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    FAQ/Walkthrough by redapocalypse04

    Updated: 06/23/11 | Printable Version | Search This Guide

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    |                                 F.E.A.R. 3                                  |
    |                       Walkthrough By: redapocalypse04                       |
    |                       Contact: pbreedlove89@yahoo.com                       |
    |                                Version: 1.00                                |
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                               ||  Table of Contents  ||
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    I. Walkthrough_____________________________________________________________[W0]
    
      Interval 01______________________________________________________________[W1]
    
      Interval 02______________________________________________________________[W2]
    
      Interval 03______________________________________________________________[W3]
    
      Interval 04______________________________________________________________[W4]
    
      Interval 05______________________________________________________________[W5]
    
      Interval 06______________________________________________________________[W6]
    
      Interval 07______________________________________________________________[W7]
    
      Interval 08______________________________________________________________[W8]
    
    
    
    II. Extras_________________________________________________________________[E0]
    
      Xbox 360 Controls________________________________________________________[E1]
    
      Weapons__________________________________________________________________[E2]
    
      Multiplayer______________________________________________________________[E3]
    
    
    
    III. Achievements/Trophies________________________________________________[AT0]
    
      Secret Achievements/Trophies____________________________________________[AT1]
    
    
    
    IV. Technical____________________________________________________________[TECH]
    
    
    
    
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                                  ||  Walkthrough  ||                          [W0]
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    This guide can also be found on the CheatMasters blog at:
    
    http://www.cheatmasters.com/blog/2011/08/31/f-e-a-r-3-walkthrough-guide/
    
    
    
    
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                                    | Interval 01 |                            [W1]
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                                    | =========== |
    
    
    
    
    First, I'd like to note that if you do this cooperatively, one person will 
    control Point Man, the default character that this guide is written for, and 
    one person will control Fettle. Fettle's path sometimes diverges from Point 
    Man's, so the guide may not be relevant in those areas. Also Fettle's combat
    system is different from Point Man's. Finally, after beating a mission, you 
    can play through that mission as Fettle in solo campaign. Which is good, 
    because Fettle is a fun character to play with.
    
    
    
    
    When you gain control, use the Right Thumbstick to look around and the Left 
    Thumbstick to move. Open the door and move down the hallway. Open the door at 
    the end and continue on. You will eventually come across an enemy who is 
    facing away from you. Melee him in the back and walk over him to take his 
    pistol. Go left and aim down sights, then look at the lock. You should notice
    that the green iron sights on the pistol turns red. It does this whenever you
    aim at something you can shoot. Shoot the lock to break it, then move through
    the door and immediately take cover behind the boxes to your left. There's a 
    guard on the other side of the boxes. Take him down, then vault over the boxes.
    
    After killing the guard, use the switch in the next room to open the door. 
    You'll have to take down two more guards that rush in, but there's plenty of 
    cover. When you get to the stairwell, turn on your flashlight. You'll find an
    ammo crate with some pistol rounds and a couple of grenades inside. When you 
    get to the next hallway, enter cover and use a grenade to deal with the two 
    guys talking in front of you. There's a third guard at the end of the hallway.
    The guys are carrying SMGs, and you'll automatically pick one up. Press the 
    Left Bumper/L1 to switch weapons. You can go either way here. Both paths 
    require you to crouch once and jump once.
    
    When you reach the wooden door, you can just open it or you can melee it, 
    which causes you to kick it in. Either way, look to your left when you do.
    You'll find three guards playing poker at a table. They of course become 
    alerted to your presence, but the game automatically activates slo-mo. If you 
    manage to kill all three guards with headshots before slo-mo ends, you get an 
    achievement. If you don't get it, use the reload checkpoint option in the 
    pause menu to go back to the other side of the door and try again. Once they're
    down, take cover. You'll have to deal with at least six or seven enemies in the
    room. Keep an eye out for a fire extinguisher on a pillar in the middle of the 
    room, and for a breaker box on the back wall. Both can be shot, which causes 
    them to explode.
    
    After clearing the room of enemies, you'll come to another hallway. You'll 
    see visions of Alma floating around, and the music gets annoyingly creepy. You
    can open all of the cell doors here, though only the last one on the right 
    offers anything useful: some SMG ammo (and gravity-defying blood). The next 
    room has pistol ammo on a desk to the left, and a dead body. You should notice
    a faint glowing aura coming off of the body. You can perform a psychic link 
    with bodies that have this aura. The body will disappear when you do this and 
    you'll gain points. Turn off your flashlight when Fettel notes that it gives
    your position away.
    
    You should hear some guards patrolling the next room. You can try to sneak in
    and take cover, but this cell block is loaded with enemies, so you're going to
    wind up with a firefight on your hands whether you like it or not. Keep in 
    mind that some of the cover is destructible. You can also make your way up to
    the second and even third floors. The doors will have to have their locks shot
    off first though. On the third floor you'll find two ammo containers (one at 
    each end of the room) and a body you can use psychic link on, near the entrance
    side of the room. Also, at least one of the guards in here drops a shotgun. 
    When it's clear, get on the second floor and make your way on top of the 
    control room. There's a door here you can exit through, with a lone enemy 
    behind it.
    
    Go downstairs and you'll find yourself inside the control room. The ammo 
    container has a new type of grenade for you: the flashbang. Use the D-Pad to 
    switch between grenade types. Pull the switch on the console to open the 
    previously locked cell door by you, as well as the locked door at the end of 
    the room. A few enemies will come through this door. They'll be using smoke as 
    cover, so let loose with flashbangs or frags at your discretion. Once they're
    down, move on. Be careful, as there might be another enemy straggling behind 
    in the next corridor. Keep going forward until you see a single wood door to 
    your left. You need to go through it to proceed, but first, go right. You can
    enter another room with some ammo and a body you can psychic link with.
    
    Move through the wood door now and you'll be in a small room with a few guards.
    After this you'll come to a large room filled with enemies. There's an 
    explosive barrel right in the middle that'll do some damage to the surrounding
    enemies. Also, just before you enter the large room, look to the left for a 
    locked door. You'll find ammo behind it. As soon as you enter the large room,
    you should see a cage to your left. Find the opening and you'll see a body on
    the floor that you can use psychic link on. As you move on, a few more enemies
    will come out of the kitchen area. Move through the kitchen and head upstairs.
    You'll find a couple of people right at the top of the stairs, and one of them
    has a shotgun, so be careful. There's another guard or two in the next room, 
    along with a propane tank to the left of them, if you want to use it.
    
    Pull the switch in this room. This opens the door next to you and spawns a 
    load of enemies on the catwalks. Look to the right of the now open door and 
    you'll find another door that's locked. Shoot the lock and go through it for a
    safer passage to take the enemies out from. There's also an ammo container and
    a body you can psychic link in here. After you take them all out, go through
    the door on the other side and head downstairs. Before heading through the 
    blue doors, shoot the lock on the gate to your left and use psychic link on
    the body here. Keep going down to the bottom and you'll find more ammo and 
    another body that you can use psychic link on. Also, crouch and go under the 
    stairs and look in the corner. You might see an Alma Doll here. Walk over it to
    collect it and get some points. I say "might" because the dolls are known to 
    spawn in different locations in each Interval. This is where I found mine 
    though, so it's worth a look.
    
    Head back up and through the blue doors. You'll hear a radio message saying 
    that there's a gas leak. Shortly afterwards you come to a fork. Go left through
    the open gate and use psychic link on the body, then head right, through the 
    closed gate. Open the next gate and look left. You should see a gate that you 
    can't open with a forklift against it. There's a body on the other side you 
    can use psychic link on. Continue to the stairwell, but don't go up the 
    stairs. Crouch and go under them and you'll find yet another body to psychic 
    link. Now sprint up the stairs. The gas pipes begin to explode, and the 
    flames will damage you. An enemy at the top will get caught in some flames.
    
    Coming out of the stairwell, go straight forward into the cell and you'll find
    another body to use psychic link on. In the next area you'll have to fight your
    way down the catwalks. When you go one floor down, a gas pipe will block your
    path. Go into the open cell and you'll find a hole that you can crawl through.
    There's a body here that you can psychic link, and you can use this hole to 
    get over to the next cell. On the bottom floor there's an explosive barrel in
    the middle of the area. Take out all of the enemies here to finish this 
    Interval.
    
