Games PC FEAR 360-MINIGUIDE 1 User Manual

PRIMA OFFICIAL GAME GUIDE
Welcome to First Encounter Assault Recon
You are the newest member of the top-secret First Encounter Assault Recon team, otherwise known as F.E.A.R. The F.E.A.R. team is a government military and scientific outfit created to combat paranormal threats. Their focus is on action and containment. Although new to F.E.A.R., you have been given the role of point man because of your superior reflexes and combat abilities. F.E.A.R. must defuse a potentially disastrous operation: A top-secret experimental weapon has gone missing. And that weapon happens to be a psychotic, cannibalistic telepath.
F.E.A.R. is more than your typical first-person shooter. For one thing, it’s very creepy, and you can expect to be startled on more than one occasion. As you proceed with your investigation, you uncover a very complex story that adds a great deal of suspense to the action.
But the action is the most important thing, here: F.E.A.R. is a challenging but rewarding shooter, and one that often requires a more tactical approach to combat. In this guide, you’ll learn some tricks for surviving the many challenging engagements in which you’ll find yourself. You’ll also
find detailed statistics for each of the many weapons you can use, as well as how to use your weapons most efficiently.
This guide also helps you make sure you get the most out of the story, which is revealed in bits and pieces as you progress. It’s possible to miss important pieces of the puzzle, so this guide makes sure you don’t miss a single voicemail or whispered clue. Please note that nothing is revealed in this guide before it is revealed in the game, but you may want to resist browsing through the walkthrough before you play the game, because story elements are explained at the various points where you’ll encounter them.
The single-player campaign is just the beginning. Take your newly acquired combat skills online and try against human players, who, despite the game’s excellent artificial intelligence, can be even more clever and challenging. The final chapter gives you detailed guides to
each of the available multiplayer maps, as well as some tricks for
surviving in the multiplayer arena.
The author would like to thank Geoff
Bent of Sierra Entertainment for his
assistance in preparing this guide.
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F.E.A.R. Operative Basic Training
F.E.A.R. Operative Basic Training
F.E.A.R. has been widely, and rightfully, praised for the excitement of its combat. The single-player campaign is notable for the challenging firefights and the realistic behavior of the opponents you’ll face.
F.E.A.R. has a great and complex story, but fighting is the core of the game. In this chapter, we’ll look at the basics of combat, including tricks and strategies for stealth attacks, large firefights, and even punching your way to victory.
Before getting too deep into combat specifics, though, let’s take a quick look at the basics of moving through and interacting with the game’s world. It’s important that you understand the basics of the heads-up display (HUD) and the movement interface before you engage the enemy.
THE HUD
Your HUD is unobtrusive, but it provides you with vital data regarding your current condition and inventory, as well as who is communicating with you over the comlink that connects you to your F.E.A.R. teammates and other colleagues in the field.
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You can carry up to 10 med kits at a time.
WHEN MED KITS ARE IN SHORT SUPPLY AND YOU ARE VERY HURT, FIND SOMEWHERE TO HIDE AND WAIT FOR YOUR HEALTH TO REGENERATE TO ITS THRESHOLD. OTHERWISE, THE MED KIT WILL BE USED TO HEAL POINTS YOUR BODY CAN REGENERATE ON ITS OWN, AND MAKES THEM LESS EFFICIENT. REMEMBER THAT THERE IS NO HEALTH REGENERATION ON EXTREME DIFFICULTY.
The HUD is your window to the world.
Health
The HUD’s lower left corner shows two numbers: the left is your current health, and the right is your current armor. As you health gets lower, the display box changes color from green to red. When your health is below 40, it turns red, indicating that you are in great danger of being killed. When your health reaches zero, you die. Using a med kit restores 50 points of health, and you can have up to 199 points of health in the single-player campaign, although you begin with 100 points. To increase you health, look for Health Boosters, which add five points to your maximum health.
