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

F.E.A.R. 2: Project Origin - Interval 02 – Isolation - part 3 - game guide, walkthrough, secrets, game tips & strategies

F.E.A.R. 2: Project Origin Game Guide
Interval 02 – Isolation - part 3
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 02 – Isolation - part 3  (8/59)

 

Once the battle has ended take your time to collect much needed supplies. Proceed to the elevator, turn around and use a control panel [#40]. Sadly, the elevator is going to be stopped in a few seconds, because enemy units will find out that you’re inside. You’ve got two options here – you can stay inside the elevator and eliminate hostile soldiers from here or you may press the crouch key and enter a ventilation shaft without even engaging them in an open combat.

 

[#40]

 

Ignore the fact that an elevator cable has snapped, sending the huge thing to the ground. Go to your left and keep moving forward until you’ve left the shaft. Ignore the steam coming out of the pipes, because you won’t sustain any injuries here. Use the stairs to get to an upper floor. Turn off your flashlight and approach the door carefully. Use grenades to disable some of the closest targets [#41] and activate slow-motion to deal with more distant threats. You can choose to stay near the staircase or you can enter the room and take cover behind a large object.

 

[#41]

 

Enter the room and take all the syringes (only if you need them). You should also spend some time searching for grenades and ammunition. Proceed forward and then turn right. Go to the end of the hall and choose a room located to your left [#42]. Activate your flashlight, because it’s dark inside. Find Morgue keycard. Obviously you must take it.

 

[#42]

 

Go back to the large room where you fought the last group of enemy soldiers. Inspect the surrounding area and you should be able to find a door with a card reader next to it [#43]. Use your newly acquired keycard to gain access and go to Storage 211. There’s a Reflex Injector inside the storage room. Collecting this item will make your reflex bar bigger, so you’ll be allowed to use slow-motion for a longer period of time.

 

[#43]

 

Return to the main corridor and start moving the same path you’ve used while trying to find the keycard. You can visit a Surgery room along the way, however you’ll only find ammunition there. Proceed to a new door [#44] and use your Morgue keycard for the second time to unlock access to a new hospital wing.

 

[#44]

 

Collect ammunition and grenades when you reach a new junction. Choose the left path. You’ll notice a hospital employee just around the corner. Approach him and you’ll notice that the civilian has been killed by an enemy soldier [#45]. Kill him and get ready to get rid of his colleagues. You can stay here or you can advance to their positions if you’re feeling confident. Make sure to use walls and pillars for cover and activate slow-motion whenever you encounter hostile units.

 

[#45]

 

You should be able to notice that one of your enemies was carrying a new type of weapon. It was a combat shotgun. Take this weapon, but don’t use it right away, because you’ll want to keep fighting at a large distance. Watch out for a new group which will appear near a Central supply room [#46]. You will be fine as long as you prevent enemy units from making surprise attacks.

 

[#46]

 

Make sure that you’ve killed all enemy soldiers. Take your time to look around. As always, you should focus on collecting ammunition. You’ll also find a medkit on a nearby wall. Proceed to a darker passageway. Explore one of the nearby rooms, because you’ll find a CD with some data on it [#47] – Diode implants. Go to the next room.

 

[#47]

 

 

Interval 02 – Isolation - part 3  (8/59)
comments and responses

Introduction
Walkthrough
Interval 01 – Premonition
Premonition - part 1
Premonition - part 2
Premonition - part 3
Premonition - part 4
Interval 02 – Isolation
Isolation - part 1
Isolation - part 2
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 ...