What do you need help on? Cancel X
Guide and Walkthrough by shadowmaster2552
Version: 1.10 | Updated: 02/08/2006
Highest Rated Guide
______________ ______________ ___ _________ | | | | / \ | \ | __________| | __________| / \ | ___ \ | | | | / _ \ | | \ \ | |______ | |______ / / \ \ | |___/ / | | | | / /___\ \ | / | ______| | ______| / \ | ___ \ | | | | / _________ \ | | \ \ | | | |__________ / / \ \ | | \ \ | | | | / / \ \ | | \ \ |___| 0 |______________|0 /___/ \___\0 |___| \___\0 =============================================================================== =============================================================================== Game Developer: Monolith Studios Original FAQ Release Date: Version: Author: shadowmaster2552 a.k.a. Alex Taylor =============================================================================== =============================================================================== ||||||||||||||||||||||| || Table of Contents || ||||||||||||||||||||||| 1. Contact Information 2. Version History 3. Legal Information 4. Introduction 4.1) The Story So Far 4.2) The Main Characters 4.3) The Controls 5. Survival 101 5.1) The Weapons 5.2) The Gear 5.3) The Enemies 5.4) Combat Tips and Strategies 6. Walkthrough 6.01) Interval 01 - Inception 6.02) Interval 02 - Initiation 6.03) Interval 03 - Escalation 6.04) Interval 04 - Infiltration 6.05) Interval 05 - Extraction 6.06) Interval 06 - Interception 6.07) Interval 07 - Redirection 6.08) Interval 08 - Desolation 6.09) Interval 09 - Incursion 6.10) Interval 10 - Revelation 6.11) Interval 11 - Retaliation 7. The Story Explained 7.1) Icarus & Origin 7.2) Perseus 7.3) The Synchronicity Event and The Vault 7.4) The Armacham Incident 8. Frequently Asked Questions 8.1) Game Questions 8.2) Technical Questions 9. Credits =============================================================================== =============================================================================== ---------------------- 1. Contact Information ---------------------- Me: Alex Taylor E-mail: firstname.lastname@example.org AIM: shadowmaster2552 Any information that you would like to send me to help me write this FAQ would be much appreciated. However, I am a college student with a rather busy schedule, so please try to keep e-mails concise. Also, try to read through my FAQ carefully before e-mailing me as to avoid sending me an e-mail telling me about a secret or method that is already in my FAQ. Please do not e-mail me to tell me how stupid I am for the way I suggest to get through an area, because it will only waste my time as well as yours and the message will be promptly deleted and the sender blocked. The same rule applies for instant messages. Also, there is no need to use profanity in your e-mails. I further request that you make the e-mails legible, i.e. use correct grammar. Unreadable e-mails are quite useless to me. Those issues aside, I gladly welcome advice on ways to better my FAQ. I will also answer some question in the FAQ section, but only if they are not already addressed specifically in my FAQ. Thank you, -Alex T. =============================================================================== =============================================================================== ------------------ 2. Version History ------------------ Version 0.95 (01/21/06) - Original release version. Introduction and Survival 101 completed. Walkthrough complete. The Story Explained started. Version 1.01 (01/26/06) - First update. All sections completed and minor corrections made to Introduction. Some spelling and grammar errors corrected. =============================================================================== =============================================================================== -------------------- 3. Legal Information -------------------- Copyright 2005 Alex Taylor This FAQ is the intellectual property of me, Thomas Alexander Taylor, and as such it is illegal to proliferate this guide without my express permission. It is published by www.gameFAQs.com and will be available to you the reader for your personal use. However, you may not post this FAQ on your personal website or create links to this FAQ on your website without express permission. Furthermore, it is illegal to produce copies of this FAQ claiming it to be your work. Any hints submitted to me by readers that are used in this guide will be attributed to those sources and are also under copyright. If you see anyone proliferating this guide, please contact me. =============================================================================== =============================================================================== --------------- 4. Introduction --------------- This section is merely an introduction to the world of F.E.A.R. and how it is played. Although experienced players will not likely need this section, it may be useful to novices and intermediate players alike, as some of the tips given may not be so obvious. F.E.A.R. is a combination of the horror-survival genre and the FPS genre, creating a unique experience that is without rival. In general, F.E.A.R. is unlike any other horror game out there. Rather than using grotesque monsters jumping from the shadows to try and make you pee your pants, F.E.A.R. does its damned best to get inside your head. The combination of atmosphere, sound (or lack thereof), and subliminal suggestions, F.E.A.R. will keep you constantly on edge, and will continue to mess with your head long after you are done playing -------------------- 4.1 The Story So Far -------------------- You are the newst member of an elite team of special operatives known as First Encounter Assault Recon, known collectively as F.E.A.R. You were selected for F.E.A.R. because of your super-human reflexes, moving so fast that the naked eye can barely track your movements. However, you have yet to prove yourself in combat. Your superiors are eager to see how you perform in battle. ----------------------- 4.2 The Main Characters ----------------------- This section will give you the lowdown on the most important characters of the game, so at least try and remember their names. I'll also try to not ruin the plot for you too early. The New Guy ----------- This is you, the newest guy on the F.E.A.R. team. You are the best of the best and you are ready to prove it. Your cat-like reflexes, devestating melee attacks, and uncanny ability to slow down time will give you the edge you need to survive. Any more info about your character and I might ruin the end. Rowdy Betters ------------- Betters is the senior man on the F.E.A.R. team, and he will relay important information to you, as well as update your objectives when necessary. Though he is essentially your commanding officer, he gives you free reign to complete your objectives on your own time. He is also conspicuously absent from the scene of the action, except on the first level, where he drops you off to go after Fettel. Jin Sun Kwon ------------ Originally intended to be the F.E.A.R. sniper, Monolith made her the team medic and forensic analisyst because they couldn't find enough places to make her useful as a sniper. But she is easily the nicest person on the F.E.A.R. team, but that's not necessarily saying much, since two are testosterone-injecting death machines, and the other is a codgy old man. Apparently she also thinks you're kind of cute. Leo Jankowski ------------- The F.E.A.R. point man, he is the only other member of F.E.A.R. that goes into combat. He always seems rather disgruntled, for the most part treating you like a three-year-old. Also, he never actually helps you fight, instead going an entirely different route. Despite being the first member of F.E.A.R. aside from Betters, he's not as well praised as you, perhaps the source of his cold attitude towards you. Douglas Holiday --------------- The leader of the SFOD-D team (short for Special Forces Operational Detachment: Delta), Holiday was originally to be a member of the F.E.A.R. team, filling the role of demolitions, and perhaps heavy weapons as well. Like Jin, Holiday was removed from the F.E.A.R. team due to a lack of effective uses. However, he still makes his face seen at a couple points in the game. Paxton Fettel ------------- Fettel is the main focus of the game for quite some time, with almost all of your objective revolving around finding and killing him. As far as we can tell at the beginning of the game, Fettel is a powerful psychic, who was developed by Armacham into a psychic commander of hundreds of elite, clone soldiers. However, it seems that the little girl we see has some degree of influence over him, though we don't find out until later the extent of her control over his mind. Fettel also uses his psychic ability to put images in you head, which is the cause of some of the creepiest moments in the game. Alma ---- First seen in the introduction cutscene, little is known about who (or for that matter what) she is, but we can tell that she has some control over Fettel. Although I don't want to ruin any surprises about her origin, I will reveal some of her abilities, one of which is the ability to get inside you're head, much like Fettel does. More disturbing however, is her ability to literally disolve the flesh right off of her enemies, leaving behind nothing but blood and a pile of bones. And there will be lots of blood. ---------------- 4.3 The Controls ---------------- Since this is an FPS, you can modify the controls as you see fit. There is also a layout of the keys on the back of the manual. However, in case you have lost the manual, I will give a layout of the controls as well as the combination of keys needed to perform some of the special manuevers. Movement -------- Walk Forward W Walk Backward S Strafe Left A Strafe Right D Turn Left Left Arrow Turn Right Right Arrow Sidestep Right Ctrl Walk Unassigned Jump Space Bar Crouch C Lean Left Q Lean Right R Toggle Walk Unassigned Toggle Crouch Unassigned Interaction ----------- Fire Mouse 0 (Left Mouse Button) Melee Mouse 1 (Right Mouse Button) Throw Grenade G Use F Reload R Aim/Zoom Shift SlowMo Left Ctrl Flashlight X Inventory --------- Weapon Slot 1 1 Weapon Slot 2 2 Weapon Slot 3 3 Next Weapon Mouse Wheel Down Previous Weapon Mouse Wheel Up Last Weapon Unassigned Select Frag Grenade 4 Select Proxy Grenade 5 Select Remote Bomb 6 Next Grenade Unassigned Use Medkit Z Holster Weapon H Status ------ Scores/Refresh HUD Tab Mission Status M Talk T Team say Y Team radio V Look Up Up Arrow Look Down Down Arrow Center View End Quick Save F5 Quick Load F9 Melee Attacks ------------- Punch Melee(Weapons holstered) Weapon Butt Melee(Weapons unholstered) Roundhouse Kick Jump + Melee Slide Kick Forward + Crouch + Melee Jump Kick Forward + Jump + Melee These controls can be rearranged as you see fit to optimize your control as well as your comfort. I found the regular controls to be a bit cumbersome, and rearranged them some. Although my control setup will not work for everyone, I will give a few tips about key placement. 1)Move the grenade throw key. It is awfully close to the use key, and the last thing you need is to throw a grenade when trying to open a door and blow yourself to pieces. 2)Move the flashlight and or medkit key. It is rather wasteful to use a medkit at nearly full health because you are trying to turn your flashlight on. 3)If you are using a mouse with more than two buttons, use them! I assigned both the Aim/Zoom function and the Melee function to my mouse because I use them so often. =============================================================================== =============================================================================== --------------- 5. Survival 101 --------------- I call this section Survival 101 because it's devoted to keeping your butt alive from the beginning to the end of the game. This section has all the info you need to beat the odds, from what gun to use to when to hide and when to fight. Follow my advice here, and you just might make it out alive. --------------- 5.1 The Weapons --------------- This section provides an in-depth examination of each weapons strenghts and flaws, so use it to compare weapons before deciding to run into a group of bad guys with a rocket launcher and a pistol. AT-14 Pistol ------------ Power: 5/10 Accuracy: 7/10 Rate of Fire: 5/10 Range: 6/10 Description: The AT-14 pistol is a decent weapon, with relatively average stats and usefulness. One advantage is the ability to dual wield it, increasing the clip size and decreasing the likelihood of having to reload in a firefight. However, the AT-14 suffers because of its averageness. Its lack of stopping power, combined with its low rate of fire, severely limit its usefulness later in the game when enemies become stronger. Furthermore, since the fire button has to be hit each time you fire, your trigger finger may get tired, a conditon the true FPS player fears and despises. The only way to make the AT-14 useful later in the game, is if you can line up headshots like it's nobody's business, which, though possible, may be rather difficult for beginning players. A further handicap for the AT-14 is the extreme scarcity of ammo toward the end of the game. My conclusion: Use it until you can find 3 better weapons. RPL Sub-Machinegun ------------------ Power: 3/10 Accuracy: 4/10 Rate of Fire: 10/10 Range: 4/10 Description: Before you make a judgement on the RPL because of the stats I give for it, I must warn you, statistics can be used to decieve. The RPL is one of the most useful guns in the early and middle parts of the game. Its combination of high rate of fire and mediocre damage make it a lean, mean, killing machine at close range. Even at medium range it can be effective, if used in single shots or bursts. It can also be useful for laying down suppressing fire before moving in for the kill. A further advantage of the RPL is that its recoil is very minimal, allowing you to empty an entire clip with little muzzle climb. Later in the game, the RPL begins to suffer, as the enemies become better armored and the damage it inflicts is minimal at best. Just remember to never use the RPL at long range, unless of course you want to piss away ammo. My conclusion: Keep it until you don't have any bullets to shoot or until the enemies just laugh when you pull it out. VK-12 Combat Shotgun -------------------- Power: 9/10 Accuracy: 2/10 Rate of Fire: 2/10 Range: 2/10 Description: The VK-12 is a true powerhouse, unleashing death and destruction wherever it goes. At close range, no gun in the game can match the sheer stopping power of the shotgun, and most enemies will die in a single blast from this badboy. It can even remove limbs or blow an enemy entirely in half, an effect for which I give serious props to the developers at Monolith Studios. Although it suffers from a very low rate of fire in the game, it is of little consequence if you can kill an enemy with every shot. The downside to its power is its range. Because of the spread, the shotgun rapidly loses its effectiveness over distance, becoming useless at any range greater than a dozen yards or so. However, the frequency of close quarters fights throught the game mean that it will be fairly useful and worth that slot in your inventory. After all, what would a FPS be without a boomstick. My conclusion: This baby's a keeper. G2A2 Assault Rifle ------------------ Power: 6/10 Accuracy: 7/10 Rate of Fire: 7/10 Range: 7/10 Description: The G2A2 is essentially a modified version of the RPL to make it more effective at a range. The G2A2 boast superior firepower and accuracy over the RPL, but suffers from a decreased rate of fire as well as a substantial increase in recoil. However, the increase in firepower and accuracy is well worth the disadvantages, because it enables you to take out your enemies at a distance, something that will be very valuable in the early and middle parts of the game. It can also function as a more powerful submachingeun at close and medium range. The G2A2 becomes especially useful towards the end of the game, when it is found more often in the hands of the enemy, and ammo is more plentiful. My Conclusion: An all around good weapon that can fix any problem. Kinda like duct tape. ASP Rifle --------- Power: 8/10 Accuracy: 8/10 Rate of Fire: 5/10 Range: 9/10 Description: I've never been a big fan of snakes, and, as such, I'm not a big fan of the ASP. Although its stopping power is quite nice, the fact that burst fire mode is the only way you can use the gun tends to become a bit annoying, especially at long range.The fact that it has a scope might make one think it is for use at long range, but that proves to be a bit counter- intuitive. Although the first shot is spot-on accurate, those other two always manage to end up somewhere else than buried in the head or chest of your target. In fact, this gun is most useful at medium range, where the spread of the burst isn't nearly as bad. The other downside to the ASP is that it is extremely difficult to find ammo for it. Despite these problems, the ASP is still the only weapon that can take down enemies at a distance in the early part of the game. So some times it is a necessary evil. My Conclusion: Use it when you need to, but replace it when it has outlived it usefulness (which won't take long I assure you). 10mm HV Penetrator ------------------ Power: 7/10 Accuracy: 9/10 Rate of Fire: 5/10 Range: 8/10 Description: Despite its name, the Penetrator does not penetrate armor all that well. Although it has a decent rate of fire, the lack of power takes what could have been an extraordinary weapon and makes it more mediocre. One distinct advantage, however, is its accuracy and range. The Penetrator can often be used in lieu of a real sniper weapon, as the first shot is always spot-on accurate. The Penetrator shines in one-on-one and small group combat, but loses effectiveness against larger groups, due to its small clip capacity and low rate of fire. Also, ammo for the Penetrator is somewhat uncommon, and it's not unusual to quickly find yourself without any ammo for it. One plus to the Penetrator is that the first shot always kills if it is a headshot or chestshot. Overall though, its not too impressive. My Conclusion: Use it in when there's nothing better, but replace it once you have a better gun. Type 7 Paricle Weapon --------------------- Power: 10/10 Accuracy: 10/10 Rate of Fire: 1/10 Range: 10/10 Description: The Type 7 is, without a doubt, one of the best guns in the game. It has incredible power, killing light- and medium-armored anemies in a single shot. It shoots a beam of particle energy, causing your enemies to literally disolve, as the particles rip their flesh off, leaving nothing but bones and blood. Now that sounds like a toy I wanna give to my kids. The Type 7 also has incredible range and accuracy when standing still, as well as the best zoom in the game, making it the best sniping weapon in the game, hands down. However, its rate of fire is quite slow, and ammo is very scarce, so make each and every shot count. Also, don't try to run-n-gun this bad boy, because accuracy goes down the toilet when you try and shoot the Type 7 on the run. Also, the Type 7 isn't as useful against heavy enemies because of that slow rate of fire. But it can still beat the socks off of your average grunt. My Conclusion: If you find this bad (expletive deleted), pick it up and don't let go until they pry it from your cold dead hands. MOD-3 Multi-Rocket Launcher --------------------------- Power: 10/10 Accuracy: 7/10 Rate of Fire: 3/10 Range: 7/10 Description: The name says it all. And if it confuses you, maybe you shouldn't be reading this guide. The MOD-3 shoots (surpise!) 