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Multiplayer FAQ by Morgoth22 / bloodhoundtusev

Version: 0.6 | Updated: 05/17/2006

                       The BIG F.E.A.R. Multiplayer Guide

written by Morgoth22 and Raukolith

James Watson and Andrew Lee

Contact: morgoth1985(at)gmail(dot)com

Copyright 2006 Andrew Lee and James Watson. 

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.
There will be a lot of information in this guide, so use Ctrl+F and the quick
links in the boxes (e.g. [ITR] for introduction) to save your scrolling through
lots of material.

Version History

0.5 -   March 11, 2006. Initial guide finished. Note: a few of the maps and 5v5
CTF and TDM sections are still WIP, but this guide has been in limbo for so 
long I thought it'd be better to get this one out.

0.6 -   May 3, 2006.  Morgoth gets off his arse to contribute a meaningful 
update adding updates to his set up, graphics cards info and completing the 
unfinshed DM maps sections. Also added a couple of Euro servers, though I 
don't do clan matches so any suggestions of clan servers or modded servers
of that type are welcome.

Table of Contents

I.    Introduction                                   [ITR]
II.   An Overview of F.E.A.R.'s Arsenal              [ARS] 
        II.i.    Spawn Weapons                       [SWP]
        II.ii.   Pick Up Weapons                     [PWP]
        II.iii.  Explosives                          [EPL]
        II.iv.   Armor and Health                    [ARH]
        II.v.    Melee                               [MLE]
III.  Beginner Tips                                  [BGT]
IV.   Playing Online                                 [PAO]
        IV.i.    General Etiquette                   [GTQ]
        IV.ii.   Setting Up Your Computer            [URC]
        IV.iii.  "Hackers"                           [HAK]
	IV.iv.   Recommended Servers                 [RSV]
V.    Playing in Pubs                                [PPB]
        V.i.     Deathmatch                          [DMH]
        V.ii.    Team Deathmatch                     [OTD]
        V.iii.   Capture the Flag                    [OCF]
        V.iv.    Slow-mo Variants                    [SMV]
VI.   Playing in Competition/Scrims                  [PCS]
        VI.i.    1v1 DM                              [1DM] 
        VI.ii.   2v2 TDM                             [2TM]
        VI.iii.  5v5 TDM                             [5TM]
        Vi.iv.   5v5 CTF                             [5CF]
VII.  Map Overviews                                  [MPV]
        VII.i.   DM maps                             [DMM]
        VII.ii.  CTF maps                            [CFM]
VIII. Your Computer and You                          [UCO]
        VIII.i.  Low End Computers                   [LEC]
        VIII.ii. Mid End Computers                   [MEC]
        VIII.iii.High End Computers                  [HEC]
	VIII.iv. Tech FAQ                            [DMB]
IX.   Thanks to...                                   [THX]

I.    Introduction                                                        [ITR]

If you're reading this, chances are that you are either a complete newbie 
hoping for some smooth transition into the fast paced world that is F.E.A.R.'s
multiplayer or a seasoned veteran prepared to laugh at the obvious tips 
presented in this guide. There's a little something for everyone here. If you 
ARE a complete newbie, I advise that you skip immediately ahead to III.
Beginner Tips and from there go onto IV. Playing Online. Veterans should take a
quick look through Map Overviews for especially good spots that they may have 


F.E.A.R., much like any online game can be extremely daunting at first; you 
open the box, have a quick go at single player then want something different,
so you go online.  However, the utopian dream soon ends when you realise that 
it's going to take you a long time to get used to.  This guide is designed for 
you as well as the more experienced players. We are including all sorts of 
tips as we go, so have a browse and see what you can find.  Good luck, and 
remember if you've only just started the game, there's plenty of ways to become
an expert!

II.   An Overview of F.E.A.R.'s Arsenal                                   [ARS]

F.E.A.R. has a plethora of weapons with which to wreak destruction and havoc.
The aftermath of all this destruction manifests itself in parallax mapped 
decals, dismemberment, blood, smoke, and other happy things. Enjoy.

F.E.A.R. requires more skill (or more luck, depending on how you see it) during
play. When moving, your crosshairs open extremely wide. Furthermore, headshots
only do 1.5 times the normal damage, so forget about dropping your opponent in
one shot. Armor penetration, when referred to in this guide, is the percentage
of damage that will ignore armor. Reloading is a very quick affair in F.E.A.R.;
if a weapon is switched, it becomes fully reloaded.

All distances in this guide were measured with the Type-7 zoom function.

II.i.    Spawn Weapons [SWP]

AT-14 Dual Pistols (aka H&K USP .45 Auto)

The default spawn weapon if you don't choose something else. You dual wield 
these pistols, and apart from looking cool when you frag a guy, they don't do
much else. It's possible to only use one, if you come across a carcass that 
was using dual pistols,and pick up only one. It fires faster in single wield 
compared to akimbo (or so Raukolith thinks). As a general rule of thumb, please
don't use these unless you either have a death wish or an aimbot. They're 
fairly accurate both moving and zoomed in, so it's possible to use dual pistols
on someone less skilled than the user. Runspeed is fairly high with pistols, 
making it easier to literally jump circles around opponents to confuse them.

ROF: single shot; moderate
Damage: 25 a round
Armor Penetration: 27%
Magazine size: 18 a mag; spawns with 36/54 ammo

RPL Submachine Gun (aka H&K MP5 Navy)
The RPL submachinegun is quite underpowered when compared with the G2A2 assault
rifle, but the rate of fire and super fast reload speed can make this a viable 
option on enclosed maps.  The best feature of this gun is the fact that it will
heavily distort the aim of the opponent, so peppering them with bullets
continually, even if they aren't doing much damage can often be extremely 
effective. The recoil is also very, very easy to control at short ranges; five
or six headshots in a row are not unheard of. Due to its poor armour 
penetration, you should aim for the head and fire in bursts at range. 
Run speed is still fairly quick with this weapon though, so remember to keep 
jumping around in close quarters to confuse your opponent.

ROF: 3 round burst; capable of automatic fire; very fast
Damage: 13 a round
Armor Penetration: 30%
Magazine size: 50 a mag; spawns with 50/250 ammo; max 50/450 ammo

VK-12 Combat Shotgun (aka Franchi SPAS-12 Shotgun)
The shotgun is obviously another one for use on close quarters maps such as 
Refinery and High-Tech.  Your movement speed is average with this weapon, and 
as it works best at close range, you'll need to jump and strafe to get as close
to your opponent as possible.  Don't bother using it at long range, as all it 
will do is alert them to your presence without killing them!  Though highly 
effective if you are close enough to any part of the opponent, try firing at 
the legs or head, rather than the torso.  The lack of armour will mean that 
they fall much faster and it also leads to some amusing ragdolls...

ROF: single shot, six pellets; slow
Damage: 20 per pellet
Armor Penetration: 30%
Magazine size: 12 to a mag; spawns with 12/36 ammo

G2A2 Assault Rifle (aka H&K SL8 Rifle)

The G2 is the bread and butter rifle of F.E.A.R.; almost every player in a 
server will be using one. It's very effective up to about 30 meters (which in
Rauk's opinion, is a skewed ballistic and damage model). Recoil can be easily 
remedied by gently pulling your mouse down as you fire. The G2 has perhaps the
easiest recoil to control of all the weapons in the game at long, short, 
AND medium ranges. At medium distances with the weapon (beyond 30 meters), 
the G2 can become a bit inaccurate. Zooming in helps, but then there is also 
exaggerated recoil to deal with. Runspeed is moderate with the G2.

Long range with the G2 can be very difficult. Doing so depends on skill, ping,
and some luck. Two extreme examples of long range with the G2 are elevator room
to armor/med spawn on Campus, and from either end of Campus. Both are POSSIBLE,
but under normal circumstances unadvisable. If you are depending on that last
frag to win the game and have got decent recoil control, by all means, spray
and pray. If it's not essential, conserve your ammo and let it go. You'll have
another chance to frag them. 

ROF: two round burst; capable of automatic fire; fast
Damage: 20 a round
Armor Penetration: 40%
Magazine size: 45 to a mag; spawns with 45/180 ammo; max 45/405 ammo

10MM High Velocity Penetrator

If they're not carrying a G2, chances are they've got a nail gun. It fires a 
little slower than the G2, but does significantly more damage and has a lot 
more armor penetration. Furthermore, it is entirely recoiless and lacks a 
muzzle flash. At long range, only the ASP and Type-7 can match the nail gun. 
Its weight can be an issue, however, as you only travel slower with the ASP or
super weapons.

Due to it's superior accuracy to every weapon in the game, the nail gun works 
very well as a defensive or static weapon. Lack of a scope hinders it somewhat 
for very long distances, but there is no scope drift to worry about. 

ROF: single shot; capable of automatic fire; moderate
Damage: 34 a nail
Armor Penetration: 80%
Magazine size: 25 to a mag; spawns with 25/100 ammo; max 25/225 ammo

ASP Semi-Auto Rifle (aka IMI Tavor TAR-21 Assault Rifle)

The ASP is an interesting weapon, since it's essentially an assault rifle with 
a scope. Therefore, the most important thing to realize about the ASP is that 
IT IS NOT AN AWP. Repeat with me. "IT IS NOT AN AWP." Don't expect to choose 
this weapon and go on a killing spree if you're a rank newbie. The ASP requires
more skill than any other weapon, having heavy recoil at long ranges. The 
second most important thing to know about the ASP is when to scope, and when 
not to scope. At medium to long ranges, scoping is important for the added 
accuracy. However, you must crouch to reduce the random scope drift to a gentle
side to side sway. Due to this scope drift, as well as the delay between 
zooming and going into full scope, it's not possible to quick scope with this 
like you can with an AWP.

