take it up. The creeper that hops on above you is of no peril to you. *NOTE: The movie on the screen and the creeper are in a room to up and to the right of the entrance.* At the top and to the right are gates to open for ammo for the Assault Rifle, which I will call ASP. Get em and go into the arena. Watch the movie and then take cover just to the right, in the half-wall V near where you entered. When the soldiers pop up just go slo-mo, blast the first one to the left, then run to the other two and blast them with you shotgun. The second wave is tougher because they pop up in not so easy to spot locations, but most come from the left, so get over there and toss a few frags as you blast a few and go melee when you can. The third wave is more in the open, so you can have frags waiting for them, and at some point you may have to switch to your ASP. If you need to hit the car in the middle during this wave, fine, otherwise get the armor and health before the fourth wave. The fourth wave is in the open too, but a certain someone will arrive and cut the game short. Not sure when you got them, perhaps now, but there are shock grenades to be found here. As you collect ammo, just don't fall down the opening hole to the right because that is the way out, so after you run around this area hop in there. You land near where you started. Hop down and go right for ASP ammo, then have your shotgun out and go left to fight about five enemies, so use slo-mo. Pick up an Automatic Shotgun by swapping out your old one. Use it on the two down the path. Go up the ladder and be ready for three more in the next room. Pick up the ammo and armor and follow the path to an area with clusters of pods. It's best to go left, away from the pods and just slow-mo, toss frags to the middle because about eight will emerge. Kill them, and on the side you can hop down for a med back, and if you stand back to blow up some bombs by a vent you get two mines. Go back up and lift the box to get through the door, and past the save point you will hear a fight between the soldiers and Replicas, or however you want to phrase it - it's the two kinds of bad guys. Go through the door and the pro tip here is to let the Replicas mess with the one soldier as you go up the ladder, save the armor unless you need, pick up the intel, and follow the cat- walk to flank the Replicas with a nice slo-mo grenade, but don't forget about the soldier behind the glass; and some of the glass is bullet-proof. Pick up all the ammo after, go get that armor if you saved it, and move up the steps. Follow the creeper down the pipe and kill him behind the stairs. Go up and get ready for one big fight. Have you rifle and incendiary grenades ready. Go out slo-mo and toss a grenade to the two enemies away while you blast the one to the left by the steps, then go right and kill the two on the side. Now quickly move up the room and toss a flame and a normal frag to the upper left corner of this room, by some stairs, where all the Replicas are spawning. The flame should get any already there and if you wait to toss the frag you should take out the rest that are present since there is a bomb there also; and if you see the bomb after the frag then shoot it yourself. Then just get under, go into slo-mo, and kill the rest that pour out. Tons of stuff to collect. You can hop onto the truck bed, there is a lock to shoot up the small steps for armor and ammo, and then take the ladder to have a full ASP clip. Go up the steps and follow the path to one more big open area. Kill anyone you see from above, then drop down by the broken ladder and into the nearby door for supplies and an intel. Now there are two enemies in here to start, both should be hiding, so find them first. Go to the far left side of the lift and press the panel, then fall back to cover from the Replicas that emerge from the nearby pods. There are two more groups of them, by the two other valves, so go around this room, try not to touch any armor until after you've killed them all. Before you start turning valves I strongly advise you to save the one near the lift for last. Get out your shock grenades and you'll notice there are plenty by all the supplies dotting the room. Turn the valve in the far corner, and then the one near it; again, not the one on the ground by the lift. Turning two will trigger the mech to emerge. Now killing him is optional, and I would advise against it since there is really no need at all. All you do is lead him to the first supplies behind the lift, stun him, then run to the valve, turn it, use the lift panel, hide behind some cover, and wave to him goodbye. *NOTE: If there is any reason to kill him, please let me know. I got the trophy and didn't kill him, and there are no others that specify him as a target.* *NOTE: I have read that you need to stun it, keep stunning it, tossing cooked frags, and I guess get in a few shotgun blasts is the way to beat the darn thing. I would guess it's shield will trigger after a hit, so perhaps you have one frag then the shield pops up, or one bullet and then the shield pops up. I'm not sure. All I know is I'm on the next level.