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Walkthroughs & Cheats Rešenja igara, šifre za varanje i slične stvarčice

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Odgovor: F.E.A.R.
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Odgovor: F.E.A.R. - 09.10.2006, 18:41

Interval 10 - Revelation

The Vault

After entering the Vault, you'll shortly come across Fettel, who'll give you one more hallucination for the road. When you find yourself inside his cell, put a bullet in his brainpan to finally put him out of your misery. Unfortunately it would appear that he's killed Alice Wade, but are you really willing to accept what you see as the truth after all this?

You'll shortly reach Wade, who believes that Alma is dead. Subsequent events will prove him wrong, unfortunately for him. Start wading through the facility, shooting each of the phantasms Alma summons to get in your way (they only require one bullet to kill), until you reach the control systems for the four main reactors. Expose their cores and shoot them to start what you hope will be a chain reaction to destroy the facility. Nuclear explosions underneath an urban area? Sounds like a good solution to your problems.

From the reactors, you have a straight path to a second exit from the Vault, and an elevator back up to solid ground, so book it!



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Odgovor: F.E.A.R. - 09.10.2006, 18:41

Interval 11 - Retaliation

Ground Zero

Well, it appears that the nuclear detonation that's about to occur is one of those slow-building detonations that somehow manages to send shockwaves through the surrounding area before it finally occurs, knocking down ceiling panels, shuffling you around on your feet, etc. Everyone likes nuclear explosions, obviously, but they're awfully inconvenient just before they finally go off.

If you needed any confirmation that Alma's out and about, then the appearance of more and more phantasms should provide the evidence you're looking for. These guys, again, aren't difficult to kill, but can do a shocking amount of damage to you if they manage to swarm you. As per usual, though, you can just move forward until you see them warping in, then start backtracking while firing. If you come across an HV Penetrator, you'll definitely want to pick it up, because you're going to face a major ambush in an abandoned factory that you have to drop down into. With the Penetrator, though, you can just sit back after you drop and start firing away; each phantasm will take one round to kill.

During the vision that occurs when you're passing through the corridors underneath this factory, shoot Alma whenever you see her. She can and will kill you if she gets her hands on you, so just go crazy with your pistol whenever you spot her, and eventually you'll return to the real world, with the heavily-implied fact of your origin finally confirmed. From there, it's a short walk to the end of the game. Keep in mind that there is another Metal Gear Solid-style phone call at the end of the credits, so be sure to watch them all the way through, if you're interested in such things.



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Odgovor: F.E.A.R. - 09.10.2006, 22:26

Weapons

AT-14 Pistol

Surprisingly enough, you won't be using the AT-14 Pistol all that much in F.E.A.R. While it's a decent enough weapon, and is a bit more precise than many of the weapons in the game, it still lacks much stopping power, and forces you to click your fire button each time you want to fire a round, leading to a bit of trigger fatigue if you rely on it overmuch. It can, however, be dual-wielded, which can be a cheap but useful tactic in multiplayer, especially if you can land headshots with decent frequency.

RPL Sub-Machinegun

Although the RPL Sub-Machinegun is wildly inaccurate at medium ranges, or while you're moving, it does have the benefit of having plentiful amounts of ammo available for it, especially early in the game. Almost all of the Replica forces you're going to come across in the first half-dozen levels or so will pack an RPL, allowing you to amass huge amounts of ammo. Its large, 50-round magazine and quick reload time also make it a handy weapon when you're just trying to put a few dozen bullets in the air and hope that one or two actually hit your foe.

At close range, the RPL can actually get most of the grunt-level enemies into a kind of crude stunlock, where they'll take so much damage so rapidly that they can't manage to fire back at you before they're dead. Just watch out for the reflex shots when they're going down.

VK-12 Combat Shotgun

Now we're talking. Every FPS game has to have a shotgun - it's a federal regulation - and we're happy to tell you that the VK-12 is a perfectly kickass example of a boomgun.

You know the drill by now: it's a shotgun. It's one of the most powerful weapons you're going to find at close range (a good shot can actually explode an enemy from the inside out), but is going to be almost completely useless at mid to long-range. That said, you're going to be getting up close and personal often enough to justify carrying the shotgun around almost all the time, especially since a single round to the chest is almost always going to be enough to take down a Replica soldier.

One of our favorite things to do with the shotgun is to turn a corner, fire at whomever we see, then retreat a bit and wait for them to come to us. When they round the corner, just blast them in the face; a good shot will actually shear their heads from their bodies quicker than you can say "Jack Thompson." And you just can't underappreciate that kind of comedy.

G2A2 Assault Rifle

The G2A2 is essentially a more powerful and more precise version of the RPL, albeit one that's also slower to fire and has a smaller magazine size. It's still a worthy upgrade to the RPL, though, especially when most of the enemies you encounter start dropping it instead of the RPL. Although it's not flashy, there's going to be enough ammo for the G2A2 to make it worthy of lugging around for most of the game.

ASP Rifle

The ASP Rifle is about as close as you'll come to a sniper rifle in F.E.A.R., at least until you come across a Type-7. In actuality it's more akin to a scoped MP-5 that's locked into burst fire mode; although it does have a scope, and can zoom in, there's just something that's kind of annoying about only being able to fire off three rounds at a time. The good news, however, is that those three rounds are going to punch a hole through almost anyone that they hit, even if you go for body shots. On a per-bullet basis, the ASP Rifle is one of the more powerful guns in the game, but ammo is quite limited for it, so use it while you can.

