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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 Part 2 of our complete FEAR 2 Project Origin game guide, featuring The Sanctuary.
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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 01: Premonition
- Walk down the ruined street and jump into the yellow glowing hole
- After the cutscene, you will begin outside a deluxe office building. Enter through the door to the right of the fountain.
- Follow the linear route to rendezvous with Top and the rest of the squad, in the main lobby.
- INTEL ITEM #1: On a file cabinet against a wall behind the murdered security guard.
- Meet with your squad in front of the elevator and waste the goon coming out. Ride the elevator up.
- In the next room, sweep counterclockwise through the room to mop up the enemies.
- In the next room, wait by the door and take out the sniper on the balcony. Then move carefully through the room, picking off anyone that appears. Keep an eye on the other balconies for more attackers.
- After clearing the area, Stokes will open an entrance to the "Ellis Gallery". Search the crates near the lagoon for a "medical injector" (restores health)
- INTEL ITEM #2: On a large plastic crate next to the exit Stokes opens up.
- Enter the Ellis Gallery and continue. When the game advises you to "sprint" (by clicking on the left analog), either do so to avoid the incoming chopper, or retreat to the hallway with the dead janitor. At the off the hallway is an armor vest.
- INTEL ITEM #3: On a coffee table near the dead janitor.
- Move onward through the door to enter a room with wood crates.
- INTEL ITEM #4: On a coffee table surrounded by leather chairs, near some velvet ropes.
- Look for a gap in the crates to climb through, and do so. Continue to the next room; grab the Medkit before continuing.
- Grab the frag grenades and storm the next area. Stay by the hallway and snipe all the enemies, most of which will enter via the glass portal above. You can also use the balcony on the left to access a door that leads behind their cover. Continue on.
- Follow the hallway with the pipes into another ambush at a cafeteria. You should be able to clear the goons near the bar easily from your starting point. Capture the bar and use it to eliminate the rest of the enemies camping in the dining area inside. There's an armor vest in the sinks by the bar.
- Clear the dining area and look for a raised gate in the back that leads to the kitchen. Take out the enemies with grenades and sniping. Grab a medkit in the kitchen before heading onward.
- The kitchen leads to a small office with a medkit. Grab it and you should hear a sniper on the roof of the building across outside. Take him out before he sees you and use the scaffold to cross to a duct in the building he was guarding (the scaffold will buckle but not collapse).
- Follow the duct to a red, glowing pool. Dive in for a cutscene, then swim to the other end. Enter the hallway marked by the life preserver, then at the incoming fork, go right for an armor vest and a door that leads to the balcony above the pool, containing a medkit and ammo.
- Return to the fork and open the door. Follow the hallway to a penthouse with a gang of soldiers. Use frag grenades to catch them off guard; watch for a sniper above past where the core group was positioned.
- INTEL ITEM #5: On the kitchen countertop in the penthouse; located across from the entertainment center.
- Go up the stairs where the sniper was positioned and get ready to take down a thug barreling through the door ahead. Go down the hall he came from.
- INTEL ITEM #6: On the floor in the hall to the bedroom, in front of a toppled bookshelf.
- The hall leads to a bedroom. Look for a music box and interact with it with the X button. After the cutscene, a secret passage opens right in front of you. Enter the new room.
- INTEL ITEM #7: Just past the secret passage entrance, on the floor half-buried by a crate.
- INTEL ITEM #8: On top of a file cabinet next to Intel Item #7.
- Follow the path to Aristide. Once things begin to get "hazy", follow the path back to the penthouse to end the level.
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Interval 02: Isolation
- Before leaving your starting room, grab the intel by the door.
- INTEL ITEM #9: In a wall-mounted inbox by the exit door.
- Go down the hall. At the fork, go left into Central Supply for a medkit, then continue down the other route.
- INTEL ITEM #10: In Recovery #104, on a tray in front of one of the beds.
- The hall leads to the reception. Continue forward through the double doors and enter Recovery #105. Use the door at the far end of Recovery #105 to continue into the main hall.
- INTEL ITEM #11: In Recovery #106, by the sink. You must use the shared bathroom via Recovery #105 to reach this room as the main door is blocked.
- Follow the hall past Recovery #105 into a fork. The left route leads on, the right route has a dead-end with an intel item. Follow the left route into a waiting room and take the stairs the dead body falls down from.