3 rockets in a spiraling path towards your enemies. Although I gave the MOD-3 a high power rating, that's only if you hit the same enemy w/ all thre rockets, a task that can prove difficult on all but the biggest hulking enemies. That said, the splash damage does decent damage, but not nearly enough for a one-shot kill, even on weak enemies. But it can be useful to launch a rocket at a group of unsuspecting enemies, as they take lots more damage. Then you can finish off the ones that didn't die with a back-up gun. Just remember, rockets go BOOM, so don't use one on a guy that's close enough to reach out and touch you. That said, the MOD-3 is best at medium to long range, but at long range you better be using it on a big target, as it is much harder to predict the path those rockets will follow. And don't try to fire this weapon on the run, as your chances of hitting what your aiming at are slim to none. My Conclusion: Use this behemoth to knock those big guys down a few pegs, but dont expect it to be a panacea for all your FPS woes. MP-50 Repeating Cannon ---------------------- Power: 8/10 Accuracy: 8/10 Rate of Fire: 6/10 Range: 6/10 Description: Repeating Cannon. Don't you just love the sound of that as it rolls off the tounge. Unfortunately, the MP-50 doesn't quite live up to its name. You would expect a gun like this to kill in one hit, but apparently Monolith thought otherwise. On high difficulties it usually takes several hits to put someone down for the count. That said, it slightly redeems itself with a decent rate of fire, and a large clip. Most useful however, is that it causes enemies to stagger when hit. This makes it incredibly useful against heavy armors, as it is one of the few guns that can make them flinch. It is also useful against enemies that are hiding behind cover, as it does do a bit of splash damage, though not nearly as much as the MOD-3. Also, this gun doesn't lose as much accuracy on the run as the Type 7 does, so you can use it while moving from cover to cover. My Conclusion: Use this gun when you can, but don't expect it to be as powerful as it looks, sounds, feels, and seems. ------------ 5.2 The Gear ------------ In this section, I will explain the uses of all of the gear in the game that doesn't shoot something, from grenades to medkits. N6A3 Fragmentation Grenade -------------------------- Generally refered to as frag nades, this type of grenade is easily the most versatile of the bunch. While only a direct hit will kill instantly, they still have many uses that can lead to the death of your enemy. Primarily, frag nades can be used to flush enemies out from behind cover. They can also be used to finish off a damage opponent that is hiding, or to inflict some initial damage so that you can finish them off quickly. Just remember, you can only carry a few, so don't go crazy. AT-S Proximity Mine ------------------- Proxy mines as I like to call them, these are used mostly for setting traps to draw your enemies into. If anyone but the person who planted them gets too close, they detonate, inflicting considerable damage. In general, place these mines near chokepoints, then try to draw enemies in, multiple ones if possible. They are somewhat ineffective if you just throw them into a group of enemies, because by the time the motion sensor activates, they will usually have run away. M77 Remote Bomb --------------- A personal favorite of mine since the days of GoldenEye, the remote mines are fun and effective, both for traps and as an offensive weapon. The reason they are so awesome is because you can blow them up anytime. Set one on the ground, then wait until an enemy is right on top of it, then detonate it, blowing the guy to pieces. Also, you can throw them at an enemy who is hiding, behind a box for example, then detonate it when it is right over his head. It can also be tossed into a group of enemies and then detonated at the right time to do massive damage to all the nearby enemies. There are so many possibilities it makes my head spin. Medkits ------- Like any FPS, F.E.A.R. uses medkits to help you regain health lost during a battle, or other damaging encounter, such as a fall from a high platform. Each medkit cures 50 points of damage, so only use them if you need to. You can carry up to 10 medkits at a time, so if you can pick one up, do it. One thing to remember is that if your health gets below a certain point (the amount depends on the difficulty) your health will regenerate. So if you end up in that zone, and you aren't in the middle of a firefight, let it recharge before using your medkit. Boosters -------- There are two types of boosters in the game: health and reflex. Health boosters raise your maximum amount of health, obviously. Reflex boosters increase the amount of use available for SlowMo. Each health booster will increase your max health by 5 hit points, as well as healing any damage you have taken, so if you are coming up on a health booster soon, avoid using medkits, since you will get all that health back anyway. Reflex is not measured definitely like health, but I assume that each booster raises your maximum amount of reflex by about 5% of the original amount. SlowMo ------ Though not gear in the sense that it is a corporeal object that you carry with you on your hip, SlowMo is still one of your greatest assets in battle. SlowMo allows you to slow time to about half its normal speed, allowing you to shoot with unerring accuracy, even while moving. SlowMo can be used to help out in tight spots, where there seem to be too many enemies to handle, by letting you pick up those headshots without spending forever trying to line one up. More strategies for SlowMo will be found later on. --------------- 5.3 The Enemies --------------- This section will give you the lowdown on all of the enemies in F.E.A.R. so you can beat them with ease. In this section, I will assess the enemy armor rating and threat level, which follows this pattern: Minimal, Low, Moderate, High, Extreme. I will also make som allowances for difficulty level, as most enemies become much more diffiuclt on hard and extreme. ATC Security ------------ Armor: 3/10 Threat: Minimal to Low These guys are the most lightly armored enemies in the game. They are pretty easy to kill, but they make up for that by attacking in numbers, usually in groups of 4 or more. They carry a variety of weapons, but mostly just the standard weapons (i.e. RPL, AT-14, G2A2, etc.). They still act like a team, but they are considerably less effective than the Replicas. Replica Light Infantry ---------------------- Armor: 4/10 Threat: Minimal to Moderate The Replica light infantry is the most common enemy in the game, and as such they are not to difficult to defeat. Any weapon can be effective against these enemies, so feel free to use whichever gun you please to take these guys out. They use basic and mid-level squad tactics to attack you, but they aren't much of a threat unless they attack in large groups (5 or more), which is not too common. These guys carry most all of the standard weapons, except for the AT-14. Towards the middle of the game, they start coming in groups that also include medium infantry. Replica Medium Infantry ----------------------- Armor: 6/10 Threat: Low to Moderate The Replica medium infantry is the second most common enemy in the game, and much like the light infantry, they are not very hard to kill. Though they take a noticably greater amount of damage, they still stun just as easily as the light infantry, so the only real difference is the amount of ammo it takes to kill one. Any weapon can be used effectively against them, and they carry most of the standard weapons, and sometimes carry special weapons, though rarely. Medium infantry use all of the basic squad manuevers, but they can also allow a group to use more advanced manuevers, especially the multi-directional attack, in which you get attacked from two or more sides at once. If they didn't die so easily, I might have given them a high threat level, but I decided not to. Replica Elite Infantry ---------------------- Armor: 7/10 Threat: Moderate to High The Replica heavy infantry IS NOT the same as the heavy armor, which I will discuss next. That said, the heav infantry is the least common of the basic enemies, and can take quite a beating. They don't appear until near the end of the game, and they usually carry more powerful weapons, including the unique weapons. They usually come in small groups, so they generally don't use many squad based tactics, but they more than make up for it by being incredibly good shots. Because of their good armor, light weapons are less effective, so tend more towards high-powered weapons when fighting these guys, unless you can get in close enough to make the light weapons effective. Replica Heavy Armor Soldier --------------------------- Armor: 9/10 Threat: High to Extreme This bad boy is quite the bruiser, doling out punishment by the ton, and taking just as well as he gives. You can spot these guys easily by the huge armored plates on their shoulders, as well as the fact that they stand a good foot or so taller than the rest of the Replicas. Fortunately, encounters with heavy armors are quite rare, but unfortunately they hardly ever attack alone. If you see a heavy armor, there is almost always a pair or more of Replica light or medium infantry with them, so always take those guys down first. Now for how to deal with a heavy armor: Move. Never stand still, because heavy armors are quite good shots, and can rip you to pieces in no time. A strategy that I find to be quite effective is to lure the heavy armor in close, then use your melee attacks and your shotgun to rip him a new one. If this isn't viable for any reason, then use weapons with decent armor penetration, such as the G2A2 or the ASP. SlowMo is also a very good asset in battles against heavy armors, since it allows you to rack up those headshots, making them much easier to kill. But I warn you, on Extreme these guys take so much punishment they are almost invincible, so be careful. Replica Assassin ---------------- Armor: 2/10 Threat: High to Extreme I think these enemies easily win the Most Annoying Enemy In The Game award. These enemies come equipped with a cloak that renders them all but invisible, in a manner similar to the Predator's from the Schwarzenegger movie of the same name. These guys have no guns, but instead attack with a devestating melee attack that can deplete a full health bar in no time. Fortunately, you usually get a slight warning before they attack, since they like to jump through nearby windows before coming after you. Also, they have very little health and armor, so a single shotgun blast or a swift melee attack can make them no more. Luckily, you only fight these guys a few times. When fighting them, I suggest you find a location such that they can only attack from one direction, thus preventing them from sneaking up behind you and beating you like a dog. Automated Turret ---------------- Armor: 5/10 Threat: Low to High Automated turrets are a bit of a wildcard, since they can be really easy to destroy, or a major pain in the ass. The armor rating is perhaps a bit misleading because they are really easy to destroy on the Easy difficulty, but they take forever on the Hard and Extreme difficulties. They also do considerably more damage on the higher difficulties as well. My suggestion is to try and get underneath them and use your shotgun, since they turn slowly and won't be able to target you if you can keep moving so they can't hone in on you. Some can also be disabled using special methods, such as turning off the power via a nearby switch. EVE --- Armor: 10/10 Threat: High to Extreme The EVE is basically a heavily armored walking tank that shoots rockets. That sounds fun already. The AI for the EVE is very predictable: it's gonna walk at you and shoot its rockets or its machine guns. That simple. However, the task of defeating one is another story entirely. They take incredible amounts of damage, and their heavy armor makes light weapons useless against them. One of the best strategies to use against EVEs is to lay traps using proxy and remote mines to whittle away their health before you attack directly. When you attack with guns, use the MOD-3 or the MP-50 if you have them. If not, use long range weapons like the G2A2, the ASP, or the Type 7. Just stay away from walls and doorways, since the rockets can inflict splash damage if they hit too close to you, and those machine guns can rip you up if you stand still. Aerial Attack Unit ------------------ Armor: 5/10 Threat: High These enemies are one of the more annoying in the game, as their laser does a lot of damage, and they have very good accuracy. Just about any weapon can be used to take these guys down, depending on how close or far away they are. I recommend the G2A2 for most encounters, but if they are real close, the shotgun can take them out much faster. Just keep moving and hope their lasers miss. Evil Spirits ------------ Armor: 1/10 Threat: Moderate These enemies are the easiest enemies in the game to kill, requiring only one shot each. However, if they touch you, they cause massive damage. Usually they only attack during dream sequences, but at the end of the game they start attacking in considerable numbers. Just try and take them all out before you get overwhelmed. ------------------------------ 5.4 Combat Tips and Strategies ------------------------------ F.E.A.R. is a first-person shooter and the most valuable assets you can have are quick reflexes and an even quicker trigger finger. Although the tips I give here aren't the only way to play through F.E.A.R., the can definitely increase your chances for survival, especially on higher difficulty levels. 1)Headshots work wonders I can't reinforce this point enough. Headshots are the most effective and ammo-efficient way to take down an enemy. An unsuspecting enemy will die with a single headshot from any gun, and even enemies who know you are there will go down much quicker with a shot to the head. 2)Don't just stand there and bleed! Never stay still for too long in a firefight. If you stop moving, the enemy will throw grenades at you, or use the opportunity to regroup and rush your position. Neither of these will end well, so don't just stand around, get moving! 3)Use cover The mechanics of F.E.A.R. make the use of cover essential to victory, especially on the higher difficulties. When you are taking heavy fire, quickly duck behind cover and wait for your enemies to reload. Then pop out and blast those suckers with ease. Also, cover can be very useful for those times when you need to reload during a firefight. Just duck behind a corner or box, pop in a new mag, then unload some more lead on those (not so) stupid Replicas. 4)Lean on me Remember to use your lean when behind cover. You only expose a small bit of your body, making you a smaller target, while still allowing you to shoot back at your enemies. By the same token, you can crouch behind low cover to decrease the amount of your body that is exposed, as well as getting a nifty little increase in your accuracy. So, by putting one and one together, we get two: an extra small target and increased accuracy. So just duck and lean, and you might just find this game get a bit easier. 5)This ain't Doom, hotshot! The AI in this game is, without a doubt, the most impressive I have ever seen in any game, and I have been playing video games for over 15 years. The AI responds incredibly realistically to almost every situation in the game, and it only gets smarter at the higher difficulties. When they spot you, they spread out and attack as a group. When you eliminate most of a group, the survivors will call for backup. They go for cover, use nades to flush you out, and use the level to try and flank you. This can make for some pretty intense firefights later in the game, when you find yourself being rushed by three different groups of enemies from three different directions. So just remember, these aren't some dumbass goons. These guys think like you, so you might have to get smarter to beat them. 6)Don't hit a screw with a hammer! Having trouble getting through an area? Maybe you aren't using the right tool for the job. Trying to use the shotgun to snipe guys half a block away just might prove to be somewhat ineffective. Always try and find the right gun for the situation. This may change rapidly, as you could be trying to eliminate guys on the far side of a big area, when you suddenly get rushed by a pair of soldiers. So you may find yourself changing your weapon a lot as the situation changes. So always carry around a diverse arsenal, so you don't end up with a bunch of guns you can't use. 7)My name is Neo Although the description that the game gives is that you have super-human reflexes, SlowMo is essentially a Matrix-style bullet time effect that allows you to see what's going on at a reduced speed. This can allow you to place your shots with deadly accuracy, as well as greatly increasing your ammo efficiency. SlowMo is most useful when you encounter a large group of weak enemies, or a small group consisting of a few weak enemies and one or two stronger enemies. It has to be used sparingly though, as your reflex meter depletes rapidly and builds back up slowly. SlowMo can also be very effective against a single tough enemy, such as a heavy or an EVE. One important thing about SlowMo is that it GREATLY increases your accuracy, so feel free to run-n-gun, since it makes you a hard target. Just remember, SlowMo doesn't make you bulletproof, so if you take a few rounds in the chest, you won't get back up like Neo. 8)Smack my bitch up You may be thinking to yourself, "Why on earth did Monolith decide to put melee attacks in this game? I mean, its a FPS. Besides, melee attacks are useless." Well that's right Slappy, it is a FPS, but those melee attacks are far from useless. Most melee attacks can kill an enemy in one hit, and still do considerable damage to heavy enemies. This can be very useful if you find yourself being rushed by multiple enemies, or if you just run out of ammo. But I would advise against just rushing into a group of bad guys and trying to go Jet Li on their asses, as they will procede to blow your stupid ass into little chunks. I would also advise against trying to use a melee attack on robotic enemies. Call me crazy, but I just don't think a roundhouse is going to take down a walking tank. But in a one-on-one situation, a good slidekick or jumpkick can help you save some ammo. Besides, melee attacks look so cool. 9)FIRE IN THE HOLE!!! Grenades are useful in F.E.A.R., though they're not as deadly as they are in some FPS games. Although mainly used to flush enemies out of heavily entrenched positions, they can also be used to take out clusters of bad guys (a rare occurance, but it can happen). If you ever see a group of unsuspecting baddies, toss a frag nade at them and you might be able to take them all out at once. The most useful function of grenades though is to create traps. For example, lay a proximity mine or remote bomb behind a box, then stand up and shoot at a nearby enemy to get him to head toward you. When he crosses past that box, BOOM! They'll be wiping him off the walls with a sponge. 10)Communications have been compromised If you hear an enemy tell his pal that they're gonna flank you, maybe you should move somewhere else. Listening in on enemy transmissions can clue you in on what your opponents are up to. Use it to your advantage! If they call for reinforcements, there is probably only one or two guys left alive, so go ahead and attack. And if you hear them say that they can't find you, take them out while they aren't expecting it. Of course, some communications also reveal plot info, so always be listnening for the enemy. 