fear 2 project origin walkthrough

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    ****************************************** Game: FEAR 2: Project Origin ** Type: FAQ/Walkthrough ** For: PS3, Xbox 360, PC ** Played on: PS3 ** Author: Brad Russell "TheGum" *

    * Email: [email protected] ** Web: www.thechaosuniverse.com ******************************************

    Version 1.0 - walkthrough and most items found, an update soon should haveall items. Next playthrough on hard.

    *****************Table Of Contents*****************Use quick find (Ctrl + F) and type in the code or level.

    Section: Code:

    1. A Brief Foreword2. Controls ( CON2222 )3. Starter Tips ( TIPS333 )4. Walkthrough ( FAQ4444 )

    Level 01 - SanctuaryLevel 02 - AwakeningLevel 03 - DiscoveryLevel 04 - Withdrawal

    Level 05 - ReplicaLevel 06 - RuinLevel 07 - TopLevel 08 - ElementaryLevel 09 - Nurse's OfficeLevel 10 - Snake FistLevel 11 - KeeganLevel 12 - EpicenterLevel 13 - ApproachLevel 14 - Climax

    5. Intel Locations ( INT5555 )6. Reflex Boosters ( REX6666 )

    7. Author Info / Copyright

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    ****************************************************************************** 1. A Brief Foreword ******************************************************************************

    I love the FEAR games. That may sound odd because I don't like games thatstay the same, but FEAR has always done a good job of offering a nice and

    engaging story while highlighting combat. Unlike most FPS games FEAR has alwayslet the player determine how a fight goes down. I know that in COD5 there wasnext to no variation in how to get through a level. But in FEAR the enemiesare always smart, slo-mo instantly changes a fight, and there are alwaysmany options in weapons and melee. I honestly believe that while many woulddog FEAR's lack on innovation and somewhat cliched story, this series doescombat better than any FPS.

    This was the first FEAR game I played on the consoles, purely on that factthat PC games demand far too much money to run smoothly. I'll admit, to startthis game it felt different and a little clunky, not to mention the gamestarts a little slow. But by the end it felt just like all the other FEAR

    games and even more satisfying. I don't agree with some levels being so long,but that's just a small complaint. It would be interesting if FEAR 3 took ona much more focused approach and expanded into a cover-based shooter more sothan this game did, but then again that might ruin what makes this gamegreat.

    I don't really have an interest in Resistance or Killzone, but any FEAR gameand I'm there, not as a game guide creator, but as a gamer.

    TheGum.

    *****************************************************************************

    * 2. Controls ( CON2222 ) ******************************************************************************

    PS3---X - jumpSQU - use and reloadO - melee; you can jump and kick and sprint to slide kickTRI - go into Slo-Mo modeR1 - fireR2 - toss grenade, hold to cookL1 - press to quick to last gun; hold for weapon menuL2 - aimRS - look/aim; click to crouchLS - move; click to sprintSTART - pause/optionsSELECT - objectives and filesD-Pad UP - flashlightD-Pad DOWN - Use Med Pack

    I'll leave the PC controls to some basic PC FPS setup, and the 360 matchingthe PS3 setup. Of course you can use the book or check in the options ifyou need something.

    *****************************************************************************

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    * 3. Starter Tips ( TIPS333 ) ******************************************************************************

    #1. Slo-mo is the key to getting through this game much easier than if youdidn't use it. Early on I would say it's easy to over-look it with the fightsbeing simple, and even missing the time you have it like I did, but lateryou can't get through without it, especially on the creepers and other fast

    enemies.

    #2. Tapping the weapon change button will swap to your last used gun. This iskey for balancing not wasting big ammo on small enemies and using your rifleon small groups. It's just a good tactic when trying to save ammo for yourbigger guns, and just in anticipation between fights.

    #3. You have four grenade types: frag, flame, shock, and mines. It's easy tooverlook the other three, but mines are power allies. Shocks flush out andstun enemies. Incendiaries also flush out hiding enemies and if not kill themat least takes them out of the fight for a time.

    #4. You have four gun slots to carry any four you want. Early on it's the SMG,Combat Shotgun, and whatever, but once you get an Assault Rifle that is aboutthe only gun you need to keep, or at least get back ASAP. The Missile Launcheris odd because it's only used a few times, and after it can be dropped orused up. The Laser gun is okay for the assassins. The Flame Cannon is trashand doesn't get ammo beyond the early stages. The Pulse gun is the best, so useit sparingly for big groups. The Sniper Rifle is one gun I feel can be used togreat effect as a close combat gun. Either shotgun can be held at any time.The Hammerhead is nice, but does not get much ammo late into the game. Finally,leave the pistol alone unless desperate.

    #5. Melee is much weaker than I remember, but you still have jump and kick togreat effect. It's just not used as much, especially with slo-mo and strong

    guns being very effective. Still, you can kick as you see fit.

    #6. Of course some standard tips. Collect ammo after fights and reload wheneveryou can.

    #7. Armor is key to not using your med kits. When you find one it's a goodidea to move around a bit to see if there are enemies, and if so pick up thearmor after the fight.

    #8. The flashlight is only needed like twice for 5 seconds. Along with thisyou can anticipate scary moments when your screen flickers, and usually justmoving faster speeds you through the creepiness. Although during the ghostsscenes it's a good idea to move with haste while also taking out the ones thatcharge at you.

    #9. A quick tip for mashing melee, just put the controller on your knee andtap the button like a jack-hammer with you index finger.

    #10. Aside from the rate of fire you can change while selecting a gun, you canalso either hold the fire button to lay out sustained fire or tap to fire inbursts. Burst fire while help get hits on an enemy's head, but with movingenemies it's probably better to just go slo-mo and hold the trigger on anenemy until dead.

    #11. An enemy isn't dead until he drops his gun. One time a dude fell and

    played dead. So if an enemy has not dropped his gun, keep firing at him.

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    ****************************************************************************** 4. Walkthrough ( FAQ4444 ) ******************************************************************************

    F.E.A.R. 2: Project Origin Walkthrough

    Start by adjusting the brightness. I left it in the middle, which was threelevels above the symbol barely being visible. The reason is because there's afine line between spooky gameplay and not being able to see. I prefer not tocross that line.

    ====================Level 01 - Sanctuary====================

    Just move up and fall down into the orange light.

    Enjoy the scene until you get out, and when in control either find out what thebuttons do or look it up, like in the options menu. Go up and open the doors onthe right, then hop over the rail and take the next door to be introduced toyour flashlight. Move into the lobby and hear the scene out. After they aredone hop over the desk and grab the intel on the file cabinet, and you canpress the switch on the monitor to see a tiny scene of what happened. Hop backover and get into the elevator.

    *NOTE: You hold the weapon select button to pick what you want, or tab it toquickly switch guns. You also tab the aim button to do a quick lock onto anearby enemy.*

    When it stops you will be in your first fight. Crouch and waste the guy in

    front, the one further back, and then the one to the right from the door. Notethat they use cover and will flip over light objects to make cover. Collecttheir ammo and move into the next area to fight more. A few up high and somemore down low, and out here you can test out the flip cover by pressing thebutton shown when near a table. Around and on some boxes is a health pack,and in the corner by Stokes is another intel.

    Go through the door she opens and nearby is another intel. Move along and by inthe window-ed hall you need to sprint to avoid the chopper fire. Pick up thevest and ammo, then go through the door, listen to the chat, and then pick upanother intel. Go through the door, hop over the wall, and pick up the med kit,something you can use whenever. Like through the next door in this big firefight, but make sure you pick up those frags. Use them when the enemies arehiding behind cover. There are about eight or so of them, but not many morethan two at a time. Collect the ammo and go out the doors they came in to learnof the adjustable fire rate of your guns.

    *NOTE: To adjust fire rate on the PS3 I hold L1, select the SMG with the RS,and then move the RS over to change the amount of bullets a trigger press willshoot.*

    *NOTE: You can either pick up the items you find or move over them, whicheverworks best for you.*

    Go out the door and kill the two soldiers as they drop, then the two that come

    from the right side - you're not alone if you see some guns fly into the air.Ammo, grab the armor behind the bar, and then duck under the gate to the leftin the back to get out. There is another fight with another group of four

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    dudes in the kitchen. Pick up the med kit, move on, pick up another, and thenkill the lone enemy on the roof.

    *NOTE: It's important to be smart with your ammo. If you pass a gun becauseyou're full and then do a battle nearby, come back and get that ammo before youmove on, that way you get the ammo furthest back and leave the more forwardammo open to picking up if you get into another fight or something. Not a big

    deal, just something to think about.*

    Hop out and jump to the scaffolding and while I don't think it will fall youmay still want to jump to the other side quickly. Duck into the vent and crawlto the other side, a dark area. And when it's this dark and your flashlightflickers you know stuff is weirding out on you. Walk around the pool, to theother side, then hop in the water.

