text: Fear Extraction Point FAQ/Walkthrough 1234567890123456789012345678901234567890123456789012345678901234567890123456789 _______ _______ ______ (_______|_______) /\ (_____ \ _____ _____ / \ _____) ) | ___) | ___) / /\ (_____ ( | | | |_____| |__| | | | |_| |_______)______| |_| _______ _ (_______) _ _ (_) _____ _ _| |_ ____ ____ ____| |_ _ ___ ____ | ___) ( \ / ) _) / ___) _ |/ ___) _)| |/ _ \| _ \ | |_____ ) X (| |__| | ( ( | ( (___| |__| | |_| | | | | |_______|_/ \_)\___)_| \_||_|\____)\___)_|\___/|_| |_| ______ _ (_____ \ (_) _ _____) )__ _ ____ | |_ | ____/ _ \| | _ \| _) | | | |_| | | | | | |__ |_| \___/|_|_| |_|\___) _ _ _ _ _ _ _ | || || | | | | _ | | | | | || || | ____| | | _| |_ | | _ ____ ___ _ _ ____| | _ | ||_|| |/ _ | | | / ) _)| || \ / ___) _ \| | | |/ _ | || \ | |___| ( ( | | | |< (| |__| | | | | | |_| | |_| ( ( | | | | | \______|\_||_|_|_| \_)\___)_| |_|_| \___/ \____|\_|| |_| |_| (_____| ------------------------------------------------------------------------------- Fear Extraction Point FAQ/Walkthrough Author: Snowstormz Started: 6th February 2007 Ended: 15th February 2007 ------------------------------------------------------------------------------- Version History: 1.1- Added the two secret rooms. Thanks to the GameFAQs Message Board members for pointing them out. Both are found in Interval 05. 1.0- Official Release. ------------------------------------------------------------------------------- Table of Contents: 1.0- Weapons/Items. 1.1- Weapons. 1.2- Items. 2.0- Tips. 3.0- Walkthrough. 3.1- Interval 1 - Contamination. 3.1.1- Aftermath. 3.1.2- Metastasis. 3.2- Interval 2 - Flight. 3.2.1- Ambush. 3.2.2- Holiday. 3.2.3- Desolation. 3.3- Interval 3 - Descent. 3.3.1- Terminus. 3.3.2- Orange Line. 3.3.3- The L. 3.4- Interval 4 - Malice. 3.4.1- Leviathan. 3.5- Interval 05 - Extraction Point. 3.5.1- Malignancy. 3.5.2- Dark Heart. 3.6- Interval 06 - Epilogue. 3.6.1- Epilogue. 4.0- Afterword. 5.0- Legal stuff. ------------------------------------------------------------------------------- 1.0- Weapons/Items. 1.1- Weapons. 1.1.1- The body. As with F.E.A.R., you still have superman powers. A punch can blow up cars, kill all enemies, and even send the spirits back to where they come from. Especially useful against Silent Assassins due to their speed. A kick is enough to turn it to ashes. 1.1.2- The pistol. It is the first weapon you pick up, and it is cool simply because you can dual wield it. Very effective against spirits, but otherwise pretty useless, although it is very accurate. 1.1.3- The submachine gun. You first pick it up after you murder a deactivated Replica in cold blood. Decent rate of fire, and should get you through Interval 01 and 02 fairly easily. But as the game goes on, the Rifle is a much better choice, due to it being stronger. 1.1.4- The rifle. First picked up at the start of Interval 02. It'll be your companion for most of the game. Packs quite a punch, and most Replicas die because of it. Ammo for it will be abundant, so it will be your favorite weapon of choice. Just note that the recoil has been slightly increased, but nothing as ridiculous as the one in demo F.E.A.R. 1.1.5- The penetrator. First picked up in the middle of Interval 02. Very effective against Heavy Armor units, but ammunition for it is fairly spread out. Still, it is a pretty good weapon for long range battles. Also, the ability to pin enemies to a wall makes it a fairly fun gun to play with. 1.1.6- The ASP rifle. The sniper rifle, but has a very low rate of fire. You first pick it up in Interval 02, but because it requires two rounds of bursts, or a direct head-shot for it to be deadly, it isn't too effective. You'll find it whenever you are about to have a long-ranged battle. 1.1.7- The shotgun. First picked up in Interval 01. Excellent in close quarters, but pretty crap at a long distance. Slowmo and blasting your enemy in the face with it will take their head off, showing the sheer force of this weapon. Excellent against those pesky assassins. 1.1.8- The Type-7 Particle Rifle. Just like F.E.A.R., this is THE weapon for a long range weapon, given it's deadly one shot one kill status on most Replicas. Having the best zoom, you can zoom in at that Replica sniping you from far away, or Alma who is just looking at you from some window. First picked up in Interval 02. 1.1.9- The Mod-3 Rocket Launcher. The rockets from the rocket launcher is still very slow. It means that you can dodge the enemy rockets, but so can the enemy, well, technically. Because mostly mechs have them, so they won't move too much anyway. Still, each one of it hurts pretty badly, and can be found when a Mech is about to appear. First found at the end of Interval 02. 1.1.10- The Repeating Cannon. First found in Interval 03. It still packs a very strong punch, making it an ideal all round weapon. Turns normal Replica into mush easily, while even Heavy Armor units will shake in fear when they realise that you have it. Sadly, you don't get to use this weapon too much. 1.1.11- The Laser Carbine. First found in Interval 02. Ammunition for this gun is very rare, but boy, is it fun to play with. A strong concentrated laser is fired out, allowing you to cut your enemies to pieces. You don't really get to cut them, but if they lose a body part, they die. You can enjoy the results of your artwork after you are done slicing their head off. Finally, this gun also allows you to vandalise the areas as you wish. It could be a little more fun if we could really have fun with every enemy we find. Too bad. 1.2- Items. 1.2.1- Health kits. The game call it "Medkits", I call it "Health kits". Either way, it restores your health. 1.2.2- Armor. Boosts your armor. What else can it do? 1.2.3- Fragmentation Grenade. Throw one, and watch its awesome power. If it hits a Replica before it hits the ground, it blows up too. Sadly, the enemy knows of its awesomeness too, and so, you may need to dodge them at times. Still, the blast radius ensures that, if you don't kill your enemy, you can stun them long enough to get the drop on them. 1.2.4- Proximity Mine. Throw one, and if an enemy steps near it, it blows up. Also works as a grenade if you are running low on it. Best used with M7 Remote bombs, but it can result in an overkill. 1.2.5- M7 Remote bombs. These things can be stuck anywhere. But sadly, there's only really a few places where you can place it as a trap. Otherwise, you can lob it at the enemy and press the button. Or, stick it on a Replica and blow him up instead. The job is done either way. 1.2.6- Turrets. While the Replicas will place some of their own turrets, you also get to have fun with them. These turrets can also detect silent assassins as well as spirits. Just stick them anywhere, and let them do their thing. ------------------------------------------------------------------------------- 2.0- Tips. - Keep your flashlight off. The Replicas are more observant this time then they are in F.E.A.R.. By keeping your flashlight off, you get to get the jump on them. Use it only when necessary. - Lean and peer over corners. You may avoid walking right into a trap. - As mentioned above, there are plenty of Rifle ammo around. Keep it with you where possible. - Quick-save (Default: F5) often. ------------------------------------------------------------------------------- 3.0- Walkthrough. We finally arrive at the walkthrough section of this guide. Note that I'll play this game on High Difficulty, just to up the excitment and difficulty. ------------------------------------------------------------------------------- 3.1- Interval 1 - Contamination. ------------------------------------------------------------------------------- You start of the game by looking at the ending of F.E.A.R, including the final video before the game ended. You then next see Fettel talking about a war and retaliation, before the game finally begins. ------------------------------------------------------------------------------- 3.1.1- Aftermath. Situation: The Origin Facility explosion has devastated the city. Status of F.E.A.R. organization and remaining Special Forces Operational Detachment-Delta (SFOD-D) units is unknown. Mission: Restore contact with surviving F.E.A.R and SFOD-D units. ------------------------------------------------------------------------------- You pick yourself up in the ruins of what was your escape helicopter, only to hear Holiday saying that the three of you are alive, while Jin spoils the party by saying that she can't get anyone on the radio. ------------------------------------------------------------------------------- |Mission: | | | |Find your way out of the building. | ------------------------------------------------------------------------------- As with F.E.A.R, the game guides you through these starting stages by telling you what keys to press and such. Go through the door, followed by jumping over bed to pick up the pistol. Smash the planks and proceed through the next two sets of doors. Pick up the health kit. Head through the door to watch the ceiling collapse. Walk around the other way, crouch when told to do so go to enter the next room. Head through the door, through the hole in the wall, before falling through the floor, where you will be told to switch on your head-lamp for light (You'll need it quite a lot). Head through the room, and out of the window. Slide down the ladder (Unlike F.E.A.R., you just slide down ladders instead of climbing down). Go through the window, step in the room, where the gas will explode. Either run through it, or run back out, depending on your liking. Head through the hole in the floor, crawling until you reach the exit. Then, head into the next room, turning right before reaching yet another one of those annoying flashbacks, where you see the teenage and child Alma. As you can't move, you can only admire as the teenage Alma crawls to you. The door then opens, so go in and kill the switch. Head out and through the corridor, and finally out of the building. Jin and Holiday will look at a dormant Replica. Holiday will shoot it, and you will get your next new mission objective. ------------------------------------------------------------------------------- |Mission: | | | |Rendezvous with F.E.A.R and SFOD-D Operatives | ------------------------------------------------------------------------------- Walk towards the church, only to see an aeroplane crash and burn right out of the sky. Have your way with the six dormant soldiers and pick up the submachine gun the drop. There's a seventh lying on a puddle of blood on the steps of the church. Walk up to the church for a checkpoint, before waking to the mist that's in front of the middle door. You'll see six replica soldiers and Fettel being still awake. He reactivates the dormant replicas. Pop one of the soldiers quickly, before walking away from the door. Use either side of the door to enter the church to ensure that you obtain better cover. Head in (watch out for a Replica awaiting to ambush, so use slow-mo to enter). Take all the Replicas out, taking care not to stay too long in one place as the Replicas seem to enjoy flinging grenades here. Once they are all dead, you'll get the "Unknown Origin" static, and the whole church will break apart. Walk towards a corner, reload, go through the hole once the chaos has ended. ------------------------------------------------------------------------------- 3.1.2- Metastasis. Situation: Contact with the outside world is impossible. Replica forces have been reactivated by unknown methods. Jin Sun-Kwon and Douglas Holiday are en route to your position. Mission: Evade Replica forces and rendezvous with Jin Sun-Kwon and Holiday. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- |Mission: | | | |Evade Replica forces. | ------------------------------------------------------------------------------- Evade them? Yeah right. Climb down and head left for a health pack inside the crate marked "Dangerous". Turn around and walk towards the crate which says "Property of Armacham" to pick up the health booster. Head through the doors, and bash the other one after that (because they told you so). Go through yet another door, and pick up the health kit and armor. An invisible assassin will run past, knocking over a chair, and killing the Replica in the next room. However, the scream alerts the guards from a nearby room, and they will come and investigate. Get to the area just inbetween the door and the crates, peering in to kill the guards which are in your sights. More will come, so take care of them as well by using Slowmo and peering through the door. Pick up their submachine guns, as well as the pistol and health kit. Walk into the next room, smash the "Dangerous" crate to receive the health pack. A guard would walk into you, so slowmo and take him out. Another three guards will be alerted, so drop them all and pick up the shotgun one of them wields. Go through the door and bash the crate (it has nothing inside though). Walk forward, and meet those invisible assassins again. They won't bother you for now, so follow the path to the next checkpoint and an armor, submachine gun and grenades. Head down the stairs, and wait for the invisible assassins to take care of the guards. Once it's all quiet, continue down the stairs to meet a shower of blood and one surviving guard. Take him out with a nicely placed headshot. Pick up even more grenades and a submachine gun. A guard will announce his arrival by kicking over a crate, but as he is attempting to hide behind the crate, slowmo and take him out. One more guard will be covering his back, but if you peer over, you should be able to take him out without him noticing you. Moving on, a guard will walk right into you, alerting the rest of his friends. After dropping him, his two buddies will come from the right, so toss a grenade and take them out if the blast did not get them. Pick up the health kit and whatever ammo they dropped. Proceed forward and up the stairs to a door. Bash it and proceed it to the next checkpoint. Proceed on, basing the two doors until you meet the invisible assassin, who will say hi and disappear. Follow them and watch them head into a room and close the door. Not much we can do, yes? So head towards the door. Open it to reveal a glowing orb and the invisible assassins dancing around you. As you approach the orb, you will be pulled back, and soon, be brought back to reality. Enter if you want, but it has nothing but crates. Head back out, and turn right to another door you would not have been able to enter the other time (if you noticed it in the first place.) Once you enter, Holiday will tell you that Jin was taken by the "freaks". Nothing you can do for her, except to proceed forward. Open the door, and then the door after it to a library of sorts. Pick up the health booster on your right and the grenades on the table before heading on to the next door. Head up the staircase, all the way, to reveal a crate of grenades and a shotgun. Now you know what should be behind the door, arm yourself well, before breaching the door with a grenade just for the fun of it. Not that it does much. =P After the checkpoint, OPEN the door and kill the patrolling Replica. Proceed slowly to meet another Replica coming in from the left. Toss a grenade through the hole on the left to take out yet another Replica, before slowmo-moving to check for survivors. Pick up the two health kits and move on slowly. Peer around the corner to take out the Replica sticking out. His buddies will be alerted, but will not advance. Lob a grenade into the right room and down the hallway. The Replica on the right will stay where he is, while the one down the hallway will be flushed out. Take care of the onw down the hallway before moving into the right room with slowmo. One more Replica will ambush you in the next hallway as he attempts to rush in, so be prepared. Head into the room on the right for the important health kits and two pistols, Head up the staircase for the next checkpoint. Across the hallway are two replicas, but we want to avoid them unless you happen to have lots of ammo, since the submachine gun is useless at long range. Go through the room on the left, switch to the shotgun and blast the two Replicas. The two Replicas at the end of the hallway will spot you, so slowmo and take them out quickly. Now walk along the wall, turning left immediately once you reach the end of the wall. This reveals a hole where there are two Replicas ready to take you out. Slowmo and blow them both apart with the shotgun. Another two Replicas will advance to your position, so either meet them head on, or jump into the room where the two Replicas wanted to ambush you from to give yourself much better cover. Proceed through the hallway instead of the door (where a Replica is waiting to ambush you). Take out the Replica on the left, before heading through the door to take out the Replica which was waiting for you to go through the door. Head down the stairs to the next checkpoint. Head through the door, and to the big twin doors to see Fettel staring you with the scary music blowing through your headphones/speakers. Shoot him if you have too much ammo, but we all know he'll just disappear. Follow the hallway to the double doors with the static. Inside is what looks like a church, but I recommend quick-saving here. Head straight for left corner as you hear Alma pleading and Fettel trash talking to you. Whip out your pistol and slowmo as Teenage Alma appears with two spirits. Take out the two spirits, and duck as Alma throws benches at you. Soon, the door will open. Walk out, but never look away from the fire to take care of any spirits that's still rushing at you. Head left, out of the house, hop over the fence, and onto freedom. ------------------------------------------------------------------------------- 3.2- Interval 2 - Flight. 3.2.1- Ambush. Situation: F.E.A.R. technical officer Jin Sun-Kwon has been seized by enemy forces. Holiday is moving towards your position. Make your way through the nearby warehouse district and locate him. Mission: Rendezvous with Holiday in the warehouse district and effectuate a plan to rescuse Jin Sun-Kwon. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- |Mission: | | | |Rendezvous with Holiday | ------------------------------------------------------------------------------- Head down the alleyway to meet Holiday up on a ledge. He'll help you pick a those pesky Replica soldiers off. Let him do his thing, while you bash crates behind a truck to obtain all those lovely Rifles. Head into the building to pick up the armor. In the next area, just follow the path (the door won't open there), and enter the hallway. The door here opens, granting you ownership of two health packs and an "oh shit" message. "Oh shit" is one way to describe the nuclear explosion, I guess. In the next room is where the fight begins. A Replica guard will be right on the flatbed of the truck, while another will be on the upper ledge. Another is seeking refuge behind some vending machines. Take out the guard on the flatbed and the one on the ledge while ignoring the one behind the vending machines for now. By staying near your positions, you would be in a great place to take out the additional Replicas who will investigate the disturbance. After the two extra Replicas are taken care of, stick to the wall, peer into the truck and take out the remaining Replica. Pick up the Health kit, armor and ammo before proceeding up the stairs. Peer into the next area to take out the Replica standing on top of those crates. Now keep your eyes held high as you make your way down the stairs as two more Replicas will appear while you move towards the health kit and armor. Head down the hole to the checkpoint. After twisting and turning, a Replica will appear at the end of the tunnel, but he wil be too shocked to react. Take him out and head out of the hole. You can hear the Replicas spotting you behind the crates, but there isn't a way to get to them except to proceed down the alleyway. A Replica will lob a grenade as you approach, so head back as quickly as possible. Use the crates as cover as you take him out. Another Replica will be visible once you peer over the corner wall. Once he is down, move quickly down the stretch to the gate, where two Replicas will be crawling in. Slowmo and blow them before they have a chance to do anything. As you head down the corridor, stuff will fly around, and Fettel will tell you to stay out of his way, reinforcing his point by sending three spirits. A waste of bullets, but unfortunately necessary. The path will now be inaccessible, so head back and wave to Alma opening the gate for you. Once you enter, Jin will say that she has escaped, so celebrate by picking up the health kit and armor nearby. Hop onto the flatbed to pick up the reflex booster and the shotgun. Exit via the door at the end of the maze, followed by the passageway and onto the next checkpoint. You'll meet Holiday again, and he'll tell you to get into the building. However, ignore him and stay where you are. Holiday will take out most of the Replicas for you while you sit there and turtle. Once it's all silent, head to the opposite building to pick up the grenades and the two health kits. A Replica will walk in on you as you exit, so take him out, and hide back in your hole as Holiday takes out yet more Replicas for you. If you happen to have a bit of spare ammo, or just want to have some fun, follow the platform to meet three more Replicas (not that you have a choice). Once you are down, turn around and pick up whatever ammo or health packs are lying around. There are four health packs in the area: (One near each computer room, another near those huge pump things, and one more near the door at the end). A Penetrator can also be found near the room where those green pump things are. Once you are done, head to a different platform, visible from where the health kit and armor place is, and enter the building to the next checkpoint. Peek through the corner to see a Replica flinging a grenade straight at you. Run back, wait, and head out again. But this time, he won't be there, thanks to the advanced AI, but a Replica may just sidestep from your left. Moreover, another Replica is sniping you right from the far platform. Focus your attention to the sniper first, switching your priorities should a Replica sidesteps right into you. There are another two Replicas who will, one way or another, appear, so take them both out as well. Head back for the armor and health pack. At the battleground, a shotgun can be found immediately to your left after the corner, near those vending machines. Proceed up the staircase once all the loot has been taken. Open the door, head right to pick up the health kit and health booster, before heading down to the shotgun, armor and health kit on the table. In the next room will be a blind survivor. If you are feeling exceptionally mean, you can lob a grenade to spare him the horrors (excuses/10). Activate the crane on your left, hop onto the container, and then onto the platform. Open the door, pick up the armor and health kit. Whip out your Rifle and peer out. A Replica will announce his presence rudely, so take him out with the help of slowmo. Drop down, stay low, but it all doesn't matter as the Replica will surprise you from the right as you hop onto the flatbed. Once he's down, move to pick up the grenades and the health kit. Head left to defeat the Replica standing there. As you proceed forward, a truck will arrive. Move quickly to pick off the Replica just behind the crate on the left. Head back to where you were (NOT the crate where the final Replica was), and use it as a base. Peer out to take out the two Replicas. Switch to the Penetrator to take out the Heavy Armor who is will be waiting for you on the left. If you hear no one whining after you've taken out the Heavy, it will mean