However, the ASP has the advantage of being quite accurate at close range 
(approximately 10 meters) unscoped. It's actually still possible to land 
headshots while jumping and unscoped. Scoping while jumping is unadvised, since
the scope doesn't represent the true accuracy of the ASP while doing so. A 
single burst to the body is enough to kill an unarmored opponent, with two 
bursts for full armor. Landing all three rounds in your opponent's melon is 
very difficult at range, so just go with a Type-7 beyond 60 meters, or move 
closer if a Type-7 isn't available.

ROF: three round burst; slow
Damage: 37 a round; penetrates the opponent? (possible to get double 
<CONFIRMED>, triple <UNCONFIRMED> kills)
Armor Penetration: 50%
Magazine size: 12 to a mag; spawns with 12/48 ammo; max 12/188 ammo

II.ii.   Pick Up Weapons [PWP]

All pick up weapons have some sort of splash damage, and are very accurate as a
rule. These are the big weapons, and generally the ones that most players bitch
about. It's entirely possible to obliterate the entire team in only two or 
three shots. It's also extremely easy to piss the entire server off if you camp
with these weapons.

Area damage refers to "damage done if you are in the center of the damage." 
(taken from MPCustomizations file)

MP-50 Repeating Cannon

This pick up weapon is the littlest brother in the super weapon family, but 
that's not saying much. It fires as fast as you can click, and if you click 
fast you can empty an entire clip in a few seconds. Aim for the body, and two 
shots are enough to kill a fully armored opponent. Facing a cannon user, it's 
best to get close and hop around him, hoping that either splash damage or your
gun will take him out first. Waiting at range for them to expend their ammo is 
viable as well, but beware splash damage.

ROF: single shot; moderate
Damage: 30 a shot
Armor Penetration: 30%
Area Damage: 70 a shot
Area Damage Penetration: 40%
Area Damage radius: 400 units; 100 units for maximum damage
Respawn: 60 seconds
Magazine size: 15 to a mag; pick up with 6/0 ammo; max 15/0 ammo

MOD3 MultiRocket Launcher

The rocket launcher needs no introduction. It's big, it fires rockets, it owns.
Fire at their feet to guarantee that they won't escape the blast, unless you're
absolutely certain that you can nail them dead on. The rockets travel 
relatively slow, so they can be very easy to dodge at range if your target 
notices you. Up close and personal, it can be very dangerous to use this 
weapon, as you can kill yourself easily. Against this thing, that's where 
you'll want to be.

ROF: triple rockets; slow
Damage: 70 a rocket
Armor Penetration: 80%
Area Damage: 80 a rocket
Area Damage radius: 400 units; 150 units for maximum damage
Respawn: 60 seconds
Magazine size: 9 to a mag; pick up with 9/0 ammo; max 9/9 ammo

Type-7 Particle Weapon

The plasma weapon can kill a player off the spawn in one shot, and only takes 
two shots to kill a fully armored opponent. Zoomed in, it's completely 
accurate. However, beware of zooming at close range, as doing so can make it 
more difficult to track an opponent. Zooming in and out with the plasma weapon
can also be a little slow, as well as it's firing rate, so be wary. If you are
in close combat with this gun, and miss with the first shot, you are often
better off switching to another weapon or meleeing due to the slow firing 

ROF: single shot; slow
Damage: 150
Armor Penetration: 0%
Respawn: 60 seconds
Magazine size: 10 to a mag; pick up with 10/0 ammo; max 10/0

II.iii.  Explosives [EPL]

N6A3 Fragmentation Grenade

"nades" are an easy way to pick up a quick kill or three. You start off with 
one, but you can still acquire them as you move through the map. They will 
explode on contact, but after approximately 3-4 seconds <I haven't had a 
chance to time this yet> it will explode on it's own. A direct hit on an 
unarmored opponent is enough to kill, but an player with full armor will 
survive. Radius is too small to effectively clear an entire room in a single 
nade, but it is advisable to mass spam a room with your team. Your vision will
also be knocked about by the shockwave for a few seconds when you pass through 
the explosion radius.

It is possible to shoot grenades as they're in flight. I personally recommend 
spraying at their hand just as they begin to throw their grenade, it seems to 
work best.

Area Damage: 150
Area Damage Penetration: 25%
Area Damage radius: 600 units; 100 units for maximum damage
Respawn: 15
Maximum Carrying Capacity: 5; spawns with 1

AT-S Proximity Mine

Proper placement of proximity mines is essential to CTF, but is equally useful 
for DM and TDM. Place these around blind corners, at the tops of stairs, 
underneath tables: anywhere the enemy is sure to pass, but unlikely or unable 
to look at. An example of a good placement of a proximity mine would at the 
top of either flight of stairs in either house in the middle area in Streets. 
To retake the middle, the houses must be controlled. However, it is impossible 
to see the top of the stairs until the very end, and an enemy is more likely to
 toss a nade into the room, rather than to check for a proximity mine.

Depending on the experience of your opponent, mining the flag room in CTF is 
hit or miss. If they are an experienced player, it is quite likely that they 
toss a nade or two in the flag area, blowing up your mines or remote bombs. The
less cautious will rush into the flag area, getting blown to bits. It is still 
possible to survive a single proximity mine with full armor, however. Place two
to be extra sure of a kill.

There are three ways to dispose of a proximity mine. Badly laid mines that are 
in plain sight can be shot, but those that are more cleverly hidden require 
either a nade, or a peek. All explosive damage is blocked by any geometry 
between it and it's intended target in F.E.A.R.: it is possible to quickly peek
out to get the mine primed, and duck back before it explodes. Nading is safer, 
but can leave you minus one nade in a sticky situation. 

Area Damage: 150
Area Damage Penetration: 40%
Area Damage radius: 500 units; 100 units for maximum damage; will blow up at 
300 units
Respawn: 15
Maximum Carrying Capacity: 5

M-77 Remote Bomb

Remote bombs have rather interesting properties. They usually come in threes at
 a bomb spawn. They can stick to any surface, minus physics objects <?????? 
I know they can't be stuck on a flag anymore>. Remote bombs can be used 
offensively or defensively. It was rather popular in the closed betas of 
F.E.A.R. to throw remote bombs at an incoming enemy and blow it up, but seeing 
this is much rarer with the release of the retail. This is due partially to the
increased number of experienced players who have the necessary reflexes to 
shoot and kill the thrower before the bomb can be detonated; for this reason, 
throwing bombs at a charging enemy is discouraged. 

However, it is still possible to use the remote bomb in a similar manner. For 
example, in Facility, if there are opponents chasing you from their base as you
carry the flag, and they chase you past the remote bomb spawn, you can quickly 
stick a few remote bombs on the ground, or along the wall, and kill them as 
they pass.

In defending an area, remote bombs should be placed above doors or otherwise in
accesible places to prevent them from being detonated prematurely. However, 
they must still (obviously) be within a reasonable range in order to still 
deal damage.

Area Damage: 150
Area Damage Penetration: 40%
Area Damage radius: 500 units; 300 units for maximum damage
Respawn: 15
Maximum Carrying Capacity: 5

Explosive Barrels, Power Boxes, and Fire Extinguishers

These are weapons of oppurtunity. If you see your opponent pass in front of one
of these, SHOOT IT. It's a cheap and easy frag. 

Area Damage: 
Area Damage Penetration: 
Area Damage radius:

II.iv.   Armor and Health [ARH]

Armor (flat)

Armor is one of the two most important commodities in F.E.A.R.: grab it when 
you see it. Control of armor spawns is very important in team games, as a 
freshly spawned player with no armor is extremely easy to kill. Armor can save 
your life from a direct on grenade, proximity mine, or remote bomb.

Armor: 35
Respawn: 15

Armor (spinning)

This variant of armor is generally found on customs maps, and gives 15 more 
points of armor than the standard armor.

Armor: 50
Respawn: 15


The other most important item in F.E.A.R., medikits are acquired either through
medkit spawns or by killing an enemy. Each use of a medkit instantly restores 
50 health, and can be used in the midst of a fight. Intelligent use of medkits 
in the middle of a fight can prolong your life. A maximum of ten medkits can be
carried, unless the server has modified this option. However, carrying 10 does
not make you invincible; it only lets you make a few mistakes. 500 extra health
can be very quickly worn away by an experienced player.

Respawn: 15

Health Box

You'll generally see one or two of these in a DM, two in CTF. There may be more
in DM, however. These slowly regenerate your health. They can be useful, but 
require you to be in a set radius. It can be dangerous if there are two or 
more entrances to the health box room.

Ammo Box

These green ammo boxes refill the ammo of all your weapons, excepting 

II.v.    Melee [MLE]

The primary advantages of going unarmed are the fastest movement on the map,
and the ability to instantly kill a opponent regardless of armor. However, 
melee attacks can be a little random. By that I mean that the hit
detection is often more than a bit suspect!  All of the moves are instant 
kills, but the punches are affected by armor. 

In the following examples, I'll assume that melee is assigned to right click.
Remember also that you can change the direction of your attack with your 
mouse, so if someone is trying to run away, do be afraid to change direction 
in mid-air.

Holster Weapon + Left and Right Click
Damage: 100
Armor Penetration: 0%

The regular punches can be accessed by holstering your weapon and pressing 
fire.  They are, in Morgoth's opinion, largely pointless as you have to be 
right next to someone for them to make contact, by which time they will, in all
probability, have heard you coming. If you do get close enough, hitting them
with a punch will knock their vision about. Very experienced ninjas , as melee 
noobs are called, can be effective with punching only, as only two are required
to kill. General rules would be to come from around corners, circle behind 
your opponent, or otherwise be in a favorable position. 

