User Guide
PRIMA OFFICIAL HINT BOOK PAGE 2
Hardware
No matter if you are wading into the
thick of an online deathmatch or daring
to venture further into the wicked conspiracy of
the single-player campaign, you are armed to the
teeth with the latest in weapons. Your loadout includes
basics like pistols and shotguns—both of which are effective in the
hands of a skilled player—but you also have eventual access to some
high-tech tools of destruction.
Who can deny a MOD-3 Multi-Rocket Launcher that volleys three
rockets at your target, or the ferocity of the Type-7 Particle Weapon
that doubles as a high tech sniper rifle? Or who would pass up a
chance to wrap their fingers around the barrel of a MP-50 Repeating
Cannon, which can peel the paint off a house from a mile away?
In F.E.A.R., you can only carry three weapons at a time. When you
come across a more desirable weapon, you must discard one from your
current inventory. This not only introduces an element of realism to the
game, but it also inspires an increased level of strategy. For example,
the MP-50 Repeating Cannon is indeed a precious piece of weaponry,
but if you're about to slog your way down a hall full of enemy assas-
sins, wouldn't the VK-12 Combat Shotgun be a little more effective?
You can also use all of the weapons as melee weapons when you are
out of ammunition. Pistol-whipping may take a little time, but it's certain-
ly a satisfying method of bludgeoning an enemy into the great beyond.
AT-14 Pistol
Rounds per Clip: 18
AT-14 Pistols are the most basic weapon in F.E.A.R.. By themselves,
they are able to drop low-level foes or perhaps offer a last-ditch attack
when better hardware is on empty. However, you can fill both hands
with a pistol apiece, doubling
your stopping power. Pressing
fire rapidly pulls the trigger on a
random pistol each time, increas-
ing the rate of fire.
VK-12 Combat Shotgun
Rounds per Clip: 12
The best of the close-quarters weapons, the VK-12 Combat Shotgun
can destroy a foe with a single well-placed blast. One shot
direct to the chest or head is usually enough to stop
most basic enemies. (The opposition you
encounter later in the game will have
enough vitality and armor to withstand a
blast or two.) However, in a multiplayer
game, popping out and offering one well-
aimed shot is enough to get the job done.
The hard stock of the VK-12 Combat Shotgun, along with the rest of the
weapons, also makes it an effective melee weapon. If you can sneak up
on your quarry, a good crack to the back of the neck with the butt of
this gun (as well as many of the bigger artillery) is enough to drop him.
RPL Sub-Machinegun
Rounds per Clip: 50
The RPL Sub-Machinegun (RPL SMG) is a fast-firing weapon that special-
izes in close-up killing power. Its primary drawback is its short
range. You cannot target a foe from across a
courtyard with the RPL SMG and hope for
an easy kill, but if
you run right up
alongside an oppo-
nent or enemy
and start unload-
ing the fifty-round clip,
you score a kill before the last bullet
casing hits the ground.
G2A2 Assault Rifle
Rounds per Clip: 30
The G2A2 Assault Rifle is an excellent all-around weapon. What it lacks
in accuracy it makes up for in power. Running straight for an enemy
with your finger on the trigger eliminates him if he doesn't figure out
your location first. This rifle is a good weapon to use when taking
cover because its fast rate of fire works well in situations where
you have only sporadic chances to lean out and squeeze
off a few rounds. In a deathmatch round, you will find
stronger weapons, but this gun will
never serve you wrong should you
get caught in a firefight before
finding a more advanced gun.
™
The Gear of F.E.A.R.
The Gear of F.E.A.R.