    
    
    
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                                    | Interval 02 |                            [W2]
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    Move down the tunnel and turn right. After dropping down, look to your right 
    for a body to psychic link with. Keep moving down the tunnel until you can 
    enter a door on the right side. Shortly after moving through the open door 
    you'll come across a dead body that you can use psychic link on. There's also
    a pistol here. You'll soon move across a long walkway. At the end, turn left 
    and move past the red toolbox to find another body you can psychic link. 
    After the short cutscene in the next room, pick up an SMG and continue on. 
    After going up the steps, psychic link the body. You'll soon exit back out into
    the main tunnel. Vault over the railing.
    
    You'll briefly exit the tunnels, but then you drop back in. Keep going and 
    you'll come to a ladder that exits the tunnel. There's a body you can psychic 
    link. After getting back above ground, look in the building behind you for 
    another psychic linkable body. You'll need to move along the streets here, 
    fighting enemies as you go along. After moving through the house, you'll face 
    a bunch of enemies. After taking them out you move off of the street and up 
    some stairs. Just before you go up the stairs, look to the left for a body 
    to psychic link.
    
    At the top of the stairs you'll find a load of enemy troops waiting for you.
    They might come from the house on the left, too, so watch your flank. There's 
    a sniper rifle in that house, if you want it. Once you clear the area, enter
    the door under the "Mini Mercado Leoncio" sign. It's to the right of the 
    stairs to leave this area. Go up to the top of this building to find a body
    you can psychic link. Move forward until you're inside of a house where you 
    have to drop through a hole in the floor. The stairs going up are blocked by
    a cabinet of some kind. Before dropping through the hole, look behind the 
    stairs for a body to psychic link with.
    
    You'll soon come across more enemies, though not nearly as much as last time.
    Clear it out and move to the stairs. Before going up them, open the door to 
    the right of them and inside you'll find a body to psychic link. Go up the 
    stairs and clear the place out. More people will show up on the ground where
    you just were. A couple of guys will also bust through the only other door up 
    here where you are. When they do, kill them and go down those stairs. Continue
    on until you have to go up some stairs. At the top you'll find a few enemies.
    Shortly afterwards you'll come across an ammo container with Zap Grenades.
    
    You'll exit the next building onto the street. As soon as you exit, look to 
    your left for a body to psychic link. There's one guy behind a car on the 
    street. However, when you move up, you'll have to deal with more enemies, 
    including a mech. Your best bet here is to try to take out most of the enemies
    before the mech comes to you. When the crowd's been thinned a bit, use a zap
    grenade to stop the mech and drill it a bit. You'll find more zap grenades in 
    a container on the left wall. Also, if you can make it, you'll find a rocket 
    launcher in the building on the far right corner of the area. It's not a long
    run to get inside the building, but there is a lot of opposition.
    
    Clear the area out and move through the wooden gate. You'll quickly run into 
    more enemies. Some of them will be running around on the rooftops, so be 
    careful. If you run directly forward upon entering this area you'll hit a 
    house. Enter it to find a body to psychic link with. You can also climb around
    on the rooftops if you want, via two ladders on the middle buildings and some
    palletes to the left of your entry point, but this doesn't afford you much 
    cover.
    
    After you continue on your goal will be updated. You now need to commandeer
    the helicopter. After leaving the first area with the ammo container, look to
    your right for a couple of steps leading up to a porch type thing. There's a 
    body on the porch. Climb around some more and you'll spot a blue, electric 
    looking guy. He's rather annoying. He'll throw portals down onto the walls 
    that enemies will spawn from. Defeat the enemies and push your way forward.
    After a bit of fighting, you'll go up a ramp and be facing the helicopter.
    At this point, find cover. The blue guy is on a building by the helicopter, 
    and he has a beam weapon that takes your health down fast. He also takes quite
    a bit of damage, seems to have recharging shields, and will continually spawn
    in regular enemies. It's best to head back down the ramp and hid in the cubby
    hole by it. If you have a sniper, use it on the blue guy. A few back to back 
    shots should take him down. Otherwise, just keep drilling him with whatever 
    you've got. After he's dead, make your way to the helicopter to finish this 
    Interval.
    
    
    
    
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                                    | Interval 03 |                            [W3]
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    Turn around and move through the broken automatic doors. You'll find a body 
    in this area. Now move on. You'll find yourself moving onto the shelves, and 
    then you'll drop down. Move forward to the Break Room doors, but turn left 
    instead and open the garage door here. You'll find a body behind it. Enter the
    Break Room doors. Enter the men's restroom and use psychic link on the body 
    here. There's an enemy next to the huge hole in the wall. Keep going and you'll
    come across a body when you exit back into the main store area. Climb on the 
    shelves until you reach the electronics department. You'll have to move 
    through a maze of televisions. There's another body in front of one of them 
    that you can psychic link. When you reach the end of the maze, you'll find an 
    SMG. You'll also be trapped in the small area with some enemies. These guys 
    are quick, but they act more like rabid zombies than actual people, and will 
    just constantly try to swipe at you. Take them down and two more will burst 
    through the exit door, except they have melee weapons. Slo-mo works 
    wonderfully in these situations.
    
    Keep going until you see the lower half of a half-eaten soldier. At this point
    you can go through the door, or you can shoot the fire extinguisher next to 
    the garage door. It'll blow a hole in that door and you can move through to an
    ammo container with dual MP-970s. Otherwise, the two paths leads to the same 
    place: the refrigeration area. Some of the bodies on the floor in here aren't
    dead, and they'll get up to attack you as you walk by them. As you move 
    through this area, keep an eye out to your left for a small room with SMG 
    ammo inside. You'll soon walk by a shelf, and something will tip the shelf 
    over. Slo-mo will automatically be activated, so just keep moving to the other
    side and you'll miss it.
    
    Unfortunately, this stirs up quite a lot of those zombie characters. You 
    should see one by the left wall of refrigerators. He's eating on a corpse that
    you can use psychic link on. Keep following that left wall and then turn left 
    at the end. You can use the door here to get inside this refrigerated section.
    You'll then be able to funnel the enemies through the door. It acts as a 
    chokepoint. Since they can only use melee attacks, this is also a good place
    to try and get your Invincible/Godlike challenges for getting so many kills in
    a row without taking any damage. You now have to move from the refrigeration 
    area on this side to the one on the opposite side. There will be more enemies
    to deal with as you continue through this area, but you can generally put your
    back to the wall and take them down. After passing through the first 
    refrigerated area here, look for a body that you can use psychic link on in 
    the second refrigerated area.
    
    After passing the last part with dead bodies, open the garage door and pick up
    the flashbang on the shelf at the end. Head back and enter the other door. 
    The first offices here have ammo but not much else. After you turn the corner,
    check the first office on your right for a body. After exiting the area with
    the offices, look to the left for another body, then open the garage door.
    There's yet another body to use psychic link on laying on the ground up ahead.
    
    Be careful when traversing this next area. The crazies/zombies have started
    strapping bombs to their chests. Make sure you take them down before they 
    reach you. Go up the aisle and then back down the other aisle. There's a 
    ladder next to the wooden gate that you can use to get on top of the shelves.
    A few enemies come for you when you first get to the top. More will continue to
    show up as you make your way across the shelves. They like to swing along the 
    rafters, so keep an eye at the ceiling and keep an ear out for the beeping of
    the bombs. Drop down when it's clear and then drop into the next area. You'll
    be trapped in here for a bit as crazies of all kinds drop in around you. Hold
    them off and eventually two suicide bombers will show up at the gate to the 
    left of the aisle you dropped in from. Shoot them to blow open the gate.
    
    After some weirdness, you'll move through plastic curtains. There will be a 
    body on the cart in plain sight that you can psychic link. You'll eventually
    come out into the deli area of the main store. At this point, a lot of 
    crazies will come after you, including a new type that can throw knives with
    amazing accuracy. Take him out whenever you get a chance. If you can make it,
    go around to the outside of the deli and find the ladder. You can get on top of
    it, where you'll find a couple of weapons. It's not a bad place to hold off the
    horde, either, though the meat cutting area is definitely more ideal. Still, 
    if you're running low on ammo, you might not have any other choice.
    