An important thing to realize about unarmed punching is that it is performed at
extreme close range. Most opponents will continue shooting you. This is to YOUR
advantage, since it will take them some to kill you, and you can spam medkits. 

Alternatively, pressing your melee key when you have a weapon in hand will use
the butt of the wepon to hit the opponent.  This is a one hit kill.

Another very important aspect of going unarmed is the runspeed. While unarmed, 
you will be faster than anyone else on the map who's carrying a weapon. In 1v1 
games, unarmed will be the way to get to an important choke point faster, or to
sneak around your opponent. The single most important use of unarmed, of 
course, is to grab the medkit off the guy your teammate just killed before he 

Going against an unarmed player will be a very common occurence when playing 
xCTF. They will generally rush and punch you. You can either attempt to melee 
them if they're alone, but if they're guarded, it's more advisable to fall back
and shoot from cover. Throwing a point blank nade may or may not work, 
depending on their armor and your own. 

Slide Kick
Forward + Crouch + Right Click

The slide kick does make a lot of noise if you miss and it is also easy to
counter by jumping over it.  Therefore, I beieve that it is best employed as a
defensive move for avoiding fire and getting around corners quickly.

Roundhouse Kick
Jump + Right Click

Not very useful, apart from possibly in a melee only match.  

Jump Kick
Forward + Jump + Right Click

By far the most useful melee move, this one will have you cursing people who
use it against you!  It has a very long range (perhaps too long) due to the 
interesting hit detection and is of course, an instant kill.  If you are 
running up behind someone, or if you run out of ammo mid firefight, this is 
the move to do.

There is an extra little trick to the jump kick. Start by running forward, 
jumping, and right clicking in the middle of the jump, rather than pressing
jump and right click at the same time. This gets you just a little boost, but
that boost can be the difference between missing and landing that kick.

To counter, run backwards whilst filling the opponent with bullets. A riskier
counter would be to slide kick underneath their jump kick. Depending on your 
location on the map, this can be advantageous. If you're trapped against a wall
or corner, slide kicking is the ONLY option.

III.  Beginner Tips                                                       [BGT]

* Keep moving erratically always - don't run in straight lines and if you have
a lot of ground to cover, think about holstering your weapon to get there 

* Reload in sensible places - I come across a lot of people who are an easy 
target due to not doing this.

* If you're getting shot at and you're not sure where from (i.e. it's likely 
you're going to die) drop a grenade at your feet - you get a lot of kills if 
someone runs over your body to collect the medkit - boom!

* Counterpoint to the above: when you kill someone, wait until their nade
explodes before you take their medkit.

* If you're in a firefight and have medkits, use them as you fire; you'll
last longer. When your health goes into the red, mash that button!  Body Armour
is also vital ingredient so learn its location in each map.

* With the G2A2, aim for the top of the torso and that way, the resulting 
recoil will often cause you to get a headshot in a burst fire pattern.
        - Be careful of not killing someone fast enough in this manner, 
        - Both bullets entering an unarmored opponent's noggin: 60 damage
                - With armor: 16 damage, 44 armor lost
        - Recoil control will be very important to keep your crosshairs 
          centered on their head

* Never underestimate the power of explosives - try to anticipate where people
will run to. If you're retreating for example, most people will coming charging
straight after you, so lob a grenade into the corridor behind.  If a grenade 
hits someone directly, it's usually an instant kill.  You can also corner 
people by throwing a grenade to one side of a room, and firing at the other.

* With the shotgun - jump and strafe when you charge towards someone - it makes
it harder for them to hit you and you are more likely to get a headshot.

* To avoid yourself getting shot in the back (though it's unavoidable 
sometimes) turn around if you're running down a corridor and always be aware of
every angle...keep turning and run backwards at times so you keep watching your
own back.  This is extremely important; if you do this regularly, you won't 
get meleed from behind any more.

* I don't think camping works very well in this game either, so avoid that.
Also - don't be the white model if you can help it - too easy to see across the
map.  If you do choose to camp (usually near a spawn point) a good player will
hunt you down when they spawn somewhere differently).  Staying still, even if
you think you are hidden is not a good thing for long periods of time.

* Learn a route for each map - circular if you will (perhaps connecting up 
armour/weapons) which you can keep taking and that way, you can avoid "bad" 
areas of maps (e.g. the middle of the courtyard on factory).

* In terms of Morgoth's medkit, I move with WASD, then have right click as 
melee, left click as fire.  Assign Q to medkit and E to grenade to mash Q, 
move and fire at the same time, but people should use which ever control 
scheme is the most comfortable for them. Also another tip is to use the zoom 
(especially on the G2A2 - not the ASP...) to increase accuracy. I have that 
function assigned to left shift, so my little finger can also operate that 
        - Rauk's opinion: Stick with Middle mouse for Zoom.. left shift is best
          left for crouch. Mouse wheel is generally most popular for medspam, 
          but this can result in using much more than is needed.

* Think about offensive uses of remote bombs...they do stick to people.  This 
goes back to the point about camping - being aggressive is a much better 
option and most good players will spot remote bombs if they are stuck to a 
wall or the floor.  So move around with them, when you see someone, throw at
them and detonate them in mid-air.  You'll probably need a few medkits for 
this tactic, as many people will get a shot off before the bomb reaches them.
	- Try sticking them to the ceiling. You'll rarely see people check it. 

* Use crouching and zoom to greatly increase accuracy, especially for guns such
as the RPL. Fire in bursts at distance too.
        - Rauk's opinion: Spray. F.E.A.R. is pretty forgiving in having a 
        controllable spray pattern (but not nearly as easy as CS' spray....)

* Place proximity mines where people cannot see them (e.g. behind a box) or on
a known route that people run, perhaps at edges of open areas so that people 
run in blindly trying to get away from fire and are promptly blown up.

* With the rocket launcher, aim it at people's feet, not their body as it's 
easy to strafe out of the way if you're a long way away.

* When entering a room with multiple entrances, if you have a grenade, 
throw it at one of the entrances, whilst watching the other. That way, you can
cover yourself more effectively.  However, this tactic is more viable if you 
have several grenades.  Random spamming can often leave you short when you 
could have used one more effectively later.

* If you are getting shot at and but get the chance to hide behind a corner mid
fight, don't whatever you do pop your head out of the same bit again as the 
other person is likely to have their sights trained on you.

* When rounding corners, consider jumping out or leaning, instead of just 
running around them. On long straight corridors, stick to one wall, instead of
running straight down the middle.  All of these things make you unpredictable 
and consequently, harder to hit.

* If you need a quick reload, remember that switching to another weapon, 
then switching back to the original weapon will often be quicker...yes ASP 
rifle, I'm talking to you.

* Did I mention medkits?!! ;) Keep spamming that button when you see your 
health drop into the red and don't use them if you're on 95!

* If you are in the middle of a firefight and suddenly *click*, run around 
the nearest corner and be ready to melee attack your opponent. The jump kick 
is by far the most effective, which can be done by pressing Jump, Forward and 
Melee simultaneously.

* On the subject of melee attacks. The jump kick and the slide kick,
as well as the standing kick (though the latter is less useful) are all one hit
kills. Remember when using them to move your mouse as your target runs away.
        - The hit detection is often terrible and if you get vaguely close to
        them, you may well get a cheesy kill.

* Listen hard in the game for footsteps. They can alert you to someone rushing 
up to melee you from behind. On that note, if you have positional audio, always
head towards the gunshots.
        - Remember, you might be able to nick a kill. Even if you do die...
        Kill = +5
        Death = -1

* Don't forget to listen for campers. Even if they're just sitting there, 
they'll still make a rustling noise if they're looking around. Unless they've 
got their crosshair locked on one single spot and they're motionless, they'll 
make noise.

* Due to the scoring method commiting suicide with a grenade when you're hugely
outnumbered can be highly useful. In team games, consider creating a "suicide
bomber" (how politically incorrect of me {Me? who's this me, that's all 
morgoth's statement =/}) by throwing remote bombs on top of your team mates.
        - Set it off when he dives into a bunch of opponents. Sure, the team 
        loses points, but if you get 3 kills, it's worth it.

* Stick to high ground on the maps if you can. If you have to run across an 
open space, holster your weapon. Be careful if they're directly below you, 
however; F.E.A.R. doesn't allow you to look straight down at 90 degrees.

* If you are above someone, and you hit them, but don't kill them, jump and 
fire from above them. You will win using this tactic 9 times out of 10. 
For some reason, many people assume you will stay in the window/on the ledge.
        - Remember, though, you're not Superman. Please jump from a REASONABLE 
        height, or you may well kill yourself this way.

* If you are running up behind somone, but they just disappear around the next
corner, wait until you catch up with them and have enough time to kill them 
from behind. If you hit them once or twice, they can disappear around the next
corner, hit medkit and be ready for you.
        - If you make sure you wait until you can get off 5-6 shots, they'll be
        dead before they know where they're getting shot from.
        - Going unarmed will allow you to chase them down faster. It may be 
        more advisable to just melee them.

* Use the correct weapon for the map. The ASP is NOT a good gun to have on 
Refinery for example. The shotgun however, is! So think about weapon choice.
        - If you're having a hard time with one weapon, just switch. Remember 
        that you are also highly likely to pick up a G2A2 on your travels, so 
        if you don't start with it, you'll often still have it to select.

