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This article is about a walkthrough from F.E.A.R. Extraction Point, and is therefore written like a guide.


Interval 03 - Descent - Terminus, It is the first part of Interval 03 from F.E.A.R. Extraction Point Expansion. Having finally reached the subway, Point Man must reach the Orange Line in order to reach Auburn Memorial.

Initial Brief[]

SITUATION:

You have made your way through the warehouse district and into the city's subway system. The subway system connects to the medical district downtown.

Jin Sun-Kwon is ahead, waiting - alone.

MISSION:

Head down through the subway terminal and onto the subway tracks. Follow the tracks towards the medical center.


Walkthrough[]

Make your way down the stairs where you start. You'll hear Alma's faint whispers before the lights begin to break, keep going until you come across a pair of Replica soldiers behind a gate. Either watch them or don't but when you're done turn right and continue going down the hall. Your radio will display the unknown origin and you know what that means by now. The lights down the hall will begin to shut off, once the lights reach you Alma will appear to give you a good spook, when that ends all the gates will shut preventing you from going straight ahead anymore. Instead further down the first gate on the right is a door you'll have to enter.

Once you get in this room, a Replica will shut the door adjacent to you quickly. Do not follow him immediately as in this room there are two dead Delta Force soldiers, the one closest to where you entered doesn't have anything but the second corpse has an RPL laying by his side with three N6A3 frags placed around him. On the table near said corpse is a VK-12 which will come in handy for the upcoming fight and don't forget the medkit in front of the door if you haven't gotten it already.

Once you proceed in the door the Replica soldier had shut, there will be two RPL equipped soldiers waiting for you, Slow-Mo and the VK-12 will make quick work of them however there will be a 3rd soldier attempting to crawl from under the garage door. Once all three soldiers have been taken out, the garage door will open to crouch height and a 4th soldier will be standing there, remove him as a threat too. Before proceeding, there is an armor pick up behind some boxes and near a wooden pallet to the right of when you first entered the room. Grab that if you need it and proceed.

Once you crouch under the garage door after it allows you to do so, you will come across a small stockpile of explosives, there will be a MOD-3 Rocket Launcher on the ground and two more in the crate next to it. Grab the Proximity mine on the box and the grenades in the red box (there will be 4 of them) if you need them. There is a medkit on the wall next to the double doors too. Once you have a MOD-3 with full ammo, open the double doors to the next area.

In the next room, there will be two more RPL-wielding Replicas in a rather large room. Use a more longer range weapon if you have one, like AT-14 pistols or the G2A2 Assault Rifle. If you thought such a room was oddly big for two soldiers, you aren't mistaken as once the two Replica are eliminated, the elevator at the other end will light up, and bring down an REV6 Powered Armor. This is where you'll need to use your MOD-3 you procured from earlier. Use Slow-Mo to deliver more accurately timed shots to destroy it. Be careful as this room features multiple destructible pillars and props that may shake your camera and throw your aim off. If you need supplies during the fight, there are 3 frag grenades and two medkits on the left (Some are in labeled boxes) and one medkit in the back of the room near the destroyed staircase.

Don't rest up after the boss however, as a squad of three Replicas brandishing more RPLs will come out from the furthest blue door at the end (They mention loosing contact with Zulu Six, that's your cue.) if you have any remaining MOD-3 ammo, blast them to bits (but you could also deploy a single well-placed frag grenade instead). You can return back where you got the MOD-3 since you no longer need it to get the gun you swapped it out for, but it's up to you. The blue-tinted hallway the Replica came from has nothing of value (except their RPLs they dropped when killed) so you may continue down the hall and open the next door when ready.

The following room has a medkit on the right side near the door you need to enter, the next room has nothing of value. The right side is barricaded so proceed to the door in front of you instead. That door takes you to a room with medkit right next to the door across and a labeled crate contained 5 G2A2 assault rifles. Take them or leave them and then move on. The moment you step out this room, a Replica soldier will begin to start running from you, after informing a squad you're coming. Either attempt to kill him or let him leave (you don't have to deal with him later even if he does run back.) If you do kill him, take his G2A2 should you need it.

If you killed the messenger, his path would've taken you down the stairs and down the hall on the right a ways before stopping at the first blue door on the right. Be ready for a fight when you enter as the room is full of Replica Tactical Soldiers, all armed with the G2A2. If you have a VK-12, use it in this room as the boxes scattered near the entrance provide cover from enemy fire, these boxes are your only cover as the rest of the room has shelves that allow the Replica to shoot you through. Once everyone has been eliminated, grab the medkit from the right of the entrance and make your way to the Northeast direction of the room. On the table next to the vent grate there is a single RPL SMG and a frag grenade. Once you're all set, destroy the vent grate and hop down. There's nothing of use in this corridor so just follow it to the end and get up the ladder.