    Move onto the shelves where you'll deal with more knife-throwers. At the top, 
    suicide bombers also try to climb up to you. Keep moving around and you'll 
    deal with a couple more knife-throwers before you finally drop into an 
    arena-like area with a mound in the middle of it. Approach the mound and 
    prepare to hold off several waves of crazies. There are plenty of suicide 
    bombers sprinkled in here, but don't forget about the other types as well. 
    Knife-throwers come in near the end. After they're all gone, soldiers will 
    breach the exit doors. One well-timed grenade can take them all out at once.
    Move through the door and you'll find soldiers fighting off crazies. Go 
    through the door to your left while they duke it out to find a body. Mop up 
    the remnants of the battle, probably a few crazies, and head out of the 
    garage door to end this Interval.
    
    
    
    
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                                    | Interval 04 |                            [W4]
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    Try to take out the two soldiers here immediately so that you can pick up 
    their SMGs. Use slo-mo if you have to. Take the third one out at the end of the
    road and continue on. There are four more in the area around the corner. After
    they're all dead, move into the open garage with the ammo containers. Enter 
    the extremely creepy house and get up to the second floor. Move through the 
    kitchen and go upstairs. You'll come to an ammo container with an assault 
    rifle in it. Grab it and drop down onto the busted mech. Look around here for 
    a body to psychic link with. Drop out of the house and deal with the soldiers
    in the area. Keep moving, dealing with enemies, until you have to walk over a 
    partially collapsed fence to get through a hole in the next house. Before you 
    walk over the fence, look to the right of it for a body to use psychic link on.
    
    Move through the house and keep going through backyards, taking out soldiers 
    as you go. Once you reach the area with the gazebo, you may notice a couple of 
    ammo containers with plenty of assault rifle ammo. There's also ammo and 
    shock grenades in the little shed. There's also no exit. You know what this 
    means...another episode of you being stuck in an uncomfortably cramped space
    with something that's bigger than you. That something would be a mech. Don't 
    think you can hide under the gazebo either, because it'll just bomb the hell
    out of it. Also, soldiers like to trickle in from everywhere while you fight
    the mech. Still, they aren't as bad as the mech, so you'll really have no 
    choice but to simply run around the outside of the gazebo, using the low walls
    as cover. If you find yourself getting shot, a soldier has probably gotten 
    behind you, so take them out quickly. Slo-mo is best saved for these occasions.
    Just use a shock grenade against the mech, then hit it with bullets and frags.
    Rinse and repeat.
    
    The exit gate will open. Take out whatever happens to come through it and 
    enter the next house. You'll find a body laying on the floor on the right side.
    There's another body in the next room that you can use psychic link on. It's 
    at the far end by the pool table. Go upstairs and around to the television. 
    There's a body laying on the floor in front of it. Head upstairs again and 
    turn right. Take the right hand door here and follow it into a room with a body
    that you can psychic link. I also found the Alma Doll in here. Now go through
    the other door. After the...thing pops out at you and then disappears, you'll
    have to deal with crazies as you move through the house. Before heading back 
    downstairs, you can go left to find a bathroom with an enemy in it and a 
    shotgun. Go right and you'll enter a room with a few enemies and a television
    laying on the floor. There's also a body in here to use psychic link on.
    
    Now head downstairs and move through the kitchen into the next area. The next 
    kitchen has two suicide bombers in it, and a couple more crazies will also 
    pop out. Now head upstairs and turn right. Go through the right hand door 
    here. Move through this room into the next one, then immediately look right 
    for a body. Drop down when you reach a dead end and move through the kitchen.
    Immediately throw a grenade into the group of crazies staring at the TV, or 
    they'll all come for you. Head into the basement and you'll be stuck in this
    small room while a horde of crazies come through the holes in the walls. Just 
    keep moving and you should be find. Also utilize grenades. Throwing one at an 
    enemy that's a safe distance away is a great way to take a chunk of them out.
    
    After you've dealt with them and after the slight intermission, you'll be in a 
    playground of sorts. Soldiers will come for you. There's even a sniper on one
    of the balconies, so watch out. Turn and look at where the soldiers are coming
    from. If you go to the middle of the far right side you'll find a body. If 
    you go to the left corner ahead of you, you'll find another body. Take them 
    all down and then soldiers will come from behind. Move forward and into the 
    house on the right, the one that had the sniper. Another sniper pops in the 
    house across the yard. Inside the house, look around on the first floor for 
    another body to psychic link. On the second floor you'll find another body and
    some sniper rifles. If you opt to use a sniper, be sure to watch your back.
    
    After they're all gone and you hear the loud scream, exit the house and climb
    onto the crates to your right and over the bent fence. There's an empty mech
    over here, so hop in it. You can melee while in this thing, and pressing the
    jump button also melees. Your health is displayed in the left meter, whereas
    your cannon's temperature is displayed in the right meter. Shoot the doors of
    the house to blow them open. You'll need to move through this house, killing
    the soldiers and blowing holes through the walls. At the end you'll come 
    across another mech, but he's pretty easy to take down. Move onto the trail, 
    taking out soldiers as you go. There's a hallucination, then more soldiers to 
    kill, before you finally reach the relay station. Shoot the barrels near the
    fence to blow it down, then get out of the mech and hop over to the other side.
    
    There are more enemies over here. Take them down and move through the maze
    of electricity. As you reach the end, a few enemies will come out of the 
    building. Inside the building you'll face more soldiers. Clear them out and 
    open the garage door at the end. You'll now be stuck in this next area with 
    another one of those blue guys that can spawn in enemies. This time however, 
    he can't directly attack you. He can't even move. The only way you can damage
    him is to wait for him to send out pulses to the horizontal cylinders. When 
    they turn blue, shoot them. Of course, everytime he does this, he also 
    spawns in a ton of soldiers, so you're going to have to constantly fight them
    off. After he sends out three pairs of charges and you blow all of the 
    accompanying cylinders, he finally blows up. Head down the stairs to finish
    this Interval.
    
    
    
    
                                    | =========== |
                                    |             |
                                    | Interval 05 |                            [W5]
                                    |             |
                                    | =========== |
    
    
    
    
    You won't be able to follow Jin, so move down the street in the other 
    direction. There's a shotgun next to the ambulance and an assault rifle at 
    the end of the street by the APC. Move to the alley and into the building. 
    Keep going until you reach a fork. Go right and open the door. It won't open 
    all the way, but it is open enough for you to shoot the lock on the door you 
    passed in the last hallway. Head inside that room to find a body and some 
    ammo. Now go left at the fork. You'll find another body just before exiting 
    this room. When you exit the building, you'll find some soldiers out on the 
    street. There's also one in the guard tower, along with an ammo container.
    
    Move through the gate and continue to deal with the soldiers. These guys like 
    to use shock grenades. Use the terminal when you reach it. After you turn left
    once, you'll be facing a wall when some fencing. There's a body over there to
    use psychic link on. Climb up the ladder here and get onto the rooftop. Jump 
    down onto the wooden balcony and you'll have to deal with some crazies. They 
    are forced to climb up to your position though, so taking them out is pretty
    easy. After they're gone, a couple of soldiers will probably pop out. Drop 
    down and look in the area underneath the balcony you were just on. You might 
    find an Alma Doll here.
    
    Use the terminal. In the alley, look by one of the dumpsters for a body. When 
    you exit out onto the street with soldiers and crazies, look to your left for
    another body. Use the next terminal and be ready for more soldiers. The next
    area is filled with explosive barrels and ammo containers though, so it 
    shouldn't be a problem. Watch for a sniper at the far end though. Get up to 
    where he was once everybody's dead and use the next terminal. Enemies will now
    come from behind. First soldiers will come for you, then crazies, including
    some suicide bombers. They'll eventually mix together, so let them deal with 
    each other for a bit. Once the gate finally opens, use the terminal to move 
    on.
    
    You'll need to use vehicles caught in the sinkholes to make your way around 
    this next area. There's a body to psychic link with along the main path, you
    can't miss it. At the end, when the guard tower falls into the sinkhole, enter
    the doors to your right and move through the house. After going through all 
    the creepyness, you wind up in a courtyard with another blue guy. If you have
    a shotgun, this will go a lot quicker, because he likes to get in your face.
    No matter what weapon you have, when he gets close, slo-mo and pummel him with
    bullets. He's holding an arc beam, so be careful. Of course, when he dies, 
    you can pick it up. If you're having a hard time killing him, you'll find an 
    ammo container full of arc beams on the other side of the courtyard. You'll 
    need them after he's dead, because a heavy mech drops in. Not only is that 
    thing powerful, but it's also surprisingly quick. It will come for you, so 
    don't stay still for too long. It can also chew through most cover in here. 
    Use zap/frag grenades to deal some decent damage and let loose with the arc 
    beam.
    