Luckily, you regenerate a small amount of health. When you drop below a certain threshold, you begin regenerating health. If you stop moving, you regenerate five points a second, and if you are moving you regenerate one point a second. It is important to remember, though, that you cannot regenerate to full health. How much health you can regenerate depends on which difficulty level you are playing. On Easy difficulty, your health begins regenerating when you drop below 40 points and stops regenerating once you are back to 40 points of health. On Normal and Hard difficulties, you begin (and end) your regeneration at 25 points. Multiplayer games, likewise, have a regeneration threshold/limit of
25. On Extreme difficulty, there is no health regeneration.
Armor
Your armor is shown in the lower left corner, to the right of your health. Armor absorbs some, or all, damage from attacks. How much damage your armor absorbs depends on the type of weapon your assailant uses (see the Weapons and Equipment section for specific information about each weapon’s armor penetration). When you have no armor, all damage is taken to health, so, obviously, more armor is always better. Armor is accumulated by picking up armor in the field. Each piece of armor you find adds 35 points to your armor, and you can have a maximum of 100 points of armor. Unlike with your health, this maximum number cannot be increased.
SlowMo
In the HUD’s bottom center is your SlowMo meter. This meter shows how much energy you have to activate your SlowMo ability. The F.E.A.R. operative you control in the game has almost superhuman reflexes, which allow you to, essentially, slow down time around you. Though you move slightly slower as well, you move faster than your foes, and SlowMo allows you a great advantage over opponents. The ability to use this heightened awareness is limited, and you must rest before it can be activated again.
WHILE SLOWMO IS ACTIVE, YOU DO MOVE SLOWER, SO ACTIVITIES SUCH AS RELOADING CAN TAKE MUCH LONGER THAN NORMAL. MAKE SURE YOUR WEAPONS ARE ALWAYS FULLY LOADED BEFORE ACTIVATING SLOWMO—IT ISN’T FUN TO SPEND MOST OF YOUR SLOWMO TIME RELOADING YOUR COMBAT SHOTGUN.
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Leaning around corners provides you with great cover, and often grants you the element of surprise.
COVER IS NOT A SUREFIRE SAFETY MEASURE. IT OFTEN INSPIRES THE ENEMY TO TOSS
A GRENADE YOUR WAY TO FLUSH YOU OUT. STAY ALERT FOR THE SOUND OF
GRENADES. IN SINGLE-PLAYER GAMES, THE ENEMY USUALLY ANNOUNCES A GRENADE
AS IT’S THROWN, GIVING YOU A BRIEF OPPORTUNITY TO MOVE TO A SAFER
POSITION.
Grenades
Grenades are very effective weapons when used properly. There are three types of grenades and, unlike weapons, you don’t need to select which type you want to carry. You can have up to five of each type of grenade at any time, but each has its own uses.
Your standard grenade is the fragmentation grenade, which explodes shortly after it’s thrown, or when it hits an enemy target. A direct impact is usually fatal, but even if it isn’t fatal, it can stun an opponent, making him an easy target. Fragmentation grenades are great for flushing enemies out into the open from entrenched positions.
Proximity mines and remote bombs are less effective for heat-of-the­moment combat, but they’re well suited for setting up traps for incoming enemies. Both, however, can be offensively effective with some practice. A proximity mine thrown into a group of enemies, for example, detonates as soon as it’s armed and they try to flee, usually eliminating the group. Remote bombs can be detonated at any point after they leave your hand, so with practice you can learn to activate them right as they pass an opponent or group of opponents.
Use grenades to flush the enemy out from covered positions.
Stealth and Melee
One of the best ways to survive an engagement is to have it end before it even really begins. If you keep the enemy unaware of your presence, you can usually kill him with a single attack, and if you use a melee attack, you can do it silently.
CREEPING AROUND
The enemies you encounter are very in tune with their surroundings. They react to noises, and they go on alert if you knock something over or they hear gunfire from a nearby room. They also go on alert if they see you, or even your flashlight beam.
F.E.A.R. isn’t a stealth game, but there are ways to use silence to your advantage. Enemies that are at their stations and unaware of threats are much easier to kill than those who are on the defensive, so try to make as little noise as possible, and keep your flashlight off unless you absolutely need it.
