FFFFFFFFFFFFFFF EEEEEEEEEEEEEE AAAAA RRRRRRRRRRRR
FFFFFFFFFFFFF EEEEEEEEEEEE AAA AAA RRRRRRRRRRRRRR
FFF EEE AAA AAA RRR RRR
FFF EEE AAA AAA RRR RRR
FFFFFFFFFF EEEEEEEEE AAAAAAAAAAAAA RRRRRRRRRRRRRRR
FFFFFFFF EEEEEEEEEE AAAAAAAAAAAAAAA RRRRRRRRRRRRR
FFF EEE AAA AAA RRR RRR
FFF EEE AAA AAA RRR RRR
FFF EEEEEEEEEEEEE AAA AAA RRR RRR
FFF EEEEEEEEEEEEEEE AAAA AAAA RRR RRRR
First Encounter Assault Recon
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
PC Version
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===============================================================================
+-------------------+
| Table of Contents |
+-------------------+
I. - How to Contact Me
II. - Version History
III. - Copyright Info. and Legal Information
IV. - Purpose/What This Guide Will Cover
V. - The Main Menu
A) Single Player
B) Multiplayer
C) Options
D) Profile
VI. - Weapons
VII. - Walkthrough
A) Interval 01 - Inception
B) Interval 02 - Initiation
VIII. - Simple Cheats
IX. - Frequently Asked Questions
X. - Credits
TIP:
ŻŻŻŻ
Because this guide will be so vast, if you just want to skip to a certain sec-
tion for information on it or because you are having trouble there, and don't
want to have to skim down the whole thing, do the following:
Hold down your 'Ctrl' key on your keyboard and press the 'F' key. It will bring
up the Find Box. Now, type in any of the Roman Numerals above (with the period)
followed by the title, exactly as you see it and hit "Enter". It will automat-
ically find the one above in the Table of Contents, so click "Find Next" on the
Find Box and it will skip all the way down the guide to exactly that section.
Sure makes things easier, doesn't it?
===============================================================================
+--------------------------------+
| Section I. - How to Contact Me |
+--------------------------------+
Name - Josh Eaton
E-mail - jjeatonusa1@netscape.net
AIM - DozenDyingRoses
===============================================================================
+-------------------------------+
| Section II. - Version History |
+-------------------------------+
Version 0.00 - (January 16, 2007) - Started.
Version 0.10 - (January 16, 2007) - Finished everything up to mid-Interval 02.
Version 0.15 - (January 18, 2007) - Finished Interval 02, mid-way Interval 03.
===============================================================================
+------------------------------------------------+
| Section III. - Copyright Info. and Legal Info. |
+------------------------------------------------+
Alright. Here's how it works. This guide will first be publicized on GameFAQs.
It is Copyright 2004 to me, Joshua J. Eaton. You, the reader, may use it for
whatever you want. However, you may only use it for reading and your own per-
sonal use. You may NOT take it and place it on your website, nor may you give
it out to anyone. At present, this guide is only allowed to be posted on this
website: www.gameFAQs.com . DO NOT take or use this guide for anything without
my personal consent. If you see this guide on any other website other than the
said one above, please contact me about it. Thank you.
===============================================================================
+--------------------------------------------------+
| Section IV. - Purpose/What This Guide Will Cover |
+--------------------------------------------------+
This guide for the PC Version (and probably the X-Box version provided it comes
out on the X-Box) of F.E.A.R. will cover every single thing about the F.E.A.R.
game. It will cover the menus, weapons, cheats, FAQs, allies, and finally, the
actual guide itself. I've written several other guides before and I try to make
them as easy to read as possible. Above, just under the Table of Contents, take
a look at the tip if you haven't already. It should help more. But enough talk,
let's get started, shall we?
===============================================================================
+----------------------------+
| Section V. - The Main Menu |
+----------------------------+
When you start up your game and it finishes loading, like every other game on
the planet, you will have a main menu. Well, this section will briefly go over
it. So let's go.
NOTE: While playing, hitting the "Esc" key will bring up a similar menu for
you, allowing you to load your games or save them, etc.
Single Player - Selecting this options allows you to play through the main part
of the game, the single player. You play as the Pointman, all
alone the majority of the time, on several different missions.