    After you've taken the mech down, move into the house. After jumping over the 
    tables, look for a body next to you. Once you're outside again, you'll have to
    deal with some more soldiers. When you get close to the end of this area, 
    two soldiers come out with riot gear on. Use grenades of practically any kind
    to deal with them. Pick up their riot gear, you'll need it in the next room.
    Use the terminal and move through the gate. There are multiple soldiers in 
    here, along with two automated turrets. Take out the soldiers, then deal with
    the turrets. Just shoot them until they blow up. Remember that while you're 
    reloading, your shield is down, so stay behind the cover as much as possible.
    
    Move down into the tunnel. Shoot the first lock you come across to find an 
    assault rifle. The next locked door has a body behind it. In the area ahead 
    you'll be forced to deal with soldiers as you move forward. Also, everything's
    slightly muted. Once you enter the building, go past the elevators and straight
    into the supply closet for a body to psychic link with. You'll come to a part
    where you can go left through the exit door or straight forward. Go straight
    to find a body and some ammo, then go through the exit. You'll find more 
    soldiers outside, including some in riot gear. If you happen to run out of 
    grenades, you can always shoot their feet or the hand holding the gun. Move 
    downstairs and then through the medical tents. When you reach the end, head 
    over the bent fence and through the container with all the bodies in it.
    
    You'll now be trapped in the container yard with the base commander, who is 
    wearing a blue suit. He won't spawn enemies in, but he does use the suit to 
    portal over to practically anywhere he wants, which means you need to be 
    moving at all times. Keep an eye out for containers with locks on them. They 
    sometimes contain ammo, which you will need, because this guy eats a lot of
    bullets. One of the containers on the left side also has an S-HV Penetrator.
    Once he's finally down, a few soldiers come into the area. Use this time to 
    stock up on ammo and note some ammo container locations, because another blue 
    guy will pop up after you've taken out some of the soldiers. Take him down to 
    end the Interval.
    
    
    
    
                                    | =========== |
                                    |             |
                                    | Interval 06 |                            [W6]
                                    |             |
                                    | =========== |
    
    
    
    
    Move through the train cars. In one of the cars you'll find a body that you can
    psychic link with to your left just after entering it. After exiting this car,
    turn left and enter the car here for a couple of grenades. You'll find another
    body in the next train car. Eventually you see a soldier get taken at the end
    of a train car by something. Grab the pistol that he has dropped. Continue on
    until you have to crouch under some rubble. Jump over the rock ahead and you'll
    find another body. Move through the train cars again and you'll wind up having
    to jump around on top of them as they dangle off the bridge. You'll quickly 
    make your way back inside though, and once you're back on the bridge, look for
    a body draped over some debris. Keep going until the helicopter crashes. Go 
    to the end of the bridge and look for a body, then head upstairs and pick up 
    the SMGs on your way. There are several soldiers up top.
    
    Once they're all dead, head down the stairs on the other side of the bridge 
    and enter the train car at the bottom. You might find an Alma Doll here. Go '
    back up top and make sure you grab as much ammo as you can, then jump across
    the gap, landing on the train car on the other side. You'll quickly come 
    across a new type of enemy that's quick and relies solely on melee attacks. 
    These guys can come out of any nook or cranny, so you must always be watching
    out for them. Slo-mo will be a lifesaver here, and the shotgun is a fantastic
    weapon for dealing with these foes. After you move through the cars and fight
    the demons for a while, you'll drop out of a train car onto the bridge, and 
    you should see some stairs up a bit and to your right. You can't use them. 
    At this point, however, there are two train cars to your left that are torn 
    in half. Both have ammo, but the far car also leads to a body you can use 
    psychic link on.
    
    Move through the train cars until you drop back onto the bridge. You should be
    facing the water. Turn left and look on the back of the train car you just 
    exited for a body. Now you can use the stairs. Up top you'll find a blue guy,
    who promptly spawns enemies for you to fight. He has a beam weapon, of course,
    but luckily he sticks to the top of the overturned semi. Take out the soldiers,
    pump as many bullets into the blue guy as you can, rinse and repeat until 
    everybody's dead. Inside the next building, look under the stairs for a body.
    Head up top and you'll have to deal with another blue guy in the building 
    across the bridge, along with his soldiers. Once they're all dead, enter the 
    building and hit the button.
    
    You don't have to get into the heavy mech, but it certainly is fun. You can 
    melee, bring up shields, fire two chainguns, and fire rockets. The first 
    checkpoint has a few enemies and another heavy mech that nobody bothers to 
    use, so just leave it. As you move down the bridge, you'll encounter all kinds
    of resistance, from soldiers to lighter mechs to helicopters. If, at any point,
    your mech is about to explode, get out and hide behind it. They won't shoot it
    if you're not in it, and once you get back in, the health and shields should
    be recharged. Keep fighting until you reach the next drawbridge. Head into the
    building on the left, kill everybody inside, and pull the switch. Also, 
    check outside the building on the right for a body to use psychic link on. 
    There's another heavy mech here, if you didn't bring one with you.
    
    Once you cross the drawbridge, take out the gunners on the tanks and 
    everybody else here. You'll now have to deal with another heavy mech like the
    one you're in. Use your shields to absorb its rockets, and wait until its 
    shields are down to shoot your own rockets. Also, pressing the jump button 
    makes you stomp, which paralyzes the other mech for a few seconds. Although
    the mechs are heavy, their weapons are heavier, so it shouldn't take long to 
    put it down. Walk forward to end this Interval.
    
    
    
    
                                    | =========== |
                                    |             |
                                    | Interval 07 |                            [W7]
                                    |             |
                                    | =========== |
    
    
    
    
    You'll have to fight off two of those demon dog things right off the bat. 
    Check the ammo container next to you for an SMG. There's another container 
    up a bit that has an assault rifle. As you move along the tarmac, you'll have 
    to deal with more demons. Go up the stairs by the plane that keeps getting 
    hit by lightning. Demons come through a portal in the wall ahead, and the doors
    close behind you, so be ready. When you get to the large waiting area, go to
    the far right and look behind the sliding doors for a body to use psychic 
    link on. Keep going and follow the blood trail down the corridor and then to
    the left to another body. In the next room you'll find soldiers fighting 
    demons, so let them thin each other out, then mop up the rest. The next room
    has a few more enemies.
    
    When you get to the room with stairs, look for a body on the first floor, 
    then move up. On the upper floor here, you'll have to deal with enemies coming
    from straight ahead and some coming from the left that you can shoot you 
    through the gate. Move along the upper walkway here and take everyone else
    out, then move through the fast food joint. In the next large room you'll face
    a load of soldiers and a couple of demons. Drop down to the bottom floor and a
    few more enemies crop up. When you finally exit this area, look to the left in
    the next corridor and jump over the boxes to find a body.
    
    You'll eventually find your way into the food court. Go downstairs here and 
    cut through the elevator, then go back upstairs. Up top, go back towards the
    barricade of boxes and you'll find a body. You can also crouch under the 
    store gate here to find a grenade and a pistol. Also, if you turn right just
    after coming up the stairs, you'll be facing a door that you can go through 
    with a grenade, a body, and dual MP-970's inside. Keep going through the 
    next fast food place and you'll come to a room with conveyor belts. There's a 
    store on the left you can go into with a body that you can use psychic link 
    on.
    
    Don't even worry about the demons when you see them. They just kind of run off
    somewhere. In the next room, however, you will have to deal with some soldiers.
    Make your way up the stairs and then continue along the second floor. You'll 
    come to a room with enemies in it. If you go through the opening that you're 
    already facing you'll wind up in the kitchen, where you'll find a body. Kill 
    everyone and a base commander in a blue suit pops up. Hit him as much as 
    possible before he enters a portal and always be on the lookout for his exit
    point. Take him out and a couple of soldiers come through the exit. Don't 
    forget to pick up the base commander's Penetrator, if you want it.
    