11)Play smart! The best hint I can give is for you to use your brain muscles. Maybe they have fallen into disuse because of too many lost hours playing Quake, but F.E.A.R. might need you to think sometimes. Don't try and use the same strategy over and over again just because it worked once. Improvise, find new methods of betting a section, and just play on your toes. This is the key to success. Even someone with the worst hand-eye coordination in the world can succeed in F.E.A.R. if he thinks his way through each encounter. This is all of the wisdom I can impart. Now prepare to dive headfirst into the gaming experience that is F.E.A.R. =============================================================================== =============================================================================== -------------- 6. Walkthrough -------------- In this section I will provide a complete walkthrough of the game, including the locations of all of the health and reflex boosters. For the more difficult battles, I may also provide a more indepth strategy on different methods for getting past these situations. I will also warn that this walkthrough contains some spoilers, so don't read ahead of where you are in the game if you don't want to ruin the plot. ---------------------------- 6.01 Interval 01 - Inception ---------------------------- At the start of this level, there is a short cutscene in which the F.E.A.R. team leader explains your mission, which is to locate and eliminate Paxton Fettel, who has taken control of a battalion of clone soldiers who can all be controlled by a single psychic commander. After the screen fades out, you see a short sequence of visions, which foreshadow some later elements of the plot. - Investigate area for signs of Paxton Fettel When you come back, you're with Betters, about to be dropped off near the last location of Paxton Fettel. When you get out of the car, you gain control of your character, and can now move freely. This level is mostly for getting acquainted with the controls, so take advantage of it. Head forward and use your melee attack to break the wooden boards on the fence. Head through the door in the courtyard and proceed through the rooms until you reach the room with Jankowski. You can't get through the door so you have to find a way around. But first, go into the room on the right, and head to the back corner. There is a health booster on the table, which increases your max health to 105. Head back into the room you came from and go up the stairs and through the door. You can get over the table by jumping. Upon rounding the corner, you get your first scare of the game. Go down the hallway and through the door. Through the door at the other end of the hall, you see Fettel walk by, but you can't hurt him so don't bother shooting. Crouch to get under the door and into the next room. When you reach the padlocked door, shoot the padlock so you can proceed. Go up the stairs and you will meet up with Jankowski again. The game will save a checkpoint, just before you bust into a room SWAT-style. After going through the door, you will enter a SlowMo scene, where Fettel talks to you telepathically, and reveals a bit of the plot. Walk through the series of rooms untill you reach the corpse. Then the SlowMo ends, and Jankowski calls Jin in to examine the body. - Search area Jankowski tells you to search the area. As there is only one way out of the room aside from the door you came in through, that is the way you need to go. Proceed up the stairs and through the series of rooms until you encounter Fettel. He'll knock you out before you can get a shot off so don't even bother shooting at him. When you come to, Fettel is standing over you with a pair of Replicas, and he tells you who the corpse was. You'll fall unconcious again and wake up to hear the Delta Force squad inform Betters about the incident at the harbor. - Rejoin your team Head back down to where you left Jankowski. Jin and Jankowski will be talking about you, and you can even hear Jin call you cute. Now doesn't that just float your boat. Anyway, you will soon enter into another cutscene revealing a bit of the plot. When you come back, you will be sitting in a helicopter with several Delta Foce members, preparing to leave for the harbor. ----------------------------- 6.02 Interval 02 - Initiation ----------------------------- You start this level in a helicopter, flying towards the harbor area, where a large group of Replica soldiers has taken over the South River Wastewater Treatment Plant. Although you don't yet know why the Replica soldiers have taken over the plant, you'll find out sooner or later. You rappel out of the helicopter into a freight area filled with boxes. You and the Delta Force squad soon reach a locked gate. - Find gate controls and open gate Turn to the right and head between the fences and the boxes until you reach a large door that leads into a storage area. Duck to get under the door and grab the reflex booster inside. Head back out and go around the side and up the stairs. Proceed through the rooms until you reach the gate controls, then activate them. As you return to the Delta Force Squad, you hear gunfire, and when you reach them, all that's left is a pool of blood and some skeletons. After a short cutscene, you recieve a new objective. - Rendezvous with Jankowski's team After the cutscene, head to the other end of the parking lot and into the building. When you go through the door, you see a dying man asking for help. Get ready for your first F.E.A.R. firefight. In the next room there are two enemy soldiers, who are easily dispatched. After you slaughter them like so many cattle, head into the next room. Oh, and watch out for falling corpses. There is a door on the lower level, but a fence keeps you from progressing further. So like any good person would do, find an excessively complex way around it! Head up the stairs and around to the windows. Make sure to grab the health pack in the office. Knock out the wood boards blocking the window and go out onto the ledge and drop onto the ground on the farside of the fence. Man that was so much easier than climbing that dumb fence. Anyway, once you go through the door, you will have your first serious enemy encounter. There are a few enemies in the next area, which consists of a storage garage, office (which also contains a medkit), and a loading area filled with giant crates. Although you initially only face 1 or 2 enemies, the rest will quickly become alerted after your first shot. Try to catch the first enemy off-guard, as the damage inflicted by the initial shot is much greater. After you've cleaned up the enemies, move on into the next area. You will go through several rooms before reaching a large storage room, where another one of those creepy little "incidents" occurs. Before leaving this room however, jump on the boxes to get up to the middle level of boxes, where you can find a health booster. Then move on until you hear some soldiers talking to each other. In this room there are a few unsuspecting enemies. Make that first shot count, then take care of the others. Be careful as you move forwards, because they might not all come to assist their friend, and those boxes make for excellent cover for the enemy as well as yourself. Before leaving this area, make sure you pick up the healthpack, grenades, and armor. Go up the stairs and eliminate the straggler, making sure to head around to the room with the corpse, as it also contains other goodies, such as ammo for your AT-14 and a brand new G2A2. Go down the hall and you will find yourself on the upper level of an earlier room. Jump on the boxes to your left to get to the controls for the crane. Before you hit
the switch, grab the ammo and other items in the room and listen to the voice message. Seems like all is not well in accounting. Anyway, soon after you flip the switch, two soldiers bust out of the door on the other side of the room. Make quick work of them, then jump to the newly positioned crate, and from there, jump to the other side. Go through the door way and into the hall. Head to the left to grab armor and ammo, and to the right for a health pack. When you open the door, you'll hear some more soldier dialouge, warning you about the upcoming battle. There are three guys on the ground below you, and you should make short order of them. Just be warned that one of them will almost always try to flank you and come at you up the stairs. After disposing of those small fry you proceed into a large, open loading area, at which point the game prompts you to use SlowMo to take on multiple enemies. But don't get to slap happy about using you slow mo yet. Hide and wait until 4 of the 6 soldiers that come from the right are out in the open. Then flip on SlowMo and run out with your pistols. Quickly drop the lead guy, as he is the closest to the cover, then proceed to eliminate the other 3. After those 4 are dead, 2 more soldiers will come out of the building on the other side of the area. Take them down as fast as possible, using SlowMo if you have any left. After all the bad guys are dead, head to the right where the enemies came from, and go down the stairs into the building. As you walk through the door on the opposite side of the room, you will get another one of thsoe visions. Keep going down the hall and you will see Jankowski pull one of those dissolving effects. Keep heading through the halls until you see it again. When you do, don't go to the left where he was. Instead turn to the right and head down the hallway there. It will lead you to a health booster, putting your health now at 115. Sweet! Head back and into the new room to find what's left of the Delta Force team Jankowski was with. Try no to track that blood everywhere. Anyway, head up the stairs and into the office, where you will see a busted out window that leads down into a hallway. When you drop down, the screen flashes and you see that creepy little girl, Alma, amongst a flaming explosion. Turn around and head toward the other end of the hall, until the game takes control away from you. You will then get knocked through the window by the explosion in SlowMo, after which you black out. ----------------------------- 6.03 Interval 03 - Escalation ----------------------------- When you come around, Jin will be standing over you, checking to make sure that you're still alive, somthing she finds very surprising. After a bit of banter between Jin and Betters, you will be told that Paxton Fettel is nearby. Of course, it's up to you to go kill him. - Find and neutralize Paxton Fettel Once you are back in control, head down the alley in front of you. You will see a truckload of soldiers go down the road in front of you, so there may be a big fight coming. Head down the stairs and into the building, and move on though the rooms, listening to the radio messages of the Delta Force guys. Seems a bunch of Replicas have taken over Armacham headquarters. Could this mean something? Who knows? Anyway, keep going through the rooms until you exit the building and find yourself on a catwalk near a wastewater vat. Before you do anything, jump down to the ground around the vat. Behind some boxes you will find a reflex booster. Grab it, then head up the stairs and into the building. In one room, there will be a switch that rotates the bridge over the vat, and a phone with a message on it. Use both. Don't forget to grab the medpack in the next room before heading across the bridge. On the other side of the birdge, their is a ladder leading down to your generic, pipe-laden, poorly lit, sewer like area, where you will have a few creepy encounters with Alma. When you reach the ladder, look to the left, and you will see a poorly hidden health booster. After you get it, go up the ladder. Once you get up you will see a small bridge over a drainage area. Hop down in there, grab the health pack, and go back up the ladder. Go through the door, and you will be in a medium size room with a pair of enemies. Take out the first one with a headshot, then quickly eradicate the second. The gunfire will attract one or both of the two enemies in the next room, and they will come to check it out. If only one comes, be ready to kill the other when you go down the hall and into the next room. If you need a health pack, there is one in the first room as well as a grenade, some armor, and some ammo. In the big room with the catwalk around the edges, there is a tunnel in the area below. Drop down and follow the tunnel until it leads you to a reflex booster. Head back up the stairs and turn back towards the door you entered from. To the right is a door with a padlock on it, which you can shoot or melee to break it. Head up the ladder in the room and go across the pipes to the other side. Knock out the grate to drop down to the floor below. You can knock the padlock off this door to go back the way you came, in case you forgot to grab that reflex booster. Head down the hall and through a few rooms until you get to a staircase that takes you up to a pair of drink machines. Grab the armor, the ammo, and the nade, then head through the door. There are a few enemies in this room, but they will spot you fast, so take one down quick with a headshot. Quickly dispatch the remaining foes then grab the health packs and ammo. After they're all dead, head up the ladder and go through the door on the catwalk. Proceed through the rooms until you reach a room with a laptop. Use it to gain a bit of plot information, then go through the door and down the hall. The room to the left has some armor and a grenade if you need it. To the right is a pair of double doors that leads into a rather large outdoor area. There are a bunch of enemies in this room so get ready for a big firefight. Dispatch the first enemy you see with a quick headshot, then drop one of his pals before they know where you are. The others will then proceed to rush you, so use your RPL to hold them off. Often one guy will head into that central hut, so toss a frag nade through the window to take him out. After you eliminate the stragglers, grab some ammo and the armor in the hut, then go through the door on the far end of the room. Head into the next area and you will come to a room with some catwalks in the middle over some water. Jump into the water, then swim to the ladder in the middle. Go up the ladder and through the series of rooms, until you come to a hole in the ground that drops down into another room filled with water. Drop down, and you will have another hallucination scene, followed by a load scene. - Discover enemy purpose in the area This new objective is just a secondary objective, but a new objective anyway. Head through the little tunnel in the water to reach another area, but before you leave the tunnel, grab the healthpack if you need it. After you leave the tunnel, you will hear a radio transmission from the badguys, and you will see a guys shadow on the wall. Lean out and put a round in his head, then grab the goodies in the room he was occupying. Head down the hall for another encounter with dissolving Jankowski. There are two ways to deal with this area. There is a path to the left, and a path to the right. Both will take you around to a room with a buttload of Replicas. I prefer the path to the left, because it provides you with a better vantage of the room, but either can work depending on how you play. If you just want to run in with guns blazing, go to the right and get ready for a beating. But if you prefer to pick off enemies from a distance, like myself, go to the left. Just be warned that there are a lot of bad guys, so don't let your guard down until they are all dead. The path to the right also contains some armor and a medkit if you need it. Once all the bad guys have been shuffled loose the mortal coil, go up the stairs and into the room to the right, which contains a couple grenades, some armor, and a phone with a message. Go down the hall and you will come across a room with a door that leads out into a large open area with some catwalks and a boatload of baddies. Take out the first one you see then take out his backup as quickly as possible. There are several ways to take out the enemies in this area, but remember that the flip side of that is the Replicas have several ways of ambushing you from behind. My suggestion is to try and take as many enemies out as you can from the window next to the door you came in from. From there, you can take out any enemies that try and head your way, since the catwalk acts as a chokepoint. However, on higher difficulties, this may be more challenging due to the increased accuracy of the enemy, so I would not suggest staying in that spot for too long. Once you head out into the area, constantly check your six to make sure that no Replicas are sneaking up on you. After you eliminate the enemies in this area, you get to go to another area chock full of soldiers. There are two ways to approach this area, from the catwalk above, and from the ground. I suggest the catwalk because it gives you a slight edge since you can see more of the battlefield. After you eliminate the first soldier, the rest will rush you, so be prepared to fight off multiple enemies at once. If you run out of ammunition, switch weapons rather than reloading, since it is less time-consuming, and therefore less likely to get you killed. After the battle is over, grab the shotgun that one enemy dropped, and then go down into the pit in the central area for a reflex booster. You can't get up to the catwalk in this area, so go through the door on the ground level. It will put you into a room with a catwalk that has collapsed into a pit on the middle of the room. You can either jump into the pit and go up the ladder, or use the pipes to the right to jump over the railing. Either way, once you are on that side of the room, grab the armor in the corner, then head up the stairs and into an office, where you can grab another armor, some ammo and nades, and listen to a news bulletin about your shennanigans. Head out the door and you will be above the room where your previous firefight took place. Turn the valve to raise the water level in the room with the collapsed bridge, allowing you to jump across the boxes to the other side. In the next area, you can take out 3 enemies at once if you time your attack right. When you turn the corner you will see a soldier on the catwalk above, but he hasn't notcied you yet. After a second or so, two enemies will run past him. Wait until the walking guy is in between the two runners, then fire a shotgun blast into the middle of them, aiming at the head/chest area. If you get lucky, all three will die in a single shot. If not, just finish off the remainders, then take care of the last guy on the bottom floor. Easy as pie. Using either the upstairs or downstairs path, proceed into the next area and get as close as you can without being spotted. Then use your shotgun to exterminate the Replicas with extreme predjudice. Because it is so tight and confined, this room is a perfect place to showcase the power of the shotgun. Just watch out for the two stragglers, as it may take them a few seconds to enter the room. Okay, now its time to get ready for your first encounter with a heavy armor. In the next room, there will be a soldier on the upper catwalk, so drop him quickly. Head to the table across from the door to grab some armor, then walk towards the double doors. The game will go into SlowMo, and a heavy armor will bust the door in, accompanied by a couple Replica soldiers. Use the given SlowMo to take down the two light bad guys, and any of whats left to attack the heavy armor. Once the SlowMo wears off, either use your own skills to keep on attacking, or retreat to the way you