* =============== Level 06 - Ruin =============== Take the tiny steps nearby and the ladder up, then open a red door for a frag and a combat shotgun; which is a good switch with an empty automatic. Take the opposite door, there is some sort of scare when you approach the locked one, and crossing the catwalk yields a moment of destruction on high. In the room is an intel, then jump out the window and go left for some ammo and a pack. Yeah, cheap scares are just that - go down the stairs. Go kick some ash! But really, you can touch them. Go around the corner of the street and take the left to go into a building. Move toward the shadow straight ahead for some sort of fright, then go around, shoot the padlock, and go pick up those items by the fence. Then out the door. Go over the rubble to encounter what at first glance seems like one of the many cheap scares in the game, like he's going to fall down or something, but he's actually an enemy. He's a sort of amateur puppet master who can cause a shock wave if you get too close. My advice is to chase him around, shoot him with the shotgun, keep your distance, shoot his "puppets" when his strings go out, and soon he will die. There is armor on the back of a car to the right and in the building behind the bus. Also in this building is one of those weird glowing guys, and you can go slo- mo and kill him if you want, or he just scurries away. To the left is a med pack by the wall and then inside the room an intel. Then go to the doorway and push over the cabinet to crawl under. Health and armor in here. When you open the door go slo-mo and shoot the ghost. Inside are more, but I think only the one around the corner and by the soda machine will attack you; if you go back to the previous room for health the ghosts will pop back up (ooh, I got pop and soda in that sentence, nice). I believe these ghosts are somehow connected to the paintings, though I'm not sure why. Kill them all or as many as turn to face you, and go out the door - may also think about taking the time to close that door too. Go up the hall, through the doors, into the vent, and you emerge in an alley. Go up the street and turn with assault rifle in hand. There are three normal goons attacking one Replica, and one enemy is a flamer. Your best move is to hide for a few seconds, turn off your flashlight, toss a frag into the street, and then run into and through the ruined building on your left and get to the other part of it, but try not to pick up the armor. Go slo-mo and kill the flamer first, then the goons. A second flamethrower emergers, so run from one side of the ruins to the other, but stay on this side of the street, and another goon drops to the left over the bus. Finally you have two pairs of enemies from the other side of the street, so toss a frag at each set (maybe it was just three). After the fight, go up the stairs with shotgun in hand, go slo-mo, blast two enemies, avoid the hole, and then take cover by the window. Across the street are two more, one with missiles. Kill both with slo-mo and your rifle, then go into the corner for an injector and an intel. Opposite this corner room is the open window from which you can run and jump out and onto the plane. Cross the wing and swap your flamethrower for the Missile Launcer. Around the corner is a hole to hop through, and the "puzzle" here is to shoot the generator from where the wires are coming from. Do that and stock up on the supplies. Remember the intel, shock grenades or shoot a generator when the robot is under one, then shoot a missile. Equip your shock grenades, your rifle and hop down the hole. This first armored suit is there to fake you out, so ignore him and the enemies fighting him, just slip to the right and get to the other side of the street. In this building quickly go up the stairs and use slo-mo to kill the missile launcher up here. Now you are above the field as a second armor appears. You could do this fight from any point on the field, but above is best. There are four generators scattered around: three on poles and one on the ground below this point. So use those if the machine gets near those locations. If not just toss a shock grenade to the robot's feet to stun him. Use this time to fire two missiles at it, but not a third. Hide, let slo-mo refill, and to it again. One more time for a total of five direct hits and he will be dust. *NOTE: There are two armors around the field, plenty of shock grenades, and more missiles from the perch.* There is water at one end of the street, but don't touch it because water and electricity do not mix well for you. First kill the two Replicas on the right of this pool. Next you need to stand far away from the generators you did not use and blow all four up. Do this and cross the pool to get into the alley for a cache of items, and through the door to end this very short level compared to the others. This was a cake-walk from my point of view. ============== Level 07 - Top ============== A few supplies on the crate, then equip your shotgun, run out and to the right, go slo-mo, blast the first Replica, and then two more in the next room. Grab the intel in the cubicle, and then go outside to meet with Stokes. *NOTE: When you find and auto-shotgun you can swap it for your combat one, but I like the power of the combat compared to the auto.* Go up the stairs and swap your SMG for the Sniper Rifle. There are two snipers, one to the left and one to the far right. You get them by poking your head out to see where their lasers are coming from, and then go into slo-mo and snipe them. Then three enemies that could appear far apart will show up to your right which means you should use your shotgun and slo-mo of course. Next an APC will appear on the street and fire at Stokes. Hopefully you still have the Missile Launcher from the last level, so just fire at the turret until it blows; if not then there is one on the right, through the hole the enemies came through. *NOTE: Remember to reload the sniper rifle after each battle.