-
- 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 4 of our complete FEAR 2 Project Origin game guide, featuring the section Ruin.
-
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
-
-
Interval 04: Devastation
- Go around the lift and up the steps to reach the ladder behind it. Climb the ladder.
- Open the red door to grab shotgun ammo and frags beyond it, then continue on the main path. Follow the long catwalk to the other side, and enter the office.
- INTEL ITEM #34: Right inside the office, in plain view on a desk.
- Exit the office through the back and go to the left for frags and a medkit. Continue on the main path to go outside into the city.
- Follow the street and enter the door in an alley next to a burning dumpster. Go towards the ceiling light and shoot the padlock. Open the gate and go right at the fork for armor and frags. Follow the main path out.
- Outside is a man with a briefcase transformed into a "remnant". He can resurrect the corpses scattered about and order them to attack, zombie-style. He takes a LOT of punishment and his psychic shockwaves hurt a bit; use your combat shotgun and keep hammering him, watching your back for zombies.
- Once he's dead, explore the offices past the wrecked bus for a medkit, ammo, armor, and a desk you can push out of the way to reach the next area.
- INTEL ITEM #35: Amongst the offices where you fight the remnant. On a desk behind some counters you must jump over. You should unlock "Historian" if you've collected all intel so far.
- In the next areas, you will be attacked by "psychic ghosts". These ghosts fortunately can be shot like any other critter, and in fact, have weak defense. Get rid of them with the submachine gun, and explore for health and ammo.
- Follow the linear route, using an air duct to get through the flaming inferno. It will lead to the streets outside. Follow the path to the airplane wreckage and climb over the rubble.
- Immediately bolt left into the building on landing and work your way counterclockwise through this area. There are two napalm cannon goons; you can consider stunning them with shock grenades, then finishing them with auto-shotguns. Consider dropping the submachine guns for their napalm. There is also medkits and armor in this area.
- Climb the stairs that are in the building on the other side of the airplane wreck. Do not cross the top step until all the goons up top are dead.
- Once they are dead, hug the wall and traverse to the left. You will see a sniper and a goon armed with a missile launcher (signified by his green laser sight). The missiles are easily evaded by strafing; Kill them with napalm and the missile launcher goon will fall onto the street, where you can pick up his missile launcher (consider dumping the auto-shotgun for it).
- Once the missile launcher goon is dealt with, explore the rest of the second floor. There are some items to collect.
- INTEL ITEM #36: On the second floor, past the hole, on an ammo crate.
- REFLEX INJECTOR #5: Right next to Intel Item #36.
- From the second floor, jump onto the airplane wreck and use it to bridge to the other side. Continue on.
- Shoot the transformer on the power line to stop the electricity so that you can safely enter the door. Ahead is a missile launcher goon; snipe him while he is distracted, and jump down the hole.
- An elite power armored unit will be killed by some troops. Polish off a few and make your way forward to summon another.
- This elite power armored unit will kill a missile goon for you. While it does, hit it with a shock grenade and pummel it with 5 or 6 missiles from your launcher. If you took the missile launcher from the goon earlier, you should have more than enough ammo; if not, use frags, or find the stairs underneath the missile launcher goon the power armored unit killed for missiles and armor. If you are out of shock grenades, there's more in the area; if you are completely out, shoot the transformers on the power lines to stun it.
- Once it's dead, destroy all three transformers to make this area safe to explore and leave (two on the power lines, one on the ground). Then cross through the pond of water to reach an alleyway with a door to use to reach the end of the level.
-
-
"Something's...wrong..."
- Follow the path and get ready for a brief firefight inside an office building here. After winning, exit.
- INTEL ITEM #37: In one of the cubicles here in this room.
- Stokes is trapped by snipers. Cross the alley into the building ahead, taking the smaller red door. Go up the stairs, drop the shotgun for the sniper rifle and kill the sniper dead ahead.
- Grab his ammo and immediately get behind the air conditioner units for cover. Start killing snipers as Stokes advances. Look carefully for red laser sights and snipe at them. Some armored goons will try to flank; make sure to repel them.
- An APC will eventually arrive to the battle; just kill it with three quick missile strikes. If you are out of missiles, follow the path through the building to a convenient missile cache. Afterward, keep shooting and sniping. Stokes will eventually escape.
- After she does, make your way down. There's some armor on one of the floors. At the bottom, move very slowly, with the flashlight off, using the assault rifle and cooked frags to blast your way to a door behind the wrecked truck.
- Follow the linear route through a laundromat. It leads out to a courtyard with an offline power armored unit. Kill the nearby troops and capture the unit with the X button.