- INTEL ITEM #12: Follow the fork to the right after leaving Recovery #105. It's on top of some toppled file cabinets, in an small office.
- Climb the stairs. Follow the linear path ahead and you should see a nurse being executed.
- INTEL ITEM #13: In the office with the dead security guard, just past the stairs from the waiting room, on the guard's desk.
- Enter the door with all the blood across from the murdered nurse and follow the passage to a lab. Aristide will inform you of the situation, then when she leaves, use the door at the far end of the lab to exit.
- You will be in another service passage. As you follow it, open the gate on the left to grab a medkit next to some ruptured steam pipes. Follow the passage into another lab.
- INTEL ITEM #14: On a counter in the lab right in plain view after entering it.
- Exit the lab through the door on the far side. Turn off the flashlight and enter the blown-out door across the hall. While the two goons converse, sneak around for a pistol and submachine gun, and kill them. Grab an armor vest, ammo and medkit before leaving through a door in the back.
- The next area has a small network of recovery rooms with troops everywhere. Go counterclockwise through the network of rooms, starting through Housekeeping, and move slowly, using cover and do not let your guard down till the music stops playing. Watch out for green oxygen cylinders; they explode when struck by gunfire. There is a medkit and medical injector in the washroom between Recovery #1 and Recovery #2
- Explore the lab in the center of the area for more medical injectors, but watch for new troops coming in from the exit. Take them out and head to the exit near the vending machines.
- Beyond, there are three thugs in the area below attempting to break into a security office. Snipe the big thug in the head and kill the other two before they (inevitably) realize you are above. Ignore the lady in the security office for now and grab the supplies, including an armor vest, then continue onward to the elevator past the waiting room seats.
- INTEL ITEM #15: In the women's restroom near the security office, inside a stall caked with blood.
- Call the elevator and immediately turn around to repel a squad of goons dropping down into the area. Note that the big thugs are vulnerable to having the canisters on their backs being shot and exploded. Kill them and take the elevator.
- Crouch and stay in front of the elevator doors. When they open, rush forward. Follow the service passage to the exit.
- At the exit, wipe out all the goons; grenades are helpful. Collect the medical injectors and continue down the hall. Inside Surgery 201, along the hall, is some ammo.
- At the end of the hall is Patient Room 207. Enter it for a security card next to a dead body. The card will open the nearby door to continue, but before you do, double back for a Reflex Injector.
- REFLEX INJECTOR #1: Go back from Patient 207 to Surgery 201. There is a door nearby Surgery 201 that can be opened with the security keycard (look for a green light). Open the door and search the room with the corpse for ammo and the reflex injector.
- Continue on and at the fork, head left to grab some ammo and an armor vest. A doctor performing CPR will be executed by a thug; it's impossible to save him, but you can kill the thug for a shotgun.
- Clear out the thugs in the break room ahead with the submachine gun, then shotgun everybody in the hall past it. The hallway is also a good area to earn Deadly Ballet in. Don't forget the medkit and medical injectors in the break room.
- Follow the hallway to a counter for the coroner's office. Go around it to the office. A second door leads into a morgue.
- INTEL ITEM #16: On one of the desks in the coroner's office.
- Once you enter the morgue, you'll be locked in. Explore and look for an elevator jarred open by a gurney. Hop over the gurney, and use X to shove it out of the way to get the elevator going. When it stops, hold X to pry open the elevator doors. Enter a new area, filled with offices.
- INTEL ITEM #17: Inside Office #201, near the elevator (where the bloody footprints lead). It's in one of the cubicles.
- Go into Office #202 and use it to access another hall. Take out the three thugs from the nurse's station and enter the Pharmacy.
- Use the Pharmacy to access the Administrative offices. There's a medkit in the cubicles. Take out the thug here and proceed to wipe out his squad camping in the laboratory ahead. Use grenades to get the two thugs in the side hallway before taking the lab. The lab holds armor and medical injectors.
- Just past the lab is a large ammo cache and armor. Three thugs will defend it. After capturing the cache, move forward and use the security card to open the sliding glass door, leading into another waiting room.
- INTEL ITEM #18: Inside Storage #201, located in the waiting room. The main entrance to it is blocked, so instead, bust through the glass window next to it, and climb in to the corridor and look for a vent to crawl into. Use melee attacks to break down the grate on the other side and enter. You should unlock "Paparazzi" if you have collected all the intel items without missing one.