* When your objective clears you should make your way to the right where the missile ammo is, and from here kill the three enemies, one again in the building to the left and then two more somewhere to the right, either up or down. Keep the sniper with you and go down the stairs, pick up the med pack, and when you go out the door toss a frag right, then look up to the building to the left again for another sniper (that makes three from the same building during this sequence). The frag should have taken out a Replica, but there will most likely be another running around, so have the shotgun and reflexes ready (I just realized reflexes is another way of saying slo-mo). There is ammo in the corner and you can go up the stairs for a little bit more. Go down and through the windows here you can snipe two enemies on the ground. Around the corner and when you are about to step on the ground, don't because about three more enemies appear, two to the left and one from the APC; you can try to snipe them with slo-mo, or use the assault rifle if you don't trust your aim. Around a brick wall by the fence are some supplies, and when you approach the steps on the building have the shotgun, go slo-mo, and blast the two Replicas to emerge from the doorway. Go in and down, through the laundry area, and you emerge onto a street with four Replicas and an empty mech suit. You can snipe the three open enemies, one being far to your right, and then rush out to kill the fourth if he's hiding. If you wander around without getting into the suit you will soon be swarmed the Replicas, so just get in the thing ASAP and start mowing them down. Really all I can tell you is that you have turrets, rockets, heat-vision (up on the d-pad for me), and you can aim like normal. In the suit you can better seen emenies as they will be flagged for you. And that's it, I'm not sure if these little soldiers can even kill you, but mow them down with haste anyway, they are all over. *NOTE: Better to fire in bursts with this thing to avoid the overheat, and the rockets refill after a few seconds.* When quiet, move up the street a little to spawn the second wave, which will appear in the buildings to your left and right, so back up and handle them. You can get out of the suit by holding down the button you pushed to get in, and you only want to get out by the building on the right for the armor, but once you pick up the armor that spawns a few more enemies. So there are three supply areas for you to get, but I say skip the armor because you will have plenty of chances for more. Head through the tunnel and you emerge to kill three enemies; left, right, and up. More come from up the street, but as you move up keep an eye up to your left for a missile launcher on the roof, he is the main priority, so take him out before the others. Clear the street and the only reason to get out here is for another armor on the right, but you shouldn't need it at all. So move up the street and into the alley. Go inside the garage and kill the four or five enemies in here. The doors lock and there is one missile guy who pops up on the walkway on the other end. After you kill the missile launcher, park you suit and get out. The steps by the entrance have supplies up top, and there are more below the other steps. Take the second steps to get an intel and reflex booster. When geared and ready to go, pull the switch by the door to open it, hop in your armored suit, and move out. Kill one enemy up high, and around the corner will be another. A non-elite armor will drop onto the bus, so be ready to fire on him with you guns and rockets, it shouldn't take much. As the intel stated, you will repair, so be still for a moment for the repairs to go (you can see the blue flags on your screen to see what's being repaired) and then advance. Go around the bus to kill a few more enemies and another armor suit that drops in at the end of the street. When you go inside the parking garage be ready for missile infantry to come down the ramp, and handle all else. Make your way up the ramp where you will run into two enemies at the end and a missile guy. In this final battle in this suit you will encounter many infantry, at least one more missile soldier, and one more mech suit, none of which should pose much of a threat so long as you don't overheat. After you say your goodbyes, get out, pick up any supplies you find, and take the door down. Follow the path as you are reminded this game is part horror, and there is only a padlock in your way. Hop over the rail and just move along to watch the show. After it all goes down, go out the door, down the ladder, and ponder why all black people die in horrible ways horror games. ===================== Level 08 - Elementary ===================== So basically you are only continuing to play the game because Alma loves to just mess with people. To the right of the locked front doors is a padlock to open a path to drop down. Crawl into the classroom and pick up the intel in front of the desk. Lift the bookcase in front of the door and go into the hallway. In a room on the left is a nice video to confirm that we all indeed need to visit the nurse's office. Continue along the path and up the stairs. In the first room is an intel, and if you continue down the hall to the dark dead end you can pick up stuff and get a few cheap scares. Come back and go through that classroom with the intel and tip-toe over the beam to another room. Slowly go out and right, drop down, and into another room where going out the door |
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