    Keep going and hop over the bent fencing thing. The floor below is crawling 
    with soldier, so take them all out, then get down there. There's a staircase 
    leading from the first to second floors. Beneath that staircase you'll find a
    sniper rifle. It might be useful, since the next area has soldiers and snipers.
    Take everyone out on the first floor and go upstairs. A helicopter will start
    shooting at you from the skylight. Grab the rocket launcher in the ammo 
    container by you and let loose. Make sure you lock on first. There's more 
    rocket ammo at the other end of the floor here. Just don't stay out of cover
    for too long. Once it's down, head through the torn open store gate and go 
    downstairs. At the very bottom, underneath the stairs, you'll find a body.
    
    When you reach the next set of stairs, go up if you need an assault rifle or 
    pistol. Go down to continue on. Use psychic link on the body on the cart right
    in front of you, and then prepare for another blue guy who spawns enemies all
    over the place. This guy is a real pain. He sticks to the upper walkways, 
    moves around all the time, but still manages to constantly be behind cover.
    Your best bet is to grab the shotgun on the crates near you, head upstairs, 
    and take the fight to him, because if you don't, you'll be using way too much
    ammo on all those soldiers. Once they're all dead, find the control room on 
    the second floor and pull the switch inside, then hop back onto the main 
    conveyor belt and ride it out of the room.
    
    In the next area you'll fight demons. At the end of the area, use psychic link
    on the body, then double back to the control room. Pull the switch to raise the
    gate on the conveyor belt, allowing to go through it. Keep going, through the
    next room, until you reach the sliding doors at the end. There's a body in 
    front of them. Go through the conveyor belt area and you'll reach some 
    escalators. Go behind them on the first floor to find another body to psychic
    link with, then go upstairs. You'll have to deal with the main demon thing,
    called the creep, that's been messing with you for a while now. He can kill 
    you this time around, so when you know he's going to attack, enter slo-mo and
    lay into him with some bullets. If you do it quickly enough, you can get him 
    to back off.
    
    In the next area, deal with the soldiers, then turn around. More soldiers will
    come from behind, including some with riot gear. After they're dead, you'll 
    have to take on two of the blue-suited base commanders at the same time. This
    isn't easy. You CANNOT hide anywhere. You can simply run behind cover long 
    enough for your health to regenerate. Try to focus on one at a time. They look
    identical, but if you can get one of them down a bit, he won't be blue anymore.
    You'll need to use every weapon and grenade around here to finish them both off
    before they finish you off. Never get trapped in a corner or a room. The only
    thing worse than them shooting at you is them hitting you. When they're dead, 
    move through the door on the wall.
    
    When you drop down, pick up the shotgun. You will need it. Go to the garage 
    door and press the button. You will now have to fight off hordes of demons
    at the garage door opens. You will need to use slo-mo frequently here, but not
    too frequently. You don't want to be caught without it. When the door has 
    raised all the way, go and hit the button on the other side to close it again.
    By this point the demons should be thinning out a bit. When it's closed, the 
    next door opens. Keep going and you'll wind up out on the tarmac. Clear this 
    first area and hop inside a mech. In the next area, you'll have to face a 
    heavy mech. You need to stick close to a single piece of cover, preferably one
    of the fuel trucks. Blow it up first, of course, then run around it in 
    circles. He won't be able to catch up to you, and you can shoot him over the 
    cover since he's so big. When he's down, the gate opens and two blue-suited
    base commanders come out. This time, however, they are no trouble at all. In 
    fact, you can just sit there, pummeling them with cannon rounds, and they 
    won't even be able to move. Kill them and move towards Becket to end this 
    Interval.
    
    
    
    
                                    | =========== |
                                    |             |
                                    | Interval 08 |                            [W8]
                                    |             |
                                    | =========== |
    
    
    
    
    Move forward and down the steps, then go right, into the office here. There's 
    a body inside. Now take the left path. There's a locked gate over there with 
    some dual MP-970s behind it. Keep going and you'll come to the room from 
    your memories. This place is a dead end, however, so you'll need to backtrack
    and go down the other path. On your way, you'll have to deal with boss demon
    again. Entering slo-mo and shooting him will make him back off, so do
    that everytime he starts to flare up. Sometimes you can just sit there and 
    let your slo-mo refill. Do this whenever possible so you aren't caught without
    it. Keep moving towards the beams of light. When you move through the next 
    door, you'll be in a room with a training ring and some punching bugs. Melee
    the punching bags a few times to get the Yo, Adrian! achievement. Now find the
    bucket that's glowing red. Walk up to it and destroy it to clear this memory.
    
    You now have to backtrack again and fight off the creep along the way. In the 
    next room, look on the left side for a body, then tear up the book and leave.
    Fight the creep over to the next room, where you'll find yet another body on 
    the left side. There's a toy gun laying on the floor that you need to destroy.
    Exit the room, fight off the creep, and enter the room of light at the end of
    the hall. You'll now be back in the past, and you'll finally get to take the 
    creep down once and for all. Except, he's gotten a little bit bigger. Grab an 
    assault rifle and wait for the creep to open its mouth. You should see a 
    glowing light. Shoot it. Shoot the light three times and the creep will drop 
    down, and three soldiers will spawn in. Kill them and the creep comes back up.
    Rinse and repeat two more times to put the creep down for good. That ends the
    game. Now you just have to watch the ending cutscene. The ending can vary 
    depending on which character you played as going through the campaign, or 
    depending on which character had the higher score if you ran through it on 
    co-op. There's also a post-credits cutscene. You can skip the credits and still
    watch it.
    
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                    ||          ||
                                    ||  Extras  ||                             [E0]
                                    ||          ||
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    
    
                                 | ================= |
                                 |                   |
                                 | Xbox 360 Controls |                         [E1]
                                 |                   |
                                 | ================= |
    
    
    
     _____
    {Pause}
     _____
    
    Start Button.
    
    
    
     _______________________
    {Quick Update/Scoreboard}
     _______________________
    
    Back Button.
    
    Allows you to view challenges you've started and/or completed. Also shows you
    your current rank and score. Does NOT pause the game though.
    
    
    
     ____
    {Jump}
     ____
    
    A Button.
    
    Mechs cannot jump. Jumping in Power Armor is another type of melee. Jumping in
    Enhanced Power Armor sends out an EMP that paralyzes enemy mechs for a few 
    seconds.
    
    
    
     ______
    {Crouch}
     ______
    
    B Button(Assault/Southpaw); Right Thumbstick Click(Classic/Tactical); 
    Left Thumbstick Click(Chief).
    
    The same button is used for taking cover in every configuration except 
    Tactical. Tactical uses the B Button to take cover.
    
    
    
     ______
    {Reload}
     ______
    
    X Button.
    
    
    
     ______________
    {SlowMo/Possess}
     ______________
    
    Y Button(All except Chief); B Button(Chief).
    
    SlowMo slows everything down, of course. There's a bar next to your reticule
    that slowly drains when this is on and slowly refills when it's off. Only 
    available for Point Man.
    
    Possess can only be used on someone that you are Suspending. Allows you to 
    take control of that person. The bar next to the reticule tells you how much
    longer you've got until you're ejected from the body. Collect energy floating
    above the recently deceased to fill the bar back up, prolonging your time in
    the body. Only available for Fettle.
    
    
    
     __________
    {Fire/Blast}
     __________
    
    Right Trigger(All except Southpaw); Left Trigger(Southpaw).
    
    
    
     ________________
    {Aim/Zoom/Suspend}
     ________________
    
    Left Trigger(All except Southpaw); Right Trigger(Southpaw).
    
    The Chief configuration splits Aim/Zoom from Suspend. Suspend is still the 
    Left Trigger, whereas Aim/Zoom are mapped to the Right Thumbstick Click.
    
    As Fettle, holding the Suspend button near an enemy will cause them to float 
    in the air. You can then possess them, provided you have at least one full bar
    next to your reticule.
    
    
    
     ___________________
    {Throw Grenade/Throw}
     ___________________
    
    Right Bumper(Assault/Classic); Left Bumper(Southpaw); Melee(Tactical/Chief).
    
    You can cook grenades before throwing them.
    
    As Fettle, you can pick up certain objects in the world, namely explosives, 
    and hurl them forward.
    
    
    
     _____________
    {Switch Weapon}
     _____________
    
    Left Bumper(Assault/Classic); Right Bumper(Southpaw); Down on D-Pad(Tactical);
    Y Button(Chief).
    
    
    
     _____________________
    {Previous/Next Grenade}
     _____________________
    
    Left/Right on D-Pad(All except Chief); Up/Down on D-Pad(Chief).
    