came in, depending on your health and armor. The weapon I suggest using is the G2A2 for medium range, and the VK-12 if you get in close. The shotgun can devestate the heavy armor up close, but is almost worthless at even medium range, so weigh your options. I like to get in close and bruise him up with my shotgun, and maybe even throw in a few melee attacks. After the heavy armor is dead, go through the doors he came through and head down the hall. You'll see a couple Replicas, but as soon as you enter the room they run out. Before you follow them though, go down the stairs to the left and grab the health pack. Then go under the catwalk to find another little health booster. After you get those goodies, continue after the scaredy cats, ending up in a room with a pit full of water in the middle, and a walkway around the edge. The two guys that ran off will be here, along with a third pal on the far side. If you look to the near corner, you will see a valve amidst some shimmering gas. I wonder what happens if you shoot it? That's right, BOOM! Wait until one of the two soldiers passes in front of it before you make it explode, otherwise it may not kill them. After you take all the bad guys out, drop in the water and climb out on the side with one of the two ladders. Before you turn the valve in the middle of the room, head down the hallway behind the ladders to get some armor, as well as a 10mm HV Penetrator if you want it. Now you can go turn the valve, raising the water and allowing you to cross over to the other side. Grab the goodies, then go up the ladder and progress until you hit a short cutscene, in which Paxton interrogates some poor sap. Afterwards, bust out the grate, and go through the air duct until you get to another grate, which you must bash out as well. Proceed through the next few rooms, encountering a couple of creepy moments, until you reach a room with a radio broadcast. Head down the ladder and grab the shotgun and grenades next to the corpse. You can see a health booster through the bars, but you can't reach it yet, so head back up top. Go over the little bridge and up the stairs to reach the upper level, where you will find a phone with a message that reveals a bit of plot. Go back down and into the hallway, then drop into the pit in the next room. There is a tunnel that leads to the health booster you just saw, so grab it, then go back up. Go through the room and into the next hallway, but when you reach the end, the door slams and you go into a dream sequence. Be careful of the spirit, because it will damage you if it touches you, but one shot will take care of it. After that is over, the dream sequence will end and you will be spat back into the real world. You can't open the door, so go through the vent behind the big dumpster to get into the next room, where you will find a slightly gnawed-on plant worker. Sucks for him I guess. But he's not dead yet, so walk up to him and listen to what he says, after which you will hear some soldiers, and all of the lights come on. A few soldiers will come out onto the walkway above you, so get out of the open fast. After a few of them are dead, another pair will kick in the door on your level, so take care of them fast. Once they are all dead, go theough the door they knocked in and head down the hall, taking out the enemy at the far end. But don't go through the door there yet. Instead, wait for the soldiers to come to you, and make quick work of them with your shotgun. Once they stop coming, head through the door, and take out any left- overs, then head through the hallway on the left. Go up the ladder, then knock out the grate and head through the vents, crossing the pipe into the vent with the dead guy. Grab the grenades here, then jump on the pipes to get into another vent, where you will find a reflex booster and a nice view of the next enemy encounter. From here, you can take out a couple of the enemies quite easily, but the rest will soon hide after they see where you are. Once this happens, I suggest you go back to the last room where you fought the Replicas, and go through the door on the right, rather than going down the hall on the left. From here, you can enter the room with the soldiers from two different ways, both of which will put you behind the soldiers, allowing you to quickly dispatch the remaining forces. After they are all dead, head up to the door out and grab the health pack before leaving. If you need another health pack, the door in the hall leads out to a catwalk with a healthpack. If not, go to the left, and you will find yourself in the upper area of the room where the almost-dead guy was, along with a couple Replicas. Drop them like a bad habit, then grab the armor before you leave the room. Go through the rooms, then jump into the crawl space next to the pipes and follow it until you reach a elevated walkway with no way down other than jumping. Once you drop down, the next area loads, so if you forgot any thing, go back now or forever hold your peace. - Top priority remains the elimination of Paxton Fettel This level seems to take a while doesn't it. Anyway, go across the catwalk and keep going until you reach a small bridge over a little water. There's a health pack down there if you need it, but if not just keep going. All the while, you will be listening to the Delta Force guys talking about what's going on, and Betters gets them to agree to send a helicopter to get your butt outta there. Seems like we might get to leave after all. Go up the ladder and you will see a soldier planting some proxy mines. Keep going up, and then keep going through the rooms until you reach the hall where the soldier had been. To the right is a room with some grenades and ammo, and to the left is a grate that can be knocked out. Knock out the grate, and go down the ladder to find yourself in the sewers. Head through the sewers and you will reach a long room where an assassin will drop down, then go invisible, but he won't attack you. At the end of the room, go left and you will be in a large room with catwalks along the edges. On the far side will be another tunnel, from which several Replicas will head into the room. Once you take out one, the other two will usually split up, one coming at you down the tunnel, and the other coming from the side. After they are all gone, head up the ladder in the big room and go across the pipes. You will end up in the upper area of the room where you saw the assassin, so go across to the other side and into the office. Here you will find some goodies, including another health booster. After you get what you want, go back to the room where you just fought the Replicas, and go into the room they came from and go up the ladder. You will be on the far side of the hall where the mines were. Flip the switch at the end of the hall, turning out the lights, and allowing you to shoot the mines safely, opening up a way to reach the other door out of the hall. Go into the office through the door and activate the laptop to get some more info. Head through the door and you will be in a long hallway. To the right is a door with a padlock, which you can knock off, then go through the crawlspace next to the pipes to reach a room with a health booster and an ASP Rifle. Go ahead and take it, because you can use it soon. After you get that stuff, knock the padlock off the door of the room you're in, and go to the stairs. At the bottom is a room with some bad guys in it, so be careful. Often one or two will jump through the window at you, so if they do, just use your shotgun to make them regret it. After you take care of them, go into the next room, where you will find a large window overlooking a courtyard with some Replicas in it. Take them out with the ASP then head down the stairs before you go outside. There you will find armor and ammo for the ASP. Go outside and you will hear a helicopter. Is it coming to take you away? No. Just dropping off some enemies to kill you. Make short work of them with the ASP, then head up the stairs to the platform where the helicopter dropped them. Some medium armor Replicas will break the door down, so take care of them quickly. Go through the door and down the hall, but don't go into the next room yet. There are a lot of enemies in this next room, so go ahead and take some time to reload all your guns, build up your SlowMo, and catch your breath. Ready? When you reach the left hand side of the room, the Replicas will attack, so quickly eliminate the two who are out front, then take down the guy on the catalk above you to the left. More guys will come rushing in, so take them out quickly. If necessary, retreat to the hallway where you came in from, since they can't flank you if you're in there. After you have cleared the room, go up the first set of stairs. When you reach the second set of stairs, a heavy armor will bust in through the double doors, accompanied by two soldiers. Either rush in with your shotgun and melee attacks, or retreat, using SlowMo to pick up some headshots. Either way will work, but retreating can really draw this battle out, as the heavy armor has lots of cover, and its harder to get headshots at a distance. Once the heavy armor and his pals are dead, go through the door he busted down, grab the health packs in the room, then go through the door he kicked in. Before going down the stairs, go into the room on the left and grab the armors and ammo. Then go down the stairs and into the hallway. At the end of the hallway, there is a door you can look out but can't open, allowing you to see Fettel board a helicopter, but unable to do anything about it. Down the hall to the left is a window you can jump through to enter the courtyard, but before you do that, grab all of the ammo and stuff, because you can't get back in. After jumping out the window, you will hear a truck approaching the courtyard. Before it can drop its troops off, eliminate the three enemies already in the courtyard, as it will make the fight easier. The truck will drop off a heavy armor and a pair of infantry, and then another soldier will come out of the building on the far side. Eliminate all of them with extreme predjudice, using SlowMo to take down the big guy. After they are all dead, you finally get picked up by a helicopter, so you can head to the ATC headquarters. ------------------------------- 6.04 Interval 04 - Infiltration ------------------------------- This level begins with you in a helicopter, flying towards the Armacham company headquarters, where Delta Force recently lost contact with one of their teams. Once again, you are out to take care of Paxton Fettel. - Infiltrate Armacham facility I love how they use the word infiltrate as if stealth will have anything to do with your trip to Armacham. When the helicopter reaches the roof of Armacham, Replicas open fire on your helicopter, killing two Delta Force guys. After hopping out of the chopper, you are given control, and now have to fight off a horde of bad guys on the roof. The immediate priority are the two guys that come through the double doors next to the helipad, so take care of them first, then quickly eliminate the two guys with shotguns that are heading up the set of stairs to the left. Don't let your guard down, as there are still several enemies on the rooftop below the helipad. I suggest you stay up top, and wait for the Replicas to try and use the stairs, then rip them up once they enter your field of fire. After they are all dead, pick up the health and armor in the room up top, then head through the door below the helipad. After hearing about Jankowski, you will hear some soldiers say they lost contact with the roof, and are going to check it out. Wait for them to come to you, then blow both soldiers away with your shotgun. Head down the stairs, but don't round the corner. Wait again, and another pair of soldiers will head your way, so repeat what happened up stairs. After you finish them off, grab the health booster under the stairs, as well as the ammo in the room before continuing. The next room has a pair of enemies, so take them out then head to the door. Open the door, then headshot the sentry before he turns your way. Take out the other guards as the head your way, then finish off any stragglers. When you go up the stairs, another guard will come through the door up top, so drop him like a sack of bricks before he can get a shot off. In the next room, a small group of enemies will rush in, so take care of them before they can reach safe cover. Before you go up the stairs, grab the reflex booster near the generator. In the next room, take out the guy to the right before he spots you then take out his pal that comes rushing in. After Betters tells you that Jankowski is in th area, go up the stairs. Interesting that a technology corporation, full of people trying to maximize profit, would have so many rooms full of useless pipes and blinking generators that don't do anything. Well I guess they have other priorities. Like making the government kill machines on the next roof area. It may be difficult to cap one before they notcie you, but don't worry if you can't do it. Take out a couple from your vantage point, but don't dally too long because some will try to flank you by coming up the stairs behind you. Take them out quickly, then grab all the ammo, health packs, armor and other goodies, especially boosters, because you won't be able to get back after you drop through the skylight. Once your ready, bust the glass and drop down into Armacham's headquarters. - Locate and reset network hub Alright, welcome to Armacham in the dark. The early part of this level can be really annoying do to the utter lack of lighting. Proceed through the rooms one by one, until you reach a room with a blinking phone. Listen to the short message, then continue. Once you reach the room where you get a checkpoint, the metal gate will close behind you. Check the bottom floor before heading upstairs. In each of the three rooms upstairs, there is one assassin. As soon as you see them, unload into them with your shotgun. If they get cloes, use a spin kick (jump + melee) to take them down in a single hit. They like to run off a lot, as well as jumping into the air vents to move around. If you lose sight of one (which is quite easy), just find a nice corner to sit in until he comes back, because being in the open against these guys makes you vulnerable. After you take care of all three, grab the health packs, then listen to the messages to learn a little bit more about our friend Paxton Fettel. Jump through the windows in the back of the office, then continue through the series of rooms until you reach the cubicle area. On the far right side of the room is a little snack area with some dead ATC security and a radio bulletin about what's going on at Armacham. After your done listening, jump up into the air vents, and go through them until you reach some blood soaked tiles, where you will fall through, into a hallway with a pair of assassins. Take care of them the same way you did the others, using the hallway as a choke point. Go down the hallway and to the right, going into a room where you meet a real fat dude named Norton Mapes. Before you give him a comlink, go into the room to your immediate left. You can jump on some filing cabinets to get into the air ducts above. Grab the reflex booster and the health pack, if you need it, but also make sure to knock out the grates, because this will be important later. Now go give fattie his stupid comlink, triggering a little dialouge that ends with you getting a new objective. - Shut down local security system This is your new objective from Mapes, so get going. Go through the hallways and you will come across an office area, with one cubicle in particular that is covered in trash. Guess who it belongs to? That's right, so go ahead and listen to Norton's message. In the next area, you will be on a walkway around a large lobby with several enemies below. In the back area of the lobby is a lone guard. Eliminate him from a position where the others can't see you, then wait for two guards to rush out of the office area into the lobby. Use SlowMo to take them both down quickly and efficiently, then eliminate the other guard. Either jump down, or go around down the stairs to get to the lobby floor. The three guards in the office are are tough to draw out, so toss a grenade in to scatter them. As soon as it goes off, rush in and take down one or two. Get the one(s) you left over quickly, before they have a chance to recover. Then head around to the door into the security office to shut down the local security system, and watch Mapes run off on the security camera. Betters gets ticked and changes your objective back to the original one. - Locate and reset network hub Okay, head back to the room where Mapes was, using the open gate in the lobby as a bit of a shortcut. Once you reach the room where Mapes was, you will hear some Replicas approaching. Head up into the vents where you found the reflex booster earlier. Since you already busted out the grates, you don't have to worry about alerting the guards busting them out. Wait in the vents until at least two of the guards are fully in the open. Then use SlowMo and rip them up while they aren't expecting it. Then drop out of the vents on the far side and surprise the last guard. When you round the corner at the end of the hall, there will be a group of enemies, so dispatch them quickly. Go through the security gate that opened up, and go into the network server room. Activate the panel to complete the objective. - Determine status of missing SFOD-D team When you try to leave the server room, a group of enemies will enter through the previously locked door. Use the cover provided by the short wall and pick them off one by one. Watch out for grenades, as they will likely use them to try to flush you out. Go through the door they entered through and head down the hallway to the next cubicle area. After your little encounter with Alma, you will be told that Jin is on site, and you need to go secure the site where the Delta Force team was lost. The next area is under construction, and you will have a little encounter with dissapearing Fettel, but keep going until you reach a pair of double doors, where you will go into a dream sequence when you open the doors. During the dream, every time you hear a scream, a lost soul appears, so kill them quickly before they can touch you. After the dream is over, go through the door on the left and up the little stairs to get a new health booster. Keep going until you reach the end of the construction area, where you will exit out into the elevator lobby with a couple skeletons and enough blood to fill a swimming pool. Jin and a Delta Force guy will arrive on the elevator, and your objective will be completed. - Continue the search for Paxton Fettel Head through the newly opened security gate and jump over the railing to the hallway down below. ----------------------------- 6.05 Interval 05 - Extraction ----------------------------- This interval begins with the objective you had at the end of the last level, so obviously, you need to continue the hunt for Fettel. Grab the armor off of the desk, then go into the room to the right for a health pack. When you hear the Replicas start talking, stop until they finish their conversation. Then move forward until you see the guy on the upper walkway. Drop him before he spots you, then take out the rest of the enemies before you move on, including the second guy upstairs. Before leaving the area, grab all the ammo and other stuff you need, and don't forget to listen to the messages on the phone in the office on the right side of the room. After you have what you need, exit out the door in the back, and