Use your flashlight sparingly, because it can alert the enemy to your presence.
SURPRISE SHOTS
If an enemy is unaware of your presence, your attacks actually do more damage. Because of this, taking careful aim on an unwary opponent is important. If you miss, you lose the advantage of surprise. Surprise shots only work on a single enemy in a heavily populated area, because the shot puts everyone on alert.
MELEE
Melee attacks on an unwary opponent not only have the surprise benefit, they are also nearly silent, so as long as you or the body isn’t spotted, nearby enemies won’t be alerted. If you see an enemy with his back to you, quietly move up behind him and hit him with your fists or your gunstock. He’ll crumple like a cheap suit, and you can still get the drop on any other enemies nearby.
If an enemy hasn’t seen you, you can usually kill him with a single shot or melee attack.
YOU CAN SHOOT A PROXIMITY MINE TO MAKE IT EXPLODE, WHICH IS A GOOD WAY TO DISARM ENEMY MINES WHEN YOU SPOT THEM.
MELEE ATTACKS ARE VERY POWERFUL, EVEN ON OPPONENTS WHO ARE AWARE OF
YOUR PRESENCE. SEE THE WEAPONS AND EQUIPMENT SECTION FOR A MORE DETAILED
LOOK AT THE DAMAGE DONE BY YOUR FEET AND FISTS.
F.E.A.R. Operative Basic Training
Environmental Factors
Taking cover isn’t the only way you can use the environment to your advantage. Many items you encounter can be used as offensive weapons if you know where to look.
Fire extinguishers, power boxes, and barrels containing flammable contents all explode if shot, and the ensuing damage is far more devastating than that from all but your most powerful weapons. Keep an eye out for these, and if you can, try to lure the enemy near them. When an enemy or, even better, a group of enemies approaches, fire at the item to take them out. Even if they aren’t close enough to be killed by the blast, as long as they are in the blast radius, the explosion will stun and disorient them, and you can easily finish them off as they recover.
Power boxes, fire extinguishers, and explosive barrels can all be used to kill or injure an enemy, or several enemies, with a single bullet.
SlowMo
SlowMo always increases your advantage in combat. There’s never really a bad time to use it, and it can make large battles much easier, giving you time to take out a few enemies and lessen their overwhelming odds. It’s also an excellent way to take out more powerful enemies, such as Heavy Armors and REV6 Power Armors, that are otherwise very difficult to kill.
The only issue with SlowMo is that it takes a while to regenerate, so you don’t want to waste it on an easy fight, only to find that you don’t have enough for a major battle around the corner. Use it sparingly, or wait for it to regenerate before proceeding.
Use SlowMo as much as you want, but be sure it’s fully charged in situations where you really need it.
ALWAYS RELOAD YOUR WEAPON BEFORE ACTIVATING SLOWMO. IN FACT, GET IN THE
HABIT OF CONSTANTLY RELOADING YOUR WEAPON AFTER A BATTLE, SLOWMO OR NOT.
ONLY YELLOW BARRELS WITH THE FLAMMABLE WARNING EXPLODE IF SHOT. LIKEWISE, SHOOT ONLY AT POWER BOXES WITH THE VOLTAGE WARNING. STANDARD GRAY POWER BOXES WON’T DO ANYTHING WHEN SHOT.
DUST
One environmental element is more detrimental than helpful: dust. When shooting in dirty areas, or areas with concrete walls, stray shots can stir up a great deal of dust. When the air gets too cloudy, your visibility can be seriously impaired. When this happens, try to get to a new position. If necessary, leave the room and wait for the dust to settle before attempting to engage the enemy inside.
In rare cases, dust can be beneficial. When fighting Assassins, who have the ability to cloak themselves, kicking up dust from walls or the floor makes them easier to spot while they are invisible.
Dust can become a major visibility issue in certain environments.
DIFFICULTY ADJUSTMENT
There are four difficulty levels in the single-player missions. These affect several factors about how deadly your enemies are, but they do not affect how many enemies you face, or how they behave. Note that the damage percentage is calculated on the base damage for a weapon when it is fired by an enemy in the single-player game. In the Weapons and Equipment section, we’ll look at these specific numbers.