    Hope the little scare got you! Nice and sunny isn't it? You can even see thecity profile on the balcony. Take the door out, pick up the armor in the towlroom, use the door nearby to look back over the pool, and then turn around topick up the nice little ammo and health... now that was a good one.

    Take the door by the sinks to get out and soon you come to the next fight inthe penthouse. You may want to toss frag at the two enemies in the back, thenkill the rest who are all around. Pick up the intel on the counter top, andthere is nothing else in here so go up the stairs, kill the enemy that pops outof the door, and go through it. And when the hallway is this long you knowsomething is going to happen. Around the corner use the box and go inside - thebathroom door on the side of this bedroom has nothing. Pick up the two intelsand check the marker board to see if those faces look familiar to you (it'syour team). Go down the steps for a scene.

    Turn around and basically return to the piano in the penthouse.

    ====================Level 02 - Awakening====================

    *NOTE: It may be very noobish of me, but I would guess you have the ability toslowmo for this whole level. Well apparently I missed that and only through anincorrect press in the next level did I learn I had the ability. So, but youonly need it at the end, so doesn't really matter.*

    Doesn't every game have a level called "Awakening?" And isn't it always nicethat "enhancement" surgeries always leave you with your full army gear on?Anyway, pick up the intel on the wall and look down the right in the hallway.Nothing in the nearby room, so go up and take a left and in the left room is amed pack. In the other is an intel, then proceed to the front desk to heara television report; enough the jumps you get for take the door to go behindthe desk and going towards the bathrooms, but nothing to do with either. Sotake the double doors.

    *NOTE: Yep, you're being scared stiff and it's bright and sunny outside!*

    Enter the messed up room and take the door to the left inside to go through thebathroom and pick up an intel, then go out to the next area. Go right and upto the destroyed room for an intel, then come back and take the doors here toget in and go up. In the window-ed room is an intel, and for the brave you can

    turn your flashlight on and follow the blood into the men's bathroom for somecheap chills.

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    *NOTE: Remember, you have melee punches and kicks if you jump.*

    Come back out and take to the hallway, and after the fright take the door onthe left and follow the path to meet someone familiar. Keep to the path andtake the gate on the left for a med pack, and in the next room is anotherintel. After the chat go out the door and through the blasted doorway. Pick upthe gun and start shooting, but these two don't have flamethrowers even though

    hitting their backs blows them up. Collect the armor, frags, two guns, andtake the way out. In the next area are three, then two, then two more enemies,all coming from the right, by the snack machines, but there is really nothingbut a few health packs in the area to the left. And FYI, the gas tanks can beused as weapons.

    In the next area you'll be above some enemies, so blow up the gas tank on theone or toss a frag at them all or use the gas tank on the white bin near them.Drop down and around the corner behind you is an intel in the ladies room.There is armor, frags, and ammo near the dead enemies, and health on the otherside by the phones. Then you can try to call the elevator but turn around andget ready for an assault of about six enemies from above; a few gas tanks on

    their backs and maybe a frag or two. After that take the elevator.

    When it stops you can fight and kill one or two if you wish, or just toss afrag and crawl out through the bottom half of the opening. Swing around and youcan melee the ones you didn't kill, but you'll still have to gun fight two moreat the other end. Some health if you need it and move down the hall to theclosed door, and the key needed is just to your left. Use it on the swipe, goright, then turn around and pick up the items. FYI, you will notice that I'mnot giving away the frights, and if something written sounds odd then that'sprobably your hint.

    Next you'll run into the combat soldiers with shotguns, so kill the first oneand toss some grenades at his friends. Pick up his gun and work on the rest

    that come from the right side, and a second wave after them. If you don't knowhow this works, it's best to be up close when using a shotgun. It's also a goodtime to tell you that the health injections can't be taken, so use them beforeyou leave if your health is low.

    Down the hall is another intel on a desk, and then follow the old girl to theelevator - turn around and go back, then get on the elevator. Jump over the bedand then push it out, then open the door to get on the third floor. Pick upthe armor and to the right is an intel, then go left to fight three enemies.Another in the next room, and then a fight in a snack room where you shouldunload your frags since there are more on the other side. There are four tostart with, and then two more in the back. There is armor on a countertop andthe ammo supply before the next hallway.

    In the room behind the desk is a vent to crawl to a room with an intel aboutAlma, and of course that means the return trip out the vent will have a littlecreepiness to it. Go right through the rooms and into the next area. Go aroundto the right to pick up items and step into the chamber for a long scene; allI'll say is you can move up the hill.

    *NOTE: Now is the time to use slowmo.*

    So after that you have two enemies, then four more, and upon move back you runinto more. So use a few frags on the first groups, and the shotgun is theweapon of choice. You have three more in the lobby area, health on the desk,

    and exit through the door for an intel. Go down the steps to end the level.

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    ====================Level 03 - Discovery====================

    Pick up the incendiary grenades, switch to them (d-pad button), and in thelobby are about 10 enemies. Along some of the pillars are bombs you can blowup (though their blast radius must be disappointing to the people who set them

    up). The fire frags do not kill enemies, only makes them "stop, drop, and roll"and allow you time to kill them. You have a couple to the right, more to theleft, and when you advance there are two that exit the elevator. There arealso two that appear when you enter the room on the left. Don't miss the armornear the beginning, but use it after you clear the bottom floor.

    *NOTE: Remember, you have bullet time, so use it.*

    Go up the stairs to fight two more from the other elevator. In the nearby roomis an intel, and when you swing around the walkway there are two more enemiesfrom a side door. Approach this door for armor, then step on the open lift andgo up. Move along to the burning room, enter slowmo, kill the three enemies in

    here, and then two more come from the left room. There is only a med pack tothe right, so just leave through a vent at the back of the left room.

    Drop out and you'll fight a mini-boss, Napalm Cannon we'll call him. You justpound shotgun shells into him, using slowmo and moving to the right. Aimingfor his back seems to help, just just keep shooting him; there is armor to theright but you want to save that. Pick up his napalm cannon when he's dead andfeel free to test it on the two enemies that appear in the back. Then pick upthe armor to the right, and to the left of the room is a Reflex Injector in abathroom; it lets you have more bullet time.

    *NOTE: The Napalm Cannon does slightly burn you back, but it's only to be usedin close-quarters, and even then perhaps the shotgun is best for faster killing

    of enemies.*

    Go out the back and there's an intel on the floor by the door. Of course noteven fire will keep the old girl away, so move onto until you're in the nextarea. I prefer to run this fast, since running it slow doesn't sound tooappealing. Just equip the shotgun, run up, kill the first two, turn on theslowmo when moving up the hall, toss a frag at the next batch of enemies, waitfor it to go off as there is some armor here, and then burst into the hallwaywhere you toss a few frags to the other end to kill the enemies; take cover inthe alcove on the side. Once they are dead you really don't need to backtrack,there wasn't anything you missed unless you want that medkit at the very startof the fight. And yes, those blinking panels mean it really hasn't been day-time at all.

    Move along to hear two enemies talking, and through the door to the right isan intel. Just go around the corner in bullet time and blast the two of them.Nothing in the bathrooms. Through the next room you see the enemy get pulledaway, and turning the corner he is spit back at you. That's odd because inthe next room you fight about six normal enemies. Clear out all the roombefore moving up the hallway to fight two more around the corner. In the nextroom you see your next type of enemy, and there's an intel in here.

    In the next lobby area there are just some frags in the rooms. Move down thebloody hallway to fight three enemies as another is pulled through a tinyspace; you'll see where he was pulled into. Reload and go around the corner to

    kill the first enemy, but the other is taken care of, and that's all inhere. Get in the elevator and use it.

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    *NOTE: I was low on shells, so don't forget to keep an eye on your ammo count.*

    Ammo and you should reload all your guns, and even if you only have a fewshotgun shells you should have that gun in hand. Approach the glass for ascene and then you're pulled down. If these demons grab you you need to mashthe melee button to get them off. There are about six, and a seventh if youfight your way up to the ammo by the stuck door, and you want to get there

    for the shells. Use the shotgun to kill all of them, with the flame gun usedas a last resort, but no frags are needed. When done, kick the blockage fromthe door and go through.

    Have the flashlight on in the next room to see a disturbing sight, then justcrawl through the vent to end the level.

    *NOTE: That Jankowski is the younger brother of the one from the first game.*

    =====================Level 04 - Withdrawal

    =====================

    Enter the middle room and pick up an intel on the counter. There's nothing inthe right room, only a switch to close the door to the middle room. So goleft and turn the switch in the back room so you can enter the adjacent x-rayroom.

