F.E.A.R. Hints

Expose and destroy reactor cells to sabotage energy pylons

  • 1 of 23: Yes, this is still listed as your objective in the game even though you've technically completed it, but never mind that. You need to get going!
  • 2 of 23: After searching the starting room for supplies (including a shotgun), go through the huge partly open door.
  • 3 of 23: Go up the stairs in the next room and turn left, since the door to the right is blocked by a jet of flame.
  • 4 of 23: When another jet of flame suddenly blocks the walkway ahead of you, jump over the railing to the left to avoid it. (Note the penetrator gun on the nearby crate.)
  • 5 of 23: After ending some Nightmares down another flame-blocked path, go the other way to get to the first in a series of rooms with lots of large wooden crates stored in them.
  • 6 of 23: As you move toward the exit doorway in the back right corner of the room, turn around and shoot the Nightmares that appear behind you.
  • 7 of 23: More will appear behind you right after you move through the doorway. (Use SlowMo to help out with this batch.)
  • 8 of 23: TIP: Before you leave the first crate room, look around behind the crates near the exit to find a medkit and one last health booster.
  • 9 of 23: Search the second crate room for supplies (including some sub-machineguns against one wall), then move on to where some Nightmares helpfully break open a door for you.
  • 10 of 23: The third crate room also has supplies (one lone medkit near the back and some body armor on a barrel past some stairs) and two small Nightmare attacks.
  • 11 of 23: Take the stairs up and go to where more Nightmares attack you from a small side hall to the right. (It also has a sub-machinegun you can get to replenish your ammo after the attack.)
  • 12 of 23: Move on, searching for supplies as you go, until you reach a dead end on a short walkway with a jammed red door at its end.
  • 13 of 23: You're going to have to jump over the railing and land on the floor below.
  • 14 of 23: That won't hurt, but the huge profusion of Nightmares that gate in as you move forward will!
  • 15 of 23: Retreat as far as you can and use your sub-machinegun or twin pistols on the Nightmares.
  • 16 of 23: During the brief breaks between waves of Nightmares, reload or switch weapons (or quickly grab some of the weapons and other supplies that are nearby).
  • 17 of 23: After it's finally over and you've scouted all over the room for supplies, drop down one of the large square holes in the floor that opened up after the big Nightmare battle.
  • 18 of 23: Make your way along the tunnel, using SlowMo to help with several small Nightmare attacks, until you reach yet another hallway vision.
  • 19 of 23: After the vision's over, head down the "real life" hallway to reach an elevator that you can ride to a room with a window leading outside.
  • 20 of 23: The nearby doorway is totally bricked over, so you'll have to jump through the window to get outside.
  • 21 of 23: As soon as you start moving down the street, the massive explosion that's been building since you destroyed the vault's four reactor cells will finally happen.
  • 22 of 23: There's nowhere to run, so just wait for the shockwave to hit you and carry you into the epilogue and then the ending credits.
  • 23 of 23: NOTE: Wait through the ending credits to overhear an interesting phone call (remembering that *you* are the first prototype).