you have cleared the area of enemies. Head out, collect the loot, including the Penetrator, Health kit and Armor in the area where the first Replica was (head through a Red container to reach him.) Once that is all done, head into the warehouse. Head up the stairs into the bloody room. Pick up the Health kit and Armor. You should hear some random screaming and stuff, but nothing you can do, so head to the next door. Oh, take out your shotgun too. Head into the room on the left to meet your latest enemy, turrets. Of course, they are much easier to take care of than in F.E.A.R., so slowmo and pump bullets into it. Pick up the Health kit and grenades, and hop through the window. Listen to Alma whispering those love words to you on the phone. Move on and pick up your own deployable turrets before reaching the next checkpoint. Once through the door, a Replica would be seen patrolling the areas. He'll spot you immediately if you had your flashlight on, but you can get the jump on him if you followed the game's advice of leaving it off unless necessary (which is almost every other time). His death will alert 3 more Replicas on the ground, two from the left of where you begin, and one from the right. Take them out with your shotgun where possible due to the confined space, pick up all the loot (especially the ammo), and Holiday will tell you about the army heading your way. I would recommend saving, because it can be pretty hard. Head towards the doors, but we do not want to go near them, as they won't open now anyway. What we want is the stuff in the truck that is near the door. Now is a good time to start tossing those deployable turrets. Pick up three more deployable turrets, as well as the health booster and grenades in there. Behind the truck is a fence which is one of the two points where the Replicas will appear, and one which we will want to ensure is taken care of. Leave three turrets at the passage that leads to the truck, and another three on the fence. Now, hide at the crates where the health kit and armor is. The turrets will do their thing, while all you need to do is to sit there and hope that no one breaches your defenses. Well, there's usually a high chance that they will, but by sitting near the crates, it will give you the best cover you would be able to get. Holiday will come along after a while, so get near the door and let him take the enemies out for you. Once everyone is dead, he'll tell you to meet him near the door, so pick up as much ammo as you can, and go near the door for the checkpoint. After he tells you his plan, walk with him and meet Fettel. Holiday will open fire, and if you happen to be in front of him, you can get hit by the bullets. Well, so much for "Elite Special Force". Anyway, enjoy that lovely symbol right at the top. Learn to hate it or love it. Enter the next door, to hear Alma laughing and some spirit thing floating. Move ahead and watch in amazment as the room magically expands. Now that would be cool for my room. The phone will ring, but it doesn't matter where you pick it up or ignore it. Holiday will act all cool and say "Yeah...". Ignore him and proceed through the door, and through the gate after it to the next area. ------------------------------------------------------------------------------- 3.2.2- Holiday. Situation: Remnants of SFOD-D have set up an extraction point in Auburn Memorial Hospital. Make your way with Holiday to the medical center. F.E.A.R. technical officer Jin Sun-Kwon is en route separately. Mission: Procedd with Holiday through the warehouse district towards the subway. The subway tracks lead to a terminal near Auburn Memorial Hospital downtown. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- |Mission: | | | |Proceed through the warehouse district. | ------------------------------------------------------------------------------- Ok. First things first. Holiday is invincible. He can mow down an entire Replica army, and still have time to head down to the gym later. Move through the alleyway until you meet up with the dead SFOD-D units. Pick up the ASP-rifle, and move on to the checkpoint. Holiday will talk something about a good sniping spot, but the door to the building on the left can't be opened for now. So head on and Holiday will warn you about the soldiers approaching from the warehouse. The first Replica will have no idea of your presence, so slowmo and take him out using the ASP rifle. Now walk back, hide somewhere, and let Holiday do the work while you take a... well, holiday. Once they are all dead, Holiday will tell you to move, so cross the canal and join up with him, watch him blow that door, and proceed on to the checkpoint. Pick up the Health kit before following Holiday. Another health kit awaits your ownership as Holiday waits for you to move ahead. Holiday will then tell you to check out that disturbance on the right as he gets the gate open. The area behind you then collapses, so you have to proceed on without Holiday for now. Two Replicas will move forward to investigate, with one more behind. Take them down, peer over the corner to take out the turret, then head left to pick up the E7 rifle and grenades. Holiday will tell you that he's taking fire, so climb up the ladder (Do not proceed up the walkway yet), to see Fettel and some Replicas. Crouch to obtain some sort of a cover and use the E7 to take out whoever is bullying our friend. The Replicas will only appear from the two gates. Take your time and make those shots count. Don't worry about Holiday. He'll be fine. Once you are done, head back down and ditch the E7 for whatever you swapped it for. Holiday will blow the fence apart and remark on how good the two of you make a team. I guess it's obvious since one half of the team is invincible. Head towards the gate at the far end which the Replicas came from. Holiday will kick a door down (If only you could do the same...), and enter a room full of blood and corpses. Holiday will then push the stuff aside, and step back for you to open the door. Coward. Open the door, enjoy the sights as Holiday makes random remarks. He will then kick another door down, and run in. Follow him, and look on the floor. Remember the sign? Well, Holiday will step on it (Nothing happens if you do though, in fact, Holiday walks right into you). Watch the effects, laugh or cry, I'll leave it to you. Pick up Holiday's gun as a tribute, and the Health kit from where Holiday burst through from, before heading towards the exit door. Holiday will say his final good bye, and be placed beyond reach of you, so nyaa if you want to kick his corpse around. Salute him for all his help, after all, it took some unnatural forces to take him out. Once you are done with your grieving, hop over the fence. ------------------------------------------------------------------------------- 3.2.3- Desolation. Situation: Holiday is dead. You must continue alone towards the subway system and the medical center that lies beyond. F.E.A.R. technical officer Jin Sun-Kwon is en route to Auburn Memorial Hospital and the extraction point. Mission: Find the nearby subway entrance and take the tracks leading to the city's medical center. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- |Mission: | | | |Find subway entrance. | ------------------------------------------------------------------------------- No more Holiday. Boo hoo. Proceed down the alleyway and past the containers. When you approach a door, you'll hear the Replica's radio giving their position away. Pick up the Health kit, bash the door down, and take out the two Replicas on your right (One of them has the laser rifle. Be sure to take it.) One more Replica will be stationed at the far left, so snipe him out with your ASP rifle. Head left (because the right has all those explosive barrels), and find another Replica heading towards your position from the far left. He will, for some reason, engage you before heading towards those barrels. Assuming you have not blown them up yet, take this chance to do so. Proceed into the corridor, where another Replica is turtling right in between some crates. A grenade will teach him that turtling is only for RTS games, and is for noobs. Head right to pick up two Health kits and a submachine gun. Moving on, a room on your right holds some nice M7 remote bombs, a pistol and a Health kit. Take them all (ditch the ASP rifle), and proceed up the stairs. At the end, you'll reach a locked door. You'll also see Alma's footprints, and her pleas for help. You can stand there and take a look at her, shoot her, whatever, but if you go near her, you'll see stuff flying around. Spirits will also appear from all directions. Take them out quickly with the pistol. After a huge barrage of them (You won't take damage from them, thank god), go into the room for the checkpoint. Go through the room, down the stairs, and meet the two Replicas. Not too difficult, given that they are near some explosive barrels. However, to test your newly aquired M7 bombs would be a bad idea, due to it's insane damage. The room straight down holds a Health kit and a shotgun. Move on through where the Replicas came from and down the ladder to meet an invisible assassin. Note that he might throw the trolley ON to the roof, which results in a bug as you can't go through the door. You can only reload from the, thankfully, nearby, checkpoint. Move on slowly, and an invisible assassin will attack you. Slowmo immediately, and blow him out. Another one will be close behind. Once these two are dead, a third will approach from the office, and a forth will be lurking around. Never reload against them, melee when you ran out of bullets while engaging instead. The office will contain a much needed health kit. Proceed on and move up the stairs. A invisible assassin will appear, matrix style, so show him what Neo can do and take him out before he could even recover from attempting to be Trinity. The next area contains a rocket launcher, and a health kit in the office. Take both, and proceed on. Replicas will announce their presence, so change to the rifle, and take out the two which are immediately in front of you. Wait for the third to appear before heading on to take down the one on the left waiting to ambush you. Take their loot, and move on. Head up the ladder and the corridor. An office to the left holds a Penetrator, armor and Health kit. Take what you want (Penetrator for laser rifle for me), and move on to the next checkpoint. Look down to see a mech stomping his way out. And yes, you have to take him on. Follow the walkway, open the door, and step back as soon as the factory door blows up. Once you've recovered from your shock, the mech should be somewhere on the right, not where it was. Take your time, using slowmo, to take him out, first using the rocket launcher, and later, with the Penetrator. Once it's dead, follow the warehouse route (where it came from yields nothing), head right to find the downed aeroplane. Head towards it, and onto the subway entrance which it yields, and onto the next interval. The gates do close behind you though, so there's no going out. Damn. ------------------------------------------------------------------------------- 3.3- Interval 3 - Descent. 3.3.1- Terminus. Situation: You have made your way through the warehouse district and into the city's subway system. The subway system connects to the medical district downtown. Jin Sun-Kwon is ahead, waiting - alone. Mission: Head down through the subway terminal and onto the subway tracks. Follow the tracks towards the medical center. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- |Mission: | | | |Head down to the subway tracks | ------------------------------------------------------------------------------- I hate making a lady wait. Especially when they are alone. Someone might just steal my dinner date =\. Alma will have fun with you, switching off your lights and stuff. A dead corpse is on your right, in case you didn't realise it. Kick it around and move on. The Replicas will talk some stuff about bringing supplies to the trains. By shooting them, you are only wasting your ammo, so don't bother. Turn a corner and see teenage Alma walking to you. She won't do anything, so wave and say hi. She will, however, close the gates in front. But head towards the gates anyway, and find a door on the right. In it are grenades, a health kit a submachine gun and a shotgun. Take what you want, but remember to ditch the rocket launcher. The next room yields three Replicas, one on the left which can be taken out quickly by leaning. Another will appear from the right, and a final Replica will be at the back. Once the three are taken out, another Replica will appear from the gates. Once he is down, head through the gates. Pick up the Health kit on the wall, and find a stash of Mod-3 rocket launchers and a mine. Chuck away whatever you want and pick up the rocket launcher, before heading through the next door and to the next checkpoint on the right. Continue on, and bid your time. The Replicas will appear in your line of sights if you just lean out and wait. A mech will appear after they are down. But, by staying in your little corner, you can just see the mech, and blow it to pieces with a bit of careful aiming. A bug? Oh well, if you want some fun, you can run out, but with limited cover, and the pillars still providing splash, it can be pretty difficult if you are on a rather high difficulty. Head out and pick up the two Health kits and whatever loot. Two Replicas will walk in on you from the left, so be prepared. Once you are ready, head through the door which the two Replicas came from. Pick up the Health kit in the next room, and go through the set of doors. A crate full of Rifles and a Health kit will be here. Pick them up, and go through the next set of doors. You'll see a Replica running out and saying something about the target is on his way. That means you, so follow him and see what surprises they have installed for you. On the right is a door, which you can bash open and take care of the five Replicas inside. Just stay near the door, and be patient. You should also have plenty of grenades which you should make full use of. Another neat way is to breach the door by tossing a grenade near the door, and use the few seconds where they are stunned to move in and take out the Replicas that are in your sights via Slowmo. When you are done with them, pick up the grenade and submachine gun at the table at the end, break the grate, drop in to the next checkpoint. Head up the ladder, and to the security monitors. Fettel can be see walking past, but pull the switch to open the gate. Head out of the door. As you walk, a welcoming party destroy the wall at the end. However, what they didn't see was a power box on their left, which is your right. Shoot it quickly, and then pump bullets/rockets into the area. They won't pose much of a problem soon. Head left if you wish to see a shadow on the sealed off area breaking the light bulb, then return and head right down the staircase. At that area will be a dead SFOD-D guy, but pick up his rifle, submachine gun and a Health kit. Head to the end if you want to hear some breathing noise, otherwise, go through the door on the left where the SFOD-D guy is. Head right, and observe the Replica announcing himself. Take him out, followed by another trio who will break through the windows Jackie Chan style. Take them all out, then pick up the two Health kits and their loot. Head through the door on your left to the next check point. Head to the left, and we will use this place as a base of sorts. Pick up the ASP rifle if you want, but it is a fairly crappy weapon. Now, stick to the left wall and walk down slowly. The Replicas will announce themselves by doing their usual stuff: shooting you. The one you should really be concerned about will be the Heavy armor with a rocket launcher. Whip out the penetrator, and try to take him out first, retreating once you are out of Slowmo. Once it is recharged again, move in once more. The Health kits at the top of the staircase are the only ones you will get for a while, so make them count. Watch out for any Replicas hiding behind the pillars, but they won't pose much of a problem if you slowmo and take them out. Once the immediate threats are taken care of, head down and pick up the loot, including that rocket launcher. Especially that rocket launcher. At the lobby will be a crate with Rifles in them. Pick them up as well as the grenades nearby. ------------------------------------------------------------------------------- |Mission: | | | |Find a way to open the Terminal gates. | ------------------------------------------------------------------------------- Head right and approach the grate near the fans. Alma will be very helpful and tell you that it is the way to go. So listen to her, and enter the pipe. Move on, and when it seems like you've hit a dead end, Alma will magically expand the area. It doesn't really matter where you go from here, as all routes lead to the same place. Just look down before you drop, so you don't drop right into a fire. You know you've hit the exit when you see the cinematic where Alma will take out a Replica for you. Yay, more help. Thanks mom! Crawl out of the pipe, to the next checkpoint. Move on to reach the machine room. Head down the ladder to pick up the Health booster. Head back up the ladder, into the office, and to the Health kit if you need it. In the next bloody room, turn left, and into the door on the right to pick up the armor and see Teenage Alma. She'll toss stuff around, but she won't hurt you. Head back to the bloody room, flip the switch to open the gates. Head right, and onto the door with that symbol. Be sure to pick up the pistols, beacuse we both know what to expect next. Actually, it's those invisible assassins. Don't bother shooting them, just slide around the room with "crouch+melee". You should wipe the floor along with them easily. Run to the left, and onwards towards the fallen shelf. Jump across it to get out of the damned place. Head through the next two doors to reach a long long alleyway. Teenage Alma will make her appearance, but will again, do nothing. Move on to the next door on the right, and the next one through it to finally get back to a proper subway. Head left, up those stairs and through the gates you've opened. Head into the train, turn right, and through the opened door at the end of the train. ------------------------------------------------------------------------------- 3.3.2- Orange Line. Situation: The Replicas are using the city subway to transport equipment and supplies. To what end, you do not know. Mission: Follow the subway tracks to the exit near Auburn Memorial Hospital. Secondary objective is to collect information on Replica activities in the subway system. ------------------------------------------------------------------------------- What the Replicas do, is not exactly our concern, in my opinion. Let's just do our thing, and let them do theirs, and the world will once again be peaceful. Head down the tracks to hear the Replicas yelling to cut you off. Head left and pick up those ASP rifles to prepare for a long hard sniping battle... ...only to discover Alma appearing from right behind you and turning them all into ash. Note that you CAN touch this Alma if you walk right behind her, but she seems to ignore you. Then again, she is kinda busy turning Replicas into mush. Once it's all done, Alma will tell you that's it's safe, so trust your mom and continue. Head on, and pick up the Penetrator on the left. ------------------------------------------------------------------------------- |Mission: | | | |Follow the subway tracks. | ------------------------------------------------------------------------------- Keep on the left. And peer over the wall at the end to discover a bunch of Replicas waiting for you. Toss a grenade and take them all out with Slowmo. Once they are down, move in and head into the room on the right for two Health kits, grenade and armor. Head out of the room, and drop down. Move across the tracks quickly, as a train is incoming. Open the door, pick up the Health kit on the wall, and up the stairs. The game will tell you to shoot the padlock to open the door, so do it. Enter the crawlspace and emerge to pick up the M7 remote bombs and a Type-7 particle beam canon. Exit the room via the door, pick up the Health kit, and then through another door to emerge where you have started. Go up the stairs, and bash the door. Baby Alma will be looking at you through some windows on the second level. You can zoom in with your newly acquired Type-7 and say hi. Move in a bit, then back out once you hear the Replicas. Stay near the door and pick off the four which are patrolling the area. Once the coast is clear, move in and take down another two which are on your left. Finally, two more are up the staircase, so proceed slowly. Once the entire area is cleared, head up the ladder in the machine room if you are in need of health via the Health kit at the room. Otherwise, just head straight to the control room and navigate the ladders. Bash the door, lean out to see two turrets waiting for you. Take them out by leaning and slowmo. Once they are destroyed, head on to the door near where the turrets are. Enter the room to see Fettel sweet talking to Jin, touching her and all that. Jin will reject his advances, so Fettel will call his mama for help. Actually, Jankowski will be the one called. The whole thing ends with a flash of a dead guy, probably that of Jankowski. Head through the door, and lean over the wall to see the Replicas waiting for you on the upper ledge. Take the two of them down, then move out a bit to see the explosive barrels on the far left, feel free to blow them up now to flush out the other two Replicas. Once they are all dead, pick up the grenades and the Health kits, as well as the loot and that shotgun on the floor. Head up the stairs, turning left to hear Alma's innocent laughter. Turn back and through the other door. The place will shake a bit, but ignore it and proceed to the next checkpoint. Head forward to see some SFOD-D guys getting pwned by those miniguns. It does make you want one, right? So head to the door on the right and proceed until you hear the Replicas chatting again. Show them why radio discipline is important. There are three of them, one with a nasty shotgun which does wonders in these areas, so take your time with them. Pick up the two Health kits once you are done, and head through the door. A Replica will spot you, and run and hide behind a crate. Nade him then move back immediately to defend yourself from the fire that is raining from the left ledge by using the wall as a shield. Once the area is cleared, head down slowly, as more Replicas will appear from the left. Take the three of them out, and then another two which will be in that dark alleyway. They will see you first, as you will need that torchlight to see them. So be prepared, and you should live to fight another day. Head to the end to pick up a much needed Health kit and down into the next checkpoint by breaking the grate. Turn around to pick up the Health booster found inside a crate. Move on to some watery area, and climb the ladder. Alma will reach out and attempt to drag you in, but your ninja skillz will evade her by falling off the ladder instead. Climb the ladder once more to the top. Once again, you can hear the awesomeness of the minigun, so hurry up and climb that next ladder after picking up another health kit. The armor dude will be right around the next corner. Take out your Type-7, slowmo, and blast him before he even knew what hit him. Now, finally, that minigun is yours. Cheer for a bit, then continue on, picking up all those rifles from the dead SFOD-D units. Move on to where you first witnessed the awesomeness of the minigun for the first time. Head