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- 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
- [http: //www.amazon.com/F-E-R-Project-Origin-Official/dp/0761560262/ref=sr_1_1?ie=UTF8&s=books&qid=1238372689&sr=1-1 Buy the official FEAR 2 Project Origin Game Guide ]
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This is the last part of our complete FEAR 2 Project Origin game guide, featuring Climax.
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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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Interval 07: Union
- Follow the linear route past a familiar locale. Get ready for immediate combat when you exit the long sewer pipe. Shoot the goon coming out of a similar pipe, then turn right to repel two more. Collect the armor and sniper ammo.
- REFLEX INJECTOR #13: Right next to the armor. If you collected them all so far, you will have unlocked "All Juiced Up".
- Two more goons will be ahead, and then a large group at the fork. Retreat to the sewer and snipe them. . Manny will help you with the APC from his position. Dump the sniper rifle when you've dealt with them.
- Return to the fork and look for a path above the sewers with armor along the way.
- Blast aside the straggler goons here, then reunite with Manny. When prompted, enter the APC and use the turret to kill everything. You may need to use a medkit to survive. Be sure to watch the left-side flank for missile launching goons.
- When finished, collect any unused armor and ammo, then enter the airlock Manny opens. Interact with the blue button inside to access a command center with Stokes inside.
- INTEL ITEM #72: On the command console right in front of Stokes.
- Ride the elevator she is standing on to the next area, filled with computers and consoles. Follow the linear route through to the exit, into an airlock. Use the airlock as before.
- INTEL ITEM #73: On the ground in front of the yellow-hued row of consoles.
- INTEL ITEM #74: On the ground in front of a row of supercomputers, right near the airlock.
- Exit the airlock and cross the bridge to the next building and another airlock. Use it as before. Continue on past the airlock.
- INTEL ITEM #75: In plain view on the ground at the end of the bridge, before the airlock.
- INTEL ITEM #76: Right outside the airlock after leaving it, on a tool chest. If you have collected every single intel item so far, you will have unlocked "Oracle".
- You will have reached the amplifier. Go to the left to use the amplifier controls activate it. Interact with the restraining chair.
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"Help...me!"
- You will begin in a small "arena". Walk to the amplifier controls and activate them. A battle with the final boss will begin, lasting three phases. It will fight like a regular trooper combined with a replica assassin, and exists in multiple copies. The copies are very accurate with their assault rifles, are often semi-translucent, and can zip around while they shoot. It is aggressive only if you draw too close to the amplifier controls, which is your goal. If you have proximity mines, missiles, and pulse weapon ammo, it will be very helpful. Slo-mo is extremely helpful as well, especially if you have been collecting reflex injectors.
- The first phase of the boss is not hard. It will die within two clips of the assault rifle, even without Slo-Mo. Use the controls when it is defeated.
- The second phase has more copies to shoot; you will begin with an armor bonus. From where you begin, hug the left side of the arena and move forward. If you have missiles, blast it whenever it appears with slo-mo, and it will be dead quickly. If not, use the assault rifle or laser if you have it. When it's dead, use the amplifier controls.
- The final phase has even more health, and will attack in enough waves to easily drain away even a completely full slo-mo meter. As before, you will begin with an armor bonus. Approach the amplifier controls as you did before. Use your proximity mines and pulse blasts now if you have them to drive away the copies, throwing the projectiles into its path. Use the rest of your missiles as well; if you have nothing left of either, start using the last of your assault rifle and shotgun ammo. It will attack one last time right in front of the controls; finish it with a slo-mo barrage. Use the controls to begin the exact same mini-game you used to kill Col. Vanek. Win the mini-game to complete the campaign.