F.E.A.R.

F.E.A.R.

Strategy Guide for FEAR 2: Project Origin on Xbox 360

Strategy Guide for FEAR 2: Project Origin on Xbox 360

This article contains information on the Special Forces team assigned to investigate the Armacham Technology Corporation, the weapons you’ll have available during your mission, and a combat assessment of the threats you should expect to encounter while playing FEAR 2: Project Origin.
FEAR 2: Project Origin Game Guide

FEAR 2: Project Origin Game Guide

Movement in FEAR 2: Project Origin, whether in combat or just traveling from point A to point B, is an essential element of the game play and this article gives you a quick review before you get out of the APC at Genevieve Aristide’s hideaway.
PC Gamers FEAR 2: Project Origin Combat Essentials Guide

PC Gamers FEAR 2: Project Origin Combat Essentials Guide

This FEAR 2: Project Origin guide takes you through the different visual indicators on your special optical visor and the real time information it provides on your present condition. Keep a close eye on this display (HUD) at all times, so you’re always aware of your current reality.
FEAR 2: Walkthrough For Interval 04 - Chapter Top

FEAR 2: Walkthrough For Interval 04 - Chapter Top

The next part of the walkthrough, or Interval 04 – Top, will look at how to re-join Stokes who’s now in a bit of trouble and dismounting (or destroying) an enemy Turret. But most importantly, we’ll get to control one of those giant powered units: pity anyone that stands in your way.
FEAR 2: Walkthrough Of Interval 03 - Replica

FEAR 2: Walkthrough Of Interval 03 - Replica

We move onwards onto the Replica chapter of Interval 03, still taking place in the same area of the Harbinger facility. After our agent has been unconscious, we must fight our way out not to mention deal with the pesky psychic again.
FEAR 2 Walkthrough: Interval 04 - Ruins

FEAR 2 Walkthrough: Interval 04 - Ruins

After agent Beckett has made it out of the Harbinger facility, the mysterious Snake-fist unveils a larger plan to destroy Alma, the powerful psychic who can’t be contained after all. It only took 6 acts to realise this, but onwards and upwards as they say.
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