    *NOTE: Don't forget you have slo-mo, it's easy to forget because most of thefights on normal are not too bad to handle without it.*

    Follow the hallway to the end where there is a small closet on the left with amed pack, go near the locked doors, and then go right. Pick up the intel inthis room. Down the hall you will hear someone crying around. Around the corner

    is a big fight, but it matters not if you save the dude, mainly because thereis a bomb nearby you can explode. Then fight the eight or so enemies thatappear, but you want to save that armor at the corner for after the fight, anda good way to do this is to move into the dark room to the left. If you jumpthrough the window you can be around some of the frontline enemies, but ofyou'll also be close to the ones that pop up from the entry point. There arealso two extra pairs of soldiers as you make your way to the open doorway. Andonce the room is clear, feel free to go back and pick up the armor.

    Move into the dark room and wait for the hidden door to open. Creep out alittle and then go left, swing around to the right, look both ways in the glasspart to see two minor sights, and then go through the door and look through thewindow; if you didn't know, you're now behind the dark glass of the x-ray roomsyou've been in. With shotgun in hand move down the steps and kill the demonthat pops up around the corner. Move along, there is a med kit to the left, andup the steps is really nothing to harm you. To the right is the elevator, butfirst to down the steps for an injector. Now you are sorta timed, so run downto the elevator, call for it with the button on the wall, get in ASAP, andpress the button to the left.

    *NOTE: Just looking over the side after the elevator stops reveals what reallyis the "bright sunny day" from earlier.*

    Just four enemies to fight behind you, so take cover to either side of theelevator, and watch for when they take the stairs, they will pop up up high and

    try to jump down or attack from there. Armor at the back and a med pack andammo up the stairs. Take the ladder near the bottom of the stairs and followthe narrow corridor until you are back in the part around the elevator shaft.

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    Down the steps you will fight two quick enemies in a room that should catch onfire. Soon after you will see jet flames coming out of pipes along your path.It will fire twice and then go silent for a few seconds, and that's when yougo. To void the second one just slip around to the right, then get back on thewalkway.

    An enemy on a more solid ground will fire at you and run away, so get out your

    shotgun and proceed to the fighting area. To the right is a room with armor, sosave that for after. Just avoid the first grenade they toss, kill the firstfour using slo-mo and a frag, and then kill the other two at the back, just becareful of the shotgun soldier. Collect ammo, an intel, and then go to the backof the room for the armor. Get out your SMG and kill the two enemies aroundthe corner. To the right of this catwalk are frags, and then go left down theladder.

    Of course let the enemies go by, pick up the armor and ammo, then slide down.Your door to the left will glitch up, so run in when it's open. There are twoenemies around the corner, to the right, and then take cover behind the boxesin front of the forklift as you battle two enemies that have Assault Rifles.

    To get across the gate, or to possibly allow a second battle tactic, there areboth a ladder and a switch in the room to the right to let you pass. I sayswap your pistol for the Assault Rifle, unless you think some other gun isinferior to the pistol.

    Around the corner crouch at the top of the ramp to drop down. There is armor tothe left, but save it unless you're about to die. Go into slo-mo against theflame-boss when he exits the truck, and aim for his back and head. You can'tkill him by blowing up his tank, but it distracts him for a bit. When you'reabout out of bullet time, toss a frag to his feet and then just keep shootinghis head.

    *NOTE: There are three armors in this whole area, but it's best to stay ahead

    of the curve, but also feel free to grab if you need.*

    Still wait for the armor because you want to handle the five or so enemiesthat appear up high. To the right is an armor and then be ready for two andthen more enemies to descend on the left side, so feel free to use slo-mo, andthere is armor around where they drop. Take the ladders over there and at thetop let the first enemy firing at you get shut out by the door closing, thenkill the other two to the right with slo-mo. Ammo and a pack to the right, thentake the ladder.

    Unless you're low on armor, save the one you run into for later. In the nextarea you need to have plan for how you want to kill about ten enemies at onetime. For one, after you enter and encounter the bad guy, I believe if youreturn to the armor room the door between the two will open, and this willallow you more options. You could also just use the cover of the doorway forsome simple cover. Or lastly and probably poorest is to get down on the groundand take cover as you handle the enemies; from which the best spot is in thelower left corner. It's more valuable to take precise shots than to justpanic and shoot in their general direction, and don't forget to slo-mo to helpyou aim.

    *NOTE: Also now may be the first time you have to use a med pack. You havecollected three, hopefully you've not needed to use them until now, but now iscertainly the time to.*

    If you saved that previous armor, go back and get it as you collect ammo. Movealong and kill two enemies, just watch out for their frag. The next is killedby flame when you shoot at him, which also cuts off the ladder. Kill the

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    soldier nearby and then around the corner are three, one in sight and two toyour right. On a shelf in the room is armor and an intel. Frags to collect,but save that second armor in this room. At the end of the main corridor,basically at the other end from the burning pipe, you will fight an enemywho pops out of a door above you and it's near here where you turn the valve;remember to hold it. Now you will face about ten more enemies, but all downthis corridor, so they funnel to you. Just toss a few frags, enter slo-mo

    every now and then, and there should be few problems. Before you pick up thearmor move up to face the three combat soldiers, one who should try to crawlunder a pipe. Then pick up the armor and go up the ladder.

    More armor by the door up the steps in case you had to grab the other oneearly. Through the door is fire, so go left, crawl under, and move along toend the level.

    ==================Level 05 - Replica==================

    *NOTE: I'll remind you twice, and sorry if this first is any sort of spoiler,but to handle the creepers it is best to use slo-mo. By not using it you aremaking them a ton more difficult, and they take out half your armor with justa few swipes.*

    If you don't know, the spazzing out of your interface is a good sign you're inwhat I call, "creep out at any moment" mood. Go up the ladder, and if you wanta chill turn around at the top and look through the door window, and of coursemoving out of this room resolves it.

    In the room with blood is an intel by the body, along with some ammo and a medpack at the back. Go down the hall there is a hard-to-see creep on the other

    side of the glass, and when... someone busts through a door be ready to mashthe melee button to shake him or her off you; there is nothing through thedoor. If you move up and look down from the next window you'll see troopsmoving through an area you've just been. Go through the control room nearby,in which there is nothing of interest, and you get a quick jolt and you're sortof out of it.

    Go left and another left to see through a window at a very interesting sight.Come back and go down the steps for ammo and a proximity mine. Go out the doorand over the rocks in your path. Take the steps down and before you press theswitch you should know that there are three cells and you'll open all three,but one has a creeper thing, the bloody cell. Pressing the switch opens thecells but locks you in the room. So go back up the steps and when you go outfor the doorway jump out the window directly to your right.

    Equip shotgun and he's not in the bloody cell, he's in the third one; I know,that ruins the scare, but it's a fine line between scares and combat. Movealong to get into that interesting room, and when in front of the subject shoothim as he stirs and then be ready for another creeper to your right. Proceedaround to the upper part and another one enters the room from above. And asyou go up the stairs another will appear to the right and land at the top ofthe steps.

    Go through the door and get the med pack and intel. Go around the corner torun into one through the window, and then another when you move up. When you

    move up to the room ahead two will be to your left near the armor, so waituntil you back up down the hall and kill them, as well as a fifth one when youmove near the stairs (he hops on the rail), and then pick up the armor. Go

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    down the steps.

    Save the armor here unless you need, because there are two more creepers justthrough the opening, one as soon as you peek out and one when you stepfurther out, both around the forklift. Move down to the bombs where one emergesfrom the floor and then a second by the rail to your left. On the other side isa panel with a ton of meds that will fall, so let it, and then pick up the

    other three if you need any health.

    *NOTE: Another reminder, use slo-mo! Makes them a ton easier.*

    To the right is your opening, and when you run past the crack in the pipe withthe steam coming out, run to the ladder and turn to take out the creeper. Goup and through the door for an intel and armor. But save the armor and afteryou read the intel be ready for three creepers to run at you, so go slo-mo andback up out the door and to the ladder; probably out of shells by now, so usethe SMG. After the fight there are some shells, and then just follow the pathto the elevator and take it up. The creeper that hops on above you is of noperil to you.

    *NOTE: The movie on the screen and the creeper are in a room to up and to theright of the entrance.*

    At the top and to the right are gates to open for ammo for the Assault Rifle,which I will call ASP. Get em and go into the arena. Watch the movie and thentake cover just to the right, in the half-wall V near where you entered. Whenthe soldiers pop up just go slo-mo, blast the first one to the left, then runto the other two and blast them with you shotgun. The second wave is tougherbecause they pop up in not so easy to spot locations, but most come fromthe left, so get over there and toss a few frags as you blast a few and gomelee when you can. The third wave is more in the open, so you can have fragswaiting for them, and at some point you may have to switch to your ASP. If you

    need to hit the car in the middle during this wave, fine, otherwise get thearmor and health before the fourth wave. The fourth wave is in the open too,but a certain someone will arrive and cut the game short.

