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F.E.A.R. 2: Project Origin Game Guide & Walkthrough by gamepressure.com

F.E.A.R. 2: Project Origin Game Guide & Walkthrough

Table of Contents

Interval 01 - Premonition - part 2 | Interval 01 - Premonition F.E.A.R. 2: PO Guide

Last update: 11 May 2016

Once you've reached a new floor take cover behind the nearest cover before you're noticed by all enemy units. Also - don't forget that you can move some of the objects from the environment to increase your protection against enemy fire. Prevent enemy units from surprising you from the right [#7] and you should be just fine. Once the battle has ended check all the bodies for additional ammunition.

[#7] - Interval 01 - Premonition - part 2 - Interval 01 - Premonition - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#7]

Proceed to the only available exit. Just as before, focus on finding a good cover as soon as possible. Don't forget that you can zoom in the view for better aim and focus on eliminating soldiers appearing on the upper balconies [#8]. Once they're gone explore this area and you'll find a few health syringes. Collecting those will allow you to replenish health. Proceed to the next section.

[#8] - Interval 01 - Premonition - part 2 - Interval 01 - Premonition - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#8]

Locate Stokes - she should be standing next to a small gate. Go to her and look around to find a new document [#9] - I.M. transcript #1. Notice that you'll have to explore the building alone from now on. Proceed towards the main gallery. Explore the left table and you'll find a CD with some data on it - Bad news. Keep going straight and ignore a body you'll encounter along the way.

[#9] - Interval 01 - Premonition - part 2 - Interval 01 - Premonition - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#9]

Once you've reached a large glass corridor you'll be given an opportunity to test out how the sprinting option (ALT key) works, because an allied gunship is patrolling this area. Thankfully you won't have to worry about the helicopter. Allow the gunship to attack the corridor in front of you and don't move unless it's gone. Don't miss a small stash along the way [#10]. Collect armor and some ammunition. Proceed to a new large door.

[#10] - Interval 01 - Premonition - part 2 - Interval 01 - Premonition - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#10]

Once you're inside a new room you may explore the balcony, but you wouldn't find anything of interest there. Instead focus on getting your hands on a new document [#11] - Good luck. You may now proceed to a small door and you'll end up standing inside a relatively dark corridor. Head down to the lower level and take a medkit. Remember that all medkits work differently than syringes, because it's up to you to decide when to use them (Z key). You should also know that you will be allowed to carry up to three medkits at a time. Proceed to the next section of the map.

[#11] - Interval 01 - Premonition - part 2 - Interval 01 - Premonition - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#11]

Find a new door with an EXIT sign. Make a few steps forward and collect frag grenades before you're noticed by hostile units. I would recommend that you use at least one grenade right away. Enemy soldiers will appear in front of you [#12]. You can approach them if you're confident about your success or you can keep hiding near the previously used door. Don't enter this new room unless you're absolutely sure that you've killed all enemy soldiers. Collect the ammunition from their bodies before moving on.

[#12] - Interval 01 - Premonition - part 2 - Interval 01 - Premonition - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#12]

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