* When using the particle weapon, if you miss with the first shot and it's 
fairly close range, holster it and melee or switch quickly to another weapon.
The reload time is often too slow, and you're aim is likely to be disrupted by
whoever is firing at you.

* Use lean around corners to make yourself a harder target to hit.

* Remember that you can shoot grenades in the air, or on the floor as well as
the proxies and the remote bombs - a novel way to kill your opponent.
        - A reliable method of hitting the grenade is to aim for their hand as 
        it's primed to throw. When they do release it, they'll be throwing it 
        into your line of fire, so blowing it up is much more likely. Think of
        it as a harder headshot.

* If you see a cloud of smoke, it's highly probable that someone will emerge 
from it, having just thrown the grenade, so when I see a plume of smoke, 
I invariably throw a grenade in and have my finger ready to shoot whatever 
comes out of it.
        - ALTERNATIVE: Use a G2 to spray the smoke, if you know that someone's 
        in it. It doesn't take a whole lot to kill someone; one mag should be 
        good enough to take someone out, even blind. Rauk has done this 
        multiple times (and luckily hasn't gotten banned yet for it >_>).

* If you've just died, take a few seconds to watch the person who killed you: 
        - Watch how they move, what their tactics are etc. That way, you'll be 
        able to deal with them more effectively (hopefully) next time you meet.

* From Lucid-Saint: when you see the headshot flash, use it as an indicator to 
up your medkit spammage!

IV.   Playing Online                                                      [PAO]

So now you've read the tips, you should have a better idea of how to combat the
better people out there and become more skilled and competitive on any server.

IV.i.    General Etiquette [GTQ]

Firstly, here are some translations of what you might see:

gg - Good Game (this is extremely common and most people will write this after
     any game).
ty - Thank You
n00b - Usually refers to someone with very little skill who may be employing
       tactics such as spawn killing and hogging super weapons.  Generally 
       best to ignore it and come up with something witty if it's directed at
	- unfortunately, with the new Vote Kick/Ban "feature," sore losers will
          attempt to ban you for doing too well. Either play on servers that 
          have this disabled, or play on servers that are frequented or run 
          by honest players
newb - Not to be confused with the previous term, this refers to someone who 
       is new to the game.
ping/lag - A measure of how well your connection is doing - higher pings lead 
           to you "lagging" and often warping across the screen for other 
           players.  Under 100 ping difference is ideal.
stfu - Shut the **** Up!  I don't think I need to explain this one.
hax - Accusing a player of "hacking" or cheating.  
OMG - Oh My God
gl hf - Good luck have fun, is generally used at the beginning of a game.
pwn! - "Own." Don't use this unless you know the people you're playing with, 
as some may find it demeaning.

Feel free to say "hi" and chat to people, but bear in mind that it's a fast
paced game, so don't be offended if people don't reply.  Be polite to people
and don't go around accusing people of hacking. Period. Even if there's some 
guy running around the server who refuses to die, it does not necessariliy 
mean he is hacking. In patch 1.03 form, spectating in F.E.A.R. is not 
completely reliable, and therefore shouldn't be used to determine whether or 
not a player is cheating.

Also remember that you make noise. Even if you're crouching and just looking 
around, you make noise. So if you camp, don't look anywhere around or they'll 
hear you. If someone kills you, it's not because they wallhacked. Your own 
fault for camping idly. 

Note that there are idiots who try and ruin everyone's game by going around and
teamkilling, or blocking doors. Ignore them.

IV.ii.   Setting Up Your Computer [URC]

Tweaking the settings to a player's own preferences is important. Here, we'll 
outline what we feel is the most important.

Performance Settings:

Having a playable framerate is the most important thing when setting up your 
computer to play online. If you're getting nine frames a second, you aren't 
going to be able to aim well. Refer to Section VIII for a basic guideline to 
graphics and computers.

Raukolith's setup (midrange computer; refer to Section VIII.ii):
800x600 resolution, 0x AA, 4xAF
Low light detail, medium shadow detail
everything else low or medium

I find shadows to be extremely important, even with the fast paced nature of 
F.E.A.R. That one shadow from around the corner can be the difference between 
making those four headshots with the G2 or getting owned. I play with low light
detail as my framerate begins to drop as more people start shooting. Low light 
detail takes away the advantage of seeing their muzzle flash, but my screen, 
except for player models, is has no dark corners. It thus becomes impossible 
for someone to hide from me "in the shadows" as there are no shadows.

I also have Anisotropic Filtering on, so that enemies at a distance become a 
little sharper. These settings give me a playable framerate, between 47-188 
frames per second, even when the enemies start piling up onscreen.

Keyboard Configuration:

Raukolith's setup:
WASD - movement
Q - Unarmed
E - Use
R - Reload
F - Switch Grenade Type
Z - Lean Left
C - Lean Right
Space - Jump
Shift - Crouch
lCtrl - Slow mo
Left Mouse - Shoot
Right Mouse - Grenade
Middle Mouse - Zoom
Mouse Wheel - Scroll Up/Down Weapons
Mouse 4 Button - Melee
Mouse 5 Button - Medkit

I have a generic keyboard, a Direct Accuracy glass mousepad, and a Logitech 
MX510. I find that Leaning can be important when running from a pursuing 
player. If you turn a corner, and then lean around rather than a full peek, it 
gives the pursuer less of a target to aim at.

Crosshair and Mouse Sensitivity:
Rauk personally recommends either yellow or the default color for the crosshair
. Yellow will contrast strongly against anything except for bright lights and 
explosions. The default light blue will show up against anything but is perhaps
 not strong enough a color. For some strange, crazy reason that is unknown to 
Rauk, a lot of players go with red. 

As for mouse sensitivity, this is entirely personal preference. Low sensitivity
 is generally desirable if you have a large mousepad as this will allow the 
greatest precision of mouse movement and aiming. High sensitivity, however, is 
useful when attempting to do a 180/360 melee kick.

Those who possess a Logitech MX510 however, should be aware that their 
sensitivity will be jacked all the way up. The sensitivity in F.E.A.R.'s GUI 
should be set to lowest, and then tweaked through Windows or Logitech's 
program. This is undesirable as it requires you to retune your sensitivity in 
other games, but so far we haven't found another solution. 


Morgoth's setup (mid-high range computer; refer to Section VIII.ii)
1024*768 resolution, 4XAA, 16xAF for optimum image clarity.

For online gaming as Raukolith says, a higher frame rate is preferable to all
of the details being cranked up to the maximum.  I have shadows off as it kills
the frame rate on my card.  Whilst it's true that this can be a disadvantage on
corners, it also means people who think they are hiding in the shadows are 
actually in full view to me.  High AA/AF is important to me as I can
distinguish figures from the background at longer distances.  Most of the
settings are put onto medium wo keep frame rates between 80-150 most of the
time.  Only when it gets really busy with mulitple explosions do I see drops to 
40 or less.

Keyboard Configuration:

Raukolith's setup:
WASD - movement
Q - Medkit
E - Throw Grenade
R - Reload
F - Switch Grenade Type
Z - Zoom
C - Holster Weapon
Space - Jump
Shift - Crouch
lCtrl - Slow mo
Left Mouse - Shoot
Right Mouse - Melee
Mouse Wheel - Change Weapon

I now have a Saitek Eclipse Keyboard and Logitech MX510 mouse like Rauk.  I 
haven't played the game very much at all with this new equipment, so above are
the settings I had with more generic stuff.  I don't really use lean due to the
fact that I can't personally master it.  It's highly useful for not exposing
yourself.  I tend to negate the need for it by jumping or crouching as I go 
around corners.  Due to the less than wonderful hit detection, I often find 
that when you think you're hiding behind a wall, you still get hit so it 
doesn't give a massive advantage.

I prefer having holster weapon and throw grenade nice and easily accessible to 
me for quick changes in tactics.  Holstering weapons is extremely important on 
most maps as detailed in Section III.  I set my mouse sensitivity quite high as
primarily, I don't have much room on my desk to move it(!), but also because I 
prefer being able to turn quickly in fast paced deathmatches.  Being used to 
high sensitivity from games like UT and Quake, I find this advantageous for 
quick and precise aiming.

I also go with a red crosshair - not too sure why, I suppose I just like red 
and I wanted a change from the default!

Ingame Settings
When you log into a server, hit Esc, and go into your Client Options. Here, 
set your player model, insignia, and name. Insignia is purely up to your own 
choice. Rauk personally goes with the bloody hand. 

Player model only makes a difference in Deathmatch, since CTF and TDM force the
enemy player model to be Replica, while your own team is Delta Force. We 
recommend going with one of the two Replica models for most maps, given the 
dark nature of F.E.A.R. However, if a player has low light detail, the map 
loses most of it's darkness, and it might actually be more advantageous to use 
a Delta Force model. This is still mainly cosmetic, in my opinion.

And please don't leave your name as "Player." It gets boring playing Player 
over and over again. Even with Player0, Player 3, or Player14 to spice things 
up. Choose something witty, memorable, or something significant. Don't attempt 
to impersonate better or well known players. People will KNOW it's not that 
actual player through PBGUI ID, as well as the fact that you suck compared to 

IV.iii.  "Hackers" [HAK]

With Punkbuster, there are much fewer hackers; a spate of crazy multihacks came
out literally the day before patch 1.03. However, there are still several 
confirmed hackers. These are being banned by observant server admins as they 

Don't bother trying to imitate hackers for two reasons: one, it's lame. Two, 
if you piss off server admins enough, they'll take you seriously. This isn't 
fun. Your unique PBGUI ID, or Punkbuster Graphical UserInterface Identification
will be passed around servers and banned. Say goodbye to playing online.