proceed to the next cubicle area, take out the guys on patrol, then grab any ammo you need. In the next hallway, there are two offices to the left, one containing a phone with a message, and the other has a shotgun, so get both. Then move forward slowly until you hear a soldier say that you're after the hostage they are apparently guarding. Though it may seem counter-intuitive, turn on SlowMo and run around the corner, taking out the first guy you see with a head shot, then eliminate another as quickly as you can before retreating back around the corner. Wait a few moments for your reflex to build back up, watching the corner for any enemies who may have run after you. After you have about half your spent reflex back, round the corner again in SlowMo, and eliminate the rest of the enemies, using grenades to flush them out if necessary. Be wary of enemies hiding behind the columns as you move forward. After you are sure they are all dead, move into the room that the soldiers were guarding and open the door in the back. You will find an Armacham employee named Bishop who has a bomb strapped to his chest and wants your help to get him out. After you give him a comlink, Betters will tell you to go secure the elevator area so that a Delta Force bomb expert can come in. Procceed down the hallway opposite of the room where you found Bishop until you reach an office area. Before entering the elevator lobby, check all of the offices for some goodies, including a health pack. Enter the elevator area from the left and grab the stuff on the counter. As you move closer to the elevators, the security gates will drop and you will hear the elevators coming to your floor. The middle elevator will open up, and there will be one guy, so blow him to pieces. Then plant mines in front of both the elevators to your right and left, then back up. As soon as one of the mines explodes, move to that elevator to make sure that all of the soldiers inside are dead. When the other mine goes off, do the same. The last elevator holds a heavy armor and a pair of infantry, so you can either use a trap, such as remote mines, or just camp out in front of the elevator until the doors open and then let loose on the suckers inside. Once all of the enemies are dead, another elevator will arrive with Holiday, the bomb expert, and another Delta Force escort. Since those security gates prevent you from leaving the way you came in, Holiday will use some explosives to create an exit. Then lead him back to Bishop where he will commence work on defusing the bomb. Then a fire alarm goes off. Damn kids... - Investigate cause of fire alarm Head through the security gate that just opened, and go into the room with the stairs. Instead of going up, go down the hall under the stairs and you will find a small office area with a health pack and a health booster, so pick up both before heading back and up the stairs. Check all of the offices upstairs for a health pack and a message from Alice Wade to Bishop, so make sure you listen to it. Then go through the offices until you reach a pair of elevators with a whole lot of blood in front of one. The security office is in there, so go in to turn it off, taking note of the empty bag of snack food. Wonder who triggered the alarm? Anyway, after you flip the switch, the alarm goes off, but Betters tells you that all the security gates are shutting, so you can't reach Holiday and Bishop, so you are going to have to rejoin them on the roof. - Rejoin Holiday and Bishop on the roof Get in the elevator and flip the switch, and it will take you up several floors before the readout goes blank and your are put out on a floor that is under construction. The area you are in is locked off by a security gate, so jump on the barrell in the corner to get onto some of the construction material, and from there up into the rafters. Knock out the grate and go through the vent to find yourself in the elevator access area. Access the laptop in the hall out the door, then go down to the room at the end. Jump out onto the ledge through the open window, then proceed carefully around to the left until you get to another window you can use to get back in. Go into the construction area, and hide behind some of the stacked plywood until the soldiers on patrol get close, then step out and quickly take care of them. When the second patrol comes by, use the exploding barrel to take them out easily, then pick off any survivors. In the next room, there will be an enemy laying in wait, but let him see you. Shoot him some, and when his buddies run in, shoot the explosive barrel to take them all out at once. Before moving on, make sure you grab all the armor in the previous room, as you will need it soon. There are two halls that lead to the next room, one coming in from the left, and one from the right. The path to the right puts you next to a pair of explosive barrels, so I would suggest the path to the left. The enemies will probably spot you before you can pick one off with a headshot, so just shoot the barrel closest to them, then finish off the two that are in the blast radius. Now retreat back around the corner and wait for the other guy to get close to one of the other exploding barrels, then lean out and blow him to bits. After they are all thoroughly dead, go down the hall to the next room, and grab the armor and ammo before dropping to the floor below. In the next room, there is a small group of guards, so take them out quickly. Then use the boxes in the corner to jump up to the floor above. Go through the double doors to reach a balcony over an area with a few enemies. Use your elevation advantage to take out the guys below, but keep an eye out for enemies coming up behind you. After you are sure all the enemies are dead, grab the reflex booster then head downstairs, grabbing any health and ammo that you need. After you've cleaned the area out, exit through the hall downstairs and into the construction area. Make your way to the top, grabbing the health pack on the way, then jump on the small box to get over the plywood barrier. Now your on the roof! When you go through the next door, you will hear some Replicas open fire on the helicopter coming to pick you up. Show them how it feels to be shot by unloading into them while they are turned away. As you move forward, another group of enemies will attack from behind the giant air conditioner units, of which Armacham apparently decided they needed about a thousand. Well, take them all out, and be careful of the flanking manuevers, especially since one of them has a shotgun. When you approach the other end of the roof area, you will hear a soldier say something, so use your elevation to watch the stairs at the far end and take the guy out when he come outside. Now go down to right in front of the platform he was on and take out the other bad guys as they try to squeeze through the door. Once they are all dead, head inside the room they were trying to come out of and you will hear more Replicas on the way, so hide behind the machine directly to your right, just inside the door. Give them enough time so that they are all inside the room, then use SlowMo to drop them all at once. In the next room there is a railing you must jump over that has no way back, so grab absolutely everything you can before you take that leap. Once you are down there, go through the door at the other end of the room. You will see Holiday and Bishop boarding a helicopter under heavy fire from... ATC? Yep, ATC security is laying the beatdown on that helo, so return the favor for them. - Eliminate the ATC threat The roof are you are on is very large, with a small set of stairs leading from the helipad down to an area full of large air conditioning units, and then another elevated roof section, from whence some ATC security are sniping at you with ASPs. First take care of the guards that come up the stairs to attack you, then eliminate the snipers across the way. After those guys are down, examine the lower area for any lingering guards. After you go down the stairs, guards will rush out of the building from two doors: one in plain view, and one around the side. Take out the guys you see first, but watch out for the flanking manuever by the guard who comes from the side door. Once all the enemies outside are dead, head inside through the door up the stairs, and get the first guy off guard. Then take out his friends as they run to his rescue, but also keep an ear out for the sounds of a guard or two trying to attack from your six using that side door I spoke of earlier. Before you go up the stairs, check the building completely for any ammo, armor, or health that you need. Once you are ready, go up the stairs and you will be on the rooftop that those snipers were occupying. I had fun kicking their bodies off of the roof, but it's not necessary. Around the back, there is a pair of ATC on another small roof below, so take them out, then jump down to where they were. Go inside and you will be able to look across a large pit of some sort, which was created for some unknown purpose, to find some ATC guys on the far side. Throw a grenade at them before they see you and you may be able to take them out in one fell swoop. If not, pick off the remaining men, then grab any goodies before trying to cross the chasm. When you jump on the vent, it colapses under your weight, and you go tumbling down several stories, but lucky for you, a well placed pool of water breaks your fall. - Find a way back up into the main building A fairly obvious objective, as any time you are below ground in an area full of pipes and crap you are bound to run into something scary. Hop out of the water and go down the hallway, where you will find a door that is padlocked, and a pipe that is leaking gas. The padlock is covered up so you can't melee it off so you are going to have to shoot it. Back up, take your shot, then run. The ensuing explosion will blow up the catwalk in the previous room, as well as knocking down the fence keeping you from getting that reflex booster near the padlocked door. Grab the reflex booster, then hop your way up to the catwalk. Go through the door up top, and head through the crawl space in the next room. Try not to lose your bearings every time there is an explosion, even though they do cause the screen to shake. If you need health, there is a health pack down the hall to the left, but if not, keep going straight ahead. The catwalk you want to cross will get knocked out by falling debris, so jump down to the ledge below and go through the crawl space down there. Once you get out, use the pipes or the ladder to get out of the pit, then go down the hall. In the room to the right, you will be able to see a valve, but you can't get through because of the pipe shooting flaming death at you. Instead, go down the hall to the left and you will be on the far side of the knocked out catwalk. Hop down like you did on the other side to find another crawl space. When you get into the room, a body drops from a vent. If you look at the vent, you can see a faint blue glow. Go ahead and turn the valve off, then go to the corner of the room, where you will find a ladder leading up to a vent grating. Bust it off its hinges, then go to the right when you reach the split. Grab the health booster, then drop down and go back out to the catwalk and up the ladder. Go past the dissolving Jankowski, and to the right, down the ramp. Head across the catwalk over the pit and use the valve to raise the water level. Then drop down into the water and swim through the opening that was previously blocked by boxes. Swim quickly through the tunnel, then climb out using the ladder on the other side. Hit the switch to turn on power to the elevator, then go up the ladder and across the catwalk, then drop down in the previous room. When you head out into the large room, the elevator will begin to descend, so hop on the barrels, then jump over the railing and go up the stairs. From here, you have a great vantage of the incoming heavy and his two escorts. Use SlowMo to take out the two soldiers easily, then use the rest of it to lay into the heavy from upstairs. After you run out of SlowMo, you can either finish him off from up top, or get in close with your shotgun. Either will work, and once your done hop in the elevator and take a ride to the next floor up. ------------------------------- 6.06 Interval 06 - Interception ------------------------------- Now that you are back above ground, your objective reverts back to the original purpose of this mission. - Find and neutralize Paxton Fettel When the elevator arrives at the top floor, you will be in a room with several enemies. Using the boxes for cover, take them out quickly, using grenades to flush out the guy in the office if you can't shoot him. Once they're all dead, search the room for some armor, health, and ammo then proceed to the next room. Go down the hall and you will be able to see a reflex booster in a room that you can't reach because of the locked security doors. Remember where this was so you can come back later through the sliding door on the right to find a research lab with a medkit and a proxy mine, then go out the other door. Go up the set of stairs on the left to find Norton Mapes trying to hide behind a couch, and failing miserably I might add. He tells you that the elevators are offline and that you need to turn off the security system. Hmmm, why does this seem so familiar? - Overide security lockdown Go down the hall to the left, then go into the research area across the hall and to the right. In the room with the corpse, there is a health booster and a phone with a message. Then go back to the hall and to the left. You will go through another lab area, and on the far side you will see a bunch of Replicas run down a hallway seperated from you by some bulletproof glass. Go to the left and you will be able to see into anothe research area that is soon flooded by Replicas. Wait for a few to move out into the open, then use SlowMo to take them out quickly, then move to some cover to reload. Use the G2A2 to take down the guys hding behind the small walls, but switch to the shotgun if they get in too close. After they are all dead, move into the room and grab the ammo and medkits in the room, but be careful. After you pass a certain point in this room, another pair of guards will rush in to see what happened. Take them down quickly, then move on. Kee moving down the halls until you come to another sliding door. Here a pair of guards will come up the stairs to the left, so use SlowMo to pick up a headshot, then finish off the other guard with ease. Grab the armor and ammo before going down the stairs. Proceed through the access area and you will find another room with a pair of guys in it, except now they have the high ground. Take out the first guy quickly, before he can run away, then rush up the stairs and take out his pal before he has time to figure out what's going on. Then grab any armor, medkits, or ammo you need before going out, since you have to jump a rail and won't be able to come back here. After you drop down you will be able to reach the security office, so listen to the message on the phone, then grab all the other stuff before you shut off the security. - Find and neutralize Paxton Fettel Before going back up the stairs to where Mapes was, go back towards the first area. Remember where that reflex booster was? Well now you can reach it, so head that way and go ahead and pick up any other things you didn't get earlier that you may need now. Then head back up the stairs to see Mapes run off, this time in an elevator. But now that the elevator has moved, you can get across to the other side of the elevator access area. Move carefully along the edge, then go up the pair of ladders, then move back to the other side along another narrow ledge, and knock out the grate and drop down. Bust out the other grate and move around in the ceiling until you find a cylinder with some writing on it that blocks your path. Go to the right and down the ladder, then move on through the hall until you see Mapes. He will activate an automated turret, so pull out your shotgun, and get directly underneath the turret, then blast away until it explodes. Then go back up into the air vents, and you will be able to move past where the turret housing had been blocking your way. Drop out of the far side of the security door, then grab the health pack in the security room before proceeding onward. When you reach the ramp, run down on the left side and hide behind the corner before the turret at the far end can activate. Use a gun to shoot the padlock off of the gate across the hall, then run across and open it. Run to the left and turn off the power to deactivate the turret so that you can move on safely. In the next area, there is a turret in a hall you can enter from either end. On the other side of the hall, there is a set of stairs that lead to a vent you can crawl through to the next area. Whichever side you come from, wait until the turret is facing away, then make a run for the stairs and get under the grating as fast as possible. Then crawl through to the next area, where you will be in a room with a small wall directly in front of you, and a turret on the other side of the room. Before the turret activates, run to the wall, and use it as cover while you move to the left. Before you leave the cover provided by the pillar at the end of the wall, shoot the grate off of the vent. Then wait for the turret to face away before making a run for the vent. Then proceed through to a small storage room, where you can grab a health pack if you need it, as well as some armor. In the hall, run to the small trolley when the turret isn't looking and hide behind it, then run