Multiplayer - Selecting this option will prompt you with a question asking if
you wish to switch to Multiplayer. Selecting "No" will do close
the box. Selecting "Yes" will close the game briefly and re-open
it with a new menu, the Multiplayer one.
Options - There are more options in F.E.A.R. than any other game I have ever
played. You can tweak your gameplay right down to the very edges of
a chair's shadow or the brightness of lights. You also may view the
game's weapons or change the game's difficulty and or controls here.
Profile - Let's say more than one person plays F.E.A.R. on your computer, but
that person likes to use different control settings than you do. By
creating, saving, and loading profiles, you don't have to worry about
your settings being deleted or having to re-do them every single time
you want to play. Just load yours and go! =)
===============================================================================
+-----------------------+
| Section VI. - Weapons |
+-----------------------+
Unlike in many other FPS games where your character can somehow manage to carry
a grenade launcher, a rocket launcher, five machine guns, three pistols, thirty
grenades, a crossbow, a sniper rifle, ammo for all of it, and a teapot just in
case he wants a glass of tea, in F.E.A.R., you can only hold up to three wea-
pons at any given time and their ammo. Grenades do not count as one of these
three, so don't worry. However, despite this, I'm going to name off each weapon
and everything you need to know about it to put it to best use.
Your weapons are held in keyboard slots 1, 2, and 3. Grenades are held in later
slots depending on their type (time/impact-detonation, proximity, or remote).
If you come across a machine gun that you want and don't already have, you can
press your Drop Weapon key (you can change this to whatever you want in Options
on the Main Menu) to pick it up. The catch is, however, that if you already are
in possesstion of three weapons, you will drop your current one to pick up the
new one. So if you value two of your weapons much more than another, drop the
one you don't value at all for the third by first switching to it before press-
ing your Drop Weapon key.
----------------
AT-14 Pistol
----------------
Your average pistol. You can hold a maximum of 100 bullets for it, 18 of which
are in each clip. It's relatively powerful, 1-2 shots to the head kill your
enemy, 3-4 to the body. Great weapon if you have some nice aim and it's even
better once you pick up a second one and dual wield them. When dual wielding
pistols, you basically have 36 bullets per clip, just as powerful, twice the
firing speed, and 200 maximum ammo.
----------------------
RPL Sub-Machinegun
----------------------
Your basic excellent-at-close-range machine gun. You can hold up to 500 bullets
for it and it has a 50 round clip. A single mouse-click will fire 3 bullets in
a burst if you want, or you can hold down the trigger for automatic rapid fire.
The only draw back to this great weapon is the fact that each bullet is pretty
weak, so you really have to load your enemy up with about two bursts and hope
most of them hit him in the chest for it to be an excellent killing machine. If
you can burst-fire slow-motion three rounds into a target's head though, it's
awesome.
----------------------
G2A2 Assault Rifle
----------------------
Easily one of the best weapons in the game. Highly accurate, very powerful. You
can fire it in 3-round bursts like the sub-machinegun or go all out rapid fire
crazy with it. Pretty much nothing bad about this weapon. Clip and Max ammo
needed.
===============================================================================
+----------------------------+
| Section VII. - Walkthrough |
+----------------------------+
F.E.A.R. is divided into intervals, as will this section of the guide. This
section will easily be the biggest and will contain spoilers in it all over the
place since it guides you through the game. If you haven't gotten to a particu-
lar part, I suggest that you not read that part. F.E.A.R. is an incredible game
and should be experienced to the max, and in order to do that, one mustn't have
everything spoiled for them. Now, finally getting to the main part of this
guide, without further wait, this... is F.E.A.R.
--------------------------------
| A) Interval 01 - Inception |
--------------------------------
SITUATION:
A high level alert has been issued.
MISSION:
F.E.A.R. team is to report for emergency briefing on the situation.
You have just been transferred to the unit as point man. This will be your
first assignment with F.E.A.R.
The game starts with a black screen and the following quote slowly appears on
it: "In 2002, the U.S. Army formed a secret unit dedicated to combating para-
normal threats to national security. The unit was named First Encounter Assault
Recon." It then shows you a couple credits and a short video, starting with a
man in a jail cell on his knees. This man is Paxton Fettel. You can hear whis-
pers in his head during the video from a little girl that say, "Kill them" and
then "Kill them all". You will see her briefly in the door's window. The video
then shows a bunch of soldiers that look like they are asleep while standing,
and then "wake up". Paxton Fettel will then proceed down a hallway, kill some
dude on a couch, some more dudes get owned by the wide awake soldiers, Paxton
eats a dead guy and... wait, what?