    Not sure when you got them, perhaps now, but there are shock grenades to befound here. As you collect ammo, just don't fall down the opening hole to theright because that is the way out, so after you run around this area hop inthere. You land near where you started.

    Hop down and go right for ASP ammo, then have your shotgun out and go leftto fight about five enemies, so use slo-mo. Pick up an Automatic Shotgun byswapping out your old one. Use it on the two down the path. Go up the ladderand be ready for three more in the next room. Pick up the ammo and armor andfollow the path to an area with clusters of pods. It's best to go left, awayfrom the pods and just slow-mo, toss frags to the middle because about eightwill emerge. Kill them, and on the side you can hop down for a med back, andif you stand back to blow up some bombs by a vent you get two mines.

    Go back up and lift the box to get through the door, and past the save pointyou will hear a fight between the soldiers and Replicas, or however you wantto phrase it - it's the two kinds of bad guys. Go through the door and the protip here is to let the Replicas mess with the one soldier as you go up theladder, save the armor unless you need, pick up the intel, and follow the cat-walk to flank the Replicas with a nice slo-mo grenade, but don't forget aboutthe soldier behind the glass; and some of the glass is bullet-proof. Pick up

    all the ammo after, go get that armor if you saved it, and move up the steps.

    Follow the creeper down the pipe and kill him behind the stairs. Go up and get

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    ready for one big fight. Have you rifle and incendiary grenades ready. Go outslo-mo and toss a grenade to the two enemies away while you blast the one tothe left by the steps, then go right and kill the two on the side. Now quicklymove up the room and toss a flame and a normal frag to the upper left cornerof this room, by some stairs, where all the Replicas are spawning. The flameshould get any already there and if you wait to toss the frag you should takeout the rest that are present since there is a bomb there also; and if you see

    the bomb after the frag then shoot it yourself. Then just get under, go intoslo-mo, and kill the rest that pour out.

    Tons of stuff to collect. You can hop onto the truck bed, there is a lock toshoot up the small steps for armor and ammo, and then take the ladder to havea full ASP clip. Go up the steps and follow the path to one more big open area.Kill anyone you see from above, then drop down by the broken ladder and intothe nearby door for supplies and an intel.

    Now there are two enemies in here to start, both should be hiding, so findthem first. Go to the far left side of the lift and press the panel, then fallback to cover from the Replicas that emerge from the nearby pods. There are two

    more groups of them, by the two other valves, so go around this room, try notto touch any armor until after you've killed them all.

    Before you start turning valves I strongly advise you to save the one near thelift for last. Get out your shock grenades and you'll notice there are plentyby all the supplies dotting the room. Turn the valve in the far corner, andthen the one near it; again, not the one on the ground by the lift. Turningtwo will trigger the mech to emerge.

    Now killing him is optional, and I would advise against it since there isreally no need at all. All you do is lead him to the first supplies behind thelift, stun him, then run to the valve, turn it, use the lift panel, hide behindsome cover, and wave to him goodbye.

    *NOTE: If there is any reason to kill him, please let me know. I got thetrophy and didn't kill him, and there are no others that specify him as atarget.*

    *NOTE: I have read that you need to stun it, keep stunning it, tossingcooked frags, and I guess get in a few shotgun blasts is the way to beat thedarn thing. I would guess it's shield will trigger after a hit, so perhaps youhave one frag then the shield pops up, or one bullet and then the shield popsup. I'm not sure. All I know is I'm on the next level.*

    ===============Level 06 - Ruin===============

    Take the tiny steps nearby and the ladder up, then open a red door for a fragand a combat shotgun; which is a good switch with an empty automatic. Take theopposite door, there is some sort of scare when you approach the locked one,and crossing the catwalk yields a moment of destruction on high. In the roomis an intel, then jump out the window and go left for some ammo and a pack.Yeah, cheap scares are just that - go down the stairs.

    Go kick some ash! But really, you can touch them. Go around the corner of thestreet and take the left to go into a building. Move toward the shadow straight

    ahead for some sort of fright, then go around, shoot the padlock, and go pickup those items by the fence. Then out the door.

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    more missiles from the perch.*

    There is water at one end of the street, but don't touch it because waterand electricity do not mix well for you. First kill the two Replicas on theright of this pool. Next you need to stand far away from the generators youdid not use and blow all four up. Do this and cross the pool to get into thealley for a cache of items, and through the door to end this very short level

    compared to the others. This was a cake-walk from my point of view.

    ==============Level 07 - Top==============

    A few supplies on the crate, then equip your shotgun, run out and to the right,go slo-mo, blast the first Replica, and then two more in the next room. Grabthe intel in the cubicle, and then go outside to meet with Stokes.

    *NOTE: When you find and auto-shotgun you can swap it for your combat one, but

    I like the power of the combat compared to the auto.*

    Go up the stairs and swap your SMG for the Sniper Rifle. There are two snipers,one to the left and one to the far right. You get them by poking your head outto see where their lasers are coming from, and then go into slo-mo and snipethem. Then three enemies that could appear far apart will show up to your rightwhich means you should use your shotgun and slo-mo of course. Next an APC willappear on the street and fire at Stokes. Hopefully you still have the MissileLauncher from the last level, so just fire at the turret until it blows; ifnot then there is one on the right, through the hole the enemies came through.

    *NOTE: Remember to reload the sniper rifle after each battle.*

    When your objective clears you should make your way to the right where themissile ammo is, and from here kill the three enemies, one again in thebuilding to the left and then two more somewhere to the right, either up ordown. Keep the sniper with you and go down the stairs, pick up the med pack,and when you go out the door toss a frag right, then look up to the buildingto the left again for another sniper (that makes three from the same buildingduring this sequence). The frag should have taken out a Replica, but therewill most likely be another running around, so have the shotgun and reflexesready (I just realized reflexes is another way of saying slo-mo).

    There is ammo in the corner and you can go up the stairs for a little bit more.Go down and through the windows here you can snipe two enemies on the ground.Around the corner and when you are about to step on the ground, don't becauseabout three more enemies appear, two to the left and one from the APC; you cantry to snipe them with slo-mo, or use the assault rifle if you don't trust youraim. Around a brick wall by the fence are some supplies, and when you approachthe steps on the building have the shotgun, go slo-mo, and blast the twoReplicas to emerge from the doorway.

    Go in and down, through the laundry area, and you emerge onto a street withfour Replicas and an empty mech suit. You can snipe the three open enemies,one being far to your right, and then rush out to kill the fourth if he'shiding.

    If you wander around without getting into the suit you will soon be swarmed

    the Replicas, so just get in the thing ASAP and start mowing them down. Reallyall I can tell you is that you have turrets, rockets, heat-vision (up on thed-pad for me), and you can aim like normal. In the suit you can better seen

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    emenies as they will be flagged for you. And that's it, I'm not sure if theselittle soldiers can even kill you, but mow them down with haste anyway, theyare all over.

    *NOTE: Better to fire in bursts with this thing to avoid the overheat, andthe rockets refill after a few seconds.*

    When quiet, move up the street a little to spawn the second wave, which willappear in the buildings to your left and right, so back up and handle them.You can get out of the suit by holding down the button you pushed to get in,and you only want to get out by the building on the right for the armor, butonce you pick up the armor that spawns a few more enemies. So there are threesupply areas for you to get, but I say skip the armor because you will haveplenty of chances for more.

    Head through the tunnel and you emerge to kill three enemies; left, right, andup. More come from up the street, but as you move up keep an eye up to yourleft for a missile launcher on the roof, he is the main priority, so take himout before the others. Clear the street and the only reason to get out here is

    for another armor on the right, but you shouldn't need it at all. So move upthe street and into the alley. Go inside the garage and kill the four or fiveenemies in here. The doors lock and there is one missile guy who pops up onthe walkway on the other end.

    After you kill the missile launcher, park you suit and get out. The steps bythe entrance have supplies up top, and there are more below the other steps.Take the second steps to get an intel and reflex booster. When geared andready to go, pull the switch by the door to open it, hop in your armored suit,and move out.

    Kill one enemy up high, and around the corner will be another. A non-elitearmor will drop onto the bus, so be ready to fire on him with you guns and

    rockets, it shouldn't take much. As the intel stated, you will repair, so bestill for a moment for the repairs to go (you can see the blue flags on yourscreen to see what's being repaired) and then advance.

    Go around the bus to kill a few more enemies and another armor suit that dropsin at the end of the street. When you go inside the parking garage be readyfor missile infantry to come down the ramp, and handle all else. Make your wayup the ramp where you will run into two enemies at the end and a missile guy.In this final battle in this suit you will encounter many infantry, at leastone more missile soldier, and one more mech suit, none of which should posemuch of a threat so long as you don't overheat.

    After you say your goodbyes, get out, pick up any supplies you find, and takethe door down. Follow the path as you are reminded this game is part horror,and there is only a padlock in your way. Hop over the rail and just movealong to watch the show. After it all goes down, go out the door, down theladder, and ponder why all black people die in horrible ways horror games.