EASY
On Easy difficulty, enemy weapons do only 25 percent of their base damage. Enemies also have accuracy penalties, and your health begins regenerating when it goes below 40.
NORMAL
On Normal difficulty, enemy weapons do 65 percent of their base damage. Enemies are more accurate, but still suffer some penalties. Your health regenerates under, and up to, 25 points.
HARD
On the Hard difficulty setting, enemies are very accurate, and their weapons do 85 percent of the base damage. Your health regenerates when it goes below 25 points.
EXTREME
Extreme difficulty is very, very difficult. Enemies are very accurate, and their weapons do 120 percent of the base damage. There is no health regeneration on extreme difficulty.
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PRIMA OFFICIAL GAME GUIDE
WEAPONS AND EQUIPMENT
GUNS
You can carry only three weapons at a time, so it’s good to understand their pros and cons. Each weapon has its strengths, and each has drawbacks, but you can select an inventory of weapons that gives you strong options for almost any situation. Choosing a well-balanced complement of weapons is a key to effective combat.
Though you’ll inevitably find a favorite weapon arrangement of your own, it’s not a bad idea to always carry a combat shotgun and an assault rifle, then keep the third slot open for the high-end weapon of your choice. You can use a submachine gun or a HV Penetrator instead of an assault rifle, but the former isn’t as powerful a weapon and the latter is rarer, making ammunition a problem. Regardless, you want the shotgun for close quarters and the assault rifle (or similar) for medium-range combat. Always save your big guns for tough opponents. As tempting as it may be to attack two Replicas with a rocket launcher, you’ll be sorry you did when you’re face to face with a REV6 Power Armor.
In the next section, we’ll look at the weapons individually, and point out some of their strengths and weaknesses. In the descriptions, several stats are called out. Here’s a brief explanation of what each stat means.
AMMUNITION
These numbers show you both how many rounds you can have in the magazine at once, and how many rounds you can carry, total. Note that the maximum number includes the current magazine, so with the AT-14 pistol, for instance, if you had a full magazine of 18 rounds, you could only carry 82 rounds in reserve.
With some weapons, the number of rounds carried and loaded differs from single-player to multiplayer. For each weapon, both numbers are shows, with the single-player (SP) first, and the multiplayer (MP) second.
SOME STATISTICS CHANGE FROM SINGLE-PLAYER TO MULTIPLAYER. IN THE FOLLOWING LISTINGS, “SP” IS THE SINGLE-PLAYER STATISTIC, WHILE “MP” IS THE MULTIPLAYER STATISTIC. IN CASES WHERE THE STATISTIC IS UNIQUE FOR COMPUTER-CONTROLLED OPPONENTS, THAT STATISTIC IS INDICATED BY “AI.”
ARMOR PENETRATION
This percentage indicates how much damage from a single round will go through a player’s armor and damage his or her health. Some weapons cannot pierce armor, in which case all damage is applied to the armor. Some weapons, though, such as the HV Penetrator, are great at piercing armor. In its case, it has 80 percent armor penetration, so a player’s armor can absorb only 20 percent of the damage.
MOVEMENT PENALTY
Weapons have weight, and that weight affects you. This number shows what percentage your speed will be reduced when the weapon in question is your active weapon. Weapons in your inventory do not affect your speed, so holstering your weapon eliminates all reduction penalties. Note that your speed also affects your jumping distance, so put your guns away if you’re trying to make a tricky leap.
AT-14 PISTOL
IN THE SINGLE-PLAYER CAMPAIGN, AMMUNITION FOR A WEAPON CAN BE FOUND
ONLY IN A WEAPON OF THE SAME TYPE, SO IT DOESN’T MAKE ANY SENSE TO CARRY
AN EMPTY WEAPON. NO MATTER HOW MUCH YOU LIKE THE WEAPON, IF IT’S EMPTY,
DISCARD IT IN FAVOR OF A NEW WEAPON. YOU CAN PICK IT BACK UP ONCE YOU FIND
AMMO ANYWAY, BECAUSE IT’LL BE IN THE GUN ITSELF.
