login (email): password:
auto log in (cookie) | forgot your password?
all game guides

F.E.A.R. 2: Project Origin - Interval 01 – Premonition - part 2 - game guide, walkthrough, secrets, game tips & strategies

F.E.A.R. 2: Project Origin Game Guide
Interval 01 – Premonition - part 2
by Jacek "Stranger" Halas (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
Download this game guide for free in PDF File format.
rate guide:
Interval 01 – Premonition - part 2  (3/59)

 

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]

 

Proceed to the only availabe 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]

 

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]

 

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]

 

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, becuase 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]

 

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  (3/59)
comments and responses

Introduction
Walkthrough
Interval 01 – Premonition
Premonition - part 1
Premonition - part 3
Premonition - part 4
Interval 02 – Isolation
Isolation - part 1
Isolation - part 2
Isolation - part 3
Isolation - part 4
Isolation - part 5
Isolation - part 6
Isolation - part 7
Isolation - part 8
Isolation - part 9
Interval 03 – Recognition
Recognition - part 1
Recognition - part 2
Recognition - part 3
Recognition - part 4
Recognition - part 5
Recognition - part 6
Recognition - part 7
Recognition - part 8
Interval 04 – Devastation
Devastation - part 1
Devastation - part 2
Devastation - part 3
Devastation - part 4
Devastation - part 5
Interval 05 – Provocation
Provocation - part 1
Provocation - part 2
Provocation - part 3
Provocation - part 4
Provocation - part 5
Provocation - part 6
Provocation - part 7
Provocation - part 8
Provocation - part 9
Provocation - part 10
Provocation - part 11
Provocation - part 12
Provocation - part 13
Interval 06 – Deterioration
Deterioration - part 1
Deterioration - part 2
Deterioration - part 3
Deterioration - part 4
Deterioration - part 5
Deterioration - part 6
Deterioration - part 7
Deterioration - part 8
Deterioration - part 9
Deterioration - part 10
Deterioration - part 11
Deterioration - part 12
Interval 07 – Union
Union
Bonuses
Secrets
Items - levels 1 to 2
Items - levels 3 to 6
Items - levels 7 to 10
Items - levels 11 to 14
Items - Reflex Injectors
Achievements
Achievements
This site is not assotiated with and/or endorsed by the Warner Bros Interactive or Monolith Productions. You are not permitted to copy any image or info from this page.
All logos and images are copyrighted by their respective owners. Official F.E.A.R. 2: Project Origin www page: http://www.lith.com/
Chronicles of Mystery: The Tree of Life | Dragon Age: Origins | Risen | Divinity II: Ego Draconis | Batman: Arkham Asylum | Fallout 3: Mothership Zeta | ArmA II | Sherlock Holmes vs. Jack the Ripper | Fable II: See the Future | Fable II: Knothole Island | Call of Juarez: Bound in Blood | Fallout 3: Point Lookout | more game guides ...