    =====================Level 08 - Elementary=====================

    So basically you are only continuing to play the game because Alma loves tojust mess with people. To the right of the locked front doors is a padlock

    to open a path to drop down. Crawl into the classroom and pick up the intelin front of the desk. Lift the bookcase in front of the door and go into thehallway.

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    In a room on the left is a nice video to confirm that we all indeed need tovisit the nurse's office. Continue along the path and up the stairs. In thefirst room is an intel, and if you continue down the hall to the dark dead endyou can pick up stuff and get a few cheap scares. Come back and go throughthat classroom with the intel and tip-toe over the beam to another room. Slowlygo out and right, drop down, and into another room where going out the door

    leads to a not so good result; just move up.

    You appear in a new room. Move along until you run into a man playing thethe piano. Yes, this is another puppet master. Hopefully you don't get stucklike I did and have to waste all my med kits. Just run around again, use yourreflex, blast him, and shoot down his puppets; there isn't much ammo in here,but there is an armor and med kit on the sides. After you take him out, liftthe case in the corner. Push aside some cover and crawl under to enter thehallway from hell.

    I don't think the ghosts here will harm you, just freak you out of your mind.Get to the end at in the room on the right is a reflex injector under the

    projector, which you can slide over. Now go out and you will enter into whatI consider the most F-ed up horror sequence in any FEAR game, probably anygame. You lose your flashlight, the ghosts pop up for surprise attacks, andyou can only see when the flickering lights flicker. It's seriously messed up,and is enough to jusitfy this games claim to horror. The only advice I can giveis to shoot the ghosts when they are near, and go around the room and jumpout the window, but of course I can do nothing about the horror. There aresome supplies you can get once the thing is over, but going down the next hallwill have one more encounter with her, so just mash melee to shake her off.At least after that horror sequence you can say "Hey dude, I'm totally beingscoped out by some naked chick."

    Moving on, you get the feeling that she's doing screwing with your mind and

    now the soldiers are about to attack. Get your ASP ready and go out to fightabout eight Replicas; it may be better to snipe them too if you have ammo.Kill them and head through the door for one more enemy and some armor. Approachthe rubble to get your next objective to turn off the gas flow. You need toreturn to the yard.

    I really hope you still have your missile launcher and some shock grenades.Just go out and shock the armor suit, and shoot it with a missile twice toblow it up. If you don't have missiles I think the ramp to get up will stillbe there, so I guess you can just shock the suit and run up the ramp.

    *NOTE: If you did not bring missiles to kill the mech suit, I assume you mustjust continue on with him firing on you. I guess instead of treating the fightslike fights you just use the shotgun to wildly run by them and into cover.*

    In the second room is an intel, and I would guess the hangman on the chalkboard is eraser; oh sorry, that may have been a spoiler. Go down the hall andthere are steps that lead down to a med pack. Go across the roofing and therewill be five enemies in the room, four that will be inside the room and onethat emerges from the door when you get in, so toss in fire or mines. Pick upthe armor and continue along the roofing to kill four enemies that drop fromabove, and then one more at the end.

    Get in and turn off the gas by using the red valve on the right. Drop down,pick up the grenades behind you if you need them. Then go over the rubble and

    go left, but you don't need the med pack because maybe the chopper blades hurt,I'm not sure. Anyway, in the corner is a hole in the wall, so go up and dropdown to meet your team. You have to envy their innocence, but not the fact

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    that they are sure to all die. Mash melee to end the level.

    *NOTE: No more mechs to fight while on foot, so feel free to use the missilelauncher as you see fit. Either save it for like the second-to-last level oruse it now and carry a shotgun throughout.*

    =========================Level 09 - Nurse's Office=========================

    Go out and fight the Armacham soldiers, about six of them. Collect ammo andmove up to the building, and around the corner is a fight with four in thehallway; just go slo-mo and tear them apart with the ASP, they are weak to it.Nothing of note in the rooms, so go up and left.

    The Armacham and Replicas are fighting, and it won't take long for the Replicasto kick ass. Go go to the door and from here mount your attack based on frags

    thrown to the armored Replica, hide, reload, and fire at him and company. Herequires about two ASP clips, but the frags should speed it up and take outsome of his pals. After the first one is down, two enemies will appear on theroof to the right, as well as a second armored Replica from around the fenceto the left, so frag him once and unload slo-mo ASP rounds into him.

    Feel free to swap your shotgun for the Hammerhead, and pick up the plentifulammo around, as well as either of the armors around the area. When ready tomove on, go around the fence to the basketball area and shoot the padlock onthe barred cover to drop down and crawl into a room. In the library feel freeto test the Hammerhead on the two waves of about three-four enemies.

    Move down the hall as the doors are sealed. Not much but a med kit in the boys'

    room, and the path in through a hole in the wall in the girls' room. Pick upthe intel, and go out the hall to more creepy ghosts and go right into theclassroom for another intel. Go back and up the stairs. Some ammo to pick upand an injector in a stall in the bathroom. Go out through the utility closet.

    Equip your proximity mines and kill one enemy to the left. The chopper willdrop down about four enemies, so you can kill one with slo-mo as he rappels,then lay a mine in the area, and then another maybe. Then watch out for twosoldiers on the roof to the left as you move along. Go around the path, up thesteps, and hop over the rail onto a vent along the wall. Follow it and jumpdown through the broken window.

    You will emerge at what I call the most hilarious part thus far - lines suchas "take cover behind the donkey" and gems like "he's hiding behind the barn."Kill the two behind the barn, then the ones on the floor. Moving up there willbe two to rappel down from the skylight, and two to appear from the cafeteriawindow at the end; I say just Hammer the guys as they come down the lines, thentoss incendiaries at the other two. Into the kitchen there is an enemy to theright, and by either going left or right you will hit the main part of thekitchen with about four enemies. At the back you hear two more say they willbust through the door, so if you have one more mine left set it now, or useflames, or kill them straight up.

    After all that, the Hammerhead should be low or out of ammo, in which case Isay swap it back out for a shotgun and go collect a little ammo for it. Go

    through the door and pick up the intel, then go into the freezer and drop down.Yes, back to being scary. Just follow the path and shoot ghosts, and feel freeto use slo-mo. Go down the hall, into the room, left, down the corridor, and

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    in the second area go right and then to the left to shut down the gas using thevalve. Upon returning your path is cut off, so shoot a lock to the right andgo around to the burning desk, flip it over, and jump down; all the whilefighting the ghosts of course.

    Go up and through the door, then go right for armor and mines as vision returnsto normal. Move down the hall and at the end you hear enemies, but through a

    door nearby is a quick med kit you may need. Use the sniper rifle down thehall to kill about four enemies before going right into the room. There will bethree more enemies to kill, so be ready. In the upper right corner is an intel,then collect munitions and take the elevator.

    Slo-mo and kill three Armacham goons, grab supplies and armor to the left, thenpick up the intel in the room. Proceed until you see a dude go into thenurse's office. You have to go left to get a key. There are four to kill, so afrag to the right may help. Kill and go to the back to take the elevator.

    This is a big, empty area with just ammo in the rooms. Just make it to the endand pick up the keycard. Yes, there goes the principal. Jump into his office

    and grab the two intels. Now come out and prepare to fight Principal Puppet.He's tougher than the rest, and for him I recommend the ASP. He willrun all around the rooms and allow you chances to use the many gas cans toburn him. Feel free to lay mines, use flames, and just shoot him up in slo-mo.It takes a while, you need to follow him, and do kill his puppets or theyshoot you.

    Once he is dead collect any ammo, maybe pick up a Hammerhead if you see one,and return to the elevator. Call it and pry it open, then mash melee. Pick upany health before dropping down and returning to the nurse's office door. Goin and kill three enemies. Go up to the video area and pick up the armor andintel. Proceed and in the next room are four more enemies, three to the rightand one in the room on the left. One more time to watch that nurse's video if

    you missed it the first time.

    Pick up the armor and go into the nurse's office. Launch bluebird and end thelevel.

    =====================Level 10 - Snake Fist=====================

    *NOTE: I'll say it now, and I shouldn't have to, but any yellow gas cans yousee can be blown up for a free explosive.*

    Grenades in front of you, a med kit to your right, and down to the right is anintel on the desk. Behind you and up is the room with the terminal, and at theback of it is an armor in the snack area, but save that for later. When youuse the terminal of course enemies will pour in from the two side doors, abouteight; so if you want you could have set mines at each one beforehand. Justuse a few frags and slo-mo, and the weapon of choice is either the Hammerheador Assault Rifle. After the last one comes out, pick up the armor and gothrough either door to fight two more.