to the recess in the wall to the right and hide there. If the turret sees you, wait for it to stop firing, then run through the door on the other side. Go through the labs until you reach the next hallway with a turret. Run to the boxes and use them as cover, noticing that behind the fence to the right is a power switch. On the other side of the boxes is a vent that will let you into that room, so make a run for it when the turret isn't facing you, then crawl through and turn the power off. Keep going until you see Mapes trying to squeeze his fat butt through a vent. Unfortunately you can't get into that room to knock the crap ot of him, so go down the hallway to the right instead. When you get to the bottom of the ramp, turn left and run for the door into the lab before the turrets can open fire. Listen to the message on the phone, then jump into the vents. Go to the right and knock the grate out, drop down, then run underneath the turret and take it out with your shotgun. Move back behind cover quickly, before the other turret can shoot you up much. Once it stops firing, run back into the lab and jump into the vents, going to the left this time. Drop out of the vents, then get under the turret and take it out. Then head up the stairs and through the door on the far end of the room. Go into the tunnel and go to the right if you need a health pack, but to the left if not. Go up the ladder, out the door, and to the left. At the end of the hall, a pair of enemies will rappel down from the roof and begin to patrol the room. Take them out quickly, then eliminate the backup that comes in to back them up. Then go into the room opposite from the hall you came in through, and through the door on the right to find a reflex booster and a medkit. Grab both, then jump the railing directly in front to end up in the hall where the two reinforcements came from. Go down the hall and you will here a turret open up on some Replicas and get destroyed quickly. Take out the first guy you see, then eliminate the others as they come towards you, but be on the lookout for grenades. After they are all dead, clear out the room for ammo and any other items. The hall at the end of the room leads to another room with a lift, but this one is up, so grab all of the ammo and armor in the room. Then head down the other hall leading out of the room and grab the rocket launcher. In the office area to the left, there is a switch that will bring down the lift, but before you do that, set some traps. Place remote bombs near the lift, and some proxy mines in the hall, then activate the lift. There will be an EVE on the lift, so set off your bombs and move before it can hit you with any rockets. Draw it down the hall where you placed the mines, then use your rocket launcher to finish it off. After it is dead, grab any medkits or remaining armors that you may need, then go up the lift. Move through the hallway, grabbing the ammo and armor in the office, then into the next room and up the ladder. Duck and crawl through the crawl space. Drop down the hole in the ceiling, and go down the hall and up the ladder at the end. Go through the vent to the right and grab the Type 7 from the dead scientist, then go back and drop down into the office. Before you activate the switch, grab the health booster in the room up the stairs and listen to the messages on the phone. Then go flip the switch and go through the door. Check the laptop and grab all the other goodies in the room, then go out through the door in the back. Go to the left, and down the walkway around the lower floor, and through the hall at the far end. Go into the security office and activate the switch to take control of a security turret in a room down the hall. Eliminate as many soldiers as you can, taking them down as soon as they enter, before they can get a shot off. If the room gets too clouded with dust, use the muzzle flash on the rifles to find where the enemies are shooting from. After everyone is dead, or after the turret is destroyed, grab any stuff in the room then jump over the railing and go down the hall to the right. Go down the hall and into the room where you just took out all those guys. There will probably be some leftovers, so be on alert for any movement or chatter. After you are sure the room is cleared out, move on to the next area. When you see the ATC security fall from the floor above, aim up and wait for the soldier to move into view, then take him down. When his back up arrives, take him down to, then proceed to the left and up the stairs. From the walkway, take out the reinforcements that come to see what's going on, then go down the hall they came from and into the lab at the end, and grab any stuff you need before hopping the railing. Go down the hallway and down the ramp to the right. Check out the labs down the hall: one of the two on the left contains a health booster, and the one at the end has a phone with a short message. Then go into the lab area and you will see Fettel through another sheet of bulletproof glass, so listen to what he says then move on. In the next lab there is a reflex booster on the right, so grab it before going out by the door at the top of the stairs. Go through the hall until you trigger a dream sequence. After it is over, turn around and go through the door on the right. Go out through the other door, then down the hall and out the door at the end. You will hear some ATC at the end of the hall, take out the first one with a headshot, then eliminate the others with the Type 7 if you still have it on you. If not, rush in and take them out at close range so they can't pin you down at the end of the hall. Grab the health pack if you need it, then go down the stairs and take out the small group of enemies down there, shooting safely from the top of the stairs. After they are dead, check the laptop for info, then grab all the ammo and other supplies, and swap your Type 7 if you are out of ammo. Then move down the hall to hear a gun battle going on between ATC and the Replicas. Let them fight it out until all of the ATC are dead, then move in and clean up the Replica infantry before taking down the heavy armor. If he is at the end of the hall, use SlowMo and you G2A2 to pick up headshots, but if he's in close, use your shotgun and melee attacks to take him out. After they are all dead, grab all the ammo and stuff from the security office you came in through, then go down the hall until you get a message from Betters saying that Fettel is headed towards the executive building and Alice Wade. - Locate Alice Wade Go down the stairs at the end of the hall and use SlowMo to take out the guys at the end of the hall. When you reach the windows, look out them to take out two snipers on a ledge, using a planter for cover. Then move down the hall, checking the office to the left for a message and some nades, and one on the right for some ammo and a medkit. Then continue down the hall, taking out the two guys who are waiting in the lounge are. Then move into the lobby and take out the two Replicas and the heavy armor with them. Use the pillars for cover while you move in, and take him down with your shotgun. Then move out on to the balcony where the snipers where and use one of their ASPs to take out the two guys in the courtyard below. After they are dead, drop down and a chopper will drop an EVE at the other end of the courtyard. Use the ASP first and then the G2A2 to take down its health. Place some proxy mines down the stairs, and when they go off jump out with your shotgun and finish it off, but don't stop moving. Also, stay away from walls, as the splash damage from the rockets can hurt, especially on higher difficulties. After the EVE is down, a few more bad guys will enter the courtyard at the far end. One of them has a Type 7, so eliminate him with extreme predjudice, then take care of his pals. After they are all dead, search the office area to the left for some medkits, grenades, and ammo. Then go up the stairs on the other side and through the door, into the cafeteria. When you get further in, the replicas will turn the lights off hoping to confuse you, but it just makes them easier to spot. Take advantage of this, and drop all of them as they enter the room. After they are dead, take all the ammo then go out the door and turn the light back on. Around the corner a pair of Replicas are behind a set of shelves, so take them out quickly then go out through the door at the other end of the room. Through the door is a hallway with a security office, some windows, and both exits blocked off. Before you leap out the window, go back and grab any health or armor you need. After you are ready, bust one of the windows out and drop to the area below. ------------------------------ 6.07 Interval 07 - Redirection ------------------------------ - Locate Alice Wade's office As there is nothing in the courtyard, head to the left end and knock out the window to get into the executive building. Gotta love some old-fashioned B&E. Check the laptop, then head down the hallway to the left. The security room has some goodies you can take, as well as a security monitor you can watch, but once your done, go into the lobby and take the elevator once it arrives on your floor. Once the elevator finally reaches the 6th floor, go to the right and check the answering machine in the office. Then go back and go the other way, checking the laptop in the break room while you're there. Past the lobby is a hallway, and the second office on the left is Alice's. If you want a small bit of amusement, go to the last office and you will hear a phone ringing, but you can't seem to find the phone. See that bloody patch on the roof? Shoot it and have fun. Then check Alice's answering machine, which has a message from her dad telling her to go to his office to check his laptop for a file he called Proteus, as well as a message from the recently deceased Aldus Bishop. - Locate Harlan Wade's office Head back to the elevators and the one you came up on will drop a few feet. Hop on it, then immediately jump off over the railing to the right, and the elevator will plummet down to the ground. Go up the ladder, then hop the rail and walk along the edge to the other side. Beware: falling elevators. Go up the ladder, then across to the other side again. If you need armor or remote bombs, go up the ladder. If not, go through the doors and out into the office area. Check the message on the phone at the receptionist's desk, then go down the hall to the stairs. A group of Replicas are here, so don't just rush in blindly. Take out the first guy once he is part way up the stairs, then take out his pals while they are in the open. Go up the stairs, then take out the enemies on the walkway on the far side of the room, then move around to the other side and head into the offices. A group of guards will attack from the other side of the office area, and at least one will try to flank you from the right. Use the G2A2 to take out the guards further away, and shift your attention to the rushing enemy when he attacks. After they are all dead, check the machine for a message from Alice Wade, then grab all the items you can use, including health packs and armor, before moving on. Down the hall you will hear a fire alarm go off and a security gate will shut, then a pair of Replicas will run around the corner, so be prepared with your shotgun out and drop them like a ton of bricks. Go down the hall until it dead-ends, then knock out the windows to the right and jump through. Go through the office, grabbing the medkits and ammot if you need them, and checking the laptop for info. In the next room, a small group of Replicas will be defending a security office. Take out the first one you see, then try to eliminate the second, but he may run inside the office before you can kill him. If so, just toss a grenade in, then rush in with your shotty and finish off the survivors. Then activate the panel in the room to the left to open up the gate that close earlier. Then activate the pannel at the end on the right to take over a turret in a lobby area. Use it to wipe out the bad guys with ease. They generally enter from the bottom right and top left, but they may occasionally come in through the bottom left rather than the top. After you kill them all or get your turret destroyed, go back the way you came, until you reach the gate that got blocked off earlier. If you need ammo, grab it from one of the many chumps you just slaughtered with the turret, then exit to the right of where you entered. The next area has a single heavy armor accompanied by a gaggle of infantry, so you may not be able to have the luxury of eliminating the infantry before focusing on the heavy armor. Use SlowMo to give yourself the edge, then take out the enemies as you see them. Only attack the heavy armor if you can't see any infantry. After you are 100% sure they are all dead, move on to the next area. When you reach the doorway to the double level room, duck down and take out the guy up top first, then move your attention to the ground floor. Take out the guys as they move into the open, using the doorway as cover. After they are dead, move in yourself and proceed towards the stairs. Before you attack the guys up the stairs though, go into the small office to your right and grab that reflex booster off of the desk. Now where was I? Take out the guy that runs down the stairs, then eliminate his pal, who usually comes down the other side. Then go up the stairs and take out the remaining guy. Then proceed to the right and around the upper floor of the room to the next office area. You can either shoot through the window, or go around and shoot through the door. Either way works and neither has huge advantages, except that its harder to get shot if you shoot from the window. Then move into the next area, where there is now a pair of heavy armors accompanied by a cadre of infantry. Jump through the window to the left and you can attack the heavy armor from the doorway. Take down any infantry that get in the way, and be careful of soldiers moving around and shooting you through the window. Then move into the offices to the left, where a group of infantry will be waiting for you, with one or two in close, and the others at the far end of the room. Take them all out, but don't go to engage the second heavy yet. Instead go into the conference room to the right and grab the health booster. Voila! Full health. Now go take on the last one in the area. But be warned, this guy is packing a Type 7, so eliminate him in close so he has less chance to use it on you. After he is dead, finish looking through the room for gear, then go through the doors into Harlan Wade's office. About damn time, too. Talk to Alice Wade, and give her a comlink when prompted to do so. Apparently Harlan is at some "classified facility" somewhere, and you need Alice to get in, so you're gonna have to evac her. After she's done talking, Betters will tell you to use Harlan's laptop. - Recover data from Harlan Wade's laptop Shortest and easiest objective in the game. Just activate his laptop to finish this joke of an objective. After you've downloaded the coordinates of the "facility" you will get your new objective. - Escort Alice Wade to the roof for evac Return the way you came until you reach the room with the blockaded window. Use the gap to shoot at the Replicas coming to reclaim Alice. Using your angle and SlowMo, you can take them all out before they can even get out of the elevator. After they are dead, hop on and take a ride to the roof. Uh oh! Looks like you got more than you bargained for. Replicas have called for the elevator on just about every floor from yours to the roof. Each time the door opens, 2-3 enemies will attack, so use SlowMo judiciously to take them all out. On the 13th floor however, the power will go out. Coincidence? I think not. Anyway, leave the relative safety of the elevator to go restore power. But that sneaky Alma will steal your elevator, along with Alice, so it looks like we need to move to Plan B. Go through the hall that was previously blocked by a security gate and through the door on the right. Go up the stairs, then out into a long room with guards at the far end. After you pick off the first guy, one of the ones on the ground will rush. Take him down, then finish off the one leftover. Go up the stairs at the other end, then take out the guys who come out of the dorr on the upstairs level of the end of the room you just came from. After they are dead, leave through the door they entered from and go up the stairs. Shoot out the vent and crawl through. You will see Alice on the other side of a window, out on the roof, but you can't get there because the door is locked. The evac chopper will come in, but it will get shot down by an enemy helicopter, and Alice will run for it. The chopper will drop a group of enemies on the roof, then shoot some missles in your direction, blowing open the locked door. Move out through the doorway that just got destroyed and take out one or two of the enemies before they can reach cover. Be wary of enemies on the walkway up to the right as you move forward, since one or two guys will try to snipe at you from up there. After they are all dead, go up the stairs and through the double doors back into the building. Head through the foyer and onto a walkway above an elevator lobby, taking out the guys on the other side. When you hear an elevator bell ding, look down into the lobby and take down the guys that exit the elevator. Head down the stairs to the elevator lobby, and eliminate the guys that come out of the second elevator, then exit through the door on the other side of the room. Grab the health pack before going down the stairs, and grab the other health pack before going through the door downstairs. You will see Alice Wade upstairs, but she runs off after she sees an aerial unit. Check the offices and nearby rooms for a health booster and a phone with a few messages to check out. Then leave the room through an access area, and into another office next to a lounge, with a laptop on a small table in the middle of the room. After you get the info, head up the stairs into a long room with windows on the right. A few aerial units will attack from outside, so use SlowMo to take them out easily. Another method is to lure them into the hallway, then demolish them with your shotgun up close. Head to the other end of the room and out the door. Another aerial unit will attack through the window in the next room, so take it out fast. When you near the next room, an aerial unit will break through the window, so just wait by the door until it reaches you, then destroy it. In the break room, go through the broken windo out onto the ledge, then follow it to the small rooftop and go in through the door. Grab the health pack, go up the ladder, then jump on the air ducts to get to the next roof level. Then go through the door to find yourself on the walkway where Alice was earlier. In the confrence room at the end of the walkway, another aerial unit will break through the window and attack, so dispose of it quickly. Go up the steps and into the next room, where a few soldiers will drop down through a skylight. Take down the guys on ground level first, then dispose of the guys upstairs. When you walk up the stairs on the left, a pair of aerial units will break through the windows and attack, so use SlowMo to take them out. When you get upstais, you will hear a radio bulletin about the incident, so listen in if you want to. If not, go through the door into another of the numerous maintainence/access areas, grab the health pack, then go through the other door into the stairwell. As you progress down the flights of stairs, watch for the group of enemies heading up. Use the your elevation advantage to raind lead on them as they try to make their way up to you, using SlowMo if you want to wipe them out even faster. After they are all dead, go down to the very bottom and grab the reflex booster before exiting via the door on the floor above. Head into the office which belongs to Genevieve Aristide, the president of Armacham, and listen to her voic messages. Then go down the hall outside until you reach a long hall with shutters on the left and a door on the left at the far end. When you go far enough, the shutters will snap open, and the guys inside will open fire, as well as a pair of soldiers that come around the corner. Take out the guys at the far end of the hall with a grenade, then take care of the enemies inside the confrence room using SlowMo to pick them off between the shutters. Grab all the goodies in the room, then head down the hall until you reach yet another elevator lobby. When you are in the middle of the room, the Replicas will turn the lights out, so click on SlowMo when they do, and take out the guys that attack. A few guys will often take cover in the offices on the other side, so throw a grenade in to flush them out into the open. After they are all dead, grab all the health packs and ammo in the offices, then flip the power switch in the closet. Grab the armor on the couch, then hop on the elevator to go down to the garage. Once you arrive on the bottom floor, Alice Wade will tell Betters that she can't wait, and will promptly peel out and speed off. Follow her up to level G3 where you will encounter a large group of soldiers, probably there for the same reason you are. Howver they couldn't catch Mrs. Wade, so they'll settle for trying to kill you. Make them regret it. Use SlowMo to pick up as many headshots as possible. Because there are so many targets, you'll need to prioritize, rather than focusing on one enemy at a time. After they are all dead, grab the medkit on the stack of wood and heal yourself for the next