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This page contains a full-text walkthrough for F.E.A.R. 2: Project Origin, a first-person shooter for the Xbox 360, PS3 and PC. The sequel to F.E.A.R. resumes about 30 minutes before the original ended. However, the player assumes the role of a member of an elite military squad in this installment.
F.E.A.R. 2 continues to unravel the story of Alma, a woman who was experimented on by the government for her tremendous psychic abilities. When the government killed Alma's physical body, her consciousness remained, allowing her to inflict chaos on the world around her in revenge for what was done to her.Official Site: F.E.A.R. 2: Project Origin
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Fast Facts
- Sequel to F.E.A.R.
- Story begins 30 minutes before the original game ended
- Players take the role of Michael Beckett, a different protagonist from the first game
- Gameplay is similar to the original game, but with a number of improvementsGameTrailers: F.E.A.R. 2: Project Origin Behind the Scenes: AI
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Improved AI
In order to make the experience of playing F.E.A.R. 2: Project Origin even more realistic than playing the original game, the developers made a number of tweaks to their AI system for enemies.In the first game, enemies already jumped over walls and desks in order to get to the player, but in F.E.A.R. 2 the enemies are even smarter. Enemies will understand and use cover and moving cover, meaning an enemy may pop up from behind cover to throw a grenade and then pop back into cover again. If the enemy is taking cover behind an object that moves, the enemy will move with the object in order to stay in cover.
Certain enemies in F.E.A.R. 2 can also now walk on walls and rails, adding to their creepiness factor.GameTrailers: F.E.A.R. 2: Project Origin Behind the Scenes: AI
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FEAR 2 Project Origin | F.E.A.R. 2 Trailers | FEAR 2 Demo | FEAR 2 Project Origin Achievements | FEAR 2 Project Origin Cheats | FEAR 2 Project Origin Intel | FEAR 2 Project Origin Multiplayer | FEAR 2 Project Origin Reflex Injectors | FEAR 2 Project Origin Review | FEAR 2 Project Origin Trophies | FEAR 2 Project Origin Weapons | FEAR 2 Screenshots | FEAR 2 System Requirements | FEAR Walkthrough | The House of the Dead Overkill Walkthrough -
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Controls
- Left analog to move.
- Right analog to aim.
- Right trigger to fire.
- Left trigger to use your gun's sights.
- Click down the left analog to sprint. Your character can only sprint until the "sprint meter" is exhausted, after which it must recharge before sprinting again.
- A button to jump.
- X button to reload.
- X button to interact with objects (when in range)
- X button to swap a weapon on the ground with one you are holding. Your character can hold a maximum of four guns, so swapping will be eventually necessary to acquire different weapons.
- B button to melee attack. Hitting B in mid-air does a roundhouse kick. Hitting B while sprinting does a slide kick.
- Y button to activate Slo-Mo. During Slo-Mo, time will slow down, allowing you to easily defeat the enemy. Slo-Mo lasts for a limited time and must be recharged after use.
- Right bumper to throw grenades. Hold the bumper down to "cook" them (delay tossing the grenade so that they will explode sooner when tossed)
- Left bumper to open the weapons menu. Use the left analog to change weapons and right analog to adjust weapon types.
- Up on the d-pad to turn flashlight on or off. When the flashlight is off, human enemies will have a hard time finding your player character.
- Left on the d-pad to change grenade types.
- Right on the d-pad to switch weapons.
- Down on the d-pad to use a medkit.
- Hold X to climb into and out of powered armor units.
- Press right bumper to fire missiles whilst inside a powered armor unit. Press right trigger to fire your arm turrets. Powered armor units have infinite ammunition, however, missiles must be auto-reloaded after each salvo, and the arm turrets will overheat if fired for too long.
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Weapons
- Pistol: This gun is not preferable to the other weapons as it is extremely weak at long range.
- Submachine Gun: This gun has a good range, rate of fire, and clip size. You can toggle between single shot and burst fire.
- Assault Rifle: This gun is an upgrade to the submachine gun, with better range and much higher power. It's only drawback is a lower clip. You can toggle between single shot and rapid fire. Replace the submachine gun with this in the campaign.
- Combat Shotgun: This shotgun has incredible power at close range. At greater distances it is affected greatly by its inaccurate spread. Each shell must also be loaded manually.
- Automatic Shotgun: This shotgun has excellent range and accuracy, and an automatic clip, which can devastate a target at full auto. However, the individual shots of this gun are weaker than a direct hit from the combat shotgun.
- Napalm Cannon: This weapon shoots a burst of flame that can engulf whole groups of enemies. Burning enemies are stunned and vulnerable for a long time, with average foes eventually dieing off. Stronger foes will need a melee hit or more flame to die off, and the very strongest are simply immune. Since ammo is scarce for it, it's suggestible to use the weapon exclusively whenever found until it runs out of ammo, then dump it.
- Sniper Rifle: This sniper rifle has incredible power and accuracy, usually instant death to all but the strongest foes no matter where the bullet lands. It is found usually during key moments, such as repelling other snipers.
- Hammerhead: This weapon shoots spikes rapid-fire. It can penetrate armor and is thus very effective at dropping the strongest baddies safely. Ammo for this weapon is also common late in the game, and it is effective even at long range.
- Missile Launcher: This weapon shoots missiles at a phenomenally fast rate of fire. It is an integral weapon for dropping the strongest enemies such as remnants and powered armor units. Keep this with you at all times.
- Laser: This device shoots a laser beam that can cut down enemies, even the strongest foes. Enemies hit by the laser will be unable to defend themselves so long as the beam continues to cut into them. It is very useful when surrounded and caught off guard, but ammo however is scarce.
- Pulse Weapon: This weapon fires a slow moving ball of plasma that will eradicate anything it touches. You can guide the ball with the right analog while you are zooming in with the weapon. There is only two in the game and it comes only with the ammo it already has. Use the first one to kill the toughest targets until it runs empty; save the second for the final boss.
- Frag Grenade: The basic grenade has in fact considerable power and range. However, you must be proficient at cooking these so that they explode right when they reach the enemy, otherwise, they will not be very effective. They also will not be able to impact a target shielded by cover.
- Incendiary Grenade: This is the grenade equivalent of the napalm cannon. This can drop a massive swath of regular enemies in range easily, even if they are shielded behind cover. The drawback is that armored foes will usually to survive the inferno.
- Proximity Mine: This can be tossed onto objects, walls, or floors to explode when enemies come into range. They do big damage and are very effective at killing off the strongest foes if missiles are not available.
- Shock Grenade: This explodes to create a electro-magnetic field that stuns enemies and drops the shields of power armored units. It is vital for defeating the latter; always save your supply for them. You must cook these as you do with frags.
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Items
- Medkits: Refills your health when used. Can hold a maximum of three.
- Armor Vest: Replenishes your armor when collected. Armor will protect your health meter until its depleted.
- Medical Injector: Collect these to restore health.
- Reflex Injector: Collect these to increase the amount of Slo-Mo time available for use. There are 13 total in the campaign.
- Intel Item: Collect these to learn more about the characters and story, as well as unlock achievements.
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