    
    
     __________
    {Flashlight}
     __________
    
    Up on D-Pad(All except Chief); Left on D-Pad(Chief).
    
    Note that having your flashlight on will give your position away to human 
    enemies.
    
    
    
     ______
    {Sprint}
     ______
    
    Left Thumbstick Click(Assault/Classic/Tactical); 
    Right Thumbstick Click(Southpaw); Left Bumper(Chief).
    
    
    
     _____
    {Melee}
     _____
    
    Right Thumbstick Click(Assault); B Button(Classic);
    Left Thumbstick Click(Southpaw); Right Bumper(Tactical/Chief).
    
    As Point Man or while possessing someone as Fettle, you can Sprint then press
    Melee to do a slide kick that instantly kills. You can also Jump then press
    Melee to do a kick in the air that instantly kills.
    
    
    
    
    
                                      | ======= |
                                      |         |
                                      | Weapons |                              [E2]
                                      |         |
                                      | ======= |
    
    
    
     _______________
    {Strader Mk. VII}
     _______________
    
    The pistol. Weakest gun in the game, but one that you start nearly every 
    Interval with, so get used to it. Comes with plenty of ammo, though, and 
    there's always more laying around. Also has a neat trick where the iron sights
    go from green to red when you put it over an enemy.
    
    
    
     __________
    {Briggs SMG}
     __________
    
    Second most common weapon in the game. It's a good all-around gun, though it 
    is lacking in power. Still, you'll find it everywhere. Comes equipped with a 
    reflex sight.
    
    
    
     ______
    {MP-970}
     ______
    
    You'll always dual-wield this weapon. It's an Uzi-type firearm. Great at 
    close quarters combat, and comes with a lot of ammo. Still, you won't find 
    much more ammo anywhere else, and it chews through bullets. Also has no range,
    as you might expect.
    
    
    
     _________
    {EL-10 CAS}
     _________
    
    The shotgun. Great at close-quarters combat, sucks at everything else. A good
    choice if you find yourself taking on a lot of melee enemies, or if you're 
    trapped in a small space with a heavier foe.
    
    
    
     _______
    {G3A3 AR}
     _______
    
    The assault rifle. You don't come across this one until Interval 04, but once
    you do find it, you'll undoubtedly love it. Fires 3 round bursts, comes with a
    decent scope, does decent damage, and is fantastically accurate. If you're 
    going for any kind of headshot achievement/challenge, this is the gun to do it
    with.
    
    
    
     ______________
    {Schuller LDR50}
     ______________
    
    The sniper rifle. High damage, great accuracy, low rate of fire. Use with 
    slo-mo to get headshot after headshot. It's so powerful that you can even use
    it to soften up enemy vehicles like helicopters and mechs.
    
    
    
     _______
    {Goliath}
     _______
    
    The rocket launcher. Never comes with much ammo, but does massive damage. Can
    also lock-on to targets. Will almost always be used in exclusive situations 
    involving vehicles.
    
    
    
     _________
    {Riot Gear}
     _________
    
    The riot gear consists of the Briggs SMG with a riot shield. You can take a lot
    of bullets by holding this. Just remember that your gun hand and your feet can
    be shot if you're not crouching. Also, when you reload, you lower your shield.
    When you melee, you just bash with the shield, so you can easily knock enemies
    back.
    
    
    
     ________
    {Arc Beam}
     ________
    
    A laser beam weapon. Used exclusively by blue-suited enemies that spawn in 
    other soldiers. Powerful, but you still have to hold a sustained burst on an 
    enemy for a few seconds to kill them. Luckily, if you shoot someone (in 
    campaign), they'll be frozen in place. 
    
    
    
     _______________
    {S-HV Penetrator}
     _______________
    
    This weapon is only carried by base commanders. It does a decent amount of 
    damage, a little less than the assault rifle. It's single shot, but has a high
    rate of fire regardless. The killing shot will pin enemies to whatever is 
    behind them.
    
    
    
     ____________
    {Frag Grenade}
     ____________
    
    Your standard grenade. If it doesn't hit anything, it will go off after a 
    couple of seconds. If it hits an enemy, it automatically explodes. Can be 
    cooked, just like every other grenade.
    
    
    
     _________
    {Flashbang}
     _________
    
    Blinds enemies for a few seconds. These are probably best saved for situations
    where you find yourself trapped by a swarm of bad guys. Toss one and run away
    when everyone's not looking. Especially useful if you get cornered in a boss
    fight.
    
    
    
     __________________
    {Shock/Zap Grenades}
     __________________
    
    These grenades will pop up into the air and coat the area of effect in 
    electricity for a few seconds. It damages enemies, but its main purpose is to 
    disable mechs and base commanders, giving you a few precious seconds to lay 
    into them with everything you've got.
    
    
    
     ___________
    {Power Armor}
     ___________
    
    You'll hop into this mech first in Interval 04, and you'll use it again for a 
    brief period in Interval 07. It has regenerating health and a main cannon that
    will tear infantry apart. Also has a decent melee. When firing your weapon, 
    watch the temperature gauge on the right side. Don't let it overheat.
    
    
    
     ____________________
    {Enhanced Power Armor}
     ____________________
    
    You'll use this during the last half of Interval 06. You can bring up shields
    at any time, which is great for absorbing rockets. Your main weapon is two 
    machine guns. Your secondary weapon fires two rockets. You cannot fire rockets
    while your shields are active. You can also melee, which can break huge 
    roadblocks, and you can stomp the ground, which disables nearby enemy vehicles.
    
    
    
    
                                    | =========== |
                                    |             |
                                    | Multiplayer |                            [E3]
                                    |             |
                                    | =========== |
    
    
    
     ____________________
    {Cooperative Campaign}
     ____________________
    
    You and another person can run through the campaign together. One of you will
    take control of Point Man and other will control Fettle. Point Man has access
    to most weapons and can use slo-mo. Fettle has one main attack, which is a 
    blast that knocks enemies back. He can also melee and pick up things and throw
    them. Fettle's main attack though, is possessing people. He can take control of
    most enemies and use them to attack others. He takes a lot of damage while 
    possessing someone, which makes running through with him a lot of fun.
    
    At the end of the campaign, the scores of both players are tallied up. The 
    person with the highest score determines which ending the game will go with, 
    Point Man's or Fettle's. There are a few challenges and achievements that you
    can only get by playing cooperatively.
    
    
    
     ____________
    {Contractions}
     ____________
    
    In this mode, you start off in a large building. Waves of enemies will come 
    towards the building, and you must fight them off. All windows and doors are 
    barricaded, but the enemies will tear them open and climb inside. You can 
    repair these barricades in the short time between waves. If you go outside of
    the building and look around, you should find supply crates. Grab one and 
    bring it back to the area marked on the floor and you will get a weapon to use.
    
    Yes, this is almost exactly like the Nazi Zombies mode from Call of Duty: 
    World at War/Black Ops. I say almost, because there's one key difference: Alma.
    She will walk around the map randomly and giggle. Sometimes she'll just stand
    there. But if you look at her, you will be completely blinded for several 
    seconds. Always keep an eye out for her, because she likes to just wander in 
    front of you sometimes, even when you're in the middle of a firefight.
    
    
    
     _________
    {Soul King}
     _________
    
    In Soul King, you control a Fettle-type character. You can shoot blasts that 
    knock enemies back (but don't kill them). Your goal is to kill other enemies
    and grab their souls. Person with the most souls at the end wins! The catch is
    that you can't kill anybody. At least not until you possess an enemy. At this
    point, you can use whatever gun they were using to slaughter everybody else.
    You can jump from one body to the next easily. If the body you're in is 
    destroyed, you can always run away and find another one. Or better yet, 
    possess the guy trying to kill you. Just remember that possessing someone 
    doesn't give you their soul. Also, if you aren't in a body and you die, you 
    lose a lot of souls.
    
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                             ||                         ||
                             ||  Achievements/Trophies  ||                    [AT0]
                             ||                         ||
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    
     __________________
    {Master of F.E.A.R.}
     __________________
    
    Platinum Trophy
    
    Receive all other trophies.
    
    
    
     ________________________
    {Mission... accomplished?}
     ________________________
    
    50 Gamerscore/Gold Trophy
    
    Finish the Campaign on any difficulty (all Intervals complete).
    
    
    
     ________
    {Man Mode}
     ________
    
    100 Gamerscore/Gold Trophy
    
    Finish the Campaign on INSANE difficulty.
    
