-
- 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 ]
-
-
This is Part 5 of our complete FEAR 2 Project Origin game guide, featuring Nurse's Office.
-
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
-
-
"I smell a payday."
- This level is tight on assault rifle ammo and has a lot of shooting, so do not be afraid to ditch it for more prevalent weaponry.
- Open the door Stokes is guarding and head out. A big firefight will ensue. Use the sniper rifle/napalm cannon if you still have them, possibly expending the last of their ammo.
- After blazing a path to the building ahead, storm the hall and take down everything in your path. Follow it to a playground outside.
- Outside are a pair of heavily armored troops wielding "hammerheads": rivet gun-like firearms. Kill them with the sniper rifle, missiles, or frags. Drop a gun with low ammo, or the napalm cannon, for their hammerheads, as it will let you kill armored foes easily. Enter the classroom as you cross the playground to grab armor and a medkit.
- Once you have won, shoot the padlock on the grate at the basketball court and drop down. Follow the path to the library.
- Wipe out all the foes in the library and collect ammo. Continue on and enter the men's bathroom and use the hole in one of the stalls to exit it into the multimedia room.
- INTEL ITEM #43: On one of the shelves in the multimedia room.
- Exit the multimedia room, go down the hall, and up the stairs.
- INTEL ITEM #44: Before going up the stairs, explore the classroom with the functioning slide projector and get the item in the cupboards.
- Move forward down the hall, on the watch for ghosts. Get armor, grenades, and ammo by the pile of bodies blocking your path.
- REFLEX INJECTOR #8: Inside one of the stalls in the women's restroom, located next to the pile of bodies in this hall.
- Follow the hall to the end. There's more armor in the arts and crafts room. You will eventually be outside. Ignore the chopper (it can't be destroyed) and snipe/frag the enemies. This is a good time to earn "Raining Men", by running to under the large AC unit right from where you land, and timing a cooked grenade so that it kills four of the goons rappelling from the chopper at once.
- When you've killed them all, follow the vent ducts on the roof towards another duct on the wall you can jump onto. Follow it to glass windows you can smash to drop into a backstage area.
- Emerge backstage to encounter a battle between two troop factions on a school theatre. Wait for them to thin their ranks before engaging. There is armor behind the "horse" prop on the stage.
- Moving closer to the exit causes more troopers to rappel in from the windows above. Just set a couple proximity mines to get rid of them. There's more armor and grenades amongst the seats.
- Press forward into the snack bar, and then take the kitchen. More goons will invade after clearing out the opposing faction. When you've won, enter the pantry in the back.
- INTEL ITEM #45: In the pantry, on a shelf next to a ladybug picture.
- Enter the freezer and drop down the hole into the basement. Follow the linear route and watch out for ghosts, of which will constantly assault you.
- The route ends into a small semi-maze of generators with ghosts everywhere. Keep left. There is armor at a dead-end; turn around and stay left to leave this area.
- Next area: you must shut off a gas main again. Go clockwise around the perimiter, shooting ghosts. You will eventually find the gas valve. Shut down the gas. Your way out will be blocked and you will need to shoot a padlocked gate open to the right to escape. Head to the flaming desk and kick it over to escape the ghostly maze.
- Turn right at the well-lit fork for armor, then proceed down the left corridor. The goons bragging about "payday" are all camped at the farthest end of the tunnel; kill them all with a well-timed frag, then head into the doors on the right and proceed to mop up stragglers.
- INTEL ITEM #46: On a shelf far to the right of the goons bragging about "payday".
- When you are ready to go, call the elevator and ride it up to the admin offices. Kill the guys here and restock on weapons and armor.
- INTEL ITEM #47: In one of the cubicles outside the elevator.
- Go down the hall and check out the Office for a medkit. At the end of the hall is the Nurse's Office, which is locked. Head left to begin getting the keycard.
- INTEL ITEM #48: In Finance, right next to the Office, on a desk.
- Fight through a firefight in the Teacher's Lounge and continue on. Take the elevator to the Principal's Office.
- Go down the long hall to the Principal's Office. There are several rooms along the way that will have ammo, grenades, and medical supplies.
- At the end of the hall is the Principal's Office. Grabbing the keycard outside its window will unleash the principal, who is now a remnant. Waste him with three missiles; if you do not have any, use slo-mo and chase him constantly while blasting his rear with the combat shotgun.
- INTEL ITEM #49, #50: The principal smashes in a window to his office when he is awake. You can enter through it to get both of these items.
- Return to elevator and call it. It will get jammed; pry the doors open, then fight off Alma with the B button. After that, drop down onto the elevator to return to the second floor. Head to the Nurse's Office and enter.
- A locked gate will force you into the Nurse's Office proper. Take down the goons inside and head up to what was formerly a hidden observation room.
- INTEL ITEM #51: On a shelf next to a video camera in the observation room.