Yeeea... anyway... you continue to watch and Paxton Fettel is actually eating
one of the dead guys with "ATC" on his armor. After that, the screen will go
black and you will see "Interval 01" on your screen and here a man tirely say,
"Yes?" and a woman reply, "Sorry to wake you, Senator. It's about origin." The
Senator asks what happened and she tells him that there was an uprising and
that Fettel (Paxton) has taken control of some prototypes, but it can still be
easily resolved. He ends the conversation by saying that he will make a few
calls and your control starts.
You are in a room with a man and woman on your left and another man on your
right. The man on your right will brief you on the situation, explaining that
Paxton Fettel has the ability to control large numbers of super-soldier clones,
and that in order to stop all this, the best thing to do is to simply take out
Paxton Fettel. He then assigns you to do this and states that your reflexes are
"off the charts". You will see what this means soon. The screen fades to black
and you see Paxton's face come closer to you. He bends down and asks you what
the first thing you remember is. You then see a light like the ones in dentist
offices, hear a woman scream, and see a doctor say, "You will be a god among
men."
Freaky, huh? Next thing you know, you're in a car. On your left is the man who
objected to you being put in the field in your briefing. Immediately on your
radio, the F.E.A.R. team coordinator, Betters, comes on saying that Paxton's
signal is in the area. He asks Jankowski if his team is ready and a mission
screen pops up. It says:
SITUATION:
F.E.A.R. mission coordinator, Rowdy Betters, has tracked enemy commander,
Paxton Fettel, to an abandonned building in Auburn district.
Hannibal-3 Spy satellite in geosynchronous orbit shows no signs of Replica
soldiers in vicinity.
MISSION:
F.E.A.R. combat operatives will infiltrate target site from two separate entry
points and attempt to neutralize Fettel. According to Armacham technical advis-
or, once Fettel is contained, Replica soldiers will become inactives and can be
rounded up without incident.
You press any key or click the screen to acknowledge your mission and exit your
car. Your gun is pulled out. It's a standard issue pistol, holds 18 bullets per
clip and fires relatively quickly. If you're playing on a hard mode, I advise
that you waste no ammo shooting at rats and walls and such. Move forward in the
direction the car is facing and turn right around the corner. Break apart the
boards with melee combat (don't waste ammo)(your hotkey for melee combat can be
found and or changed in Options). Make your way through the "door" you just
opened and turn left. Locate the flaming barrel and head towards it and through
the door on the right by using your Use key on the door to open it.
Make your way through a couple of doorways until you come to a very dark room.
Your screen will tell you how to activate your flashlight, so do so and head to
the other side of the room and open the door here the same way you did the last
one. It will fall down inside instead of opening on hindges. Make your way in
and look left to the boarded up door. Jankowski will tell you to find a differ
ent way around. A mini-mission comes on your screen saying to meet up with him.
Now look around. You can go up a few steps or through a doorway or two on the
right. Go right and pick up the blue injector on the table by walking over/near
it. This permanently boosts your health. Remember to keep an eye out for these
incase I miss one in this guide. Your health should now be at 105 max.
Head back out of this room and up the stairs. Hang a left (you can't open the
pair of double-doors directly in front of you, so go left) and follow the hall-
way with the blue floor around a right corner. Jump over the steel table block-
ing your path and continue down the blue-floor hallway. You'll see a strange
black cloud in the middle of the hallway and when it hits you, a bloody, torn
up face will flash on your screen for a split second. Continue down the hallway
and crouch under a half-boarded-up door. A man on the other side, or a spirit,
or shadow, or SOMETHING will just disintegrate in front of you. Continue right
down the hallway (now a brown floor) and you will hear a voice tell you some
things and ask you why you brought it back. The door directly in front of you
will then slam in your face.
Re-open the door and move into the room and cross it to the exact opposite side
and into another room with a doctor's bed/table in it and some filing cabinets.