    Bypass the cleaning chamber and in the next room is a fight with three. Hopout the window and into the next window for an intel. Then hop back out and inthe nearby corner you will find a ladder to get another intel. Now just go

    to the upper right of this whole area and take the ladder down, follow thecorridor to another ladder, go up, find the terminal, use it, and pick up theHammer ammo.

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    No enemies pour into the now active block 4. Return to the room with the inteland you'll notice the arm is moving about. Take the ladder down and pick upthe reflex booster when it's showing. Go directly down the middle to get intothe next area. Inside the broken chamber is an intel. Now just follow the pathuntil you see the Armacham crew, then three will attack from the side. Killthem and at the other end of the room are about five more. There is an armor

    in the room to grab after.

    Go up the stairs and kill the two more on the catwalk. Go through the door andthere are three more, who offer a good chance to use a flame grenade. Pick upthe intel on a shelf. In the next room you will encounter Colonel Vanek. Listento him and then use the computer, although some of his lines as he waits areamusing. After the decontamination, press the green button on the right and beready to mash melee, then press the fire button at the end of it.

    *NOTE: Remember, slo-mo is the way to go for the creepers.*

    Follow the path to the holding cells for test subjects. Crawl under and use

    slo-mo and the ASP to kill the first two. Move to the stairs and run up andhide in the corner to handle the next few, of which they come from the sides,below, and all over. Hard to help here as they move too erratically, sowhenever ready just run to the right, across the walkway, and into the safetyof the control room. Use the computer and pick up the intel.

    If a little low on health, remember to use a med kit. I say when you exit theroom just run right, jump off the broken part of the walkway, kill one creeper,and then crawl under the door to get out. There are supplies in the room nearbyinside the storage. Go down the hall and meet with your objective. Swap yourHammerhead for the Pulse rifle, and then that happens.

    Go into the hall and use the pulse shot on the three enemies. Then swap to

    your ASP and kill the next two, one who is above, and get back into the cellarea. No, you don't have to kill any unkilled subjects, just the Replicas.Make your way up the steps and then turn around and hide behind the cover atthe end of the walkway, and from here I would say use the sniper rifle,especially on the armored soldier because one headshot takes him out. Move upand kill any more you see, and make your way back into control room. And wheninside one subject will follow.

    Crawl through the hole in the door and kill the three enemies by hopping overthe rail, and you can only shoot through the open window. Through the door youwill be back near where you started. Kill the first two and hop over. There area few more as you make your way back, but take cover in the long hallway behindthe box on the right, the one that covers your body when you stand. From hereyou can toss grenades or use the sniper rifle to kill the group and the armoredReplica, or use both. When it's clear move up to the newly-opened room and pickup the armor next to your friend.

    In the next room you encounter four ninjas. They are slightly camouflaged whenstill, but when moving you can see their blur and sparking. Slo-mo is theway to eat them, of course, but when out of it you can just fire some ASProunds into them to chase them away for a time. You can use your pulse ammo onthem if you must, but I got through this without using it. After all four aredead, there is armor in the room, then go down and use the elevator. Now aninja jumps out, but he didn't attack me, so for you I would say either pulsehim or go slo-mo, run past him, and use the lift as you wave goodbye to him;

    your call.

    In the next room the two soldiers can't see you through the glass. I chose to

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    snipe the one, and ASP the other, but it's your decision how you want to takethem out. Just two more Replicas around the corner and that's it for thisschool. Pretty wild if you ask me.

    =================Level 11 - Keegan

    =================

    You start on a turret, and the bulk of the enemies are up above through thehole in the street. Kill them, feel free to use slo-mo, and you can explode thetanker truck. Then focus shifts to your left. All I can say is avoid shootingKeegan as he slowly moves over, and use slo-mo. When the armored soldiers showup aim for their heads.

    After that, move up to Keegan, use the button to crawl under, and follow thelight. Move on until you reach the third set of tracks, where a save pointwill trigger. Jump up to the next station and through the gate an assassin willstrike, so be ready and you can use the gate as a funnel. Hop onto the next

    platform, grab the armor, and in the next area two will attack one after theother. Then in the ticket booth on the left is an intel.

    *NOTE: The ninjas here seem more prone to leap at you, so just know to keepyour distance.*

    Go up the escalator and kill the two assassins that show up. Move up to theright to some grenades on newspaper stands and just wait for the two ninjasto show up, both from below. Then go right and down some escalators for areflex injector and armor. Then go back up and push over the vending machineby the gate to get through. Go down to the fourth tracks and there is an intelon the platform and armor on the rubble if you need it for any reason.

    *NOTE: Don't melee the Heavy Replicas, doesn't work.*

    Head down the tunnel as a ninja flees, and in the next area you fight twoheavy Replicas, an armored one, and then two more heavies; feel free to usea pulse on the armored Replica, and get his Hammerhead if your Assault Rifle isalmost out of ammo. Another heavy in the corridor, and then about three moreon the nearby surroundings, not including the two more shortly after. What youneed to be most aware of are any exploding barrels or power generators thatwill cause you much harm.

    Move past them to the left where you hit another two heavies from above, andthen maybe one more. That should be all for this area, so feel free to dropyour Hammerhead for ASP ammo, and there's an armor in the corner by the railsof the raised area.

    Move along and in the next area you'll see Keegan. Go over to where he was andflip the switch, then kill the ghost to your right. Shoot more when you seethem and move down the steps and go right to get down. Go around the area andinto the corridor to quickly get out of this ghost zone.

    On the tracks you'll find an intel in the second train. Pick up some suppliesand continue straight through the door and past another for more, includingarmor. Then come back and down the steps will be a save point. In the wateryroom are three Replicas, one that falls from above. Then you have about fivemore in total in the rest of this area, including above. Swing around the room

    and go up the steps as you fight, and that will be it.

    Move along and climb up the ladder to reach another station. There are about

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    four enemies in here, and you can either go up and take cover atop the steps orto into the booth to you right for the armor. There are also a few healthshots around the stairs, as well as a Hammerhead under the walkway. Go throughthe train on the left and about three Heavies will appear on the walkway, oneafter the other, so either use what's left of your sniper rifle or the hammer.Head into the corner and flip the switch, then use your pulse gun on the triothat walks onto the tracks, and aim for the armored Replica.

    Hop down and swap your Hammerhead or near-empty Sniper Rifle for a Laser gun.Move up the tracks and go through the hole and crawl through the next. Pick upthe intel and move through a door to see a bus. Hop over the rail and stop asthe bus falls, then go around and down the tracks; notice the color going gray.Through the door you will encounter the non-harmful ghosts, so hop into thetrain, turn around, and then proceed up. Pick up the armor and the rifle toyour left; I had the missile launcher, laser, pulse, and assault rifle.

    Equip your laser if you want to test it out, but I kinda think it's trash, buteither way you'll be out of ammo so swap it for an auto shotgun after thefight. There are about six enemies here, and if you don't take up point inside

    the snack bar they will. Again, swap the laser for a shotgun and move on.Through the door you can open a gate on a fence for armor.

    In the next area just blast the first few enemies, then use a pulse round onthe armored Replica neardy. Two more heavies emerge from a door around thecorner, so you can mine that if you want. There's health in the booth andhammer ammo on the wall if you need either. In front of the door is armor andmore ammo, so get those. Go through and out into the next area.

    Around the right you can hop onto the tracks, and when you move down twosoldiers drop, but hide by the wall to the right as a train speeds down andwill take them out. There are however three more enemies around the building,so handle them. There's ammo on a table and up the steps is an intel item at

    the back and armor, but save the armor until you look over the top of the trainand kill the two soldiers that appear. Grab the armor and hop on top of thetrain to get over, and there is one enemy who runs out the door. Proceed tosee Keegan to your right and move over the rubble to end the level.

    ====================Level 12 - Epicenter====================

    Go up and slo-mo kill two goons. Take cover in the alcove to the left as youfight the others on the street, and you're taking cover from the sniper downthe road. When the soldiers are dead, just go slo-mo and use your ASP to killthe sniper. Now by the subway exit and by a crate nearby is sniper ammo, aswell as the gun from the sniper you just killed if it fell. It may be a goodidea to toss your shotgun for the sniper rifle because it doesn't make senseto drop the assault rifle.

    Now moving up toward the crater in the road there will be four to appear insideit and another sniper up to the left, so take cover and slo-mo kill him, thendice up the Replicas. When crossing the crater, go left and into the buildingwhere you can handle the four soldiers on the ground and the sniper abovethe movie house. I wouldn't swap anything for the laser. And when you enterthe theater an armored enemy pops out, so use a single pulse shot on him. Thengrab the reflex booster on the side.

