Tema: F.E.A.R.
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Odgovor: F.E.A.R.
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Član od: 11.03.2006.
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Odgovor: F.E.A.R. - 09.10.2006, 18:34

Interval 04 - Infiltration

LZ Is Hot

Boy, this LZ sure is hot! You're going to come under fire from eight or so soldiers as soon as you land here, with half on top and half below you. You do have a crate to duck behind right near where you begin; we found it best to crouch behind that and pick off soldiers that came into view with our G2A2 or our Penetrator. Assuming no one lands a grenade on your position, you should be well protected from enemy fire.

When things die down a bit, check out the entry foyer for some ammo and health; you won't be able to pass on from here, so drop down below the helipad and find another door leading on. When you come across the soldiers who are heading to the roof to confirm the breach, check the small alcove underneath the stairs to find a Health Booster.

There's also a Reflex Booster in this level, a bit further on, just after you head out to an exterior part of the area and have to climb stairs up to reach another interior portion. It would seem that the buildings in F.E.A.R. consist almost entirely of piping and air conditioning access areas, as if the architects said "Offices, workspace, cubicles; who needs them? Let's make a building that will maximize the kickbacks we'll get from our electrical and air conditioning subcontractors. A building that's nothing but access space. This is our dream." And then, they built it. And it was good.

Watchers

Well, we apparently jumped the gun on indicting the designers of this building: there are indeed some work areas inside. We regret the error.

Start making your way through the offices here, and note that there's another laptop you can download in the meeting room with the corpse on the table. Just after that, you'll be surprised by a corpse being thrown through a window; if you have your flashlight on, you might get a glimpse of someone moving really fast through one of the windows behind this guy just after he gets thrown. The room that the person moves into is empty, although there is a board in the ceiling missing...hmm.

If you head up the stairs in the large foyer area, you'll run into one of these guys for the first time. Assassins aren't equipped with ranged weapons, but have stealth suits that can render them temporarily invisible while they dash forward and attempt to punch you. If you still have your shotgun, it'll be a great way to take them down here; just back away from them and fire away when they phase into sight.

After passing through some more offices, you'll have to climb up into the crawlspace above the area to move on. Eventually you'll run across Norman Mapes, an engineer for ATS that'll offer to help you get into the network if you can shut down the local security system. Before heading through the door he unlocks, find the ramp leading up into the ceiling nearby to find another Reflex Booster.

When you're past Mapes, you'll have to fight your way through to the local security office, where you can shut down the security system. Doing so will let Mapes run off on his merry way. That bastard. Well, if it's any consolation, most of the employees of Armatech are meeting very bad ends, so perhaps he has one in store as well. Anyway, disabling the security system will open a shutter outside the security office, so head through. You'll need to pass back where you first met Mapes, then follow the path of soldiers until you reach the network room, where you'll be able to reboot their network. Watch out, though, as soldiers will quickly come through the wooden door nearby; you might want to drop a proximity mine there before flipping the switch.

After you've rebooted the network, you'll have to make your way through an unfinished section of the building to reach Jin. There are no enemies here; it's just an extended excuse for Fettel to screw with your head. Don't miss the Health Booster in the area just past the point where you enter the burning building hallucination.



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