    Complete the game once to unlock Insane difficulty.
    
    
    
     ______________
    {Almost Halfway}
     ______________
    
    10 Gamerscore/Bronze Trophy
    
    Attain Rank 10.
    
    
    
     _____________________
    {You've got the Touch!}
     _____________________
    
    25 Gamerscore/Silver Trophy
    
    Attain Rank 21.
    
    
    
     ______________
    {Doll Collector}
     ______________
    
    20 Gamerscore/Bronze Trophy
    
    Find the Alma Doll on every Mission.
    
    There's only one doll for each of the eight Intervals. The catch? The doll 
    can spawn in multiple places, which is why there isn't a section in this guide
    for the dolls.
    
    
    
     ___________________
    {Spiritually Attuned}
     ___________________
    
    20 Gamerscore/Bronze Trophy
    
    Make 100 Psychic Links (Share or Steal).
    
    You should get this over the course of the campaign. You'll find bodies 
    laying around from time to time with a faint glowing aura coming off of them.
    These bodies are slightly hidden. You can go up to them and perform a 
    psychic link. This makes the body disappear and gives you points. If you're 
    playing alone, you are forced to steal, which gives you 1,500 points. If you're
    in co-op, you can share or steal. Sharing gives both players 1,000 points.
    
    
    
     _______________
    {Insider Trading}
     _______________
    
    15 Gamerscore/Bronze Trophy
    
    Possess every type of possessable enemy.
    
    You can only get this if you are playing as Fettle.
    
    
    
     ____________
    {Score Monger}
     ____________
    
    30 Gamerscore/Bronze Trophy
    
    Complete 30 challenges in one Interval.
    
    There are a variety of challenges that you can work towards while playing 
    through an Interval. They pop up from time to time with progress bars. Look 
    through the list of challenges in the next achievement description, and find
    the ones that are easiest. Use weapons until you get their challenges, then 
    drop them for new ones. Use cover and slo-mo as much as possible.
    
    
    
     _____________
    {Completionist}
     _____________
    
    50 Gamerscore/Bronze Trophy
    
    Complete every challenge at least once.
    
    Here is a list of challenges:
    
    Pop Gun- 20 Strader Mk. VII (Pistol) kills.
    
    The Standard- 25 Briggs SMG kills.
    
    Butcher- 20 EL-10 CAS (Shotgun) kills.
    
    Assault Pro- 25 G3A3 AR kills.
    
    Bullet Hope- 20 Dual MP-970 kills.
    
    Ghost- 15 Schuller LDR50 kills.
    
    Ventilation Expert- 25 S-HV Penetrator kills.
    
    Laser Pointer- 10 Arc Beam kills.
    
    Like a Hurricane- 3 Goliath kills.
    
    Quiet Riot- 10 Riot Gear kills.
    
    Hot Potato- 10 frag kills.
    
    The Shocker- 3 Shock grenade kills.
    
    Indecent Exposure- Blind 5 enemies with flash grenades.
    
    Sweet Science- Kill 15 enemies with any melee attack.
    
    Et tu, Brute?- Kill 3 enemies using special back melee attack.
    
    The Killer- 50 kills in a row.
    
    Hard Boiled- 100 kills in a row.
    
    Slaughter- Kill 20 enemies in a PA or EPA without getting out.
    
    What?!- Melee or stomp 5 enemies while in the PA or EPA.
    
    Headhunter- 25 headshots.
    
    Executioner- 50 headshots.
    
    Detonation Expert- 5 kills by shooting explosives.
    
    Menage- 3 kills with 1 explosion.
    
    Covert Op- 10 kills from active cover.
    
    Cover-Up Artist- 25 kills from active cover.
    
    Pitching a Tent- Use cover for a total of 100 seconds.
    
    Sir Camp-a-Lot- Use cover for a total of 200 seconds.
    
    Nimble Killer- 5 kills immediately after mantle techniques.
    
    Parkour Deadly- 10 kills immediately after mantle techniques.
    
    Slideshot!- 10 kills immediately after slide kick.
    
    Junk Collector- 30 ammo and nade pickups.
    
    Collection Agent- 60 ammo and nade pickups.
    
    Invincible- 10 kills in a row without taking damage.
    
    Godlike- 20 kills in a row without taking damage.
    
    Ghost Cowboy- Kill 5 ghost soldiers with the Strader Mk. VII.
    
    Ghost Hoser- Kill 5 ghost soldiers with the MP-970.
    
    Ghost Eraser- Kill 5 ghost soldiers with the EL-10 CAS.
    
    Whoa! I know Kung Fu- Kill 3 ghost soldiers with any melee attack.
    
    Ghostly Cover-Up- Kill 5 ghost soldiers from active cover.
    
    Head Dead Prevention- Kill 5 ghost soldiers with headshots.
    
    Nightmare Ninja- Fight back the creep 3 times without getting hurt.
    
    Hurt Him- Damage the giant creep.
    
    Nightmare Warrior- Damage the giant creep 3 times before he vanishes.
    
    Mommy!- Collected the Alma Doll.
    
    Solo Psychic Link Attained- Used the psychic link on a body while playing solo.
    
    Shared Psychic Link Attined- Shared the psychic link on a body while playing
                                 co-op.
    
    Death from Below!- 3 kills during 1 Last Stand.
    
    Pick-Up Artist- Perform 3 quick revives on your brother.
    
    Helping Hand- 15 assists.
    
    Harm Aid- 30 assists.
    
    Little Brother(Fettle)- 20 Fettle blast kills.
    
    Borrowed Time(Fettle)- 30 total kills while possessing bodies.
    
    Rent to OWN!(Fettle)- 50 total kills while possessing bodies.
    
    Showing Off(Fettle)- 5 headshots during 1 possession.
    
    Time Efficient(Fettle)- 15 kills during 1 possession.
    
    Enemy Within(Fettle)- 5 suicide kills.
    
    Body Snatcher(Fettle)- Attain a total of 120 seconds of possession time.
    
    Head Intruder(Fettle)- Attain a total of 240 seconds of possession time.
    
    Extended Stay(Fettle)- Remain in a single body for 2 minutes.
    
    Buster of Ghosts(Fettle)- Kill 5 ghost soldiers with the Fettle blast.
    
    Possessive(Fettle)- Kill 6 ghost soldiers during possession.
    
    Substitute Killer(Fettle)- Kill 2 ghost soldiers during 1 possession.
    
    Supersonic(Point Man)- 30 slo-mo kills.
    
    Hypersonic(Point Man)- 50 slo-mo kills.
    
    Perfect Soldier(Point Man)- 3 headshots during 1 slo-mo.
    
    Slow Your Roll!(Point Man)- 5 kills during 1 slo-mo.
    
    Highlight Reel(Point Man)- 3 unique melee kills during 1 slo-mo.
    
    All in the Reflexes!(Point Man)- Attain a total of 60 seconds in slo-mo time.
    
    Nothin or Double(Point Man)- Attain a total of 120 seconds in slo-mo time.
    
    Big Spender(Point Man)- Drain slo-mo from full to empty 3 times.
    
    Exorcist(Point Man)- Kill 6 ghost soldiers during slo-mo.
    
    Lucid Dreaming(Point Man)- Kill 3 ghost soldiers during a single slo-mo.
    
    Damage Resistant(co-op)- Point man absorbs 300 total damage during Shield.
    
    Hangman(co-op)- Point Man kills 15 suspended enemies.
    
    The Crusher(co-op)- Fettle kills 5 enemies with special slo-mo melee.
    
    This Isn't so Hard!(co-op)- Fettle kills 15 enemies during slo-mo.
    
    
    
     __________________
    {Supreme Challenger}
     __________________
    
    25 Gamerscore/Bronze Trophy
    
    Complete 500 total challenges between all categories.
    
    
    
     ____________
    {Earl of Pain}
     ____________
    
    10 Gamerscore/Bronze Trophy
    
    Kill 1000 enemies by any method in any game mode.
    
    
    
     _____________
    {God Among Men}
     _____________
    
    25 Gamerscore/Silver Trophy
    
    Kill 250 total enemies during Slow Mo.
    
    You can only get this while playing as Point Man.
    
    
    
     _____________
    {Art Collector}
     _____________
    
    15 Gamerscore/Bronze Trophy
    
    Pin 100 total enemies with The Penetrator or Leaper knives.
    