In here is another door that has a golden lock on it. Take careful aim (there
is a key/mouse button to take very careful aim, I believe it's the right mouse
button by default) and shoot the lock off. Open the door and head through and
up the stairs to a pair of blue double doors. Your screen will freeze here for
a second while it automatically saves a checkpoint incase you die later on and
have not been saving your game.
Jankowski will come to the other side of the door and push over a dresser
blocking your way. Walk through and up to the next door with him and rush in as
he does. All of a sudden, you will both be in slow motion and you will watch
him also disintegrate in front of you. Paxton Fettel will then psychically say
to you, "You were born here... in this place. I was there." Move your way
through the room on the right and into the next one that has a dead guy in a
chair. Your slow-motion will stop and poof, Jankowski will be standing there
saying on his radio that he needs Jin up there quick and then will tell Betters
that you were too late. Betters will say that Paxton's signal is still very
close and Jankowski will send you to look for Paxton.
Do so by exitting the room to the right of the dead guy in the chair and head
up some steps to a doorway that leads to the roof of the building. Open it,
head outside and forward to the end where you can only make a left. Do so and
open the next door to be in a hallway with windows on the right. Head to the
end of it and through the door there to again be outside. Go the only way that
you can, right, and... BAM! You get hit in the face by a piece of thick wood by
Fettel and knocked out. He will then speak to you and tell you that the dead
man's name was Charles, will mention some memories, a woman's memories, and
tell you that Charles deserved to die.
At this point, you will become conscious and Betters will be talking to another
man about some trouble "down at the harbor" and how Fettel completely dis-
appeared from the scanner. Your mini-mission now becomes to rejoin Jankowski
down by Mr. Dead Charles. So head back, but go slowly if you want to hear what
Jin and Jankowski say about you. When you reach the top of the steps you have
to go back down (right before dead dude's room), they'll be talking about you,
she will call you cute, and Jankowski will say that you seem a little odd. Oh
well, head into the room. The woman will tell you two to move along because she
will be awhile. You'll then have a flashback or see a movie, hear a man say,
"Breath! C'mon man, make her push!" and then see Paxton standing in a room,
saying that he's "tried to forget... tried so hard to forget."
Next thing you know, you'll be sitting in a helicopter. A black man outside
will tell his team that you are from F.E.A.R. and are joining them. He'll brief
you on how an attack will be planned out and say that you're not dealing with
ordinary bad guys. Once he's finished, the screen will fade to black and you'll
have a loading screen....
---------------------------------
| B) Interval 02 - Initiation |
---------------------------------
SITUATION:
Paxton Fetterl managed to elude F.E.A.R. operatives in Auburn, and his tracking
signal was subsequently lost.
Body of unidentified male was discovered at the site.
Hannibal-3 spy satellite has photographed sizable force in vicinity of South
River Wastewater Treatment Plant.
MISSION:
F.E.A.R. combat operatives will attach to responding Special Forces Operational
Detachment-Delta (SDOD-D) troops to reconnoiter the area for purposes of recom-
mending military response. Teams should not engage the enemy unless fired upon.
F.E.A.R. combat operative, Jin Sun-Kwon is remaining in Auburn to conduct for-
ensic investigation.
Your helicopter will fly in and you and three SFOD men will jump out and head
forward to a gate. One of them will tell you to find a way to open the gate, so
head directly behind him and behind the huge crates. You should see a rather
large metal door that is halfway open. Crouch under it and go inside. Locate
the yellow injector on the box to the left and grab it. This permanently in-
creases the time that you can use your super reflexes that Betters mentioned.
Using a hotkey that you can pick in your Options, you can enter basically your
own slow-motion for a small period of time in order to help you out in combat.
Your aim improves greatly and you're slightly faster than your enemies. It
greatly increases your chance to survive in any combat situation, but you only
have a limited amount of it to use before you return to normal speed and have
to wait for it to recharge.
Exit the room the same way you entered and locate the stairs on the side of the
building directly nearby. Head up them and across the steel walk-way above the
room you got your reflex booster. Continue through small uneventful rooms until
you come to one with a yellow switch near a window looking out to where your
buddies are. Click the switch/lever with your Use key and the gate opens and
your men run through and tell you to head back to them. Do so. On your way back
your radio will open up, the men will yell, you will hear some signal on your
radio, a man scream "What the hell is that?!" and then silence. Betters will
tell you and the team to meet up with Jankowski.