BASE DAMAGE
This is the damage done by a single round from a weapon before modifiers are applied. Modifiers include headshots (which can add a 1.5x or 2x multiplier to damage, depending on the target) and difficulty level, which affects only computer-controlled enemy damage. The base damage of a weapon can differ for the player in single-player and multiplayer games, and is often different for enemies in the single-player campaign. All three numbers are listed for each weapon, when applicable.
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Rounds per magazine (SP/MP): 18/18 Rounds, maximum (SP/MP): 100/200 Base damage (SP/MP): 40/35 Armor penetration (SP/MP): 30%/27% Movement penalty: 5%
IN THE SINGLE-PLAYER GAME, ENEMIES NEVER CARRY PISTOLS.
The AT-14 pistol is a single-shot weapon that does only a moderate amount of damage. It’s a decent weapon that can be fired quickly and has very little kick. When aimed properly, pistols are effective against standard enemies, such as ATC guards and Replica soldiers. The biggest problem with the pistol is that, in the single-player game, enemies don’t carry them, making dropped ammunition difficult to find (though pistols are one of the more common weapons placed throughout levels).
WEAPONS AND EQUIPMENT
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You can dual wield pistols. If you pick up a second pistol while already armed with one, the second pistol is placed in your left hand. When carrying two pistols, your accuracy is reduced slightly, but your rate of fire is effectively doubled. Also note that when armed with two pistols in a single-player game, your max ammunition raises to 200 (you can always carry up to 200 in a multiplayer match).
For all their seeming negatives, though, pistols’ accuracy and rate of fire make them one of the best weapons to use against Nightmares, against whom speed and accuracy are far more important than stopping power.
RPL Submachine Gun
Rounds per magazine (SP/MP): 50/50 Rounds, maximum (SP/MP): 500/500 Base damage (SP/AI/MP): 15/15/13 Armor penetration (SP/AI/MP): 30%/30%/30% Movement penalty: 5%
Don’t be put off by the submachine gun just because you start with it—it is a great weapon against standard enemies. Its low damage and armor penetration values are somewhat misleading. The submachine gun is an automatic weapon that shoots quickly and is accurate even when you aren’t aiming precisely. It does have some recoil, but with practice, you can learn to adjust your aim as you fire, basically making it a damage hose. It has a good range, but it is less effective at longer ranges than the assault rifle or, especially, the ASP rifle.
Submachine guns are especially useful early in the single-player game, when a good number of the enemies you face are carrying them. This makes ammunition abundant, and makes the submachine gun more useful than more powerful guns with less common ammunition. Its high rate of fire means you can use up the ammunition quickly, but because it is so abundant, and because you can carry a great deal of submachine gun ammunition, this is only a slight drawback.
VK-12 Combat Shotgun
Rounds per magazine (SP/MP): 12/12 Rounds, maximum (SP/MP): 180/180 Base damage (SP/AI/MP): 30/15/20 Armor penetration (SP/AI/MP): 30%/30%/30% Movement penalty: 5%
For close-range combat, you can’t do better than the combat shotgun. For almost every enemy you face, the combat shotgun is an instant kill if aimed at the head or the torso, and can severely cripple an opponent if aimed at the legs. The shotgun fires a single round of six pellets, each of which can do the base damage (meaning that it has a potential base damage of 180/150/120). And, at close range, you generally hit for maximum. It’s never a bad idea to keep a shotgun with you.
It’s a somewhat bad idea, though, to use the combat shotgun as your primary weapon. Because of its inaccuracy, it’s less effective at medium range, and basically useless at long range.
The shotgun also has significant recoil, requiring a noticeable recovery time between shots, and it takes a fair amount of time to reload when emptied. If you don’t kill, or at least maim, an enemy with your first shot, the shotgun’s drawbacks can become problematic. Luckily, even a nonfatal shot has a good chance of stunning an opponent, so you should have time to reload, switch weapons, or get to cover if needed. Finally, the shotgun doesn’t have great armor penetration. At close range, that becomes less of an issue because it does so much raw damage it can tear through armor.