If you do come across someone who you believe to be a hacker, DO NOT accuse 
them unless you have definite PROOF. I (Rauk) will admit that I once accused 
an innocent guy of hacking. It was embarassing. It would have been worse if 
there was a server admin in the game; they would have at least kicked me, or 
perhaps banned me. Do NOT accuse someone just because they have 100 kills to 
zero deaths. There are legit players who can easily do this in a server with 
newbie or only moderately experienced players. Once you become experienced your
self, YOU will be on the receiving end of hack accusations or kick-bannings 
from inexperienced players or server admins.

If you suspect someone of genuinely hacking, go into spectator mode and record 
them with Fraps (free at www.fraps.com). Notify any server admins and give them
the video. They will have the necessary server logs and resources to alert 
PunkBuster to help them block whatever hack was used.

IV.iv.   Recommended Servers [RSV]

These servers are frequented by many players, most of whom Rauk has played with
 and can vouch for. They will not accuse/kick/ban you for hacking (unless you 
ARE hacking; we've seen pretty much every F.E.A.R. hack there is in action 
already), be irritating, or deliberately attempt to piss you off. Anyone who's 
not in North America or Europe, sorry. =/

These are also all dedicated servers, and won't pull any stupid tricks such as 
lagging you out due to bandwidth. 

RAUK'S DISCLAIMER: In the unlikely case that you do, please don't email me 
THAT CLAN HAX!1!!!!!1!!!!11!!!!ELEVEN!!!!!" They don't. Those of them that 
have been proven in LAN competition vouch for the other players, and since I 
trust them both, that's good enough for me. DO send in suggestions for other 
servers, however. I can't get to all the good ones. 

US Servers

DM - FearSkunkBuds.com
        - has 1.5 runspeed
DM - {FSB}Illusion - DM
DM - Team Central Slayers
        - has the TcS tournament settings
TDM - {FSB}SkunkBuds
TDM - [MADE] Step it Up
        - has 1.3 runspeed
TDM - |NAEA| Customs
TDM - Fear Frag FF Public Server
        - Friendly fire is turned on.
TDM - Disposable Heroes
TDM - [pD] Combat Ops|(TDM)
CTF - |NAEA| Customs
        - consists of custom maps only
CTF - [pD] Combat Ops|(CTF)
CTF - VOD www.vodchaos.com CTF

EU Servers

DM - Kalicanthus DM
DM - Any official netplayers.de
DM - [ALG] DM Server - 6 max.
TDM - [GFC] servers

V.    Playing in Pubs                                                     [PPB]

This is how you'll start off playing online, in F.E.A.R. The tried and true 
game modes found in most FPS are all included, along with an awesome CTF mode.
If you're a complete newbie, it would be advisable to start off in Team 
Deathmatch, as you've got up to 7 other team mates to help you along. 

When selecting a server, pick one with low ping. Anywhere from 10-50 is ideal, 
but F.E.A.R. sadly has a smaller selection of servers, so it will be necessary 
to choose one with higher ping. Up to 120 or so is where Rauk personally draws 
the line, unless he feels particularly suicidal and has a desire to get his 
ass handed to him by crazy good Euro guys. 

Try joining 10 or less player games if you're new to F.E.A.R. Be careful of 
entering games with clan members, however, since most are very experienced. 
You can still take your chances and hope it's a noob clan. =p

Morg tends to stay in the public servers as he doesn't have time to be in a 
serious clan (as he's in one for other games and he has work to do!) and 
ha sthe following advice for playing in them...be polite and if you are new to
the game, please stick at it.  It is fast paced and you will find it difficult
to start with.  Keep moving as erratically as you can and don't camp the power
weapons, tempting as it may seem.  Remember how slowly you move with them.

It used to be the case that cheaters were popping up everywhere, but now PB 
has been installed, you don't get it on those servers.  Remember to go around
hording medkits as much as possible adn as Rauk says, stick to servers with 
ping of less than 120 and play with less players (10 max) if you're on DM.  If
you don't, it can become pretty hectic and it's not conducive to new players!

V.i.     Deathmatch [DMH]
This is a chaotic smoke-filled panicky spawn-camping melee noobfest. In other 
words, it's the most fun you'll ever have playing in a pub. -IF- you're on 
top or near the top of the food chain. Being fresh meat sucks, in a word. But 
you can get better.  Whatever you do when you spawn, remember to move quickly
and watch the spot you've just spawned from when running away just in case
someone else spawns right next to you and shoots you in the back.  If you 
stick to DM servers with 8 people or less, the spawn camping issue is 
considerably muted.

Generally try and keep track of where other players are, or where the most 
traffic is. Once you know these, you can troll around these spots and pick off 
a lot of players.  If you can keep moving around these areas whilst picking up
medkits and armour, you'll be at a real advantage if your route avoids all 
choke points.  Alternatively, you can stand in the middle of everything, 
and try and shoot everything in sight. This generally is unadvised, since there
may be as many as 10 players simultaneously shooting you in this situation. In
other words, do NOT rush out into an open area. Several tempting open areas 
include the Rocket Launcher spawn on Factory and Construction, or the Type-7 
spawn on Campus. The poor fools are generally killed very, very fast. If you 
must grab these weapons, go unarmed and try to avoid incoming fire.

V.ii.    Team Deathmatch [OTD]

Deathmatch, with teams. In public TDMs, you can kiss teamwork goodbye. Unless 
everyone happens to have Teamspeak, Ventrilo, or any other Voice over IP and 
is connected to the same TS/Vent server, it is a bitch to communicate, to not
mince words. 

In general, stick with your teammates. Don't attempt to take on more than two 
players at once, unless you are coming from their backs. And even if you do, 
don't attempt to take them down only by your gun. Chances are, if there are 
two or more, once you start shooting they'll whip around and take you down with
concentrated fire before you even frag your first target. Melee is better. 
Attempt to hit as many as possible with a jump kick, or rifle butt one in the 
head, and shoot the other: you want to take them down as fast as possible. 

If you're forced into 1v3 situations, try line at least two of them up. This 
will shield you from fire from one opponent, making it easier for you to kill 
both. Clustered packs are also easy prey for nades.

V.iii.   Capture the Flag [OCF]

Capture the flag needs no introduction. When playing CTF in a pub, some degree 
of teamwork can be achieved through the basic radio commands afforded by 
F.E.A.R. It's generally more advisable hide somewhere and talk to your team 
with team-say, as this will get your point across more easily.

Some general rules to follow in CTF:
        - Protect your flag-runner! Do NOT let him be killed just so that you 
          can pick up the flag yourself and score.
        - MAKE WAY FOR THE FLAG-RUNNER! It is impossible to count how many 
          games I have seen lost in pubs because someone thought it'd be funny 
          to block the door way.
        - When attacking the enemy flag, don't forget to nade the flag. There 
          are often funny things like mines, remotes bombs, or campers there...
        - If you and the enemy steal the flag simultaneously, GO BACK TO YOUR 
          BASE AND HIDE! Do NOT attempt to go get your flag back. Being 
          flag-runner, you're far too important to waste. Make your teammates 
          get your flag back. 
                - Doing things yourself may be unavoidable in the event that 
                no one on your team knows what they're doing. In this case, 
                either get as many people as you can to go with you to get your
                flag back or set at least one or two people to guard your flag
                so it doesn't get stolen the moment you retrieve it.
        - If they run off with your flag, try and gauge where they're going 
          to either nade them, or head them off with half the whole team.

V.iv.    Slow-mo Variants [SMV]

The slow-mo variants of each gametype add an additional slow mo powerup to the 
game. It must slowly charge up by itself to a certain extent before being used.
Once activated, your team moves and fires at almost normal speed. The opposing 
team, however, moves much more slowly. When firing, it takes about a second 
between pressing the fire button and actually shooting. Rate of fire is also 

Do NOT forget to protect the person carrying the powerup. If there are more 
than three players, there is a good chance that he'll be killed, and the 
other team will grab the powerup as it drops from his body. Be wary of your 
flank, too (though this holds true always, in all game modes). An experienced 
player could take down your entire team in one clip if you're all looking the 
wrong way. 

When attacking a slow mo person, don't forget that they have a convenient red 
marker saying, "I'm here! Please shoot me!" Attack en masse, prefire around 
corners, spray into clouds of smoke, anything. Grenades generally don't work 
well, as they can easily shoot it out of the air when in slow mo. 

VI.   Playing in Competition/Scrims                                       [PCS]

Competition for F.E.A.R. in the US is done in Cyberathlete Ameteur League, 
Team Warfare League, or other independent tournaments like Team Central 
Slayers. Europe has it's ClanBase cups, and several random LANs. Though 
F.E.A.R. has perhaps a smaller player base than other games, it's still 
popular enough to warrant multiple tournaments, the most notable of which are 
the $10000 1v1 F.E.A.R. Winter 2005 CPL and the $2000 5v5 CTF Fight the 
F.E.A.R. Gamespot tournament.

A scrim is a scrimmage, or a practice match. Hop onto #fearscrim or 
#caleague-fear at irc.gamesurge.net to find one, if there's anyone available. 
There are only a few relatively active clans in F.E.A.R. though, but they're 
generally friendly and of high quality.

To get your own foot into competition, join a clan. Many clans are quite high 
level and exclusive, but there are also as many friendly clans that welcome 
players of all skill levels. Check the Fangroups/Clan forum for F.E.A.R. at 
http://forums.vugames.com/category.jspa?categoryID=2 for any recruiting clans. 
<insert shameless plug for DUCF: just don't suck, mkay? and if you are good, 
please actually PLAY once in awhile. we have enough of those other two sorts 
players already =/>

VI.i.    1v1 DM [1DM]

1v1 was used for the CPL 2005 event. The Team Central Slayers tournament is 
also in the 1v1 format. One on one is a much slower affair than a public 
deathmatch, even with the runspeed cranked up. 

