Do Not Fear: F.E.A.R. 2 Walkthrough – Interval 02 – Isolation - Awakening

Article by theinkandpen (11,557 pts ) , published May 24, 2009

The second part of our walkthrough for F.E.A.R. – Project Origin, which looks at what happened to our hero after losing his senses in Genevieve’s penthouse.

Interval 02 begins with a lengthy cut-sequence which finds you in an operating room, struggling with your life as surgeons try desperately to revive you. You will eventually wake up and will be able to move about freely but, much to your surprise, the room and hospital will now be deserted. You’ll first need to find a weapon and get back with your team (as your objectives).

Interval 02 – Isolation - Awakening

As you wake up you can move forward and and go out through the door and head left, through to a set of double doors. The hospital is quite large and can be hard to get around; in any case it is a good idea to explore the facility for medi-kits and anything else you can find. Be aware that the tension is quite high here; pieces of board will fall off the ceiling, the lights will go off and Alma will appear in places but, aside from the shock element, they don’t pose any physical threat.

Head upstairs in order to meet Genevieve again and confront yourself with Vanek’s Ops. Follow the map (fig 1) to head there; there are many other rooms which you can explore, but only the path to the Staff Only room upstairs is included.

Map to 2nd floor

2nd Floor

1. Upstairs in the Hospital

Once upstairs turn left, then right and follow the corridor; someone will be shot (it’s too late now) and you’ve also been spotten by Vanek’s men. Turn left into the ‘Staff Only’ room, then follow the corridor which will take you up to a fenced area with a medi-kit. Now turn right and move straight ahead, where Genevieve Aristide will have something to say. A new objective is added: Get to the T.A.C. lab. Turn left and head straight for the exit, and get ready to tango with some of Vanek’s forces.

You’ll be able to get to the medi-kit by opening the locked gate. Move through the corridor until you find a door; enter the room and you can also pick up a piece of Intel which tells you what’s happening in the hospital. Now exit and you will notice you can use ‘Slow-mo’ from here onwards in the game, by picking up reflex-injectors. Go into the nearest room and swiftly pick up the machine-gun on the table: now get rid of the ops. You can also pick up frag-grenades afterwards, when it’s safer.

(contd.)