Nightmare: Appearance: Black, mummified-looking humanoid torso flying through the air. Health: 35 Armor: 0 Weapons Used: Nightmare Attack (Damage 40, Armor Penetration: 0%)
OVERVIEW:
These ghost-like creatures are the final enemies you face, and replace the Replica soldiers as your main enemies in the last couple of levels at the very end of the game. Unlike Replicas, Nightmare behavior is quite simple. They fly straight at you and explode when they collide with you, doing damage. Nightmares move quite fast and attack in swarms, but fortunately they're very fragile and can be destroyed with a single pistol shot.
Nightmares actually appear at several points throughout the game during the psychic vision sequences, but they only attack you in large numbers in the game's last two levels, after Alma is freed from her Sarcophagus.
BEHAVIOR:
Nightmares attack in groups of several at once, tearing through into reality through black portals that suddenly appear in the air. Fortunately, for most Nightmare encounters the game will automatically slow down once they begin to show up. This will alert you that you're about to be attacked, and also makes it easier to target and shoot Nightmares before they can reach you. Once you exit the Vault, Nightmare attacks will no longer slow down time, so you'll have to engage your SloMo whenever Nightmares start attacking to help you against them. They are actually quite fast, so you'll want the extra edge SloMo gives you against them.
KILL STRATEGY:
Any weapon works well on Nightmares, but the pistol or HV penetrator are both particular effective. Both have a decent rate of fire and kill Nightmares with a single shot. The pistol bullets can even travel through multiple Nightmares with one shot. However, the HV penetrator is slightly better, due to its higher rate of fire and larger clip size.
Paxton Fettel: Appearance: Creepy thin man wearing a dark blue uniform with orange vest. Health: N/A Armor: N/A Weapons Used: N/A
Fettel is the psychic commander of the Replica forces and the main antagonist of the game, and after chasing him from level to level you'll finally come face-to-face with him at the beginning of the 2nd-to-last level, The Vault. Strangely, the moment you confront Fettel, all your weapons simply disappear and you end up with nothing except a pistol. That's alright, the pistol is all you'll need to kill the Nightmares that Fettel sends at you.
The encounter with Fettel is actually more of a scripted sequence than an actual fight. You'll be standing in the middle of a huge, black void, with fires burning everywhere. Fettel will periodically appear somewhere around you, give a short speech, then unleash a couple Nightmares to attack you.
The key is that the Nightmares always appear where Fettel is standing, so be sure to spin around looking for him whenever he teleports. That way, you'll spot the Nightmares as soon as they appear, and can shoot them before they can get near you.
If Fettel's yammering annoys you, you can shoot him once to get him to vanish and release the Nightmares immedietely.
After he teleports around 4 times, you'll be transported to a vision of Fettel's prison cell, with Fettel himself kneeling on the floor in front of you with a smug grin on his face. He just sits there staring at you, so put a bullet in him to end the encounter.
Alma: Appearance: If you don't know, you probably shouldn't be reading this. Health: 420 Armor: 0 Weapons Used: Touch of Death (Damage: 10,000, Armor Penetration: 0%)
The final encounter with Alma is more of an interactive cutscene than an actual fight, but she IS an in-game character and she CAN kill you.
Basically, during the final psychic vision, Alma will make three appearances. For her first two appearances, she is easily avoided by backing away from her, and she will disappear on her own anyway after a few seconds. The third and final appearance is the real encounter.
Once Alma kills the doctor, spin around to look down the corridor, and you should see Alma appear at the very end and begin to approach you. You need to shoot her 11 times with the pistol before she can reach you, or else she'll touch you and you'll die messily. There is NO margin for error here. If you shoot too slowly or mess up and try to reload in the middle, you'll run out of time and die. Even if you do it right, the 11th shot will hit Alma just as she begins reaching for you. Once Alma is "defeated", the final cutscene will play and (after a short non-combat sequence) the game will end.
P.S.: And no, Kung-fu does not work on Alma, so don't even try. She's just too fast. In fact, Alma moves at normal speed even during SloMo events.