HannibalBeretta's Tips for 1v1 Deathmatch:
        - try to get a feel for your opponents pattern; how often they'll go 
        for medkits, armor, and how they defend those spawns
        - use recently taken items to gauge where your opponent is going, and 
        cut them off
        - at higher levels of play where aim is essentially godly, whether or 
        not your opponent crouches, hops, leans, or strafes (SIDESTEP!!!) isn't
        as important as the map itself
        - use cover to help empty out your opponents clip, then catch them 
        - the moment you see your opponent, you're generally already taking 
        damage, so spam your medkits when you go into a fight

Try and be aware of where your opponents are at all times. If you know where 
they are, you can catch them from another angle unawares. Situations when both 
players are face to face with no cover generally go to whoever has more armor, 
meds, or whoever is faster on the trigger. There are generally two styles in 
the situation; either to crouch and fire, or bunnyhop and fire. Crouching has 
the advantage of having accuracy, but the disadvantage of being effectively 
immobile. Bunnyhopping has the advantage of being mobile, but relies on a much 
greater skill level of recoil control to keep the expanded crosshair on the 
opponents head. Bunnyhopping also requires a certain element of luck, due to 
the spray pattern of the G2. 

Grenades are absolutely essential in 1v1. They serve as area denial, in order 
to funnel your opponent where you want them to go. This is most apparent on the
map Refinery, as control of the upstairs is absolutely essential to winning the

Another feature of almost all F.E.A.R. DM maps is a TV. The way 1v1 generally
plays out in F.E.A.R. is that one player has control of a single spot and
attempts to hold onto it, as it either has armor, medkit spawn, grenades,
superweapons or all four. The other player will attempt to assault and drive
the other player from this spot, using the TV to help gauge their opponents
position. A prime example of this would be Office. On the second floor, there
are two armor spawns, a health box, and (if superweapons are enabled) a cannon.
The TV is on the first floor, tucked away from any action. Here, faking out the
opponent is paramount.

Spawn killing is not nearly as prevalent as in other 1v1 DM games such as 
PainKiller or Quake, as movement speed in F.E.A.R. is at a snails pace in 

Tournaments will have different configurations. CPL had superweapons, proximity
mines, remote bombs on, 10 medkit limit, and 1.2 runspeed. The TCS tournaments 
have superweapons, mines, bombs restricted, 2 medkit limit, and a runspeed of 


CPL Winter 2005 F.E.A.R. 1v1 Tournament Top 3 (32 Double Elimination)
1. CleaneR
2. TmG.BlueWolf


Team Central Slayers February 1v1 Tournament Top 3 (32 Double)
1. [FKA]AndrasF
2. HannibalBeretta aka [FKA]CleaneR
3. [MIA]Sailor

Team Central Slayers March 1v1 Tournament Top 8 (64 Double)

VI.ii.   2v2 TDM [2TM]

This is the current format of CAL's Open F.E.A.R. division. An important thing 
to realize about 2v2 is that strategy and map control are equally important. 
Teamwork with your partner is absolutely essential in driving the enemy from 
their camping spot of choice. 


CAL 2v2 Season I Top 8

VI.iii.  5v5 TDM [5TM]


TWL Ladder 5v5 TDM Top 4 Standings


F.E.A.R. 5v5 TDM Open Cup Top 4
1. Twisted Individuals tw1n|
2. Zen1th zen1th|
3. Noxious nx^
4. Soldiers of Anarchy SoA*

Vi.iv.   4v4 or 5v5 CTF [5CF]

For some reason, the Europeans prefer 4v4 to 5v5. 


TWL Ladder 5v5 CTF Top 4 Standings


F.E.A.R. 4v4 CTF Open Cup Top 4
1. Frag-eveR FR.
2. Noxious nx^

VII.  Map Overviews                                                       [MPV]

Each map in F.E.A.R. have particular weak points that are suitable for each 
type of gameplay. Here, we'll break down what those are. We also apologize in 
advance for not providing ASCII art of the maps, but we suck at those. Maps 
will be described in terms of weapon spawns and general layout. Try running 
around the map to get a feel for them. 

VII.i.   DM maps [DMM]


Superweapons: Type-7, Rocket Launcher, Cannon
Armor Spawns: 5
Medkit Spawns: 1
Remote Bombs: 0
Proximity Mines: 1

Campus is a favourite map of mine as it combines some slightly more open areas
with tighter corridors, giving each gun a more even chance of success.  The 
sunken courtyard in the middle of the map with the Type 7 is generally best 
avoided as there are several elevated vantage points from roofs and windows
that you can be shot at from.  There is one area on the map that is extremely 
important to gain control of, and that is the area near the slow mo pick up.
There is a small balcony here, two sofas with armour and a medkit and access to
the surrounding corridors as well as windows overlooking the courtyard spawn
area within touching distance.

The best way to take someone on here is from the stairs - not from the room 
down the long corridor with the three grenades in it.  This corridor, whilst 
being wide, is extremely long and you're likely to die if you run down it due
to a spawn point behind.  The ASP rifle is often a good choice on this map if
you intend to dominate in this area.  If you want to stick to the bottom floor
and courtyard areas, you are better off with the G2A2 or RPL.  Proximity mines
gained from the board room area near the Type 7 should be placed just inside 
doors/windows from the courtyard for best results.  A favourite camping spot 
tends to be in a window, just at the top of the stairs leading nowhere, which 
overlooks the courtyard spawn.  By wary of this when spawning and throw a 
grenade in the window and use the cover of the planters.


Superweapons: Type-7, Rocket Launcher, Cannon
Armor Spawns: 5
Medkit Spawns: 2
Remote Bombs: 1x3
Proximity Mines: 1

Factory is the map used on the demo and perhaps the map where the G2A2 
dominance is rife.  A map of largely interconnected rooms, with only a small
open courtyard, this is not a map for ASP use.  The key to this map is to get
a good run going between the armour sets on the second floor.  Beginning from 
the turbine room with the Type-7, head past the remote mines collecting them 
and the armour, and into the room which overlooks the large room on the right 
below.  Head left, down the boxes to collect the armour, then retrace your 
steps up the boxes, turning left then right to collect the armour just to the
right of the door.  This is a very good route to employ as there are no real 
spawn points along it and you also have a height advantage. Sticking to this
sort of area on the map is certainly preferable to being stuck on the bottom 
floor, or in the courtyard.

If you ever have to make a dash for it across the courtyard, remember to 
holster your weapon, and try not to be tempeted by the Rocket Launcher as it's
far too open.  Proximity mines should be placed next to barrels or boxes to 
hide them from view.  Try to avoid running up the stairs in the large inside 
room and going for the armour there - again you become too exposed if you do
that.  The most congested areas tend to be in this room, and the room which 
overlooks the courtyard with the medkit in it, so feel free to make liberal use
of grenades if neccessary.


Superweapons: Rocket Launcher, Cannon
Armor Spawns: 4
Medkit Spawns: 0
Remote Bombs: 0
Proximity Mines: 1

Docks is once again a level favouring all guns, barring the ASP.  The 
combination of tight corridors on the far side of the outside area favours the
shotgun and melee attacks, whilst the outdoor areas and the large indoor room 
with surrounding balcony favour more ranged weapons.  There aren't too many
choke points on this map - around the proximity mine, it can get rather busy, 
so it's a good idea to drop the proximity mine close to the pickup behind the 
doors or pillars.  The spawn point near to the repeating cannon can also get
rather busy - if you spawn there, it is best to head for the stairs, instead 
of going straight onto the balcony.  If you do get stuck in the large room 
inside, remember to stick to the edges and use the boxes as cover.

The key to this map is to use the right weapon.  Get yourself spawning with the
G2, then try to pick up a shotgun off an unsuspecting victim for the tighter 
corridors.  Try to avoid running across the outside area from van to boxes at
the far end as that's quite an exposed area from many angles.  Keep moving 
around this map - there are very few good camping spots and think about 
shooting from elevated positions and from windows to provide cover.


Superweapons: Type-7, Cannon
Armor Spawns: 4
Medkit Spawns: 3
Remote Bombs: 1x3
Proximity Mines: 2

Evacuation is very much a level of two halves - the large outside area with 
high sniping points ideal for the ASP, and the large network of twisting and 
multi-layered corridors which favour the closer range weaponry, such as the 
RPL.  I think shotgun is probably a bad choice on this level as it's largely 
ineffective for the outside areas around the Type 7.  The key to this level
is to dominate the corridor between the remote mines and the grilled room 
that overlooks the outside area.  From there, you can see to the left to 
easily pick off would-be snipers.  You can also easily cover yourself with 
proximity mines in the L-shaped alcove on the stairs and against the wall on 
the other entrance to the room.  There are two sets of armour worth going for -
one on the red metal gangway up the corridor from the room in question and 
one down the stairs and left on the shelves.

Again, the key here is to try to dominate the upper floor area - height is a 
big advantage and with good cover from either the air conditioning units on the
roof or the grills protecting the windows, you can remain a hard target to hit.
Tempting as the armour in the middle of the courtyard is, try to avoid going
for it as you become an extremely easy target.  If you are desperate for the 
Type 7, come out of the building to get it and go back the way you came, don't
run across the courtyard from the spawn point below the stairs.