left to pick up all those rifles first, then head through the door near where the Health kit is, and proceed to the next checkpoint. The Replicas will throw a dead body down, so move out, and look up. Blow up the explosive barrel placed nicely to your right to conserve ammo. Pick up all the goodies (tons of Rifles in crates, 2 mines, a grenade and a Health booster) and move on through the door. Lean out and peer into the next room to see a Replica walking out. Finally, a decent test subject. Let him have a taste of your newly acquired weapon, along with the two friends he has with him. Look out a bit more to see some Replicas heading down the stairs. Ignore them to save some minigun ammo, as they will charge at you anyway. Once they are all down, their leader will be at the control area at the top with a Penetrator, so switch to the rifle or whatever else you have, and take him out. Gather all the loot, not forgetting the office on the ground floor which has some grenades in them. Once you are ready, head through the door from the control room. Move through the hallway, and through the door on your left. Some guy will rise, and close the door. Curse his lack of manners and open it yourself. The room lights will swing in a eerie way, but look to your right for a door, which you will miss if you are too focused on the blood spot and the moving chair. Bash the door, and enter it. Spirits will appear, so let them have a taste of your minigun, which seems to be pretty ineffective, or they got buffed up. Pick up the Health kit once they are all gone, and through the door to the subway control room. There isn't anything in here, so just head down the small flight of stairs, and into the pipe through the grate found on the left. Follow the pipe, up the ladder, and out of it. Head right, along the walkway, and down through the broken grate. ------------------------------------------------------------------------------- 3.3.3- The L. Situation: The Replicas have pursued you underground, cutting you off at every turn in an attempt to trap you. Jin Sun-Kwon has not made contact in several hours. Replica forces are moving large quantities of supplies to an unknown destination. Exact content of the shipments remains unknown. Mission: Exit the subway system and proceed towards the medical center. ------------------------------------------------------------------------------- What happened to finding out what they are shipping? Oh well. ------------------------------------------------------------------------------- |Mission: | | | |Exit the subway system. | ------------------------------------------------------------------------------- The Replicas will make some noise, but you can't see them now. Head right, pick up that Shotgun and the Health kit. Proceed up the stairs, lean out of the wall to see a Replica using that ledge as a cover. A grenade should take care of him. Another Replica will be walking on the upper ledge, a little too close to an explosive barrel. Teach him some intelligence. A final Replica will be on the left, waiting for you. Take him out as well, pick up the look, and proceed on up the stairs. It doesn't really matter whether you head left or right. By heading left, you will meet the two Shogun wielding Replicas at a much wider space, as you will get to have a mid-ranged distance battle with them. By heading right, you get more cover, but then, the Shotgun is very effective in the close quarters. Take your pick, head into the office for two Turrets, Armor, a Health kit and a Penetrator. Once you are done, drop down to the machines, pick up the Health kit, head through the pipe and down the ladders and into the pipe for the next checkpoint. Jin will tell you that she's at the Hospital, so let's hurry up and meet her. Head left, and Jin will tell you that everyone at the Hospital is dead. Not exactly too surprising, so move on. Turn right for a Health kit, while your radio continues to be annoying with those fizzle things. Head through the unexplored opening to exit the drainage system. Jin will tell you to be careful and that they are hunting you. Gee, I didn't know that. Move on, head right and to the huge pool of water. By moving you, you will see a destroyed bridge, so attempt to jump over. You will fail, and fall into the water. Head left to the opening and up the ladder. Turn left and turn the handle, and pick up the Health kit at the back if necessary. Otherwise, just drop back down for a swim to the other platform, or bust the gate (waste some ammo) and get to the other platform. Head up the ladders and jump onto the pipe to enter the drainage system. Proceed until you reach the next checkpoint. You'll see a huge clear area in front. Throw the two Turrets you have to set up some sort of a distraction by tossing them far away, since you have too few of them to set up a base. Head right because that's where most of the Replicas will repel down from. However, if your Turret is placed at a nice spot, they'll be too busy to notice you. A Replica with a Laser Carbine will appear from the front, so slowmo and take him out. Three more will repel down, but they should be fairly easy to take care of by now. Pick up the loot, turn the handle on the left, near the stairs, to shut off the fire, and proceed on, picking up the Health kit if necessary. Head left for a armor, then proceed on. The Replicas will hear nothing but silence from their fallen comrades, and come to a conclusion that you killed them. Pick up the repeating cannon on the right, and head down the ladder. Lean out, and try to spot the two Replicas that are on the opposite catwalk. You will need to use the flashlight to see them, due to the darkness, but since they can already see you, it doesn't make a difference. Once they are done, climb down the ladder on the left, head to the opposite catwalk, and head towards a bunch of barrels and the green light that is behind you. A reflex booster is hidden there, visible only by its green light. Head back up the ladder, and into the room. A Health kit awaits. Pick it up, and move on to reach the catwalk the two Replicas were. Move on and drop down the hole to the next checkpoint. A few Spirits will appear briefly, but will cause you no trouble. Ignore them and head on to the ladder at the back. As tempting as the broken bridge looks, you should ignore the urge the jump over it, as you can simply walk around it. Move on and head up the stairs. The next area will feature some spirits crawling on the ceiling, but will again, pose no threat. Move on up the stairs and to the door. The room yields a Health kit, so pick it up and move on to the next door. Open it to see a Replica jumping through the window. Slowmo and take him out before he recovers. Another Replica awaits on the left. Take him out through the first window you see on your left. Head through the door, also on your left, and move on. A Replica has his back to you, so take him out by shooting the explosive panel that he is standing beside. Head through the doors on the left, and pick up the Health Kit on the shelf. You'll hear the Replicas talking about charges and stuff, and that the target (you) are on the way. Kick the door down, and observe a Replica planting a charge. Even if you pumped lead into him, he will still plant it, then die. Follow the tunnel to the next checkpoint. Keep left, and lean out to take out the unwary Replica. An explosive will be detonated, but it won't do you any harm. A grenade, mine and an ASP rifle will be on the left. Pick up the ASP rifle to take out the Replica at the far end, then ditch the weapon for whatever you had swapped it with. More Replicas will appear on the far side once you approach, but there are too many, and too few hiding areas to effectively take them out with the slow ASP rifle. Take them out using the Laser Carbine and the Rifle instead, using signboards and pillars for cover. Once they are all down, pick up all the loot, including the three Health kits and Armor found on the two trains, and head up the stairs. Two more Replicas await at the top of the stairs, with one that will usually walk into you. Take both out quickly, as their Shotgun does some crazy damage in these areas. Jump over the turnsiles, and head left to meet that fatso. He'll open the door, then get spooked out by the moving room, and run back in and hide. And hopefully, that's the last you'll see of him. Head on, turning left for the Health kit and Armor, before heading into the next room, which again, yields a Health kit and armor, and a checkpoint to boot. There are four Replicas in the area, three you can spot immediately by leaning out of the door. Once they are all dead, another batch will appear, along with a Heavy armor with a minigun. Take cover behind the sign which is in front of where you came from. The Replicas will attempt to flank, but a well placed mine on one of the sides should take care of it. The heavy should be taken care of by using the Repeating Cannon, assuming you still have it. If not, then this battle could be a fairly long one where lots of grenades are required. Either way, after they are all dead, head through where they came from. Pick up the grenades, Health kit, Armor and Turret and proceed up the stairs turn right, and to the next checkpoint. Head up the stairs, lean out to spot the Replica patrolling on top of the train. Take him out, and use the cannon to snipe the Heavy Armor at the far side, if you can see him. Otherwise, toss a Turret down on your left, and run over to the other side, dropping down on the other train instead. There will be two Replicas on this platform, so take them out by using the train or the pillars for cover. Head into the gate area to pick up the Health kit, Armor and Repeating cannon. If you didn't take out the Heavy Armor, it will be at the end of the train, together with a Replica. Toss a grenade or two there, before using the Cannon to take both out with slowmo. The Heavy won't be much of a problem as the force of the Cannon will make him fall, allowing you to continue blasting him. Once they are done, toss a few grenades through the train and hope for a few easy kills. A Replica or two on the other Platform will spot you, so take them out as well with the Cannon. Once you are ready, take out your newly reacquired Minigun and finish off the Replicas on the other platform, where, with luck, they're still distracted by the turret. Once they are all down, pick up all the loot, including the Repeating Cannon in the Train, and the Health and Reflex boosters in the train where you fell on. Once all the loot, health and armor are picked up, head through the tracks, and observe yourself flying through the explosion. Whee. ------------------------------------------------------------------------------- 3.4- Interval 04 - Malice 3.4.1- Leviathan. Situation: Replica forces have detonated large quantities of explosives in the subway system in order to prevent your escape. The resulting explosion has blown you onto a nearby parking garage. Find your way out of this parking garage and to the adjacent medical center. Mission: Exit the parking garage and head towards the medical center. ------------------------------------------------------------------------------- You have some badass strength, and now, you can fly too. Wow. ------------------------------------------------------------------------------- |Mission: | | | |Exit the parking garage. | ------------------------------------------------------------------------------- You've just exited the subway, now you have to exit something else again. Oh well. Pick up the Mod-3 Rocket Launcher in front of you, and a Helicopter will demonstrate why hiding behind cars isn't a good idea. Jin will tell you that Replicas have taken over the city. Move to the concrete box, which will serve as a bunker. A Mech will be on the the other side of the box, so slowmo and take him out. It won't be too difficult, if you just keep