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EXTRACTION POINT:
******************** *New Game Mechanics* *******************************************************************************
- When you start the game, your health and reflex levels have been reduced to their default levels, cancelling out all those booster shots you picked up in the original F.E.A.R. (guess that helicopter crash must have really taken it out of the Pointman). There are health and reflex boosters hidden throughout the new levels of the expansion pack. I found 11 health boosters and 7 reflex boosters by the end of the game, for a total of 155 health. It's possible I may have missed a few boosters, see my Booster Location FAQ for more details.
- F.E.A.R. Extraction Point brings back the age old traditional of crate smashing! Dr. Freeman would be proud. Watch out for specially labeled crates, as there are goodies inside you can collect by bashing the crate like a pinata. Crates marked "Danger" or "Explosives" have weapons in them (don't worry about bashing them, they won't explode), while crates marked "Property of Armachem Corporation" generally have health or reflex boosters inside.
- Red metal ammo boxes contain frag grenades. Some are open already, but some need to be bashed open with your melee attack or nudged open by walking against them.
- Watch out for green fuel cylinders. These don't explode instantly when shot. Instead, they rocket around the room for a few seconds before exploding. The fact that they fly around the room before blowing up makes them rather unpredictable, so don't try to use them offensively if you're in the same room.
- Don't take cover behind cars. Cars explode.
- Doug Holiday, the Delta Force Leader, will help you out in a few firefights throughout the game. He's armed with an assault rifle, has pretty good aim, gives the Replicas something else to shoot at, and appears to be invincible, so he proves to be quite useful in the brief periods of time that he travels with you.
- As the SDK for the expansion pack content has not yet been released, the enemy health and weapon damage stats given here are based on my own calculations, rather than from looking at the game's script files. Most should be accurate, but a ?? indicates I'm guessing because of an inability to confirm a specific number.
************* *New Weapons* *******************************************************************************
Laser Carbine: Full Name: Type-12 Laser Carbine Ammo Type: laser beam Clip Size: 60 Max Ammo: 600 Damage: SP: 20 AI: 12 MP: N/A Armor Penetration: SP: 45% ?? AI: 40% MP: N/A
A rather exotic rifle, the laser carbine fires a sustained red laser beam that cuts anything it comes into contact with. One or two seconds of contact with the beam will slice a Replica soldier neatly in half. Instead of using conventional ammo rounds, the laser simply drains energy continously as long as you keep it on. The laser's "rate of fire" is extremely high, allowing you to do a large amount of damage in a short amount of time.
The laser carbine has perfect accuracy and no recoil, even when you're running, which makes it excellent in terms of pinpoint precision. Unfortunately, although quite fast, the beam doesn't travel instantly (it's much like a Star Trek phaser), and the weapon zoom is limited, significantly reducing the laser's effectiveness at longer range. The laser carbine also reduces your movement rate somewhat more than the assault rifle or shotgun.
Unfortunately, one major downside to the laser carbine is that it doesn't seem to "stagger" Replica soldiers. They'll flinch in pain when hit, but will still be able to strafe around while being shot. This forces you to constantly track their movements with your weapon to keep the beam focused on them. Thus, successfully using the laser requires a very high degree of precision. Because of this, the laser is best used in conjunction with SloMo rather than on its own.
Overall, the laser is best for medium-range engagements. It doesn't pack the one-hit-kill punch of the shotgun, nor does it stagger enemies like the assault rifle or submachine gun, but it has excellent accuracy and does very rapid gradual damage. The fact it has perfect accuracy even when you're moving makes it a good weapon for those who like to run-and-gun.
Like the game's other heavy weapons, ammo for the laser carbine is rather uncommon. In fact, only 5 enemies throughout the entire game carry a laser carbine for you to pick up after you kill them. This isn't even enough ammo to reach your maximum carrying capacity. The scarcity of ammo for this gun, coupled with how quickly it drains ammo, means you won't have much opportunity to actually use it in the game.
On the whole, the laser carbine is a fun weapon, so feel free to use it while you've got it. Just be prepared to switch to another gun when you run out of ammo for the laser.
Minigun: Full Name: TG-2A Minigun Ammo Type: minigun rounds Clip Size: 900 Max Ammo: 900 Damage: SP: 18 AI: 15 MP: N/A Armor Penetration: SP: 30 or 40% ?? AI: 30% MP: N/A
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