Superweapons: Type-7, Rocket Launcher
Armor Spawns: 6
Medkit Spawns: 0
Remote Bombs: 1x3
Proximity Mines: 1

Construction is an excellent map for balanced and varied gameplay.  It's really
a map centered around close quarters battles and the G2A2, RPL or the shotgun 
can be equally effective here.  There's also plenty of armour knocking around,
so it's a wise idea to work out a decent route between them.  One suggestion
for such a route would be to begin at the spawn point in the rocket launcher 
room, grab the armour then head down the stairs into the basement area with
the security camera station and the remote bombs. Turn left at the bottom of
the stairs, pick up the armour, then continue through, turning left at the
remote bombs and heading up the small set of stairs as you come back into the
main office complex.  Turn left at the top and grabe the armour there, then
choose to repeat or extend this run past the vending machines.  Again, the
upper floor can be a key place to dominate.  The rocket launcher room is often 
a large choke point, along with the corridor with the proximity mine.


Office is alternatively a fast, unforgiving deathmatch affair, or a agonizingly
slow crawl. The two floor promote either style of play. First floor is 
dominated by the shotgun, save the two long corridors. The second floor is 
controlled by the ubiquitous G2. Controlling the second floor is very important
to winning either a 1v1 deathmatch or a team deathmatch. The second floor 
covers the back stairs and both entrances to the lobby. It also has two armor 
spawns, a health box, AND a cannon.

The key (in Rauk's opinion) to taking back the second floor lies in a 
simultaneous attack from the back stairs and the opposing lobby entrance. With 
the cover of the smoke of the nades, your opponent will be concentrating on the
smoke. This is an opportunity to rush the back stairs and catch them off guard.
With their attention divided, a hard rush from the back can obliterate their 
hold on the second floor.

In most pubs, however, action will take place in both the lobby and both long 
corridors. Spamming the corridor that has the ammo box from the armor spawn can
net you quite a few cheap kills, if the corridor is getting congested. 

Superweapons: Cannon
Armor Spawns: 4
Medkit Spawns: 0
Remote Bombs: 1x3
Proximity Mines: 1

High Tech

Superweapons: Rocket Launcher
Armor Spawns: 2
Medkit Spawns: 0
Remote Bombs: 1x3
Proximity Mines: 1

High Tech is easily the worst map for spawn killing.  The shotgun is the weapon
of choice for this map, with only tiny distances between spawn points, any more
than 6-7 players turns this into a frag grenade, gibbing fest.  The only thing
you can really do here is to keep moving at all times, and remember where the 
spawn points are.  In terms of proximity mines, place one next to where it 
spawns to catch anyone out who drops from the windows above.

Whilst it can be useful to get to the top floor due to the height advantage, 
remember that it takes an age to climb and ladder and you are an extremely easy
target when doing so.  If you're going to get up any one of them, go up the one
in the back room near to the rocket launcher, not next to the proximity mine or
the reactor thing.  Whilst I frown on spawn killing in general, you have to do
it on this map to stay competitive, so use those grenades!

Never stay still and use the map to practice your UT-esque movement!


Refinery is probably the best example of what a good 1v1 map for F.E.A.R. is. 
It's very small and tight, yet not so tight that the shotgun reigns supreme 
over everything. The second floor, once again, is the key to winning this map. 
Holding armor, two nades, and a medkit, it can be difficult to dislodge 
someone who's well entrenched. 

Both the back stairs and the machine room can be covered by periodically 
tossing grenades. Depending on your opponents pattern, you can get onto the 
second floor as they switch positions. Both superweapons are on the first 
floor, inaccessible to someone who's holding the second floor. Rockets are an 
easy method to dislodge someone who is holding the second floor. 

In a full out DM, you're going to get spawnkilled alot. Try to be ready to 
shoot the moment you spawn. If you wait too long, someone is very likely to 
spawn behind you, so get moving. 

Superweapons: Rocket Launcher, Cannon
Armor Spawns: 4
Medkit Spawns: 1 
Remote Bombs: 0
Proximity Mines: 0


The single most hated map on F.E.A.R. 

Superweapons: Type-7, Rocket Launcher
Armor Spawns: Lots
Medkit Spawns: Lots
Remote Bombs: 1
Proximity Mines: 1

Well what can I say about Asylum - perhaps more fitting for the single player
version in terms of tension building, because there is very little tension in
terms of the battles that will go on here.  You'll spend much of your time
running around trying to find people.  Weapon of choice is really unarmed and 
the ASP combination.  Remember to pick up as much armour as you can, as your 
opponents will almost certainly have some.  A useful place to attempt to 
control on this map would be the area between the prison cells, the remote 
bombs and the roof and windows surrounding these areas.


Superweapons: Type-7
Armor Spawns:
Medkit Spawns:
Remote Bombs:
Proximity Mines:

The only completely outdoors map in F.E.A.R. v1.03. Two bases with two bunkers 
each are on either side of the map. Several hills are in the middle, with two 
long pathways on either end of the canyon. Trees litter the entire landscape. 
This level is mainly dominated by the ASP, given it's giant size. The canyon 
edges are generally where people camp. Try to get to cover behind trees so that
you don't get picked off by sniper fire. 

VII.ii.  CTF maps [CFM]

All CTF maps are mirrored, meaning that both sides of the map are identical. 
They can generally be divided into three distinct sections: the middle, your 
own base, and the enemy's base. 


Streets is a fairly large CTF map. The flag room is overlooked by a window with
 a proximity mine spawn. There is a backway from the flag room that leads to a 
health box. However, most of the action will take place in the middle. In the 
middle there are two large houses, both of which have a back door that comes 
from each team's base, a side door which connects to the central alley, and an 
underground passage connecting each house. 

Holding the middle is important to winning this map. However, it is important 
to remember that camping the houses alone is not enough to win. You still must 
capture flags. In pub games, people often lose sight of even this simple fact, 
degenerating into a TDM. Those who remember to go for the flag are often 
crushed by the entire team simultaneously camping the flag. 

There are two simple methods of capping the flag in a pub game. Serious clans 
probably don't need much input on CTF strategy. One is to simply ninja the 
back way. This is most effective in games where both teams are rather clueless:
if the opposing team isn't very attentive, you can sneak in the back way, by 
the health box, snatch the flag, and run out the same way. Going through the 
back has the advantage of seeing any campers, mines, or bombs in the flag room.
However, anyone camping in the proximity spawn is invisible to those going from
the back. Try to alert your teammates to clear the proxy room before attempting
to steal the flag. 

The second method of capping the flag is a simple mass rush for the flag. Once 
stolen, make your way through the enemy's house in the middle, go through the 
tunnel, and rush back to your flag. Going up to the proxy room to check that 
your enemy hasn't taken the machine gun would be prudent as well. 

In defending the middle, it's advisable to attempt to take both houses if your 
team has the manpower: 6 or more players. A proximity mine at the top of the 
stairs would be advised to account for anyone attempting to retake the middle. 

Defending the flag itself is fairly simple. The machine gun will make short 
work of anyone hiding in the proximity mine or attempting to charge up the 
alley. Proxies and bombs on the flag, or camping behind the boxes in the flag 
room will all work. Camping in the proxy room itself is unadvisable without 
commiting more than 2 players: it's fairly easy to toss two or three nades 
inside and take out a player, as the only geometry to hide behind is the bed.

Suggested places to mine are:
        - the top of the stairs in your bases anteroom
        - stairs of both houses at middle
        - the blind corner around the bathroom
        - against the wall of the entrance to your base's anteroom
        - the blind corner coming from the back office right above the flag 
        - if such an oppurtunity presents itself, the flag room of your enemy

Superweapons: 1xType-7, 2xCannon
Armor Spawns: 10
Medkit Spawns: 2
Remote Bombs: 2x3
Proximity Mines: 2


Much smaller than Streets, and much more brutal. There are no mines on this map
, so you have to do everything by hand. Most of the fighting is done on either 
base's side of the bridge, or in the large flag rooms themselves. Be wary of 
the many explosive barrels on this level; it may be prudent to blow them up 
before going in, so that your opponent won't be able to get any cheap kills off
them. By the same brush, you won't be able to get any cheap kills off your 
opponent without barrels either, so it's really up to your team.

Don't forget to make use of the rocket spawn room for defense. Most of the 
time, they won't expect you to be down there, so it's possible to duck in, and 
camp in the blind corner right before an enemy passes by. Other common defense 
spots are leaning from the wooden box next to the armor spawn in the middle, or
next to the power box on the base side of the bridge. 

There are three ways of getting to the flag on Facility. One is to go across 
the bridge, go through the corridor above the ammo box, and down the back of 
the flag room. The other two methods are to rush the bomb spawn corridor or the
labs. Once in the flag room, you must get out. 

In pub games, the simplest way is going out through the back. However, there 
are three easy ways to counter someone who does. Camp the machine room, so that
you can shoot the flag runner through the windows as he comes from the back. 
Another way is to camp in the stairwell, and shoot him in the back as he passes
by. Still another would be to rush to the bomb spawn corridor and wait. Either 
toss a nade into the door as the flag runner comes out, or toss a nade into the
power box right before they attempt to leave the base. The power box method, 
obviously, can only be done once. 

Superweapons: 1xRocket Launcher
Armor Spawns: 10
Medkit Spawns: 4
Remote Bombs: 2x3
Proximity Mines: 0


Armor Spawns:
Medkit Spawns:
Remote Bombs:
Proximity Mines:


Armor Spawns:
Medkit Spawns:
Remote Bombs:
Proximity Mines:


Armor Spawns:
Medkit Spawns:
Remote Bombs:
Proximity Mines:

VIII. Your Computer and You                                               [UCO]

Having an adequate computer is essential to playing F.E.A.R. smoothly. There 
are several solutions to general tech problems for F.E.A.R., although we advise
you to look at your own computer to determine the best graphical settings.

