F.E.A.R. Hints

Rendezvous with Jankowski's team

  • 1 of 28: Move on to the back of the area past the gate to find an alley to the left.
  • 2 of 28: Go in through the door with the bright light above it to find another dying worker.
  • 3 of 28: You'll then start hearing radio chatter from your very first Replica Trooper opponents (usually called just Replicas for short).
  • 4 of 28: Crouch down and move slowly and quietly into the next room, where you'll see one Replica near a guy he just killed.
  • 5 of 28: There's a second Replica in the room, as you'll soon see as you make your way forward.
  • 6 of 28: You need to kill them both before continuing.
  • 7 of 28: Continue on past a side office and through a couple of larger rooms to find some doors that lead outside to a small alley.
  • 8 of 28: TIP: One of those rooms has your very first medkit on a shelf. Be sure to pick it up even if you don't need it yet. (With "need it" meaning you've lost 50 or more points of health.)
  • 9 of 28: You need to get to the other side of the board fence in the alley, but doing so isn't as easy as just bashing it or jumping over it.
  • 10 of 28: Once past the fence, go through the nearby door and move forward cautiously, since you'll start hearing more Replica radio chatter.
  • 11 of 28: Crouch-walk forward and peek left around a giant stack of boxes to see a single Replica soldier standing a ways farther down with his back to you. If you wait and watch, you can also see other Replicas patrolling back and forth past a halfway-open bay door.
  • 12 of 28: After you're sure you've gotten them all, go around and get sub-machinegun ammo from near all their bodies, then look around in the side office to find a second pistol and another medkit on desks.
  • 13 of 28: On the opposite side of the shipping yard from the side office is a small ramp that leads up to a door that you can use to enter a room full of boxes.
  • 14 of 28: Past it is a much larger crate storage area where you can pick up another health booster.
  • 15 of 28: The next several rooms have one or more Replicas in it, so proceed cautiously.
  • 16 of 28: After the area is secured, explore the upstairs rooms to find an office with lots of good stuff in it (including more frag grenades and an assault rifle).
  • 17 of 28: There's another office nearby that you can't get into because the door is blocked shut, though you can reach through the door's broken window and snatch a pistol.
  • 18 of 28: Near that blocked door is a short ledge that sticks out into one of the large crate rooms you came through down on the lower floor.
  • 19 of 28: You now need to figure out how to get across that room to the upper ledge on the other side.
  • 20 of 28: Search the room and side office past the door on the other side for some basic supplies, then go through the door that leads to the upper walkway of the next room to start up the first of two more Replica combats.
  • 21 of 28: When the shipping yard is finally clear, search around it to find some stairs in one corner that lead down to a door you can open.
  • 22 of 28: Past that door, look to the left for a sub-machinegun on a desk, then move forward to enter a weird SlowMo-like hyperalert state and start seeing people who aren't really there. Don't worry too much about this -- just keep moving along.
  • 23 of 28: TIP: After you go through the door marked "Shipping and Receiving," head to the right first and follow the path along to find a health booster on a crate. Then retrace your steps and go the other way.
  • 24 of 28: You'll soon come to an office at the top of some stairs that appears to have no other exit.
  • 25 of 28: The moment you do drop down, that totally weird girl-thing from the game box will appear ahead of you.
  • 26 of 28: To avoid being killed by her sheer freakiness, turn around and run for the other end of the hallway.
  • 27 of 28: There's an open doorway on the right, but you'll get thrown out through the nearby window when you go for it.
  • 28 of 28: That'll end this interval and start Interval 03 - Escalation.