using Slowmo. Just aim carefully so that you don't hit the cars instead. Head back for more ammunition if you somehow ran out of rockets. Once you are done, head towards the stairs, and Jin will tell you that she don't know where to go. Head down the stairs and pick up the Penetrator and the Health kit there. Lean out to see a bunch of Replicas running away, leaving only behind two to defend the spot. At such a far range, finish off what you have in your repeating cannon, and switch it with the Penetrator if you didn't pick it up. Once you are ready, move on and down the ramp. The Replicas will be behind the cars, and will call for their "power armor". Duck back behind the wall and listen with amusement as their "power armor" takes them down in its rush to get to you. Slowmo, and fire as many rockets as you can, then head back up the ramp to recharge. The Leviathan won't follow you, thankfully, so take your time, engaging it only when ready. Two clips of rockets will never be enough, so finish it off with the Penetrator. Continue across the parking garage to the truck, where there are grenades and a Health kit. More rockets can be found by smashing the crate nearby. Take out those mines on the ramp, and move on. The SFOD-D units will take care of one of the Leviathans for you, but they will sacrifice their lives for it with the explosion. Proceed on cautiously, as another Leviathan lies in wait. Run back up the ramp, and slowly take him out, as it will be stuck at the ramp. This time, there should be sufficient rockets for you, thanks to the three Mod-3 Rocket Launchers from the crate. Once it is dead, head down the ramp for the checkpoint. A surviving Replica will await you at the end, near where the exit ramp is. He won't be too much of a problem, so take him out. Then clear the mines on the ramp and proceed down. Head to the end, and through the door. Move on, and go towards the turnsiles. Fettel will appear and question your knowledge of your existance, along with a flashback of the doc saying "You'll be a god among men." Well, we're not exactly curing diseases here, so go through the opened door. After going through another door, Fettel will tell you that you cannot escape it. Well, he assumes we know what it is anyway, but unfortunately, we don't know. Pick up the Health kit that is behind the door, and through the next door. In there are two grenades, but nothing else. Pick them up, and through the door to see a huge "WHY WALK?" signboard. I wish we could fly too, but we can't, so head left and move on. Jin will whine at your slow pace, as you reach the door for the checkpoint. ------------------------------------------------------------------------------- |Mission: | | | |Take the skybridge to Auburn Memorial Hospital. | ------------------------------------------------------------------------------- Enter the room, pick up the ASP rifle, Health kits, Armor and grenades. Open the door. Two Replicas will be on the far side, snipe them both. A Laser Carbine trooper will advance to your position from your right, so be prepared. Take them out, step out to see two more Replicas repelling down. A grenade should easily take care of them. Pick up all the loot, and the Health kits and Armor in the far room where necessary. Near where the far room is will be a construction ladder. Climb up, and then up another set of ladder to the next checkpoint. Holster your weapon and jump across the gap. Walk past the doorway to see three Replicas in the room. Toss a grenade in, then move into the second room to get a better sights on them. Take them all out, using another grenade if necessary. Once they are down, pick up the loot and through the door to the office. Walk towards the double doors on your right, and turn right to see Alma, who will tell you to hurry before disappearing. Continue on, open the door on your left to reveal two Replicas. Take them both down, and hit the switch to open the gate. Move on through the door, holster your weapon, jump over the gap, and through the door. Lean through to take out a unsuspecting Replica. Then move on slowly, leaning to peer through corners. You'll eventually meet two more Replicas with a Heavy Armor with a Type-7. Toss whatever grenades you have left through that area, and take all of them out should your Laser Carbine still have any ammunition left. Otherwise, just use the Penetrator. Pick up the Type-7, and whatever loot there is. Go through the double doors and up the stairs for the next checkpoint. Continue on, heading into the meeting room on the left for a Health Kit, armor and grenades. Some guy will tell you to hurry, but ignore him and open the next set of double doors slowly. Three Replicas are on the opposite ledge waiting for you, so slowmo and take them out however you wish. Type-7 can be fairly effective here, but if you have a bit of Rifle ammo to spare, you should use the Rifle. Once they are all down, holster and jump over the ledge to pick up the loot and the Type-7 rifle. Proceed inside the building. The area will go Slowmo. It is a waste of time to explore the areas, as you just go back to where you started. So, just head left to see Jin running past, and a bunch of spirits appearing. Take them all out, then follow Jin to appear in a office. Step out, and you can hear Jin screaming. Follow the blood path to see what you have been dreading all this time. Jin's dead body. After all this time. Damn. Say your prayers, and proceed on. And no, like Holiday's corpse, you can't kick Jin around. Sorry. Turn right to stock up on Health kits and grenades. As you approach the door, you can hear Replicas waiting for you, so let's not keep them waiting. Kick the door down, and look up. The three Replicas are on the upper ledge, but they won't post too much of a problem. Once they are done, holster your weapon and jump across the gap. Either door works, but heading to the one on your left allows you to surprise a Replica. Take him out, and watch the ledge above. Two more Replicas will be stationed there, so snipe them down. Finally, one last Replica will be near the double doors with a Laser Carbine. Take him out, pick up all the loot, including all the Health packs. Head through the doors, and run across the skybridge, out of the damned Interval, and into the Extraction Point. ------------------------------------------------------------------------------- 3.5- Interval 05 - Extraction Point. 3.5.1- Malignancy. Situation: You have reached Auburn Memorial Hospital, alone. Jin Sun-Kwon is dead. No contact has been made with SFOD-D units for quite some time. Status of the extraction point is unknown. Investigate the hospital with caution and locate the life flight elevator that has access to the hospital roof. Mission: Locate the life flight elevator and take it to the extraction point on the hospital roof. ------------------------------------------------------------------------------- Malignancy. Maligant. A clinical course that progresses rapidly to death. (wikipedia) That doesn't sound good. Move forward and pick up the Health kit from the lobby. Head on, and ignore the two doors are they yield nothing. As you proceed on, a door will open. Peering inside will see things just flying around. Move on to the waiting room. Yet more stuff will fly around, but ignore it and proceed on to the next room. The Replicas will make themselves heard again, so be prepared. However, as they are right below where you stand, just toss whatever explosives you have left and they will just magically vanish. Pick up their loot and proceed on to the next checkpoint. Enter the pharmacy area to hear the Replicas once again. Pick up the Health kit on the wall, and kick the door down. Lean out to see two Replicas. Allow them to see you and back off, and hope that they will advance to your position. The narrow space allows an excellent space to easily take both down. Two more Replicas are in another room, seperated by a bullet-proof glass (In a hospital?), so just slowmo and take them out as they are entering the room. Head out of the room after picking up the Health kit and the loot. Go either way but once you spot the Replicas, run back to the room to avoid getting flanked. Once the three Replicas are taken down. Head right and through the door on the left. Two Replicas are inside, waiting to ambush you with a shotgun. Take both out and flip the switch inside the room after picking up the Health kit and the shotguns. Someone, most likely Alma, can then be seen walking out as you exit the room. Head past the room, and be prepared for one final Replica waiting to ambush you. Head through the opened gate, which will close behind you. Proceed on and notice the dead SFOD-D guys. No loot from them though, so head to the right and to the opened elevator door. Things will be seen crawling down, but ignore them. Holster your weapon and hop across to the ledge. Climb up to pick up the health booster, armor and minigun. Then climb all the way down through the sets of ladders and into Maternity Ward, the next checkpoint. Walk on, and notice the incubation room. You can't miss it, as your radio goes crazy, and the lights go out. A nurse is inside, so go closer and prepare to help her. Or not. Oh well. Enter the next room for a Health kit, and proceed on. After some falling ceilings, there will be a locked door, which will be rammed by an invisible assassin. Turn right into Room 54B. Look up at the airvent on your right. It's that small piece of metal right on top. Shoot it. The fat guy will appear dancing. Now FINALLY, you can have your way with him. Still, he doesn't turn into a pile of guts. Damn. Head into the Janitorial room on the other side to see the SFOD-D guy being dragged upwards and eaten. Bust the grate on the left and enter the pipe. Climb up the ladder and walk across the plank to cross the gap. Exit at either one of the grate, which means that the first grate you meet will do just fine, and towards the door with those weird signs. A woman can be seen using the copier, head left immediately and look through the door to see Teenage Alma using the lift. Then, turn back to see a spirit jerking around, probably pleasing himself or something. Whip out your shotgun, or holster your weapon, and prepare for the main fight. There will be six invisible assassins here. However, if you just slid around, you should be fine. Once the area is cleared, pick up the Health kit, and proceed through the door. Move on through all the doors to the next checkpoint. Pick up the grenades near the copier and the mines near the red box. Once they are yours, head through the door. Turn right to see a door closing, but you can't enter the door anyway, so head back and go the other way instead. Proceed on, turning right to see an elevator door closing and a gate being jammed by a trolley. Slide through the gate and proceed on. Eventually, your radio you stole from one of the Silent Hill characters will make some noise again. Walk towards the double doors, and enjoy the power of the force as you are pushed backwards. Walk towards it again, and when you realise it still does not open, turn around to see a change of scenery. Walk towards the spirit at the back, bash the red door, and be teleported back to the hospital. Move on to the next area. There are two assassins here which can be avoided if you head straight for the staircase, turn right and through the door. However, if you are bored, you can ignore the staircase and walk on. They are found underneath the stairs. Either way, head through the door, where another assassin may lie in wait. Take him out if he's there, and proceed on to the next checkpoint. Proceed on and enter the armory with two dead SFOD-D units. Pick up whatever you want and head into the next room, where two invisible assassins are waiting. Take both out, get the Health kit, and head out of the room. Damn those sliding doors. Anyway, head through the door, and lean out to see a Heavy Replica