- You are nearly invincible in the power armored unit. Just shoot with your guns and fire missiles with the right bumper button. You have unlimited ammo, and can use thermal imaging by pressing up on the D-pad. Follow the linear route to where it ends into a gas station.
- After killing everyone in sight, you will be prompted to exit the vehicle by holding down the X button. Before doing so, fire missiles and bullets with the unit at the walls above the metal stairs to expose a hidden room with some armor and medical supplies. There's more armor and ammo on a platform accessible by ladder.
- INTEL ITEM #38: In the same hidden room in the gas station holding the armor, that you expose by shooting it apart with the power armored unit.
- REFLEX INJECTOR #6: Right next to Intel Item #38.
- When ready, throw the switch by the garage door to open it, and hop back into your unit to begin another big battle outside. This time, other power armored units will join the fray, but you can easily crush them with your firepower. Watch out for the missile launching goons; they can rack up the damage.
- Blaze into the parking structure and move quickly up the floors, blasting everything, before they manage to bring the unit down. Once you reach the top and all is clear, disembark. You can explore the streets below on foot for armor, missiles, and ammo, otherwise, head into the door leading to a stairwell.
- Follow it down to the linear route (shoot the padlock off the gate in your way). At the cutscene, enter the door on your right. Follow the path and reunite with Stokes. Follow her to the next cutscene.
- Afterward, go right and exit to the fire escape, and use the ladder to descend. Enter the APC to end the level.
-
Interval 05: Provocation
- The front door is barred, but you can shoot the padlock off of a grate to the right to drop into one of the classroom's below in the sub-floor. Do so.
- INTEL ITEM #39: Half-buried underneath the teacher's desk in the classroom.
- Lift the bookshelf blocking the door out of the way to enter the hall. Follow the hall through the water and rubble up to the first floor.
- At the first floor, Stokes will observe a corpse. Follow the hall to an end, where Stokes says it's barricaded. There's some proximity mines and incendiaries by the barricade.
- INTEL ITEM #40: Lying right near the barricade at the school's front door.
- Enter the classroom nearby the corpse Stokes observed. Go to the back exit.
- INTEL ITEM #41: In the classroom you just entered, inside a cubicle.
- Follow Stokes' lead across a beam to the other side. Go through the classroom to the back exit and hug the wall to cross the gap. Drop down into the big hole Stokes jumps into and go in the door.
- After the cutscene, exit the classroom, and enter the music rooms. Follow the route to encounter a man playing the piano. He's actually a remnant; just nuke him with two missiles to get it over with. If you do not have missiles, pound on him with the combat shotgun using slo-mo. Once he's through, search the area for armor, ammo, and medkits.
- When ready, lift a toppled ammo crate out of the way, and then a small book cart past that, to continue.
- Get ready for a long, very dark hallway with loads of paranormal effects and ghosts. Concentrate on killing the ghosts. Your flashlight will cease functioning halfway through; persevere and keep killing any ghosts in your path.
- REFLEX INJECTOR #7: One of the classrooms in the spooky hall has a slide projector operating by itself. Shove the desk holding the projector out of the way to get the item underneath.
- You'll need to blaze a trail through the spookiness in the computer lab around the barricade. Past the barricade is a red double door; open it and move forward for a cutscene. The doors will lock afterward.
- Explore for medkits and medical injectors, then exit. A massive firefight will break out in the schoolyard. Stay by the entrance and use interactable cover. These troops are grenade-happy and will not hesitate to use frags.
- Enter the door on the other end of the schoolyard. Execute the goon and raid his missile cache and armor.
- Keegan will mention hearing an explosion. Return to the schoolyard and kill a power armored unit. Use the collapsed structure to climb up into another classroom. Enter the hall through it.
- INTEL ITEM #42: Inside a classroom across the hall from the classroom you just exited, on the floor in plain view.
- Follow the hall to a window leading to a rooftop with some balls on it. Snipe all the goons before crossing the rooftop. You can also go downstairs for a medkit.
- The rooftop leads to a classroom. The classroom has another window you can use to access a second rooftop. Watch out for goons diving down from windows as you cross.
- Break into the second floor of the school from the end of the rooftop. Follow the hall to the valve handle and turn it.
- Drop down where the flames were, and carefully get past the spinning blades of the heli wreck by running first to the side of the heli (where the burnt corpse is), then to the medkit, then to the exit.
- The exit leads to the end of the level. Make sure to mash B to avoid being killed by Alma in the cutscene.