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F.E.A.R. 2: Project Origin Weapons Guide

by: Simon Hill ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

There are plenty of weapons to try out in the sequel to F.E.A.R. and they each have their own pros and cons. Check out this article to find out all the essential facts on the guns and explosives in the game from the standard pistol to the proximity mine.

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    F.E.A.R. 2: Project Origin

    F.E.A.R. 2: Project Origin is a first-person shooter with a healthy dose of suspenseful horror. As usual with FPS games you get to use a variety of hardware to despatch your enemies. Developer Monolith has clearly given the weapon design some thought and every implement of doom you can choose from has different strengths and weaknesses. They all look and feel satisfying and they’re accompanied by great quality sound and visual effects.

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    Changes from Original Fear

    There are a few changes here when compared with the original F.E.A.R. game. All of the old favourites make an appearance but they have been enhanced and there are several new faces in your arsenal. This time around you can carry up to four weapons at once and there is a larger choice of explosives. The recoil has been lessened and you now have the ability to cook grenades before throwing them. While there were plenty of cheats for F.E.A.R. so you could quickly equip yourself with whatever weaponry you wanted finding cheats for F.E.A.R. 2: Project Origin is sadly a chore.

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    As is commonly the case with horror games, you run out of ammunition in F.E.A.R. 2 frequently. It is a limited resource and, whether you are fighting through the single player or competing in an online arena, running out of ammo at the wrong time is a horrible feeling. Even if you have additional clips the time it takes to reload can easily cost you your life and sometimes the best option is to just charge your opponent and smack them with the butt of your gun. You can also pull off a variety of kicks with combinations of jump and sprint. Basic melee attacks are fairly weak so it is best to use them as a last resort.

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    Pistol – This is a semi-automatic with good short range stopping power. It is also puny compared to all the other big guns you can grab and useless at long range. If you really need to know the model it is a Segert ACM 46 9mm.

    SMG – Your lightweight sub machine gun of choice is the Andra FD-99. A lightweight fully automatic which you can comfortably spray rooms with, just don’t try aiming accurately with it and don’t expect to take down anything heavy.

    Automatic Shotgun – This is a gas operated Vollmer Ultra92. It is a self loading 12 round shotgun and as with all shotguns it will do some serious close up damage but nothing at all from range.

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    Guns Continued

    Combat Shotgun – The SHO Series 3 is a manual pump action shotgun which takes 8 rounds. It is a lot slower than the automatic shotgun but it does more damage. Once again you only want to use this for close up combat.

    Assault Rifle – Say hello to the Patten PK 470. It has a scope, you can toggle between semi and fully automatic fire and it takes 30 rounds. A lot more powerful than the SMG and good for all ranges this gun is your friend.

    Sniper Rifle – The Raab KM50 is like any other sniper rifle, really slow to fire, extremely deadly and fitted out with a powerful scope. It is great from long range, otherwise useless.

    Nail Gun – The Armacham HV Hammerhead fires nasty spikes at a fast rate and they go through anything. It really packs a punch but you’ll struggle to find much ammo for it.

    Flamethrower – The Blazer LM10 fires jets of napalm and does a great job of incinerating groups of bad guys. It doesn’t have much of a range but it is very effective close up.

    Laser – The prototype Shark FL-3 is just as deadly as its aquatic namesake. It will cut through anything but it is heavy so it will slow you down and there is very little ammo available.

    Rocket Launcher – The Andra SR5 is a typical rocket launcher. Extremely powerful, easy to use and with a surprisingly large blast radius. Be careful in tight situations or you’ll blow yourself into little bits.

    Energy Weapon – The Type 12 prototype fires bursts of molten energy that will fry anything in their path. On the downside it is short range and you won’t get many shots out of it.

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    Frag Grenade – The N6A3 is your typical hand grenade and it will take out anything in a 5 meter radius. You can hold on to them for a minute to “cook” them and reduce the chances of your enemies taking cover but hold on too long and boom!

    Incendiary Grenade – The R3 will happily set groups of enemies on fire. Same rules apply as an ordinary grenade, aim carefully and don’t overcook it.

    Shock Grenade – The Armacham XS sends out a shockwave and an electromagnetic pulse. It basically stuns people so you’ll have to wade in immediately after using it with some gunfire to drop them.

    Proximity Mine – The AT-L4 is a lot of fun. Basically a plastic explosive you can stick wherever you want and as soon as an enemy gets close it triggers and blows them sky high. These mines are very powerful and super useful.