    *NOTE: Every glowing bomb you see fly and explode on the ground means it's amech suit, so keep looking in that direction.*

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    Go down the left side of the theater and go out. Down the road just shoot thepower generator above the suit and it will open up for you. Get in and kill thefour enemies that appear. When you approach the corner a lesser mech appearsto the right along with a missile launcher and some infantry, so send a volleyof missiles and pour into them. Then up to the right is another missile guy.Moving up you run into another mech ahead of you, and then another to your

    right. When you near the next corner another mech will appear, but this onebrings a nasty wave of many missile infantry and tons of ground soldiers. Thered targets are priorities, or anything above ground, as you can use the lightcover in the street to protect against the slow-moving mech. So missiles first,volleys and bursts into the mech, and then clean up the heavy Replicas as yoursuit repairs.

    When you move up this street an Elite Mech suit, the kind you have, will dropin, but he's actually not much tougher than a little one; at least he onlyfell to one rocket volley and then a few seconds of machine gun fire. Eitherway just back up as he moves closer and keep firing on him, it's all you cando. Kill a few soldiers, move up the upper right, kill anyone inside, and that

    is all for this mech adventure. Get out and hop over the wall.

    On the street of ghosts you need not worry of attacks, just go to the veryend and hop into the pipe. Follow it and you'll end up on a slanted road, whichyou can just hop over the median if you wish, or go all the way around. Hopdown the hole, hop over a wall, and drop into another hole. You can go leftto see a road fall, then go right until you see someone. Behind him is the holeto get into the tunnel. Nice and short level, good.

    ===================Level 13 - Approach===================

    Not much but armor and some ammo in this boiler room. Follow the path andhop at the end of the walkway. Go around the machinery and down a ladder, thenslide along some debris to the next platform. Pick up the intel, then takecover behind the crates on the left as you fight four Replicas, who are veryweak to headshots with no helmet; and also you can use the exploding barrels.Then go up and pick up an intel by the platform. Get on and press the button inthe upper right corner.

    *NOTE: I haven't said much about using melee for this game, but now maybe a good time to use melee kicks to good effect.*

    I say take shelter in the very back of this car, but there is no safe place onthis tram. The second one pulls up to your left, and from there they can enteryour car from all but the very back and the right of you. The assault rifle isthe gun of choice, but either have the pulse or sniper ready for the quickswap out. I also say that once the other tram is over you, start setting upmines in spot such as the hall between this rear car and the front; or savethem for when you board the front car, your call. It's just a test of yourability to survive when you don't have solid cover and the enemies do notstop pouring in. You really don't have time to aim, as you will constantly needto reposition yourself.

    *NOTE: Remember, you have four types of grenades. Use them in any order, butI say hold the mines for when you board the front car.*

    Once the second tram goes above you you need to be ready for rappellers andmore from the front. It was now that I switched to the sniper rifle, but you

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    could use a pulse shot now when you are swarmed. When you hear that therear car is in danger, run through the hall and press the use button to get onthe front car.

    Now things get interesting as the enemies can only enter from the back, so nowis a good time to set mines all along the back of this car. These are just theReplicas with no helmets, so aim for the heads and don't let them swarm you -

    it would be very easy with a pulse shot or a shotgun, but the ASP will do.Then the fighting is over. When you hear the repeated warnings, get near thecontrol panel and when the objective is to use it, use it; though oddly Idid die when I first used it, not sure why.

    Get down on either side, approach the guy once, then again using either ladder.Around the corner up here is an intel, and then go up the ladder through thedoorway. Just one lone assassin to kill. Move along and take a ladder to yourright for an intel. Cross the walkway to make him disappear again. Continuingdown this hall is the correct path, but if you need a med kit and some lightammo you can take a vent to the left all the way around to above where youpicked up the intel, but then you'll need to kill an assassin, and if you do

    you can crawl on the pipe to get back on the path.

    Go up the ladder for grenades, pulse ammo, and an intel nearby. In the nextbig room you are free to follow him. Go down one level and look to the left fora ladder to climb down to pick up another intel. Back up and look to thefront of the platform, which is at the bottom of the ramp, you can use thepanel to lower the platform, then run up the ramp and across to the other side.Grab the laser if you ASP is low on ammo, because when you get on the platformand try to cross, three assassins will drop on. A mine may help, but all youcan do is fall back and use slo-mo, hopefully cutting it off so you'll haveenough for all three. Three pulse rounds may not be a waste if used on them.

    *NOTE: The laser is actually okay on these assassins, makes short work of

    them.*

    There is a fourth, and he popped up when I was looking over the end of theplatform, so be ready for that. Hop off onto the walkway and go right afteryou kill him. Use the ladders to get a reflex booster. Go back and take theladder at the other end, and reach the second platform. First go up the rampand kill the assassin here. To the left is armor. Just like the first platform,go to the front of it and use the controls to bring it down, and get on. Whenyou step on the next platform you will go to the walkway on the right, but beready for the ninja who appears. Go down the ladder and going over the catwalkyou'll hit one more assassin, and then another from behind as you try to go upthe little ramp. Go into the light.

    Med kit on your right. Going down the ladder you see a ninja appear, so hurrydown and be ready to slo-mo fry his ass. More armor by the steps and an intelon the floor. Go up the steps for the sniper ammo and pull the lever. Duck andbe ready to slo-mo snipe three snipers; up high to the right and left, and lowto the left. Move up and you'll hear you need to ready the deployment of thetram. When I stepped on the tram a fourth sniper was above me to the left. Goto the right side the tram and jump off to reach some supplies.

    Keep the sniper rifle in hand. Go up the ladder and trying to cross the catwalkannother sniper appears to the left. Then quickly run across and take shelterbehind the crate as three appear to the far side, I guess what is at the endof this whole walkway. Missile ammo and sniper ammo to pick up, along with the

    dropped ammo from snipers. You can follow the path of guns to armor, but don'tfall off because you need to go back to the sniper walkway and up a ladder tooperate a control panel.

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    Doing so will trigger a bunch of enemies to pour into the area, but no snipers.And though it may appear this control box is safe, it isn't for some reason.You need to pop a few heads and quickly get down the ladder and take shelteraway from the enemies, the corner is a nice spot. Just snipe the ones from thedoorway and the ones from where you entered. Once all is clear you don't goback down the long ladder, you just move to where the enemies came from and hop

    off from a broken ladder. Collect anything you see and use the panel on thetram to get to Still Island. At any point I wonder if it occurred to you to say"can I not go to Still Island?"

    So after the ride, go to the elevator and mash melee. I believe you must goleft and then go right to flush out another melee mashing, and it's with thissecond one that the path along the right wall will open. Grab the med kit anduse the lift, after another mashing of course.

    =================Level 14 - Climax

    =================

    It's sorta a relief when you don't have a gun in hand by non-choice. Just moveup and around, and then do it again. To the left is the gate, and hop downthe ladder. Follow the pipe and you emerge on a reflex booster and some ammo,as well as four Replicas, all the while noting that your screen is flickering.FYI, Morales is up to the left on the turret. Move up and go left to take coverfrom the group of six enemies down the other way, and snipe all you see, he mayhelp on a few.

    Collect and go up a ramp, but save the armor, first kill the three Replicas.There are then two more when you advance, so be sure to pick up that armorbefore you move on Morales' position. When he gets to the door, get onto the

    turret and use all the yellow barrels, anything that looks like it containsflammable materials; don't forget you can slo-mo. The attack comes from infront of you, to your right, to your left, and then back to your right. Thereare three armored Replicas that need a massive amount of shells to die, andany green laser sources are top priority; use a med pack whenever needed.

    After the fight just go inside and use the blue button on the right. Go inand get with Stokes on the elevator - yeah, resist the urge to tell her to staybehind, it doesn't help. Press the button and grab the intel in the next room,it's on the floor, and then another in the following room. Then use the nextairlock chamber, and then pick up another intel along the path. And after thethird airlock there is another intel.

    Step onto the platform and you're here. Go left and use the controls, thenstrap in and watch the scene. She pops up to your left, if you want to pauseand scope her out for once.

    When in freaky land, go up to the panel and try to use it. Now look ahead tothe right for some enemy and shoot him. Remember you have slo-mo, so use it asyou move forward to the console and activate it go back again. This round youcan just run left, up to the panel, kill four enemies in slo-mo, and thenuse the panel. One last time, you can just run left, go slo-mo, shoot as youapproach the panel, and just use it. Now you must mash melee and press firewhen the gun is to his head.

    All that's left to wonder is when the next game will come out and what theheck you missed. To be honest, I would have rather seen that action than theaction I was a part of.

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    Hurry Monolith, next year for FEAR 3 would be very nice.

    ****************************************************************************** 5. Intel Locations ( INT5555 ) *

    *****************************************************************************

    I'm missing quite a few of these, so I'll need a little time to find which onesI've missed against the ones I have. What's odd is how the items are countedin the mission select menu, because for some I had more. I believe this isexplained by the fact that there are 76 intels when the achievement/trophyonly requires 70. I'm not sure, I'll just find them all and get back to you.

    ***INCOMPLETE LIST***

    Level 1-------

    Intel One - Over the desk in the lobby behind Stokes, the female. Either takethe door on the side or hop over.