All that said, the shotgun is a great weapon to keep with you at all times, provided you have ammunition for it. It does have its downsides, but when fighting in tight (or even relatively tight) quarters, it’s the best weapon you can ask for.
G2A2 Assault Rifle
Rounds per magazine (SP/MP): 45/45 Rounds, maximum (SP/MP): 450/450 Base damage (SP/AI/MP): 22/20/20 Armor penetration (SP/AI/MP): 40%/40%/40% Movement penalty: 15%
Along with the shotgun, the G2A2 assault rifle should be a constant part of your arsenal. It’s a fully automatic weapon. Though it’s somewhat inaccurate when used on the run, it’s powerful enough to take down standard enemies quickly when aimed, and its high rate of fire makes it a great choice for laying suppression fire while moving to safety.
In the single-player game, it’s uncommon in the beginning, making the submachine gun a better choice for medium- to long-range combat. When the assault rifle becomes more common, however, it should be your default weapon for all but close-range, and very difficult, combat situations. It’s slightly less accurate than the submachine gun when moving, but its recoil is about the same. As with the submachine gun, you can learn to adjust as you fire this automatic weapon to compensate for the recoil. And, more importantly, it does more damage and has a higher armor penetration rate.
The assault rifle is slightly heavier, and it reduces your movement slightly more when it is the active weapon. It’s not a heavy weapon, though, and the speed reduction isn’t a hindrance.
After the early single-player missions, ammunition for the assault rifle becomes plentiful, which is good, because you’ll go through it quickly. You can carry a good amount of ammunition, though, so you’ll rarely find yourself lacking. If you do, the submachine gun makes a good alternative.
A SHOTGUN ROUND IS MADE UP OF SIX INDIVIDUAL PROJECTILES, EACH OF WHICH CAN DO THE BASE DAMAGE.
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WHEN ASSASSINS ARE NEAR, SHOOT THE FLOOR AND WALLS TO KICK UP DUST. DUST CLOUDS MAKE THEM EASIER TO SPOT WHEN THEY ARE CLOAKED.
Heavy Armor
REV6 POWER ARMOR
Health: 800 Armor: 400 Primary weapons: 10mm HV Penetrator
The Heavy Armor is a slow-moving, lumbering enemy wearing a heavy suit of metal armor. They have a great deal of health and armor, making them very difficult to kill. They typically carry HV Penetrators, but occasionally they have better weapons, including Type-7 particle weapons and rocket launchers.
Though Heavy Armors are tough, they aren’t as intimidating as they seem. Because they are so slow, they are easy to trap with proximity mines and remote bombs, and they have a weak spot on their faceplate that allows you to get headshot damage. Heavy Armors have large metal plates on their shoulders that they use to cover their face if given a chance, so use SlowMo to get in as many shots as possible before they block you. High­end weapons can take down a Heavy Armor quickly, but the shotgun at close range is also very effective.
They typically come with one or two soldier escorts. The soldiers who usually come with a Heavy Armor will use him for cover. Soften up the Heavy Armor and take out his escorts with a grenade, or take out any soldiers around him first while avoiding his shots. Then deal with the heavy by himself once you can afford to get in close. If you focus on the heavy without dealing with his allies, they will tear you up. Better to face one powerful gun than to face four guns.
Health: 1,000 Armor: 1,500 Primary weapons: Missile launcher (unique), laser machine gun (unique)
The REV6 Power Armor is the toughest opponent you face. A hulking mechanized armor suit equipped with two powerful missile launchers that can fire up to six rockets at once, the Power Armor is surprisingly agile and will incessantly hunt you down once it’s spotted you.
Standard weapons aren’t much use against Power Armors, so use any better weapon in your arsenal. Rocket launchers are your best bet, and repeating cannons are also very effective. If you face a Power Armor in an open space, use SlowMo and circle it, emptying your best weapon into its hull. Keep moving to avoid its rockets, and then get to cover to let your SlowMo regenerate once it’s low. If you have them, use proximity mines and remote bombs to set traps and hurt them as they come after you.