battle. When you go up the next ramp to level G2, you will be greeted by another welcoming party of troops just waiting to kill you. Use SlowMo again, using the same tactics as before. Be sure to use grenades if they bunch together. After they are all dead, grab all the ammo and armor on this level before proceeding to level G1. When you get to the top, there will be two trucks with troops hopping out of them, and the one on the left carries a heavy armor. Use SlowMo to take out all of the weaklings, then use what's left of it to work on the heavy armor. Use the trucks as cover to lure him in close, then devestate him with several blasts from your shotgun. After it's dead, head to the other end of the garage and go through the door on the left. Go up the stairs and open the door to be greeted by... friends? That's right, Holiday and Jin are waiting for you with an evac chopper to get you to the secret Armacham facility. ----------------------------- 6.08 Interval 08 - Desolation ----------------------------- Like the beginning of Interval 02 and 04, this Interval begins with a chopper ride, in which Betters dispenses some important information about this top- secret Armacham facility. Then the helicopter is promptly hit by a rocket of some sort, and the helicopter crashes in a fiery abll and you all die, The End. Well... I lied. You actually survive the crash, along with Jin and Holiday, but since they aren't unstoppable death machines like yourself, they were both injured in the crash and you must proceed by yourself. Who saw that coming? Betters tells you that enemy forces are incoming to scout the wreckage, so you need to keep them from finding Jin and Holiday by wiping them from the face of the earth. At least they keep it simple. - Eliminate enemy patrols Head into the hall and go up the stairs to the next floor, then proceed down the hall and up another set of stairs, where you will here some enemy patrols moving into the area. Go through the door on the left and take out the guard before he notcies you, then take out the guy you can see through the hole in the wall, head to the other door and take out the enemy that comes to check it out, then use your shotgun to take down the heavy armor in the hallway. Grab all the ammo, health, and armor before going to the other end of the hallway. The hallway turns o the left, and there is a large hole in the floor, far too large to jump across, with a guy on the far side. Take him out, then eliminate the guy downstairs before he can make it to cover. After he is dead, jump down to the floor below, and grab all of the items in the rooms, including a medkit, some ammo, and of course the reflex booster. Go through the other door, and take out the soldiers in the room to the right. Grab the health and ammo, then head into the hallway and on to the next room. When you cross the threshold, there will be a rumble and the floor will shake some. Keep going to the other side of the room, where an EVE will burst through the wall and open fire with its machine guns. Use SlowMo and retreat while firing, making sure to hit it with at least one grenade. Once in the hall, wait for it to bust through the doorway, then repeat the same tactic, using SlowMo and retreating while firing. Repeat this strategy until it no longer follows you, then finish it off with a grenade or some concentrated fire, depending on how damaged it is. Head out the door where the EVE busted in through and grab the Type 7 in the next room. First take out the guys to the left through the broken wall using your G2A2, then use your Type 7 to snipe the snipers in the windows to the right. You may have to move out into the hallway to the left to get a better angle on the guys you're trying to snipe. After they are dead, holster your gun (so you can move faster) and jump across the hole in the floor, then head out onto the rooftop. Use your Type 7 to snipe the guys on the roof to the left, then aim for the windows, as you get closer to the edge of the roof, more snipers appear, so make sure you take out all the snipers you can see before moving forward. Once all the snipers are dead, head to the right to go to the other side of the rooftop. A group of guys will come through a door and out onto the rooftop, so make quick work of them, then go through the door they used to access the roof. Head down the stairs and into the room where the first group of snipers was, and grab all the ammo, then move onto the next set of rooms. Take out the guys in the room to the left first, before they get alerted. Then take out the others in your building before you go for the guys in the building across the alley. When you try to take out the guys in the other building, use grenades if they hide in the rooms where you can't shoot them. After all the soldiers are dead, grab the health booster in one of the small rooms, as well as the medkit in the other room before dropping to the floor below. Once down on the lower floor, head down the hall to complete your objective. - Locate Rammelmeier industrial compound Proceed into the next group of rooms to trigger an encounter with Fettel. Just keep going through rooms until you enter the dream sequence. When you reach Alma at the end of the hallway, she disappears and the doors open, revealing some evil spirits that attack you. After you kill them all the dream sequence ends, and you return to real time. In the next room, jump out the window to the alleyway below. Turn the corner and head down to the next alleyway, where you will have to engage a pair of soldiers on the other end. Use your Type 7 to snipe them with ease, then head into the area where they where. A truck will enter from the other end, and a group of guys will jump out and attempt to spread out. Use SlowMo and try to take them all out easily with a single nade, or just open fire while they are jumping out. Take out any survivors who you couldn't kill at first when they lean out to shoot. After you kill them all, check the truck for items, then knock out the boards on the window next to the door to the right, and head inside the building. Grab any health packs you may need, then go into the next room. A truck will crash through the big door, and a small group of guys will jump out. Use your shotgun to wipe them out before they can get too far, then back up before the guys outside shoot you up. Head into the room to the left of the truck, and go down the hall. You can see out the door into the loading area, so use the cover of the window to shoot the soldiers outside. Some may get inside through the hole where the door used to be, so be careful of them trying to flank you. After all the regular soldiers are dead, run outside and get away from the wall. The heavy armor here has a rocket launcher, but using SlowMo and the Type 7, you can take him out with a few headshots. Grab all the medkits, armor, and ammo in the area, then jump the fence. After you go a few feet down the alley, a truck will turn towards you and start to accelerate. Run forward. That's right, I said forward. Run forward and there will be a hole in a wall that you can jump through to safety. The truck will then back up to where it blocks the hole you jumped in through, and it will release some soldiers who will run in to attack you. Take them out using the doorway for cover, and use grenades if they won't leave their cover. After you kill the guys inside the building, head to the door they entered by and you will see several soldiers jumping the fence. Use SlowMo, and take them down with a well placed grenade or, if you don't have any, just use your trusty shotgun. After they are dead, head down the alley to the right, and you will see a gutter that you can drop down to, but that you can't get back up from. Get anything you need from the area, then drop down. Head down the gutter and you will reach a large open area with an under-construction building in the middle. Use the small board to reach the platform then go into the building through the windows. If you fall down before reaching the platform, you can use thw boxes to jump back up. Once inside, head up the, stairs then through the door to end up back outside. Jump over the wall to the alley below and go to the right. A truck will appear, but this time turn around and head back. When you reach the nook to the left, jump in, and the truck will go racing by and crash through the fence to a fiery explosion about 50 feet below. Now it's safe to go back down the alley to the open area at the end. Go up the small stairs on the left, and into the building. There is a health kit in the office if you need it, but go to the left if not. Head into the room with the large machines and drop through the grating to the crawlspace below. Proceed through the crawl spaces and you will heat a soldier say that Fettel has made it to the vault. Head into the room and blast the guy on the knocked out bridge with your shotgun, then take down his friend on the right. Take out the other guys as they come, then use the pipes on the right to jump up to their level. Once you are up there, some guys will come out onto the catwalk on the left, so use explosive barrel to take at least one out, then use your G2A2 to take down the other if he survived. After you go up the ladder, guys will attack from the top level of the catwalks, so use SlowMo to take them out since you have almost no cover. After they are dead, go to the end of the catwalk you are on and leap to the catwalk below on the other side. Go to the right, careful to avoid the hole in the floor, and follow the hall around to reach a reflex booster and a medkit. Go up the other ladder to reach some armor and Penetrator ammo, then head back to the hole you avoided, but drop through this time. Make sure you land on the middle level, so as to not take any falling damage. Go down the hall to the ramp, then go to the right of it to reach the upper level of the room, where there is a health pack and some proxy mines. Grab 'em if you need 'em, then go downstairs and through the door on the left. When you reach the room with the soldiers, use SlowMo to take them both out quickly. Then head forward and shoot the reinforcements as they approach, but don't round the corner yet. Once they are no longer attacking, round the corner as you use the SlowMo. Attack any soldiers you see offhand before you start shooting at the heavy armor. Once you are almost out of SlowMo, retreat around the corner and wait. When the heavy armor rounds the corner, use the SlowMo you have built back up, and hit him in the head with your Type 7. After he is dead, head into the area where he was and grab all the medkits and armor in the nooks, as well as any ammo from the dead guys. Then walk forward to the office at the far end and you will see a heavy inside, who kicks a shelf over to block the door. As quick as you can, run up the stairs on the right to get to the upper level of rhis room. You will see some enemies and some explosive barrels, so wait until the enemies get to close, then turn them to barbeque. When the heavy armor approaches the other barrel, blow it up to stun him, then move in with the shotgun for the kill. If the other soldiers are still alive, take them out when the heavy armor is dead. After you take care of them all, head into the office where the heavy armor had been and grab the health pack and ammo, then go out and down the hall. At the end of the hall, you will encounter a group of enemies, but your shotgun will make quick work of them. If any hide, just head right for them and take them out, rather than using a grenade. Then continue through the hall to another encounter with Paxton Fettel in the next room, then go down the stairs through the door on the left. Go to the right, and you will see a part-way open blast door that leads into a large room. Head inside and you will encounter some heavy infantry equipped with MP-50s. Use SlowMo and your Type 7 to take them out as quickly as possible, because the MP-50 will mess you up if they get a direct hit. Once they are dead, grab the Type 7 ammo as well as the MP-50s off the dead guards, along with the other ammo in the small room to the left. If you need a medkit, there is one in the hallway you entered through. Once you are ready, go up the ladder to the short catwalk and through the door. Head through the other blast door and into the next room, where you saw Fettel earlier, and head into the hall. The room on the right has a couple medkits, so grab them if you need them, then head down the hallway to the left. After a couple turns, you will be in a long room with an equally long hole in the middle. Head down the ledge on the left and after a few yards, a pair of assassins will burst through the windows, one in front of you and one behind. Use SlowMo and lay into the one in front of you as you approach him, and as soon as he dies, turn around and attack the one that is behind you. If he is in close enough, use a spin kick to take him out, but if he is far enough away, just shoot him to death. Then head up stairs, where yet another assassin will jump in through a window. Wait until he gets where you can shoot him, then use SlowMo and tear him to pieces. Go through the door and up to the next floor, where you will see (hopefully) another assassin to the left. Use SlowMo again to take this fella out before he can hit you. Go down the ledge on the right until you reach the small bridge, then cross over and go throught the door and down the hallway. Go down the stairs in the next room, then out the door at the bottom. Through the windows on the left, you can see some ATC security being attack by an EVE, but let them fight it out and head to the end of the hall. Go through the door into the storage garage, then go down the ladder to the ground floor. As soon as the shooting stops, head out via the now destroyed garage door, and lay into the EVE with your MP-50. Use your SlowMo to improve your aim and ammo use. Once it's dead, wait for your SlowMo to refill, then go to the other end of the loading area and another EVE will attack. Use the same method on this one until it is dead. Afterwards, grab all the armor and medkits in the area, and exchange your MP-50 for an RPL if you're out of ammo. Then head up the stairs onto the loading dock, and proceed into the building. The hall branches, and both branches lead into the same room, where you will fight a group of ATC security. Either way is effective, and the Type 7 can take out multiple enemies in a single shot since it has a rail gun effect. After they are all dead, grab the medkit on the desk, then activate the glowing button in the back to open a secret blast door that lets you into an armory. Grab all the ammo and the armor, then go into the next room and up the stairs. The only door out of this level is locked, but you can jump on the diagonal I-beams to the right of the door to get up to the walkway. Once on the catwalk, head to the side of the room opposite of the door you need to go through to reach another health booster. Now go to the other side and hop on the elevator for a ride down to the Vault. Right? Well, not exactly. You get a dream sequence instead. Swim through the blood and down the hole in the bottom and you will end up in a hallway and the blood just disappears. Go through the first set of doors, and you end up in another hall. When you go through the doors at the end of the second hall, you end up in an open area surrounded by fire, and you will get rushed by evil spirits. Keep turning to find them and kill them, because they will do A LOT of damage if you don't take them all out. After it is over, you end up back in the elevator, so just push the button, and this time you ride the elevator all the way down. ---------------------------- 6.09 Interval 09 - Incursion ---------------------------- - Locate Harlan Wade While you are riding down, Betters will inform you that you are to get Alice and Harlan Wade and get out, as well as collect some information on what the hell is going on. When you reach the bottom, the room is empty. But they left you a nifty little surprise in the form of an automated turret. Get underneath it and attack it while it tries to rotate to hit you. After it is destroyed, knock the padlock off the gate and head through. Just before the vent, there is an opening to the left, which leads into a hallway, and a turret is at the far end and will activate. Use your Type 7 to snipe it from afar, and move when it starts shooting. After it is destroyed, you can go into the vents for some remote bombs, or go to where the second turret was and get some armor and ammo. Then head down the ladder and through the crawl space, then up the next ladder to end up on the other side of the locked door. When you go around the curve, you will see ATC Security upstairs, so use SlowMo to take all of them down super fast. Go down the hall and into the next room, and some ATC will run out on the floor above and to the left. When they get close enough, shoot the explosive barrel to blast them to pieces, then pick off any survivors. You will see Mapes in the next room wiping the hard drives to cover up whatever Armacham has been doing, but he's locked you out, so head right down the hall. In the next room, there are a few lab areas with ATC goons in them, and as soon as you enter the room, they will attack. When they run out of the lab, use the Type 7 to take out two or more in one shot, then pick off the others as they approach. Usually one or two will hide behind the servers in the small room to the right, so use SlowMo and rush in to take them out. After they're all dead, check the laptop and grab all the ammo, as well as the armor on the left side of the room and the medkit in the lab. Then head up the ladder behind the servers and onto the pipes. Turn to the left and follow the pipes around the room and into the previous hall, where there is a gap that will allow you to drop into the room where Mapes was. When you go up the stairs, Harlan will appear the large screen with a message for Norton, that Genevieve is going down and he shouldn't go down with her. After he's done talking, go up the next set of stairs and into the upper level, where there will be a few more ATC security waiting to try and take you down, make quick work of them, then grab the armor and medkits before pressing on. In the next area, you will find yourself in a hall that wraps around a room with a turret, although you could rush in and try to kill the turret, you can go through a crawlspace to get on the far side of the room. When you drop down, you will hear some ATC say "It's gonna blow!" as they run in terror. Soon after an explosive barrel will go off and blow up a gas main. Now you can continue on to the left, or you can head back into that room with the turret for some armor, an MP-50, and another reflex booster. If you want it, head into the room and wait for the turret to turn away from you. Then use SlowMo to take it out with a few shots from your Type 7. Grab all the goodies, then head back to the room where the ATC where. Go to the left and you will be in another room with a turret. Take it out quickly with the Type 7 using SlowMo, then head through the other door. In the room down the hall, there are several security guys laying in wait. Take out the guys on the lower floor from the door way, then move further into the room to take out the guys up top. After they are dead, head back and grab the armor near the expoded gas main, then run back in the room to see Mapes, frustrated that the security can't stop you. Head up the stairs, then down the hall to another encounter with ATC, this time entrenched behind a table they have knocked over. Use a grenade to flush them out, then eliminate any of the guys that