and a Replica standing on the second floor. Use the Type-7 to take him out quickly. The Heavy armor and another Replica will advance on your position, so take them out too. Pick up the loot, up the stairs, and into the door. Hit the switch and pick up what you can. You can hear the Replicas again, so open the door, and lob a grenade down to where you came from. Switch to the Minigun and take them all out. Head down the stairs, watch out for the grenade, then head out to deal with the final two. Head through the now opened door to the next checkpoint. Head into the waiting room, and meet the two Heavy armors. Without any place to hide, you have to make full use of your slowmo and the grenades. Toss a Turret or two to help you out. Your Penetrator won't last, so you will need the minigun. Once they are both down, turn left to pick up the armor and two more turrets. In front of you will be a Heavy Armor with a minigun running bursting through the wall. Toss the Sentries and take him out, taking his Minigun once he is dead. Pick up the Health booster on the table and go through the door. Watch the Replica die, and wait for all the other two in front to take care of themselves. Thank the Silent assassin by kicking him, as well as the other one which is right behind. Enter the room, flip the switch, exit, enter and activate the elevator, only to see yourself dropping like a stone to the next area. ------------------------------------------------------------------------------- 3.5.2- Dark Heart. Situation: The hospital has been ransacked. SFOD-D bodies lie everywhere. Unknown forces are interfering with the operation of the life flight elevator. Mission: Restore elevator functionality and make your way to the roof. ------------------------------------------------------------------------------- Isn't there stairs or something? >_> ------------------------------------------------------------------------------- |Mission: | | | |Restore life flight elevator functionality. | ------------------------------------------------------------------------------- Take a guess where you are? Just walk straight, ignore the lights, and discover it for yourself. The Morgue. Just perfect. Turn around, and head left (right if you didn't walk straight) for a bit of fun. Turn left, through the door, and continue on until you see Alma appear right in front of you. Wave and kick the door, before making your way down the unexplored corridor. Pick up the shotgun, Health kit, armor and grenades. Hop up the crates and bust the grate. When your radio goes nuts again, look down to see Alma and her two bodyguards. So who's helping who? @_@ Proceed on, busting the grate for the next checkpoint. If you look through the door on your left (the closer one), you will see Alma's bloody footprints. Nothing much you can do, so head towards the other door. Two Silent Assassins will appear, so either slide them both, or let them eat some bullets. Proceed on and enter the door on your right. Head into the shower room, looking left to see the spirit enjoy the shower before exploding. Proceed on through the door on your left. Your radio will go nuts again, but ignore it and follow the corridor. At the end, Alma will slide out of the body box, and teleport you to that dark place again. Take care of the two spirits, then fall through the 7 hells (Yes, there are 7 rings of fire), splash into a pool of blood, before re-emerging in some house. Take care of the spirits and proceed on via the opened door for the next checkpoint. Move straight ahead, down the stairs, past the bloody baths and to the door. Alma will say she's waiting for you, so let's not make her wait, or she might blow your guts sky high. Open the door, and take care of that another bunch of spirits. Enter ward A, and meet yet more spirits. Go up the steps, and see the prisoners who have created Alma back in FEAR. Some guy will appear, and enter the cell on the left. If you head right instead, you will be teleported to a cell, where Alma will be outside watching as you get crushed. You won't die, so enter it for fun. Head back out of the cell, enter the cell across, and take care of the spirits. Proceed on and enter Ward E. You'll see the two Almas walking to you, before disappearing. Bullets have no effect on them. You'll then see the two Almas combining to create one huge explosion. Then, you'll be teleported back to the morgue, where your coordinator will be a little too surprised to see that you're alive, and tell you that a chopper is standing by. Move ahead to reach a checkpoint. ------------------------------------------------------------------------------- |Mission: | | | |Return to the life flight elevator. | ------------------------------------------------------------------------------- Yay. Finally. Head through the paths, pick up the Reflex booster that is just on the floor. Eventually, you'll make it to the lobby. Don't enter the Life Flight Elevator yet. Head into the room where Teenage Alma just appeared in front of you to pick up some rockets. Enter the security room, which is the only room you could enter back then and pick up whatever you can carry. You will need it. If you want a bit of fun, then hop up the crates. Enter the vent once more, turn left to see the huge fan. Bust it and follow the path. You'll some robot thing, as well as Fatso being tossed around. Enjoy it, then touch the robot if you want to end it. Head back to the lobby, back to the Life Flight Elevator, and out of this nightmare. ------------------------------------------------------------------------------- 3.6- Interval 06 - Epilogue. 3.6.1- Epilogue. Situation: The life flight elevator is operational once again. SFOD-D coordinator has made contact and directed you to the extraction point on the hospital roof. No other surviving F.E.A.R. or SFOD-D operatives have been found. Proceed with extreme caution. Mission: Head to the extraction point on the roof and escape. ------------------------------------------------------------------------------- Yay, finally. Or so, you think. Your coordinator will tell you to stay sharp and keep your eyes open for the black hawk. However, once you open the door, Fettel is at the far side, and that means it isn't going to be smooth sailing. The Replicas will appear from where Fettel is. A Laser Carbine trooper will be the first to appear, so take cover behind a machine. Fettel will now disappear, so whip out your type-7 or whatever you still have for a long range combat to take them out. These are more heavily armored troops, so it takes two particle shots. But, with their numbers, you'll be flanked soon, so take out your minigun and take out the survivors, using the abundance of pillars and machines as your cover. Once they are dead, move towards the staircase, to meet two more Replicas and another Heavy Armor on your left. Use whatever ammo you have left on your Minigun to take them out. Finally, once they are down, pick up the remaining loot, even though the Black Hawk is coming. Head up the stairs, and kill the Replica behind the door. The door is locked, but a Heavy Armor with a Minigun will kick it down. It is the last enemy of the game, but by this time, you would be running out of Health Kits, Grenades and ammo. Throw whatever you have left at it (Remember to use your mines!), and it too, will go down. Head through the door, and run to the Black Hawk. You can try all you like, but it just blows up. You then pick yourself up, and hear Fettel trash talking to you, talking something about "We will make them remember", and that "They will die. All of them." The scene changes to the city being burned and smoking. Fettel ends the game by saying a war is coming. The credits, then roll. You've completed the game! ------------------------------------------------------------------------------- 4.0- Afterword. F.E.A.R. Extraction point, like F.E.A.R., is fairly linear. I focused more on how to take care of the Replicas and where to spot Alma as well as all the good bits. The scare factor in this game was much more enjoyable than F.E.A.R, which relied on quite a lot of cheap scares. Interval 05's Dark Heart is my favorite stage by far, because of it's layout. Silence is, afterall, deafening. Still, many questions remain unanswered. For example, where's Jankowski? Why is Fettel revived? What happened to the two Almas? Why would one want to kill me, while the other want to help me? Again, this lacked a lot in story, but is otherwise, a very enjoyable play. I liked this one better than F.E.A.R., purely because of it's scare factor. ------------------------------------------------------------------------------- 5.0- Legal stuff. As this is a complete FAQ, feel free to host this anywhere you want, as long as this remains unedited, and you send me an email about it (just send it, there's no need to ask for permission.) This Walkthrough is copyrighted, and should not be reproduced, in part or in whole, for any purposes. You may print this walkthrough out for your own purposes, but you may not sell, rent, or do anything with my walkthrough which allows you to obtain monetary gain. 5.1- How to contact me: email: firstname.lastname@example.com Do NOT ask me if you are stuck. This game is linear enough. It's not that hard. I'm not tech support, so do not mail me about bugs. When mailing me, please make it obvious on the title, or it will be deleted as spam. Copyright Snowstormz 2007. -------------------------------------------------------------------------------


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AMA Pro Flat Track presented by J&P Cycles Heads to Stockton for Round 3
DAYTONA BEACH, Fla. (May 9, 2013) – The stars of AMA Pro Flat Track presented by J&P Cycles head out west for the first of four races scheduled to take place in the Golden State in 2013. The series' top contenders will give it their all on the Stockton Half-Mile at the San Joaquin County Fairgrounds in Stockton, Calif. this Saturday, May 11.
The AMA Pro Grand National Championship Experts will bring out their thundering twin-cylinder machines for the first time this season and fans will have ample opportunity to witness the true power that they are capable of producing. This year will mark the first time in AMA Pro history that the series will race the Stockton Half-Mile.
Oxford, Pennsylvania product Brandon Robinson (TJ Burnett Farms, USC Racing/Kawasaki KX450F) and Gilroy, California's Mikey Rush (Machete Energy/Honda CRF450R) both came away with surprising victories at the DAYTONA Flat Track when the 2013 season commenced with Rounds 1 and 2 this past March. The win happened to be the first for Robinson and second for Rush at the Grand National Championship Expert level and both look to build off their momentum with performances similar to those at Daytona.
Defending Grand National Champion and Clio, Michigan native Jared Mees (Montgomeryville Cycle/Honda CRF450R) finds himself in sixth place in the point standings going into Round 3 at Stockton after uncharacteristically finishing 15th in Race 2 at Daytona. However, Mees is widely considered a favorite this weekend as he has proven that his biggest strengths typically lie on the soil of half-mile tracks.
After competing on Italian branded motorcycles for the last seven years, Winn, Michigan's Henry Wiles (Lloyd Brothers Motorsports) will race a brand new Brent Armbruster-built Harley-Davidson XR 750 for the first time in his illustrious career this weekend at Stockton.
Another well-known AMA Pro racer making recent headlines is Sammy Halbert. The Graham, Wash. product tore his ACL back in February and was unable to perform in the season's opening rounds at Daytona. It has been confirmed though that Halbert's knee is healed and ready to go for Stockton and, after finishing second in the Grand National Championship in 2012, there's little reason to believe Halbert doesn't have what it takes to make up the ground lost by missing rounds one and two.