Once back at the gate, you will find another black strange cloud and all your
men slaughtered on the ground by the gate. Nothing but their blood and their
skeletons is left. When you touch the black cloud, you will see them rush in,
guns blazing, and the little girl in red that you saw through the window in the
beginning of the game telling Paxton to kill everyone. The little cloud-video
will end and you will walk forward a couple steps and receive a new mission
brief that reads:
SITUATION:
Status unknown. Both teams have gone silent and F.E.A.R. team's life signs mon-
itors are offline. Interference is preventing satellite reconnaissance.
MISSION:
Surviving operators should attempt to rendezvous and exfiltrate mission area
until reinforcements arrive.
Once you click or hit a key, head across the courtyard area past the back end
of an 18-wheeler truck and some boxes to a door near a dumpter with a yellow
sign near it. Open it and walk in slowly to see a guy dying on the floor to
your right. As you move in more, you will hear loud voices over a radio that is
not yours saying that all civilians have been neutralized and that they should
hold position and kill hostile forces. Head a bit past the dead guy, using cau-
tion and turn the corner through the door. You can see a soldier with his back
turned to you. Now let me explain something: When enemies in this game are not
aware that you are present, the slighest thing will kill them. Normally it
takes a few shots, but if they are unaware of your presence, it only takes one
single shot or a single melee combat attack to kill them.
Anyway, kill this guy and kill the next guy in the room just passed him. Coll-
ect ammo and a medkit from the next room in here. Medkits restore your health
a bit and you can carry up to ten of them at a time. They can be used with your
hotkey designated in your Options menu. Make your way to the next room and up
the stairs (opening the white double doors at the bottom of the stairs takes
you outside and does nothing). So head up the stairs and around the indoor-bal-
cony to a room with another medkit inside before going down the hallway and out
the window onto a small room that allows you to jump over a fence. Do so and
open the small blue door (you get a screen-freeze and checkpoint save here).
Head through the door slowly and you hear Replica soldiers talking about echo
zero not responding and to hold position. Slowly move around the boxes and take
out the guy who also has his back toward you and the following five guys that
come after you. Use the boxes to your advantage for cover. One of the best tac-
tics you can use in this game is to let the enemy come to you. They will soon.
Take them out and don't go outside yet. Head through the door to the right of
the guy that you killed in the first place and collect the medkit in here and
the pistol on the opposite table. You now have two pistols, one in each hand.
Your ammo has pretty much doubled with pistols as has your firing rate with
them. Have fun if you hate the machine gun.
Anyway, head outside now and locate the lamp post and the armored truck. Just
in front of the truck is a ledge you can hop up on to. Do so and proceed
through the silver door here. Head to the other end of the uneventful boxfilled
room and through the doorway to another, huge room with shielves stacked with
boxes. You'll hear something like an electrical explosion and a small crash.
Okay. Make your way to the exact opposite corner of this room as the one you
entered and head through the door. You'll hear the Replica'd radio again, so be
careful. Head through the next doorway and kill the two that stand in the room.
A third will come soon enough from around a corner and will most-likely jump
through a window into a smaller room for cover, so kill him too. Collect their
ammo and the medkits from the two smaller rooms in this large one. Do not for-
get the pick up the two grenades on the desk as well. These grenades explode
after 3-4 seconds of throwing them OR if they hit a person, so be careful when
you throw them.
Now, make your way into the next large room with the massive crate in the air
and tons of boxes. Kill the two Replica soldiers in here and head to the other
end of it to the hallway. Go in and make your way up the stairs ahead. Just as
you do, you'll see another Replica soldier trying to sneak by. If you're fast
enough, you can get the one-shot-unaware kill. If not, waste a few more bullets
on him. Collect his ammo and the medkit, grenades, and pistol ammo from the
rooms nearby. There's also some armor on the floor as well as a large rifle.
Pick it up as well for your third weapon slot. This baby is your best friend.
It can't zoom in very well, but it's very powerful and very accurate. Enjoy.