10mm HV Penetrator

The 10mm HV Penetrator is F.E.A.R.'s version of the trusty old nailgun. Shooting out polycarbon bolts at a frighteningly quick pace, and with excellent accuracy, the Penetrator will likely be the sharpshooter's weapon of choice for much of the game. Although it's a fairly weak weapon, it's almost 100% accurate when zoomed, so even though it doesn't have a scope, players who are good shots should be able to get headshots with relative ease. Failing an instant kill, the Penetrator is still decent at taking people down with rapid-fire shots, which leads to amusing deaths on the part of your foes, not least because of the way they'll often get pinned into nearby surfaces when they finally die.

Note that, despite the fact that this weapon is called the Penetrator, it really doesn't seem to be all that effective against armored opponents. It works best against the fleshier of the Replicas.

MP-50 Repeating Cannon

The MP-50 is probably going to be the last weapon you encounter in the single-player portion of F.E.A.R. Unfortunately, it doesn't quite match the stature you might think this affords it; while it's a powerful weapon, it's not quite as powerful as it probably seems like it should be.

When fired, the MR-50 will launch what appears to be a concussive round at your target; it has good accuracy, so you'll rarely go awry when aiming it. Even these powerful shells aren't one-hit kills, though, at least not at Hard difficulty; sometimes you can even take two or three rounds to finally kill someone. They do, however, almost always stagger or knock down your target, allowing you to switch over to a more powerful weapon to finish them off. There's also a small radius of splash damage on this weapon, but not enough to normally hit more than one enemy, since they don't often clump up together.

Type-7 Particle Weapon

In lieu of an actual ballistic sniper rifle, we have the Type-7 Particle Weapon, a devastating electric weapon that can usually just zap an enemy right to death. It has almost pinpoint accuracy when fired while standing still, as well as a scope, allowing you to hit someone from a good distance without worrying about hitting air. What's more, a single shot will usually be good enough to take down most enemies, especially Replica soldiers or ATC Security officers. Hardier enemies, like heavy armor or EVEs, will take less damage from the device, but will still be hurt fairly badly.

Unfortunately, ammo is very limited for the Type-7, and it'll also make you move more slowly than almost any other weapon you find. Still, the benefit of being able to pop someone off with a single shot should more than outweigh those drawbacks.

MOD-3 Multi-Rocket Launcher

Unlike most FPS rocket launchers, the MOD-3 doesn't launch a single massive blast; instead, with each pull of the trigger, you'll throw out three smaller shells that'll spiral in towards your target. The results shouldn't be surprising; large explosion, fine cloud of ground brain matter and powdered bone. Like the Type-7, though, ammo is scarce for the MOD-3, and it suffers from poor accuracy when you fire while moving. It also takes a while for your rockets to travel the distance between yourself and their target, allowing distant targets to dodge your fire.



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Odgovor: F.E.A.R. - 09.10.2006, 22:31

General Tips

F.E.A.R. isn't all that complicated a game; after you learn how to shoot a guy in the head, that's pretty much all you need to know, really. That said, here are a few tips that you might find helpful.


Don't Forget to Lean

You have lean keys for a reason. By default, these are bound to Q and E, and will allow you to lean left and right, respectively. Leaning will enable you to shoot without exposing a large amount of your body to enemy fire, which will, in turn, let you shoot without taking a lot of damage. Enemies will still be able to hit you, but weapons with large sprays, such as the RPL Submachinegun, will see most of their shells either miss you or hit your cover. So don't forget to lean; your enemies certainly won’t.

Know Your Weapons

One thing that's not immediately obvious about the weapons in F.E.A.R. is that holding different weapons will affect your movement speed. An RPL or a shotgun will enable you to move more quickly, but holding up a Type-7 or a MOD-3 will cut your speed drastically.

Since you can carry three weapons at any given time, it's often worthwhile to switch over to your shotgun or something that lets you move quickly when you're travelling around, then switch to your heavy weapons when the situation dictates and you're not required to move around as much.

Psychokinetic Damage

This is something you'll undoubtedly find out for yourself, but keep in mind that, during all of the many hallucination / psychic invasion scenes that you sit through, the specters within can do actual damage to you if they hit you. They have to impact you to deal any damage, though, so if you shoot them before they manage to impact you, you should escape unharmed.

Ramping Up The Difficulty

One way to increase the challenge of a game of F.E.A.R. is to increase the difficulty, of course, but if you're looking for a good amount of challenge without a stable of incredibly hard-to-kill enemies, you might want to consider simply disabling the slow-mo effect by unbinding the key that goes along with it. Unlike other games with bullet-time effects, F.E.A.R. has no sequences that are outright unplayable without the slow-mo. It's a more difficult experience, to be sure, requiring much more deliberate movement, forcing you to stick behind cover during most firefights and pick your headshots where you can



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Odgovor: F.E.A.R. - 09.10.2006, 22:50




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Odgovor: F.E.A.R. - 26.01.2007, 13:53

igra je straaaava,u pravom smislu te reci...presla sam je do kraja i odusevljena sam


Ono što može i biti i ne biti uvek se, na kraju krajeva, pokori onome što mora biti.
   
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Odgovor: F.E.A.R. - 23.07.2008, 13:03

sifre za F.E.A.R.:ammo - Puna municija
armor - Pun štit
health - Puno zdravlje
guns - Sva oružja
kfa - Sva oružja, puna municija, puno zdravlje i štit
tears - Sva oružja, beskonačna municija
gear - Napuni zdravlje i poboljša reflekse
god - God mod
poltergeist - Duh mod
maphole - Idući nivo


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