Practice for the Stockton Half-Mile will begin running at 3:30 p.m. local time, with opening ceremonies set to commence at 7:00 p.m. Fans that are unable to attend the race at Stockton are in luck as the AMA Pro Live streaming video cameras will be turned on and streaming all day long. One camera will be mounted at the start-finish line with the other camera giving fans a birds-eye-view from the P.A. booth along with an audio feed of official series announcers Scottie Deubler and Barry Boone. AMA Pro Live can be accessed through a web browser from any computer, tablet or mobile device by navigating to http://www.amaprolive.com.
Riders, both Experts and Pro Singles, will all be gunning for the opportunity to win their respective races in hopes of recording the first ever victory at the facility. California is known for putting on exceptional AMA Pro Flat Track presented by J&P Cycles events and this particular weekend should be no exception. For tickets and more information on the Stockton Half-Mile, please visit http://www.showclix.com/events/17007.

subset: commoncrawl


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Project Name | DECAN - German CanSat Sounding Rocket Project |
Contact Person | Dipl.-Ing. Michael Schmid |
Funded by | Federal Ministry of Economics and Technology |
The "DECAN – Deutsche CanSat-Höhenrakete"-Project within the DLR STERN framework allows aerospace engineering students at the TU Berlin to develop, manufacture, test and launch a two-stage sounding rocket. The project offers hands-on education in the field of propulsion and launch system development and aids in training future aerospace engineers in Germany. Hence all key development steps, ranging from initial design to manufacturing and testing, are performed by students under professional supervision. The two-stage sounding rocket serves to increase students' knowledge in the field of launch vehicle design and development as well as related engineering fields. The sounding rocket will have a maximum launch mass of 150 kg and will be capable of carrying a small CanSat payload to an altitude of up to 10 km.
The upper stage will be accelerated by a solid propellant rocket motor and is equipped with a separation mechanism to launch and flight-test a small payload. The lower stage is powered by an environmentally friendly hot water rocket motor. The two-stage rocket will be launched from Kiruna in 2015 after successful ground testing and qualification campaigns for both stages.
The first phase of the project consists of developing, manufacturing, testing and launching the upper stage as a stand-alone sounding rocket. It is able of carrying a CanSat payload to an altitude of 6,500 m. The stage is equipped with a powerful solid propellant rocket motor. The structure of the stage consists of a casing tube made from aluminium, in which the motor is fixed by two structural rings. Four fins provide aerodynamic stability during ascent. For a safe return to the ground, the stage is equipped with a recovery system. Furthermore, the stage features an electronic compartment, which houses all electronic devices and the actuator for parachute deployment.
The project is integrated into the curriculum at the TU Berlin. It offers Master Students participating in the course "Project Space Systems" the opportunity to improve their knowledge in the field of space transportation systems via a practical mission. The project is supported by experts from DLR, Aerospace Institut and TÜV as well as external quality assurance specialists. Design reviews are presented to a board of independent reviewers to ensure the compliance with strict safety guidelines.
All necessary structural modelling, the aerodynamic analysis and the propulsion system design are carried out by the students themselves. The calculated results are documented and verified by wind tunnel tests, structural tests and rocket motor tests based on the standards of the European Cooperation for Space Standardization (ECSS).
Selected technical parameters of the DECAN upper stage are presented in the following table:
DECAN Upper Stage Fact Sheet | |
Take-Off Mass | 22.6 kg |
Dry Mass | 14.6 kg |
Propellant Mass | 8.0 kg |
Height | 2.9 m |
Diameter | 0.11 m |
Max. Thrust | 3,000 N |
Burn Time | 6.9 sec |
Max. Altitude | 6,500 m |
Ascent Duration | 39 sec |
Max. Speed | 1.5 Mach |


text:
Howto Setup firefox for kmail
Sponsored Link
1.) Clicking on a email link in a webpage should create a new email with kmail.
Start firefox and type the following in the url bar: about:config
A big table with configuration options will appear in the main browser window.
Look for the item network.protocol-handler.external.mailto and make sure its value is set to true. The value is the right most piece of text in the row for that item. Right-click on that line and select "toggle" in the pop-up menu to toggle if necessary.
Now, do a right-click again and select New -> String. A window will appear, asking you to set the name of the new config item, set it to network.protocol-handler.app.mailto and and click OK to confirm. A second window will appear to ask for the value of the config item. Type kmail into its text field and confirm again.
Now, if you click on an email link on a webpage (in the status bar, that is the bar at the lower end of the firefox window, you will see something like mailto:[email protected]) kmail should fire up with a new email to that address.
2.) Clicking on a weblink in kmail (and other kde apps) should open and load the link into firefox.
This can be configured by changing one kde setting. Depending on the kde version you have there may be different ways to get to that kde settings window we need.
For kde 3.4.2, click on the System button in the control panel, it is the one right next to the blue K button in the control panel.
A pop-up menu appears, select Settings. A new konqueror window will appear showing the contents of the settings:/ directory. Select KDE components -> Component Selection. This will open the kde control center module we need, appearing in a new window.
There is a list at the left site of that window, select Web browser and click on the lower button in the main section of the window, named in following browser. The text input field below the button will become active, type mozilla-firefox and click the OK button to confirm the setting.
From now on, links in emails etc. should be opened in firefox.


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If there's any justice, the first chapter of LITERARY WUNDERKIND Marisha Pessl's MUCH-AWAITED SECOND novel, "Night Film," should go down in literary history as among the most notable formal innovations of this century. It consists of a series of Web pages — 20, all told — pertaining to the untimely death of a young woman, the strange career of her filmmaker father, and AN ENSUING JOURNALISTIC INVESTIGATION.
Both the writing and the design are feats of verisimilitude: Pessl and her designers ape perfectly a New York Times obituary and a Time magazine slideshow, from the irascibility of Internet commenters ("God forbid something be dark, freakish, and so unnerving you question your commercialised, corporate-sponsored view of the world") to Facebook "Like" buttons. Many of the evocative and completely plausible photos therein were staged especially for the book, using actors that Pessl auditioned herself. They pop up in the newspaper clippings, Web pages, and police dossiers, SIFTED BY A CRUSADING WRITER, that appear throughout the book.
Remarkably, Pessl's inclusion of the Internet feels not at all gimmicky or forced; the reader forgets that these pages are static and have been laboriously designed. They deepen the mystery Pessl sets out in traditional text. The cumulative effect is entrancing and delightful, infusing the narrative OF THIS WHIP-SMART HUMDINGER OF A THRILLER with urgency and spookiness. It feels, above all things, new.
Although its ingenious design makes "Night Film" an essential read, the book's successes aren't entirely reliant upon it. Equally inspired is antagonist Stanislas Cordova, one of the best villains in recent memory. A director of horror films, Cordova hasn't been seen in public since 1977. He lives on a spooky compound in upstate New York purchased by his wife, an Italian heiress who died under mysterious circumstances. The story kicks off when his daughter Ashley's body is discovered in a abandoned Chinatown building and his sworn enemy — first-person narrator Scott McGrath — is drawn toward Cordova in spite of his better judgment.
McGrath is a bestselling, tough-guy investigative journalist AND AUTHOR in the mode of Sebastian Junger (sample book title: "Hunting Captain Hook: Pirating on the Open Seas"). Years earlier, he denounced Cordova on "Nightline'' after a frightened man called him with a cryptic message: "There's something he does to the children." Cordova sued him for defamation, won, and ruined McGrath's career.
When the novel begins, McGrath is bored, drunk, and lonely with little to lose. He takes it upon himself to find out what happened to Ashley, hoping to redeem his reputation in the process.
McGrath is a serviceable narrator whose hubris and cluelessness provide a welcome breeze of situational irony in a story that otherwise goes for terror of the sock-curling variety. Dark figures lurk. Spells are cast. Beautiful women die. Creepy dolls are unearthed in sinister rural settings. The prologue, during which McGrath is chased around the Central Park Reservoir by a woman in a red coat, nods deeply to Nicolas Roeg's 1973 horror classic, "Don't Look Now," all foggy atmosphere and fleeting glimpses of the unspeakable.
Cordova himself is an homage to the towering auteurs of films past, their outsized personalities and passion for the craft. There are echoes of John Cassavetes in Cordova's immigrant childhood, of Alfred Hitchcock in the way he tortured actresses, of Roman Polanski in his exile (and, well, mistreatment of children). But if Cordova were real, he'd make them all look like poseurs. His films (sample titles: "Thumbscrew," "At Night All Birds Are Black") are "so horrifying, audience members are known to pass out in terror." They are shown in secret screenings held in tunnels and abandoned buildings, poured over by obsessive fans on a password-protected Deepnet message board. They are parsed in Columbia University classrooms by a film professor and Cordova zealot who named his cats after the director's leitmotifs.
Cinephiles will marvel at Pessl's DETAILED knowledge of and love for film history and culture — also on display in her MUCH-LAUDED 2006 DEBUT, "Special Topics in Calamity Physics," AN INTRICATELY-PLOTTED, POSTMODERN MURDER MYSTERY FEATURING A TEENAGE NARRATOR AND HER ACADEMIC FATHER PRESENTED IN THE FORM OF A COURSE SYLLABUS.
Here she conjures an entire oeuvre, as well as its production, reception, and mediation. But her biggest triumph is the specter of Cordova himself. "He's a myth, a monster, a mortal man," she writes. One who, by the book's end, many readers will wish desperately was real.
Eugenia Williamson is a writer and editor living in Somerville. She can be reached eugenia. firstname.lastname@example.com.