The ladder takes you up to a control center, approaching the consoles will show Fettel slowly walking by on it, but your main focus is the yellow switch in the center, interact with it and head to the blue door directly behind you, there's a medkit next to it. The switch opened the gates that were at the end of the previous hall with the Replica messenger so make your way left towards there, but don't go to far, once you get to a certain point the walls will begin to break which reveal a Replica Heavy Armor and two Replica escorts. If you have any Remote Bombs. set them down nearby. Proximity mines and a MOD-3 if you have left over ammo from the REV6 fight will work too. The two escorts are armed with RPLs while the Heavy Armor has an HV Penetrator. Pick up if needed. The soda machines on the right are also useful in giving cover during the fight.

Going right and up the stairs instead doesn't do anything, though you can see something creepy behind gates if you'd like, otherwise head downstairs into the blue-tinted room. There is nothing on the leftmost side, same goes for the rightmost so instead head for the middle of the room near the blue door adjacent to the dead Delta Force soldier, scattered around his corpse are an RPL, G2A2, Medkit and a frag grenade. Collect whatever you need and head to the blue door in front of you.

This room contains more soldiers so be ready, on your left upon entering is a medkit. Proceed towards that direction and a soldier will be waiting for you on the right. You can shoot him through the glass, the rest of his buddies are further down so deal with them too. There is a medkit on the shelf and one on top a desk near the fire extinguisher further down on the right. Grab their assault rifles if you please and head to the blue door.

In the next room, immediately head to the right and you will come across a labeled box containing two more MOD-3 Rocket Launchers. Grab them as you will have yet another big fight coming up that requires them. Head down to the left side, just before the opened part of the big gate where another dead Delta Force soldier lays with his G2A2. In this area there are two medkits, A Proximity mine, 5 frag grenades (four of which are in a red box), An ASP Rifle and a labelled box that contains two more ASP rifles. it is recommended you grab the rifles as well. Head down the stairs and be ready for a large fight.

Down the stairs a ways and the Replicas will order the gates be closed, preventing you from getting to your objective. Two RPL-donning Replica Elites and one MOD-3-wielding Heavy Armor will step forward. Use the ASP rifle to kill the elites, but then use the MOD-3 to fight the Heavy armor (be careful as this segment also has destructible props which can shake your camera!) Slow-Mo is of vital importance, as they allow you to dodge the Heavy's rockets much easier. Make sure to take out the Elites too as while they are underequipped, they can still get the drop on you while you're distracted with the Heavy Armor. There is a labelled crate containing 5 G2A2 rifles left of the gates and an explosive box containing two frags left of that. Once you've finished the fight, either go back up and reclaim the weapons you dropped for the MOD-3 and ASP (but if you don't, you'll have one last opportunity to later.) otherwise head towards the vent grate in a corner. It flashes and Alma signals you once you get near it if you're having trouble locating it.

Going further into the vents triggers a hallucination in which you have to navigate a maze-like structure of vents. It does not matter which path you take as you will always end in the same spot. Once you've reached the end a cutscene will play. There is no items in the vent so don't bother with exploration.

Exiting the vents will take you to a bloodied room, most, if not all the skeletons in this area will have an RPL next to them free of taking. The office room near the catwalks where the Elite got slaughtered by Alma has a medkit on the desk. Take the stairs down and you will come across another bloodied room with a console, simply pull the yellow lever and the gates from before will open. Head left through the double doors and you'll enter a smaller hallway, the door on the right takes you into a small break room, there's armor at the end of it, but getting to it will trigger a minor spook involving Alma. DO NOT get near her as she will one hit you no matter what, so simply wait for her to leave. Keep going down the hall to where the giant generator is and next to the barricaded double doors is a health booster. Grab it and head back to the console from before, and go into the right hallway this time.

Down the hall there will be a bloodied door marked by the symbol of the Shades (those ghosts that killed Holiday earlier in the game.) There is a medkit and an AT-14 next to the dead civilian. Make sure you're ready when you go into that room for a fight. Once you enter the room, it is covered in blood, take a few more steps and a Shade will spawn. These guys are mostly invisible and very hard to see, their glowing eyes and slight outlines are the only giveaway, so Slow-Motion is important. Shades function like Replica Assassins in some ways, their tactics are to rush, hit, then run to reposition themselves for another attack. There's a total of four to kill in this room. Once you kill them, a fifth will break down a shelf that was previously blocking your path, take it out too. There is nothing of value in this room, so your job is done after they're killed.

The next two rooms also have nothing in them, so proceed as usual, after that you'll be taken to a long corridor, as one can expect, Alma appears at the end, but disappears shortly after. Keep going down the hall and out the blue door and then through another on the left, you'll be in a subway hall, head left and straight down it and then go up the stairs. This takes you full circle to the area you battled the Heavy Armor and Elites. As said earlier if you dropped your weapons in favor of the ASP and/or the MOD-3, this is your last chance to get them back.

Head through the gate and to the right of the train. There is nothing of value in or around it. Simply proceed into the tunnel to transition to the next level.

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