didn't die. When you go down the bend in the hall, you will see the ATC lock down the area, lowering the security gates and locking you into the lab area. However there is a ladder that you can take down into what seems to be a maintenance access area, which Aramcham seems to have a serious fetish for. Anyway, when you get to the bottom, you will see a soldier plant a mine and then run off. Shoot the mines that he planted to clear the path. Around the corner ther will be a long passageway with several security guys at the far end. Take them out then go to the end where they were and take out the secuity on the other side of the pipe to the right. Grab the health pack to the left, then go under the pipe and shoot the padlock off the gate then head through. Follow the passage way to another room with mines. While standing safely away from the mines and the gas main, detonate the mines to clear a path. When you turn the corner, there will be some more ATC security on the far side of a pipe, so shoot under it to take them out, then grab the armor and grenades. Head into the next room and up the ladder to get past the locked-down area. Go to the back of the room and into the vents, and drop carefully from level to level until you reach the bottom. Head through the next set of vents until you reach a room where you can see the Vault entrance. You will see Harlan talking to Mapes, after which Harlan will shoot Mapes before entering the Vault. After that's done, go through the door to the right. Go all the way down through the rooms and staircases until you reach the bottom. Go to Mapes and he will tell you that the door is locked and the only way to open it is to divert power to it. - Divert power to Vault door Head back towards where you came in, but keep going down the large hall to the end, then go down the ladder on the right. Go through the door and to the right, where you will be attacked by several Replica Elites Take them out, then grab the armor and ammo in the area. The door to the right of the Elites is locked down, so go to the left and you will be in a room with two exits. Through each is a power transfer device. Activate both and the locked door will open. Head through and down the hall, until you reach a room with a few Replica Elites. Make quick work of them, then grab all the ammo, health and armor before going up the stairs. Check the laptop to learn about what the synchronicity event was, then go under the pipes to get to the other side then go through the vents. When you reach the end of the vents, instead of going up the stairs go up the ladder to the right. Go back towards the big room and you will reach a platform with a reflex booster. After you have it, head back to the previous room and go up the stairs this time. Go across the catwalk and through the next room to find yourself on the upper level of a very large room with what seems to be a generator in the middle. Use SlowMo and the Type 7 to shoot the Elites in the head, because this will kill them in one shot. I would suggest taking them all out from the upper level, but if you don't have much Type 7 ammo, or you don't have a Type 7, then jump down and engage them from medium range, using the boxes and the big generator for cover. After they are all dead, go down the stairs to get underneath the generator, then go down yet another set of stairs to reach another power transfer room. Activate the first panel to divert another power supply, but the second one is being blocked by a small crane. Go down the ladder at the end of the walkway, then go around to where the laptop is. Get the info of it, then head up the other ladder and use the switch at the top to move the crane. Then go back down the ladder and through the door instead of up the other ladder. Grab all of the medkits and armor, then go up the stairs, hop the railing, and activate the switch to move the other power transfer that was blocked by the crane. Go back to the big room with the generator and go through the door that was locked. When you get to the room with the aerial units, use the MP-50 if you have it to take them down. If not, just use the G2A2. Once they are gone, continue through the hallways until you see a room with some barrels being transported on a conveyor of some sort. The door jams, so go to the end of the hall and through the vent to reach the room, then hop into one of the gaps between the barrels to take a ride down to the floor below. Head out onto the catwalks next to the large power-related object and activate the first switch. Than go down stairs, turn around, and go to the back corner, where you will find the last health booster. Grab it, then go to the other side and through the door on the right. Listen to the messages on the phone in the office, then go up the ladder to reach the catwalks again. Activate the last switch, and the Vault doors will be open. - Enter the Vault Head through the doorway to the left that just opened. Up the stairs is a pair of Replica Elites, so use SlowMo to make quick work of them. When they are dead, go down the lift and out the door to see Fettel. After he dissolves, aerial units will attack from the large area to the left. Take them down as fast as possible using SlowMo, before they can do to much damage. Then go up to Mapes, who will ask you to destroy the facility before Harlan can release Alma. Activate the switch to open the doors, then head inside. - Locate Harlan Wade Get on the elevator and activate it to ride into the core of the Vault. ----------------------------- 6.10 Interval 10 - Revelation ----------------------------- The elevator will take you down to a huge room with a large spherical object in the center, surrounded by some sort of force field. Step off the lift and go through the door to the right. Keep going down the hall until you reach Fettel and Alice, who is already dead. You will have a hallucination, in which Fettel will talk for a bit, then disappear, after which you wil be attacked by evil spirits. After several rounds of this you will be in a cell with Fettel, and he will tell you he is setting her free. Shoot him, and you will come to, to find that you have indeed finally killed Fettel. The Replica Elites that were coming to help him have been deactivated, so just kill them with melee attacks and take their guns. Then go to the next room and activate the laptop to learn more about Alma. After Harlan is done talking, go to the lift and ride up to witness the end of Harlan Wade. After he is dead and the little hallucination is over, go through the room and into the next area. You will see Alma, but she disappears. When you walk up to where she was, these black holes will appear, and evil spirits will spawn from them. Use the pistol to kill them as fast as possible, then grab the medkit in case you need it. Head through the rooms, until you reach another spirit attack. After you kill them all, move on until the next attack. After you kill all of these, grab the extra pistol. Then grab the reflex booster on the table before continuing into the reactor area. - Expose and destroy reactor cells to sabotage energy pylons Go around the edge of the reactor and up the lift, then head to the switch. Make sure to grab the RPL on your way. After you expose the cells, use the MP-50 to destroy them, then turn around and wait for the door to open. After it opens up, run through and keep going until you get to another evil spirit spawn. Quickly take them out using your pistol, then continue on. Keep going until the next spirit attack, after which you can grab some MP-50 ammo off to the right. Then keep going until you reach a hallway where you see Alma. Run to where she was and turn to the left to get some RPL ammo, then head to the lift room. Once you reach it, grab the AT-14 ammo on the table, then hop on the lift and activate it. When you cross the bridge, more spirits will spawn, so take care of them quickly then get on the elevator through the blast doors. ------------------------------ 6.11 Interval 11 - Retaliation ------------------------------
When you reach the top floor you will be back above ground in the Rammelmeier compound. Grab the armor and ammo, then run through the door into the hall. Keep going until you get attacked by spirits, then take them out with your RPL. Head into the next room, which is filled with boxes. Once you reach the exit, a lot of spirits will spawn behind you, so take them out fast. After they are gone, you can grab another health booster hidden behind some boxes to refill all your health, but you won't get that permanent increase in max health. Head through the next room, grabbing the RPL ammo on the left, until you reach a double door. When you get close enough the door will be knocked open by some spirits, and some more will attack from the rear, so take out the ones in front then swiftly turn and eliminat the others. Go to the far end of the next room, where you will be attacked by more spirits. Kill them all, then go up the set of stairs on the left. Go back towards the other end of the room and up some more stairs. Head down the hall until you reach a T-junction, at which point you should turn to the right and take out the spirits that spawn in that hall. Grab the ammo, then continue onwards. Go through the next room and into the one beyond, where you can go up another staircase to become that much closer to escaping. Go through the door and out onto a catwalk with some armor. The door won't open, so jump down to the right, upon which a LOT of spirits will spawn at the far end. Use your RPL first, shooting them as they spawn, until you are almost out of ammo. But before you use those last few rounds, switch to another gun, or the spirits will likely kill you while you are busy trying to reload your gun. After they are all dead, grab any ammo, armor, and health that you can carry, then drop through one of the holes on the right that was exposed. When you head into the next room, some spirits will break through the barrier to the left, so take them down fast. When you start to go down the hall, a whole bunch of spirits will spawn at the end, so use your RPL to take them out before they reach you. Head down the next hallway until you enter the hallucination. Go through the double doors and Alma will appear to your left. Shoot her until she disappears, then go through the double doors up the stairs. When you open them, Alma will appear again, so shoot her again until she is gone. Continue down the hall and through the next set of double doors. Open the doors and go down the hall to the end, where you will see Alma kill a man, presumably a doctor. After the screen flashes, turn around and you will see Alma. Open fire and don't stop shooting until she disappears. After that, go down the hallway until you enter a cinematic, in which you see Harlan saying the same line you heard at the beginnning of the game: "You will be a god among men." After that you will see that Alma's last name is Wade. After that is over, you will be back in control, and no longer in a dream. Head through the double doors in front of you then hop in the elevator and take it up a floor. When you get to the top, jump through the window, and you will see the huge eplosion of the Vault's reactor. You can't run away, so just brace yourself. Enjoy the ending, you earned it. =============================================================================== =============================================================================== ---------------------- 7. The Story Explained ---------------------- F.E.A.R. has a very deep and complex story, leaving you completely in the dark at the beginning and revealing the plot in bits and pieces. Because so much of the plot is revealed through telephone messages and laptop data, it is possible that someone could make it through the game without ever realy understanding the plot. The purpose of this section is to help explain the plot if you just skipped past all those blinking phones and laptops, or if you just plain didn't understand it. ------------------- 7.1 Icarus & Origin ------------------- In the early 70s, Armacham Techonlogy Corporation began looking into genetic manipulation and enhancement to create the perfect super soldier. The project was codenamed Icarus, and sought to create a genetically superior soldier. At the same time, another project was developed under Harlan Wade to create a psychic soldier, capable of issuing commands and orders to other soldiers via psychic communication. Both of the projects were soon merged and developed together by Harlan Wade and other members of the Armacham research staff. Chosen as the host for the project was Harlan Wade's own daughter, Alma. Alma had shown extreme sensitivity to the thoughts of others, most especially the negative emotions that emanated from others. She was also chosen because Wade did not think that genetics alone were enough to guarantee psychic ability. To ensure the offspring was psychically capable, it must gestate inside the womb of another powerful psychic. Thus at age 8, Alma became a part of Project Origin. ----------- 7.2 Perseus ----------- Perseus is the codename for the Department of Defense project to create a psychic commander that can control cloned super soldiers from a safe location, thus allowing for unprecedented coordination of forces and resulting in an almost unstoppable military force. Armacham won the DoD contract to develop the Perseus project, and it was incorporated into their already existing Origin project. With DoD financing, Armacham began developing their first prototype for the Perseus Project. At the age of 14, the first prototype was implanted in Alma, and at the age of 15, she gave birth to the first prototype, the antagonist of the story. The first prototype, though psychically active, did not possess the requisite psychic strength to control an army of soldiers. Soon after the first prototype was born, the second prototype was implanted. The second prototype, named Paxton Fettel, proved to be far superior in psychic ability to the first, and was chosen to lead Origin. The first was returned to the original course of the Icarus project, and was developed into the most capable soldier possible, due to genetic breeding and extensive training. The second prototype's psychic abilities were honed to the utmost peak of psychic control, such that he could control hundreds of soldiers at once. The Perseus project was promptly deemed a success. ----------------------------------------- 7.3 The Synchronicity Event and The Vault ----------------------------------------- After being chosen for the Origin project, it was decided that Alma be stored somewhere so that no outside events, physical or psychic, could affect the development of the prototypes. She was stored in a secret facility deep under the ground, bought from the Department of Defense by Armacham in the 50s. The facility housed a top secret chamber known as the vault, in which Armacham stored Alma in a chemically induced coma. Though she showed no visible signs of life or activity, her psychic abilities were still undiminished. When Fettel was only 7, Alma linked telepathically with him, in what the Armacham research staff referred to as a synchronicity event. Alma controlled Fettel telepathically and becam extremely violent, killing several Armacham employees before being subdued. After the synchronicity event, Armacham shut down the Perseus project for fear that Alma's violence might reach through Fettel to the mindless clone soldiers he controlled. The situation remained static for years, until Genevieve Aristide attempted to reopen the Vault, for reasons unknown. The intrusion awakened Alma, and she became violent, killing all the people sent down to the Vault. With Alma awakened again, she was once more able to link telepathically with Fettel. ------------------------- 7.4 The Armacham Incident ------------------------- Shortly after the re-opening of the Vault, Alma was able to release Fettel from his containment cell at an Armacham facility. Fettel soon linked to the clone soldiers that had been created as part of the Perseus project and proceeded to begin with the mission that Alma had given him: to kill everyone who had taken part in the Origin project. The first victim was Chuck Haebeger, one of the scientists who had done the ground-breaking research on the Icarus project. Fettel tortured him for information about who else had been a part of Origin, and where they could be found. This prompted Fettel to attack the South River Wastewater Treatment Plant, where another of the Origin scientists, Bill Moody, was attempting to cover up some of the collateral damage, namely the pollution in the water caused by the Armacham facility where the Vault was located. Once Moody was taken care of, Fettel and his troops moved on the main Armacham HQ, where they easily over-powered the ATC Security and began to systematically eliminate each and every Armacham employee who was unlucky enough to be at work that day. Their main target however was Harlan Wade, the progenitor of Origin, and the focus of Alma's immense hatred. Fettel sought to glean from Wade the information pertaining to the location of the Vault so that he could set Alma free. Wade escaped however, and proceeded to the Armacham facility where the Vault was held with the intention of shutting it down permanently. Fettel was able to extract the information from Alice Wade instead, who had been captured during the hostile take over of Armacham headquarters. Fettel quickly moved to take control of the secret Armacham facility where the Vault is located, which is part of an industrial compound containing a secret military base, purchased from the government in the 50s. Fettel made it into the Vault, but was killed by the first prototype of the Origin project before he could free Alma. Harlan Wade was killed by Alma before he could shut down the facility, and the first prototype resorted to detonating the reactor core, resulting in a massive chain reaction that destroyed the Vault and leveled much of the surrounding area. After the credits roll, it is revealed that the entirety of the Armacham incident was set in motion by Genevieve Aristide with the purpose of testing the first prototype of the Origin project, the F.E.A.R. operative who single- handedly defeated Fettel and his personal army. =============================================================================== =============================================================================== ----------------------------- 8. Frequently Asked Questions ----------------------------- I have devoted this section to, of course, answering your questions. I will answer both game-related and technical questions, though as far as technical problems go, if it is serious (i.e. "Why is my computer not booting?!") you may went to seek someone with more professional in computer repair. Also, all questions will be anonymous, so don't worry about not asking a question because you're afraid of me posting your name in this FAQ. ------------------ 8.1 Game Questions ------------------ Q: How do you differentiate between the different armor levels of the Replicas? A: Although I only list 3 different armor levels for the Replica soldiers, the careful player will notice that there are much more than three different types of enemy soldiers. This is because I noticed that, for the most part, even though some of the enemies look different, they all tend to take very similar amounts of damage before dying. The Replica Heavy Infantry on the other hand specifically refers to the soldiers you encounter at the end of Interval 08 and during Interval 09. These enemies are easily identified by their all-black armor and their white-on-red face masks.