Now locate the threshold up here that takes you into the large room again, but
upstairs on a balcony. Hop up the left on the shelf filled with boxes and drop
down onto the next balcony and head in the room that has a phone in it and a
blinking red message. Also in here is some pistol ammo and a grenade. The mess-
age is from some guy (you can listen to it by clicking your Use key on the
phone... phones and laptops can provide you with very useful information to
figure out what the hell is going on). Anyway, get ready... click the yellow
lever here and kill the two Replica soldiers that attack from the other side of
the room. Once the huge crate in the air that the lever made move stops, hop on
it and walk across to the other balcony where the two guys you just killed lay.
Collect their ammo and go left, towards the red vending machine. Go in the room
right next to it to collect some pistol ammo and more ammo for your new rifle
as well as some armor. To the right of the vending machine and way you came in
is a medkit on a small shelf as well. As you can see now, this room basically
just wraps around both ways to a door that leads into another room, but up-
stairs on a steel balcony. Watch as a few Replica soldiers make their way in.
If your aim is good, go into slow-motion and hit one of them with a single gre-
nade. They have no idea you're there, so it's easy and will kill all three very
easily. Now head across the balcony and open the single blue door. Make your
way down the stairs here, but be careful, others may have been made aware of
your presence.
Anyway, collect ammo from the dead Replica, but don't go outside just yet. Lo-
cate the two silver double-doors. Don't go through them, but walk up to them.
Outside, you can see some Replica soldiers, quite a few actually. There are
about 5-7 of them and they can see you as well, but will not fire unless the
doors are open. Your best strategy is to pick them off through the door windows
or wait for one of them to kick open the door and walk through. Either way you
want to do it though is fine, have fun. Take them out, collect ammo, and walk
outside, but be weary of any other guards you may have missed out here.
Locate the lamp post on your right and make a right around the corner just past
it. Head down a few steps on the side of the building and through a door for a
checkpoint. After the auto-save checkpoint, collect the machinegun ammo from
the next and continue through this small room... wait... what's this? You're in
slow-motion once more after a scary face popped on your screen. Oh noes. Make
your way down the hall past the room you started scary-face-slo-mo mode in and
you'll see a man (not Paxton) disintegrate in front of you. Continue through
the hall, past the fire extinguisher on the left wall (ignore the rooms to your
left and right, nothing in them) and make the only turn you can, left.
In front of you, you'll see the same guy and a voice will say, "Is s-s-someone
t-there?" Go into the room that has the yellow sign on the wall next to it that
says "Shipping and Receiving" where the guy diintegrated and make the first
right that you can, just before the pile of boxes. Head back in this room with
a piece of machinery until you see the blue injector on the box. Pick it up to
increase your health. It should now be 110 max.
Exit this room the same way you came in, back into the Shipping and Receiving
room. Make your way past the few boxes into a room that has blood, guts, and
skeletons on the floor. Turn right and about fifteen feet in front of you are
some stairs. Go up them, open the door, and the only thing in this room of any
significance is a window. Jump out it and... BOOM! The area in front of you
will explode and the little girl will appear and come towards you, as will the
flames. You can try to run, but it won't do any good. You'll be thrown upwards
and taken to a loading screen....
---------------------------------
| C) Interval 03 - Escalation |
---------------------------------
SITUATION:
Hannibal-3 spy satellite is back online. One F.E.A.R. combat operative has been
found alive. Remaining operative is still missing, but life signs are stable.
Paxton Fettel's tracking signal has been detected in the area.
SFOD-D reinforcements are en route to assist in primary mission.
MISSION:
Remaining F.E.A.R. combat operative will attempt to locate and neutralize
Fettel.
F.E.A.R. technical officer and SFOD-D escort will continue search for missing
F.E.A.R. operative.
You will wake up and Jin Sun-Kwon will be in your face with another guy, saying
that you made it out alive and she'll send you on your way. She's the technical
officer the mission talks about, so just leave her there and make your way
straight ahead and around the corner to the right. Locate the stairs that lead
underground (they have a yellow handrail) and open the door at the bottom. Walk
in the room here and straight ahead and around the corner to the right. Make
your way through these empty halls until a Shepherd, A. comes on your radio and
says that he won't be able to give you any reinforcements. He and Betters will
have a small conversation.
Make your way up the stairs in the room with a dead guy on the floor and around
the corner at the top to a door. Open it and go outside. Now look around. You
see how there's a huge, steel, yellow walkway across a round tank with no top?