Some Power Armors are equipped with laser weapons instead of missile launchers. These are less deadly but should still be feared.
POWER ARMOR MISSILE LAUNCHER
Base damage: 30 Armor penetration: 0% Area damage: 30 Area damage armor penetration: 35%
POWER ARMOR LASER MACHINE GUN
Base damage: 15 Armor penetration: 30%
UAV FLYING DRONE
WHEN FACING A HEAVY ARMOR, THE BEST TACTIC IS TO USE SLOWMO AND RUSH THEM WITH THE SHOTGUN, THEN HIT THEM WITH SEVERAL HEADSHOTS.
Health: 250 Armor: 0 Primary weapons: Laser (special)
The UAV flying drone is a prototype defensive weapon developed by the Armacham Technology Corporation. It’s fairly weak, and its unique laser gun isn’t too devastating. The drones are quick moving, though, and can fire quickly. What’s most worrisome, though, is that they tend to attack in groups of two or three. This can make them more difficult if you don’t take them out quickly, because the damage adds up. When facing flying drones, activate SlowMo and hammer on them with an assault rifle. It’s a basic tactic, but they don’t have armor and can get out of close range quickly, make the assault rifle the ideal weapon against them.
UAV FLYING DRONE LASER GUN
Base damage: 10 Armor penetration: 30%
ENEMIES AND ALLIES
Other Enemies
ATC SECURITY
Health: 100 Armor: 40 Primary weapons: RPL submachine gun, G2A2 assault rifle, VK-12 combat shotgun, N6A3 fragmentation grenade
Armacham Technology Corporation security forces provide in-house muscle for ATC, but they are easier opponents than Replica soldiers. Because they aren't genetically engineered for combat, they tend to have slightly worse aim, as well as fewer hit points and less armor. They also don’t execute their tactics quite as well, though they do take cover and try to flank you.
ATC security guards, or “goons” as Betters calls them, carry most standard weapon types, though occasionally they are equipped with ASP rifles for sniping or a Penetrator. Fight them as you would Replica soldiers.
materialize out of thin air and sail quickly at you. If they touch you, they do a small amount of damage and vanish. When you face many Nightmares, though, the damage adds up quickly and can kill you.
Nightmares are weak and can be destroyed with a single shot from any
weapon. Because they move so quickly, though, it’s best to use
weapons with a fast rate of fire. Pistols are excellent, and
submachine guns are even better. When you see the telltale cloud
of a Nightmare appearing, quickly fire at the point where it’s
materializing to destroy it as it appears.
NIGHTMARE ATTACK
Base damage: 40 Armor penetration: 0%
TURRETS
Health: 500 Armor: 0 Primary weapons: Turret
ATC employs security turrets in its offices and other structures to protect its assets. Turrets can do a great deal of damage quickly, and lock-on to targets, relentlessly firing until it’s time to reload. When a turret has locked-on to you, find cover. Wait until it stops firing, then use SlowMo and attack.
Type-7 particle weapons are good against turrets. Or hit it with a remote bomb, which will stick to the turret, allowing you to remotely detonate it from safety. Alternately, you can run right underneath it, where it has difficulty targeting you, and blast it with a shotgun. This is advised only in situations where other options aren’t available, or when you can get underneath before it can target you, because getting to the turret requires you to run through its line of fire.
NIGHTMARES
Health: 35 Armor: 0 Primary weapons: Special
You typically encounter Nightmares only in your visions. Even there, though, they can hurt you. These are not to be confused with the Nightmares of characters you may encounter. These Nightmares are legless floating creatures with glowing eyes that
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PRIMA OFFICIAL GAME GUIDE WRITTEN BY RON DULIN
Prima Games A Division of Random House, Inc.