To actually find out your own specs, go to:


and then type


On the first page, it will tell you your processor and RAM, then if you move to
the display tab, it will give you the model of your graphics card.

VIII.i.  Low End Computers [LEC]

This is the worst case scenario low end. Please, PLEASE don't attempt to play 
with these specs:
anything + Geforce MX (anything)
anything + integrated (anything)

These following graphics cards are unplayable with F.E.A.R. under ANY 
circumstance. 3D Analyze will not help you. Nothing except shelling out cash 
for new parts will.

Graphics Cards: Don't Use These
Geforce TNT
Geforce MX
Radeon 7000/Xpress200

These specs will be your average low end computer. 

P3/4 2.0 Ghz
256-512 MB ram
Geforce FX 5200 or Intel GMA900

They WILL run F.E.A.R. Don't attempt to go beyond 640x480 resolution, 
800x600 at the very most. Resolution is the most important in determining how 
fast your game will run. Shadows come next. It is possible to play with a 
higher resolution and no shadows for a much smoother experience. This is 
personal preference. Texture resolution is third.

Graphics Cards: 640x480 with Pixel Doubling
Radeon 8500/9000/9200
Geforce TI 4200/4400/4600

Graphics Cards: 640x480 Low to Medium
Radeon 9600/9500/9700/X300/X1300
Geforce FX 5200/5600/5700/5900
Geforce 6200
Geforce 7300/LE/GS

512 megabytes ram is adequate. One gigabyte is more advisable, however. Less 
than 512 mb may result in stuttering when entering a new area.

VIII.ii. Mid End Computers [MEC]

I consider my computer to be in the lower midrange as of January 2006. 

Raukolith's Computer:
Athlon 64 3200+ Venice Core
2x 512mb PC3200 Corsair Value Ram
Gigabyte 6600GT 128MB silent pipe
MSI Neo4F Motherboard

It is POSSIBLE for me to run at 1024x768 with the bells and whistles turned on,
but I only do that for single player, as the strain of 16 players/dynamic 
lights at once is more than my graphics card can handle.

My computer is showing its age now, but is probably still mid-high range as of 
May 2006 (just).

Morgoth's Computer:
Athlon 64 3400+ Newcastle (754 yes, I'm still old school with AGP)
2X 1GB Corsair Value Ram
Powercolor X800XT 256MB with Arctic Cooling Silencer (for stable overclocks)
Foxconn K8S 755A Motherboard

For single and multiplayer, I keep shadows off or minimum.  In single player,
I turn up the details to high barring textures which stay on medium, and crank
the resolution up to the native 1280*1024 of my monitor.  Volumetric lights and
soft shadows obviously stay off at all times.

Graphics Cards: 800x600 Medium
Radeon 9800/X600/X700/X1600
Geforce 6600/6600GT

It is worth noting that the 6600GT is significant rung above the normal 6600.

Also, with the power of these cards, it is worth taking bottlenecking into 
consideration. A P4 2.4 Ghz won't cut it for these; it'll probably slow down 
performance. Pair these with a 3 ghz Pentium 4, or an equivalent AMD processor 
such as an Athlon 64 2800+ or greater.

Graphics Cards: 1024x768 Medium
Radeon X800/GT/GTO/GTO^2/XL/XT
Geforce 6800/7600GT/GS

Powercolor X800GTO^2s are unique in that they can be unlocked to a full 16 
pipes of the X850. 

VIII.iii.High End Computers [HEC]

Higher end computers will pretty much run at 1280x1024, everything high or 
medium. That is, IF you're lucky enough to not have stuttering. 2 gigs of ram 
is advised. 

Graphics Cards: "High"
Radeon X850/XL/XT/XTPE/X1800XL
Geforce 6800GS/GT/Ultra/7800GT

Graphics Cards: You're Either Rich, Crazy, or Robbed a Bank
Radeon X1800XT/X1900XT/(Crossfire enabled)/XTX
Geforce 7800GTX/7800GTX 512/(SLI enabled)/7800GT(QUAD-SLI)/7900GT/GTX

Don't bottleneck these with a crappy processor. Please. It'd be a pity to not 
have a game running at 2000 by something resolution with maximum antialiasing.
But if you have a system like this, you don't need me to tell you that.

Within the next few months, it's also likely that we'll see DX10 cards, which 
will boast some fancy features, higher clockspeeds and possibly dual cores - 
so keep your eye on the tech sites for updated information.  With new models 
of cards coming out all the time, it's impossible to keep a guide like this
as updated as we would like.

VIII.iv. Tech FAQ [DMB]

Q: Can my computer run F.E.A.R.?
A: Look at the above section and see where your comp falls into.

Q: After 10 minutes of play, my computer shuts down, but I pass all the 
requirements, why?

A: There are multiple reasons, one of which may be the problem.

1. Your PSU cannot supply enough power (usually to the graphics card) and it 
shuts down under heavy load leaving you with an immediate shut down or a freeze
with looping sound.

2. Your graphics card AND motherboard chipset drivers (both of which can be 
found on the maufacturers websites) are out of date and need updating.

3. Your problem is overheating - one of the components is getting too hot and 
in order not to damage itself, it will turn off leaving you with a crash.

Q: My screen is full of funny colours, but I have the latest drivers, why is 

A: This is most likely to be an overheating problem. Check the temperatures of 
your graphics card through Everest and consider better airflow or cooling 
methods. You could also underclock your video card. For NVidia, use Riva Tuner 
to do this. ATi, use Tray Tools or Radlinker.

Q: My game isn't working after the 1.03patch, what do I do? It turns up in task
manager, but not as an application...

A: Try these:

1. Disconnect from the internet

2. Launch the game

3. Alt-tab out of the game and reconnect

or download this FEAR .exe and replace the old one:

Q: I have sound problems, what do I do?

A: Firstly, make sure all of your drivers are up to date.

Secondly, make sure that you have no third party codecs installed that might 
conflict such as the ACE codec pack (by disabling the codecs from the Codecs 
Dashboard settings).

Thirdly, try disabling EAX and HW Mixing and make sure this codec


is installed correctly (it's supplied on the CD/DVD).

Q: What does resolution do?
A: It increases the number of pixels rendered, giving you a sharper image. It 
also increases the amount of graphics power required to render a scene.

Q: What's Antialiasing and Anisotropic Filtering?
A: Aliasing is the jagged edges on the side of polygons. Anti-aliasing smooths 
those edges. It takes a lot of power, however. Anisotropoic Filtering filters 
textures to make them clearer at a distance.

Q: Higher AA or higher resolution?
A: Lower resolution plus more AA generally is more friendly to your computer, 
unless you already have the resolution very high. It also depends on your 
personal preference of image quality.

Q: What does pixel doubling do?
A: It reduces the pixels used by half. 640x480 resolution effectively goes to 
320x240 resolution when it is on. It will increase the frames rendered per 

Q: How much frames per second or FPS is good for online play?
A: It depends on what you're comfortable with. Some cite more frames as better,
some say that past 40 it doesn't matter. The important thing is to ignore 
these arguments, and play with what is most comfortable to you. It is, however,
important to make sure that your FPS is above 30. Below 25 or so is universally
regarded as choppy or unplayable.

Q: What does V-sync do?
A: It synchronizes your frame rate with your refresh rate, so that there is no 
tearing in your picture. However, this WILL lower FPS, unless your computer is 
already rendering at 200 FPS. Leave it on if you already have superfast 
rendering and want that last bit of extra image quality, turn it off if you 

Q: What are soft shadows?
A: Look at any shadow in the room. Notice how it has a dark, almost black 
penumbra, and a fuzzy, 'softer' edge, or an umbra. Compare this to the shadows 
of Doom 3, where it's a harsh solid black. Enabling soft shadows in F.E.A.R. 
will make the engine attempt to render similar soft shadows. This is 
particularly performance intensive. AA and soft shadows cannot be enabled 

Q: How do I unlock pipelines or overclock graphics cards?
A: Use Rivatuner for NVidia cards, use Tray Tools or Radlinker for ATi. 

Q: Will dual core processors make a difference?
A: Not for F.E.A.R. they don't.

Q: What about 64 bit?
A: No 64 bit patch for F.E.A.R. yet, as far as we know.


IX.   Thanks to...                                                        [THX]

Raukolith - Thanks to all the players who regularly kick my ass online, taught 
me a new trick, sorry if I miss one or two: HannibalBeretta, AndrasF, 
(r)]FaTalJusTice, <<TcS.E>>epic,  Lucid-Saint, V, ~WHERES_MY_GUN~, 
Ripley/Kubrick. My clan for being a bunch of lazy asses, too. >=O Thanks to 
the guys who host servers: Skunkbuds, clan-SCK, DIE, TCS, pD, Fear Frag, 
clanwarz, Disposable Heroes (for not banning me yet; no thanks to MCC), all of 
you.  Thanks to my family and such for not tossing my ass outside the house for
playing games so much (unless you guys just haven't got around to it). Last but
not least all the contributors to the FAQ.

And thanks to Monolith and Sierra/VUGames for getting F.E.A.R. out. Awesome 
game! Cheers. 

Contributor dudes: HannibalBeretta, Lucid-Saint

Morgoth - Thanks to everyone who has bugged me to do this to keep up my 
interest.  Thanks to my university for not giving me many lectures and not 
kicking me out (yet) due to writing this guide.  All of my contribution to this
guide is purely from my own head.

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