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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 05 - Provocation - part 7 | Interval 05 - Provocation F.E.A.R. 2: PO Guide

Last update: 11 May 2016

Head down but try to avoid landing on a burning desk, because you would suffer unwanted injuries. Keep heading forward and eliminate a single ghost in the next corridor. Thankfully that's all the ghosts for now. Be on a look out for a new armor, as well landmines. Stop once you've reached a new junction [#223]. Enemy units are stationed just around the corner and it would be a good idea to throw a couple of grenades at them.

[#223] - Interval 05 - Provocation - part 7 - Interval 05 - Provocation - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#223]

Eliminating enemy units seen in the distance is going to be much easier, but watch out for single soldiers, because they may appear closer to your position [#224]. Collect the ammunition after the battle. Proceed forward and enter the first room to your right. You'll have to defeat a much smaller group here. Go to the stairs once enemy soldiers have been eliminated.

[#224] - Interval 05 - Provocation - part 7 - Interval 05 - Provocation - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#224]

Keep heading towards the area where you've seen the previous group of enemy soldiers. Take incendiary grenades and a new document titled Updated orders. You may finally proceed towards a new elevator [#225]. Call the elevator, enter it when it arrives and press the button to travel to a different floor. This is a good moment to choose the most powerful weapon from your arsenal.

[#225] - Interval 05 - Provocation - part 7 - Interval 05 - Provocation - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#225]

Exit the elevator SLOWLY. Throw a grenade at the closest targets and then begin firing at enemy troops with your primary weapon. It shouldn't be difficult to kill them, especially since they weren't prepared for your attack. Take grenades, armor and ammunition after the battle. You will also find a new document inside a small room [#226] titled Info: Ladybugs. Go back to the main corridor and proceed towards a new door.

[#226] - Interval 05 - Provocation - part 7 - Interval 05 - Provocation - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#226]

Keep heading straight. I would strongly recommend that you visit a side Finance room. There's a new collectible document inside - Info: Bluebirds. You should also know that Office room contains a medkit if you need one. Inspect the right corridor once you've reached a junction and you'll find out that you need a keycard to open it. As a result proceed to the left corridor [#227].

[#227] - Interval 05 - Provocation - part 7 - Interval 05 - Provocation - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#227]

Watch out, because the only passageway leading to principal's office is being guarded by a few soldiers. Use grenades and a good weapon to get rid of them [#228]. Once they're gone proceed forward. There are a few rooms nearby, but you can avoid them entirely. Go to the elevator and travel to a different floor.

[#228] - Interval 05 - Provocation - part 7 - Interval 05 - Provocation - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#228]

There are a lot of supplies to the left of the elevator, but don't go there unless you're in desperate need of them. The same thing goes to all other valuable items you may find during your exploration of this floor (including incendiary grenades, ammunition and medical supplies). Eventually you'll have to get to a large corridor leading to principal's office [#229]. Make sure to take an armor along the way.

[#229] - Interval 05 - Provocation - part 7 - Interval 05 - Provocation - F.E.A.R. 2: Project Origin - Game Guide and Walkthrough

[#229]

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