F.E.A.R. 2: Project Origin Hints

Section 3: Spooky Hallway

  • 1 of 8: Go through the red door and down the long hall ahead, prepared for some seriously spooky events to happen as you go.
  • 2 of 8: As you leave the study hall and go farther down the hallway, your flashlight will temporarily stop working, and specters will start charging you.
  • 3 of 8: As before, the best way to deal with the specters is to just let them hit you, then heal up later. If your health ever gets really low, use a medkit.
  • 4 of 8: Use the flickering light in the hallway to find your way down to a barricade.
  • 5 of 8: Past the barricade, go forward and up some steps.
  • 6 of 8: When Alma appears in front of you, wait until she grabs onto you, then beat her off quickly with melee attacks so she won't be able to drain much of your health.
  • 7 of 8: After she vanishes, look for an assault rifle and two frag grenades near a dead ATC guy, then turn the corner to find two medical injectors on the floor, plus another one on an overturned desk.
  • 8 of 8: Go on past that to get a checkpoint save and move on to Section 4: Courtyard Combat.