- Go around the counter in the waiting room and enter the Decontamination Area. Collect the ammo, medkit, and armor if you need it them, then follow Stokes' instructions and enter the TAC chamber.
- After the cutscenes, shoot down all the goons invading the Decontamination Area and go back the way you came to the waiting room. There will be more thugs along the way; use the shotgun to kill them quickly.
- In the waiting room, the stairwell access by the elevators will now be open. Enter it and go down. Jump the gap in the stairs at the bottom and get to the bottom to finish one section of the level.
- INTEL ITEM #19: In the stairwell, in plain view.
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"Do you hear? She's crying..."
- Outside the stairwell door is a box with incendiary grenades. You can use them to clear out the mob of foes in the lobby ahead (start with the office to the left before taking the lobby). Watch out as there is C4 on the walls here and the enemies will use grenades of their own. More baddies will come from the elevators above.
- Go up the stairs and follow the atrium around to the elevators. More baddies will storm in from the elevators, so keep your sights trained on them. Grab the armor by the elevators before hopping inside the open one.
- INTEL ITEM #20: In the Security Office at the top of the stairs. Going inside will trigger more thugs who will attempt to grenade the office; get out of there fast if that happens.
- Ride the elevator up and follow the path to a group of chatty thugs. Kill them and take the passage by the inferno to an air duct. Follow the air duct and drop into an area with flames.
- Right as you land, you will be attacked by an armored goon wielding a "napalm cannon" (flamethrower). He will kill a doctor first before turning his attention to you. Run straight towards the doctor and as he is killed, start pounding on the armored goon with the shotgun. When you need to reload, retreat to the right, reload and finish him.
- REFLEX INJECTOR #2: Past the armored napalm cannon goon, in the direction he came from, is a bathroom; inside is the item.
- Take the armored goon's napalm cannon, as well as a nearby medkit. Clear the rest of the goons, who will blast a hole in the wall before attacking. Take the route made by their entrance into a small lab. Use the door in the lab to enter a new hall.
- INTEL ITEM #21: In the hall passed the napalm cannon goon area, lying on the floor in front of a pile of objects including a wheelchair.
- Follow the hall into a series of burning ER rooms, making your way through. At the checkpoint, an ambush will break out in the next series of burning ERs. Take them all down, pressing your way forward through the linear route. The napalm cannon is effective here.
- The burning ERs terminate into a hallway leading to a stairwell. Go down into a new area. Kill the goons observing the mutilated corpse and continue.
- INTEL ITEM#22: Inside Housekeeping, located by the mutilated corpse the goons observe. It's in a narrow little corridor in front of a flatscreen monitor.
- Enter Recovery #201 and follow it into Cleaning #211. A big ambush will occur outside Cleaning #211; blaze a path to the left and capture first Surgery #201, then the rest of the rooms with grenades/napalm cannon one by one. There is a medkit in Patient Room #212.
- More goons will attack in the hall past the rooms. Note that some of them are armored and can take extra punishment. Continue into the room labeled "Staff" and follow it through the Central Supply into the Library. Watch some of the goons be offed by an unknown creature outside the Library.
- INTEL ITEM #23: On a tray inside the Library, between the two stacks of shelves.
- Exit the Library through the way out and take the stairs down. Grab two frags in the office before following the gore out. Kill the goons while they are distracted trying to save their comrade. Get the medical injector.
- Follow the linear path and kill another goon. Enter the security doors to the left of the counter and use the elevator.
- Ride it up and grab a medkit in the surgery prep, then enter the operating theatre. Grab the armor and ammo, switch to the shotgun, then approach the smashed hole in the glass for a cutscene and big battle.
- You will have to take on seven "abominations", fast moving freaks that do big damage and can latch onto Beckett for even more damage. If one grabs onto Beckett, pound the B button until they let go. Get out of the operating room, retreating to the area with the sloped ramps. From here, shotgun them all, and be on the look out for more entering through ducts on both sides of the surgery arena. Look for a medkit, ammo, and two medical injectors when finished.
- Kick the gurney blocking the sliding door out of the way with the X button, then continue. Follow the path to encounter the remains of a former ally, then continue on. Use the duct at the end of the path to exit this level.