    
    
     _______________
    {No can defense!}
     _______________
    
    20 Gamerscore/Bronze Trophy
    
    Kill 100 enemies with Jump Kick or Slide Kick.
    
    To do a jump kick, just jump and melee while in the air. To do a slide kick, 
    melee while sprinting. Both of these are one hit kill attacks. You can only 
    do this while playing as Point Man.
    
    
    
     _____________________________
    {State-of-the-art. Bang, bang!}
     _____________________________
    
    20 Gamerscore/Bronze Trophy
    
    Kill 10 enemies in a row with Sniper Rifle headshots.
    
    You'll find your first sniper rifle in the second Interval. After leaving the 
    tunnels, you'll be on a street with houses all around. You will eventually 
    leave the street and wind up at a courtyard with a statue in the middle and a 
    ton of enemies to fight off. Enter the house to your left when you get to that
    courtyard and go upstairs to find the weapon. Getting headshots isn't that 
    hard, especially when you have slo-mo handy.
    
    
    
     __________
    {Footy Foul}
     __________
    
    10 Gamerscore/Bronze Trophy
    
    Kill 2 enemies with 1 Slide Kick during Slow Mo.
    
    This isn't too hard. If you see two enemies standing together, just sprint 
    towards them, activate slo-mo, and melee while sprinting to do a sliding kick.
    
    
    
     _________________
    {Head Crab Removal}
     _________________
    
    10 Gamerscore/Bronze Trophy
    
    20 kills with a crowbar.
    
    
    
     _______________________
    {Little Brother's Helper}
     _______________________
    
    15 Gamerscore/Bronze Trophy
    
    As Point Man, kill 100 enemies suspended by Fettel.
    
    Must be done in co-op.
    
    
    
     ____________________
    {Big Brother's Helper}
     ____________________
    
    15 Gamerscore/Bronze Trophy
    
    As Fettel, suspend 100 enemies that Point Man kills.
    
    Must be done in co-op.
    
    
    
     ______________________________
    {I'm not a Doctor, I'm a Medic!}
     ______________________________
    
    10 Gamerscore/Bronze Trophy
    
    Perform 50 revives in any game mode.
    
    Must be done in co-op or Contractions.
    
    
    
     _________________________
    {We'll Try Again Tomorrow!}
     _________________________
    
    15 Gamerscore/Bronze Trophy
    
    Survive 3 waves in Contractions in a row without anyone bringing back a crate.
    
    
    
     ___________________
    {I F.E.A.R. Nothing!}
     ___________________
    
    15 Gamerscore/Bronze Trophy
    
    Finish a wave of Contractions on INSANE without anyone going into Last Stand.
    
    
    
     __________
    {Dead Blind}
     __________
    
    10 Gamerscore/Bronze Trophy
    
    Spend an entire round of Contractions in deep fog without going into Last 
    Stand.
    
    
    
     __________
    {Hanging 20}
     __________
    
    20 Gamerscore/Bronze Trophy
    
    Complete wave 20 in Contractions.
    
    
    
     ________________
    {Handle with Care}
     ________________
    
    20 Gamerscore/Bronze Trophy
    
    Return 30 crates in one game of Contractions.
    
    
    
     __________
    {Indecisive}
     __________
    
    10 Gamerscore/Bronze Trophy
    
    Possess 20 different enemies in one round of Soul King.
    
    
    
     ____________
    {Unstoppable!}
     ____________
    
    15 Gamerscore/Bronze Trophy
    
    Win all 5 rounds of a 5-round Soul King match.
    
    
    
     _____________
    {Soul Gatherer}
     _____________
    
    15 Gamerscore/Bronze Trophy
    
    Attain a total of 6,000 Souls in one round of Soul King.
    
    
    
     ____________
    {Soul Hoarder}
     ____________
    
    20 Gamerscore/Bronze Trophy
    
    Attain a total of 25,000 Souls across all rounds of a Soul King match.
    
    
    
     _______
    {Monarch}
     _______
    
    20 Gamerscore/Bronze Trophy
    
    Win 20 rounds of Soul King.
    
    
    
     ___________
    {A Precursor}
     ___________
    
    5 Gamerscore/Bronze Trophy
    
    In the Poker Room of Prison, kill all 3 enemies with headshots before slo-mo
    ends.
    
    Near the beginning of the game, you'll be told that you can melee next to a 
    door to kick it in. Open that door and look left and you'll see three guards
    playing poker at a table. Slo-mo will automatically activate, so just take 
    your time and let loose on their heads.
    
    
    
     _____________________
    {That's a lot of Zeros}
     _____________________
    
    50 Gamerscore/Bronze Trophy
    
    Attain a total of 250,000 points through challenges.
    
    
    
     _________
    {Extremist}
     _________
    
    20 Gamerscore/Bronze Trophy
    
    Complete any campaign level on INSANE without reloading checkpoints or going 
    into Last Stand.
    
    
    
    
                           | ============================ |
                           |                              |
                           | Secret Achievements/Trophies |                   [AT1]
                           |                              |
                           | ============================ |
    
    
    
     _________________
    {Prison Impossible}
     _________________
    
    10 Gamerscore
    
    Complete Interval 01.
    
    
    
     __________________
    {Get To The Chopper}
     __________________
    
    10 Gamerscore
    
    Complete Interval 02.
    
    
    
     _____________
    {Pain, In Bulk}
     _____________
    
    15 Gamerscore
    
    Complete Interval 03.
    
    
    
     _________________
    {Town Hall Beating}
     _________________
    
    15 Gamerscore
    
    Complete Interval 04.
    
    
    
     ____________________
    {Through the Haystack}
     ____________________
    
    20 Gamerscore
    
    Complete Interval 05.
    
    
    
     _____________
    {Trouble Cross}
     _____________
    
    20 Gamerscore
    
    Complete Interval 06.
    
    
    
     ________________
    {Terminal Victory}
     ________________
    
    25 Gamerscore
    
    Complete Interval 07.
    
    
    
     _______________
    {Homecoming King}
     _______________
    
    25 Gamerscore
    
    Complete Interval 08.
    
    
    
     ____________
    {Up The River}
     ____________
    
    15 Gamerscore
    
    Attain a total of 95,000 score on Interval 01.
    
    All of these achievements require you to get a lot of challenges. That means 
    using cover frequently, using slo-mo frequently, and using a weapon until you
    reach its challenge, then dropping it in favor of another weapon. Don't forget
    about grenades either. You also get bonuses depending on how quickly you 
    finish the mission and what difficulty you're playing on. Finally, keep an eye
    out for bodies to psychic link with and for the Alma Doll. Don't even worry
    about these achievements until you've already finished the game. It's a lot 
    easier to do this when you actually know what's going on.
    
    
    
     ________________
    {Magna Slum Laude}
     ________________
    
    15 Gamerscore
    
    Attain a total of 85,000 score on Interval 02.
    
    
    
     ____________
    {Cannibal Run}
     ____________
    
    15 Gamerscore
    
    Attain a total of 95,000 score on Interval 03.
    
    
    
     ____________
    {House Arrest}
     ____________
    
    15 Gamerscore
    
    Attain a total of 105,000 score on Interval 04.
    
    
    
     ___________
    {Point Taken}
     ___________
    
    15 Gamerscore
    
    Attain a total of 110,000 score on Interval 05.
    
    
    
     _____________
    {Crossing Over}
     _____________
    
    15 Gamerscore
    
    Attain a total of 70,000 score on Interval 06.
    
    
    
     _______________
    {Point Authority}
     _______________
    
    15 Gamerscore
    
    Attain a total of 110,000 score on Interval 07.
    
    
    
     ___________
    {Dream Score}
     ___________
    
    10 Gamerscore
    
    Attain a total of 50,000 score on Interval 08.
    
    
    
     ___________
    {Yo, Adrian!}
     ___________
    
    15 Gamerscore
    
    Find something worth punching!
    
    In Interval 08, you'll come to a room near the beginning with a boxing ring in
    it, along with other training stuff. There are punching bags in here. Melee
    them a few times to get this achievement.
    
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                   ||             ||
                                   ||  Technical  ||                         [TECH]
                                   ||             ||
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    
    Any website may use this guide, as long as it is kept intact and proper credit 
    is given. Contact me at pbreedlove89@yahoo.com if you have any questions
    about the guide or the game.