    Intel Two - After your second battle, check in the corner by some containers.

    Intel Three - Through the doors Stokes open shortly after getting Two.

    Intel Four - In the room shortly after where you hear Genevieve speak.

    Intel Five - In the penthouse, on the kitchen top after the fight.

    Intel Six - Through the secret doorway.

    Intel Seven - Same as six.

    Level 2-------

    Intel One - On the wall by the door soon as the level starts.

    Intel Two - In the bigger room up the hall soon after.

    Intel Three - When you enter a bloody room, look left to see a door that goesthrough the bathroom and into a back room with the intel.

    Intel Four - In the lobby-like area to right and this is in the blown-up room.

    Intel Five - After you meet Genevieve, in the next room you enter.

    Intel Six - After you kill three enemies from above, drop down, swing aroundthe corner behind you, and in the women's room you'll find this one in thebloody stall. *insert womens' hygiene joke here*

    Intel Seven - After the shotgun fight, this is behind a desk in the next

    hallway.

    Intel Eight - After a fight in the snack room, this is through a vent in the

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    room behind the reception desk.

    Intel Nine - When backtracking from the scene, this is through the newly-opened door, on the rail.

    Level 3-------

    Intel One - Up the stairs in the first room.

    Intel Two - In the room to the right after a conversation between Stokes andSnake Fist.

    Intel Three - In the room you see the little demons, it's between the bookshelves.

    Level 4-------

    Intel One - In the middle room as you start.

    Intel Two - When you first enter the office areas, this is at the other end ofthe room.

    Intel Three - After the catwalks around the elevator shaft there is a fightwith about six enemies, the intel is in the middle of this room.

    Intel Four - Around the corner when you see a ladder is cut off by fire.

    Level 5-------

    Intel One - In the room you see with blood on the window shortly afterstarting.

    Intel Two - At top of room with the test subject creeper.

    Intel Three - After the part where you fight creepers around some bombs, yougo up a ladder and through a door, and there is this intel.

    Intel Four - When you reach the room with the lift, fall down by the ladder andit's in the room nearby.

    Level 6-------

    Intel One - After the plane crashes, it's in the next room.

    Intel Two - In the corner room after the fight with the "amateur puppetmaster".

    Intel Three - Go up the stairs in the building the enemies come from in

    your first fight, kill two more, two out the window, and then go into thecorner room for this and an injector.

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    Level 7-------

    Intel One - In one the cubicles after you kill the first three enemies at thestart.

    Intel Two - In the garage where you park the suit, in an office.

    Level 8-------

    Intel One - Under the desk in the first classroom.

    Intel Two - Going up the stairs soon after and into the first classroom to findthis one.

    Intel Three - In the second room after the armored suit fight.

    Level 9-------

    Intel One - Through the hole in the bathroom, it's on a desk.

    Intel Two - In a classroom nearby the first one.

    Intel Three - Through the back door on the kitchen.

    Intel Four - After the ghosts in the dark corridors you fight some enemiesin a hallway. Go into the room on the right and in the upper right corner is

    the intel on a desk.

    Intel Five and Six - Both in the principal's office.

    Intel Seven - In the video area through the nurse's office door.

    Level 10--------

    Intel One - On a desk on the ground level of the first room.

    Intel Two - After a fight with three enemies you will hop out of a room windowand if you hop into the next room you will get this.

    Intel Three - Nearby in the corner of Two is a ladder that leads to this one.

    Intel Four - Inside the broken test chamber after block 4.

    Intel Five - After the Armacham leader sends his goons on you, there is anintel on a shelf in the room with three enemies.

    Intel Six - In the control room of the test subject chamber.

    Level 11--------

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    Intel One - In the booth after you fight two assassins.

    Intel Two - On the fourth tracks with the bloody skeletons you'll find thisone by a column.

    Intel Three - After the ghostly sewer, get into the second train for the intel.

    Intel Four - Once you have the laser, the next one is on a table through twoholes in the wall.

    Level 12--------

    NONE

    Level 13--------

    Intel One - By an empty pod shortly into the level, can't miss it.

    Intel Two - By the tram car befor you get on.

    Intel Three - On the upper level after the tram crashes.

    Intel Four - Shortly after Three you will kill an assassin, and down the pathis a ladder to your right that leads to the intel.

    Intel Five - After you climb a ladder and find pulse ammo, this intel isbehind the supplies.

    Intel Six - In the big area you see Keegan move around, there is a ladder atthe back to take down to this intel.

    Intel Seven - Under some steps shortly after Keegan pushes you.

    Level 14--------

    Intel One - On the floor after you take the lift up with Stokes.

    Intel Two - At the back of the very next room.

    Intel Three - After the second airlock you'll find this one at the end of thefenced path.

    Intel Four - After the third airlock it's on a toolbox.

    ****************************************************************************** 6. Reflex Boosters ( REX6666 ) ******************************************************************************

    I'm missing one, and I hear it's in level 2, something about a key card and

    finding it off a dead body - I'll add it in like a day or two.

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    ***INCOMPLETE LIST***

    -----

    One - Level 3, after you beat the flame mini-boss, enter the bathroom to theleft.

    -----

    Two - Level 4, after you kill a demon, go up the steps and then down somesteps on the left.

    -----

    Three - Level 6, go up the stairs in the building the enemies come from inyour first fight, kill two more, two out the window, and then go into thecorner room for this and an intel.

    -----

    Four - Level 7, in the office where you find an intel after you park yourmech suit.

    -----

    Five - Level 8, after the piano man, you will be in a freaking out hallway.Get near the end and to the right in the room in a projector. Slide it overand pick up the injector.

    -----

    Six - Level 9, after the creepy but brief ghost part, go up the stairs andin the girls' bathroom is the injector in a stall.

    -----

    Seven - Level 10, after you restore power to sector 4, return to the room whereyou found the intel and take a ladder down to pick up the injector when themechanical arm is up.

    -----

    Eight - Level 11, when you go up a level in the second station, in one corneris a dead-end escalator with the booster and armor at the bottom.

    -----

    Nine - Level 12, directly inside the theater, after the armored Replica fight.

    -----

    Ten - Level 13, after you fight the ninjas on the platform, hop off on thewalkway and go right and use the ladders to reach it.

    -----

    Eleven - Level 14, at the end of the pipe, sorta hard to miss.

    -----

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    ****************************************************************************** 7. Author Info / Copyright ******************************************************************************

    -------

    Credits

    -----

    -----FAQs:

    -----

    -----------

    Please contact me if you need any help, if you want to praise me, if you wantto talk, or if you want to ask a question. All help is appreciated, but thatdoesn't mean it will be included in the guide.

    Flamers may or may not get a response, most likely not. Please, I'm not here tohate on people or start fights, so even if you disagree with me but aren'tlooking to flame, just be polite.

    My email: [email protected]

    Title of your email should be: FEAR 2

    *Not to be confused with Extraction Point or Perseus Mandate

    Extra points for good spelling. So anything you want to send, email away.

    PS - To GameFAQ's users, if you like the guide, click "recommend" at the topof the guide, but only if you like it.

    PPS - I cannot fix bugs, glitches, or achievements/trophies not clicking. Imean, I can't write some code and hack your machine or anything, and speakingof which, I can't fix technical issues either. That should be a given, butthese things I get asked a lot and I can never fix them for you.

    -----

    -----------

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    I have other guides floating around too. They are:

    Resident Evil 4Dead RisingGears of WarLost PlanetCrackdown

    GRAW 2Rainbow Six VegasTES IV: OblivionShivering IslesKnights of the NineThe DarknessBioShockHalo 3Half-Life 2HL2: Episode OneHL2: Episode TwoCall of Duty 4

    Assassin's CreedMass EffectAdvance Wars: Days of RuinPerseus MandateSam & Max Episode 203Devil May Cry 4God of War: Chains of OlympusRainbow Six Vegas 2OkamiGrand Theft Auto 4Condemned 2: BloodshotMetal Gear Solid 4Alone in the Dark (360)

    NCAA Football 09Madden 09Dead SpaceGears of War 2Prince of Persia (2008)Call of Duty: World at War

    --------------

    ---------------

    I've also been published in GamePro magazine, June 2007. Pretty cool if you askme, and all because I write these little guides.

    Also, I am in the October issue as well, which should be out at the time ofthis guide's release. At least I ain't a one hit wonder.

    In a nice surprise, I didn't even know I was in the March 2008 issue ofGamePro, but I am. Maybe I'll be in more I don't know about...

    Look to Gamerhelp.com for a slew of other articles written by me in thefeatured article section.

    ----------------

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    ----------------

    Here is my list of sites:

    Cheat Code Central (cheatcc.com)GamerHelp

    IGNOCModShop.comGamersTemple (http://www.gamerstemple.com/)