- Continue on to take down another group of goons outside the Program Director's Office, then press forward.
- INTEL ITEM #52: Inside the Program Director's Office, amongst the cubicles.
- At the end is another locked door. Open it with the keycard, and use the computer inside to end the level.
-
-
"I do have faith. That you'll be dead by then."
- Exit the lift and search the rows of PCs ahead for grenades. There's a medkit also behind the lift.
- INTEL ITEM #53: On top of one of the rows of PCs. You should have "Stalker" unlocked if you haven't missed any intel items yet.
- Go up the stairs behind the lift to the command console and interact with the blue monitor. The sealed security doors will open, and a big firefight with goons will begin. Take them out.
- Enter either security door and capture the locker room. Continue forward.
- Enter the security door on the left and drop into the hall through the busted window. Kill the goons in Observation #400 and crawl out through the broken rear exit.
- Outside, go straight forward for a nearby ladder. Climb down for some medical injectors.
- INTEL ITEM #54: At the bottom of the ladder outside Observation #400.
- Continue down the main hall and climb the windows into Chem Lab 400.
- INTEL ITEM #55: Inside Chem Lab #400, by the entrance door next to a PC monitor.
- Climb down into the pit with the chemical drums for proximity mines, then crawl underneath the door in the back. Go down the nearby ladder.
- Follow the tunnel to another ladder leading to Electrical #400. Climb up and interact with the computer to open the security doors up for this area. Grab the hammerhead ammo.
- REFLEX INJECTOR #9: In Chem Lab #400, underneath a chemical drum in the pit with the proximity mines. With the power restored in Electrical #400, the chemical drum will be carried around via crane, allowing you to reach it. Be careful not to get accidentally crushed by the crane.
- Enter Test Lab #410 and proceed to the next area.
- INTEL ITEM #56: Upon entering Test Lab #410, jump through the window into the chamber with the restraining chair. It's on the floor.
- Col. Vanek will sic his men on you. Slowly cut through their ranks. Look out for explosive objects all around, always targeting these first. There is armor by the stairs at the end as well as medical supplies.
- Climb the stairs and keep plowing through the goons, using explosive objects to help you. In the command console room, there is more ammo. Head down the stairs at the end into another security door leading into a morgue.
- Another battle breaks out in the morgue. Try tossing proximity mines at the portal in the back, so that the goons are killed should they attempt to blitz you.
- INTEL ITEM #57: In a glass case inside the back of the morgue; break the glass with melee to get it.
- Enter the door at the back of the morgue. Use the computer by the door Vanek is behind and use it. When prompted, open the door with the switch next to it. Mash B when prompted to attack Vanek; when the game prompts you to mash the Right Trigger, do so to kill him.
- Continue on and get ready to fight abominations again. There are a ton of them and their cages will randomly open to let more out. Keep moving forward and head up the first staircase you see.
- Follow the path up the stairs around to a command console. Use the computer here.
- INTEL ITEM #58: Right next to the command console.
- Use incendiary grenades on the replicas lurking outside, and kill them and the stragglers. Then run like crazy across the catwalks to the far end of the room, crawling under a security door. Enter Security to get some much needed supplies and ammo.
- Move on to meet Snake Fist. Collect his Pulse Weapon and leave the area. The pulse weapon shoots a slow floating ball of plasma that wipes out everything in it's path.
- INTEL ITEM #59: In Snake Fist's room, on the floor.
- Double back to the command console room. There are goons everywhere, including a hammerhead goon. Kill him with one shot from the pulse weapon (along with any one guarding him). Enter the command console room and escape via the new hole in the back.
- Fight your way through the Animal Testing room (use frags), then continue to find yourself back near Chem Lab #400. There is another hammerhead goon and a horde of troops stalking Test Room #410 and the hallways beyond; use the assault rifle from afar and the automatic shotgun to pulverize them as they close in. Kill the hammerhead goon with the pulse weapon. Enter the green security door they were guarding down the hall.
- There's a familiar severed head in the locker room, next to armor and a medkit. Get ready to take on the replica assassin in the next room.
- The replica assassin fights similar to the abominations, except that he is semi-transparent and ironically much easier to hit when he is charging forward (as he is slower, taller, and less prone to dodging). Let him close in and pound him with shotgun/assault rifle shots while in slo-mo, or with a pulse shot or two in normal time. A shotgun blast or other powerful shot will drive him off if he is closing in for a swipe. There's armor in the office ahead if you can reach it.
- When you've killed him, get the armor if you haven't already, and go down the stairs to the private elevator. Call it and enter and get ready to take on another replica assassin. Blast him with the pulse weapon and take the elevator.
- You will be back at the Nurse's Office, on the other side of the gate. Kill the two goons and blast your way through the pair at the end of the hall. Run to the APC to finish this level.