You see how the round tank is in a large area in the ground? Jump over the rail
and into that area, basically the lowest you can get. Make your way around in
this area and locate the three small lone boxes. Right next to them is a yellow
injector to boost your reflexes for personal slow-motion. Enjoy. Now make your
way back to the stairs in this area that lead up, back to normal ground and go
in the door up here. Hit your Use key on the phone in this room and some guy
will come on it, starting with, "Mike?! What the hell is going on over there?!"
You there? Okay. In the same room is a yellow lever. Click it as well and watch
the yellow walkway outside change positions.
Exit the room the same way you came in and walk across the yellow steel walkway
and over the round tank to the other side. Once there, turn right a bit and lo-
cate the yellow ladder that leads downwards. Click your Use key on the ladder
to mount it and climb down to a small ledge with another ladder. Click it as
well and slide down it too. Once down here, make your way through the hall.
Your radio will turn on and it will be silent, saying "Unknown Origin" on it.
As you may have already noticed, it just does that sometimes. *shrug* Continue
through the hall, past the rats that run by until your running slows down, your
breathing becomes heavy, and a little girl runs by in front of you just ten
feet or so. What the hell is with her?!
Anyway, continue forward and pick up the blue health injector. Your max health
should now be 115. Yay. Turn to the right of where you got the health injector
and click on the ladder for a big surprise! Oh boy, a saving checkpoint! Once
that's done, climb the ladder and you'll be outside again. Head forward about
twenty feet, over a small yellow walkway to a door. If you were fast enough,
you'll see a single Replica soldier on the other side of it through the window.
Kill him and then turn around and hop down into the water that the yellow walk-
way took you over. Collect the medkit and climb the small ladder on the oppo-
site side of this pool to get out of it. Go back to the door you shot the sold-
ier through and open it and make your way inside and to the left, up the stairs
that he was going up.
Kill the second soldier that will eventually patrol to the top of those steps
if you haven't already and head back down a bit to the bottom. Pick up the med-
kit and grenade on the table near the two huge tanks at the bottom of the steps
and then go back up them and in the room on your immediate right. Pick up the
armor if you need it and the machinegun ammo next to it. Exit this room and
follow the walkway at the top of those steps around a corner and past some
rather large, blue cylinder-shaped tanks and stop for a second. You now have
some blue tanks on your left and right in a narrow hallway and a corner that
turns left ahead of you, right?
Around that corner are two guards, ready for you. One is on your right and the
other is behind a tall box on the left, but you can make out his head easily.
My suggestion is to activate slow-motion and run out from the corner. Cap the
guy's head a few times to kill him and then take care of the guy on your right.
Easy, done. Now look around. You see how the steel walkway makes a perimeter
around the room and how there are two grey tanks in the middle of it? The first
thing you want to do is to jump over the railing and down onto the ground level
with the tanks. Now locate the stairs. Look behind them. Turn on your flash-
light and crouch down back there. Navigate your way through this small passage,
following the pipes to the end. Pick up the reflex booster injector (a yellow
injector) to boost the duration of your slow-motion.
Turn around and head out of here, back to the two large tanks and up the
stairs. Now locate the gate here on the walkway that goes around the room.
Shoot the lock off the gate with a single aimed bullet and open the gate with
your Use key. Head up the ladder in the small room you now have access to and
walk straight forward onto some pipes that lead out and to the left. Walk on
them out over the room you were just in with the tanks and walkway and follow
the pipes into a vent on the other side. Look left and you should be able to
see the vent on the "floor" of the duct you're in. Melee-attack the vent twice
to break in it (don't waste ammo, no need) and drop down. Turn directly around
and shoot the lock off the gate here as well, incase you need to go back for
some reason.
Now locate the blue door in the room you dropped into and cautiously go through
it. You'll hear a Replica radio tell someone to be advised, that Echo 12 isn't
responding (well no ****, you killed them). Get ready for a miniature battle.
There's plenty of walls and such in this room. Take out the four guards in here
and collect their ammo and the medkit on the table in the corner. Head to the
other side of the room, across the small walkways that are over a couple pipes
and go the only way you can, to the right and up some stairs. The room there
at the top of the stairs is pretty much worthless, so head down the hall from
it and around the corner (left). In front of you is a ton of ammo, a grenade on
the table, and some armor. Yay! Pick it all up.
... More Coming Soon ...
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