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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PRIMA OFFICIAL GAME GUIDE8PRIMAGAMES.COM
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.
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