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Product Manager: Jason Wigle Senior Project Editor: Brooke N. Hall Design & Layout: Winter Graphics North
© 2006 Monolith Productions, Inc. All rights reserved. Published by Sierra Entertainment, Inc. under license from Monolith Productions, Inc. F.E.A.R. is a trademark of Vivendi Games, Inc. Sierra and the Sierra logo are registered trademarks or trademarks of Sierra Entertainment, Inc. in the U.S. and/or other countries. MONOLITH and the MONOLITH Logo Developed by Day 1 Studios, LLC. Microsoft, Xbox, Xbox 360, Xbox Live, the Xbox logos, and the Xbox Live logo are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. All other copyrights and trademarks are the propertyof their respective owners.
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Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide any additional information or support regarding gameplay, hints and strategies, or problems with hardware or software. Such questions should be directed to the support numbers provided by the game and/or device manufacturers as set forth in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-5454-8 Library of Congress Catalog Card Number: 2006932851
Ron Dulin is the former managing editor of LAPTOP Magazine, and former executive editor of GameSpot.com. He has been a contributor to almost every PC and video gaming magazine, including Computer Gaming World, Computer Games Strategy Plus, GMR, Surge, and Electronic Gaming Monthly. He has also been a roadie for numerous bands, a private investigator, and a cab driver. He currently resides in New York City, where he works in post production for film and television.
Ron has written Prima’s official guides for both Empire Earth 2 and Black & White II.
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CONTENTS
INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
BASIC TRAINING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
THE HUD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
COMBAT BASICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
WEAPONS AND EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
GUNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
GRENADES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
ENEMIES AND ALLIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
OPPONENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
INTERVAL 1—INCEPTION: POINT OF ORIGIN . . . . . . . . . . . . . . . . . 22
INTERVAL 2—INITIATION: FIRST ENCOUNTER . . . . . . . . . . . . . . . . 26
INTERVAL 3—ESCALATION: INFILTRATION . . . . . . . . . . . . . . . . . . . 33
INTERVAL 3—ESCALATION: HEAVY RESISTANCE. . . . . . . . . . . . . . . 38
INTERVAL 3—ESCALATION: BAD WATER . . . . . . . . . . . . . . . . . . . . 43
INTERVAL 3—ESCALATION: EXEUNT OMNES . . . . . . . . . . . . . . . . . 47
INTERVAL 4—INFILTRATION: LZ IS HOT. . . . . . . . . . . . . . . . . . . . . 52
INTERVAL 4—INFILTRATION: WATCHERS . . . . . . . . . . . . . . . . . . . . 56
INTERVAL 5—EXTRACTION: BISHOP . . . . . . . . . . . . . . . . . . . . . . . 64
INTERVAL 5—EXTRACTION: BLINDSIDE . . . . . . . . . . . . . . . . . . . . . 72
INTERVAL 6—INTERCEPTION: SAYONARA, SUCKER . . . . . . . . . . . . 78
INTERVAL 6—INTERCEPTION: UNAUTHORIZED PERSONNEL . . . . . . 82
INTERVAL 6—INTERCEPTION: AFTERIMAGE . . . . . . . . . . . . . . . . . . 90
INTERVAL 7—REDIRECTION: ALICE WADE . . . . . . . . . . . . . . . . . . . 96
INTERVAL 7—REDIRECTION: FLIGHT . . . . . . . . . . . . . . . . . . . . . . 104
INTERVAL 8—DESOLATION: URBAN DECAY . . . . . . . . . . . . . . . . . 110
INTERVAL 8—DESOLATION: POINT OF ENTRY . . . . . . . . . . . . . . . 115
INTERVAL 9—INCURSION: LAPDOG. . . . . . . . . . . . . . . . . . . . . . . 123
INTERVAL 9—INCURSION: BYPASS . . . . . . . . . . . . . . . . . . . . . . . 128
INTERVAL 10—REVELATION: THE VAULT . . . . . . . . . . . . . . . . . . . 133
INTERVAL 11—RETALIATION: GROUND ZERO . . . . . . . . . . . . . . . 137
BONUS MISSION: HOLIDAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
INSTANT ACTION MAPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
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