(PC) Let's Play F.E.A.R. Part 8

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Published on ● Video Link: https://www.youtube.com/watch?v=C7dwXfGy-U4



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F.E.A.R. (2005)
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Far from the corporate sterility and futuristic bombast of Armacham, the Auburn slums offer an ingenious cover for their most secretive experiments. After all, there’s no better cover for a smokescreen than a smoggy industrial ruin, suspicious noises cancelled out by the din of idling traffic and intermittent demolitions. Knowing the location but not how defended the compound is, Betters has approved Jin and Holiday to tag along with you for the initial assault.

At least, that was the plan before Fettel undermined it with one of his Replica grenadiers. Trapped in the labyrinth of an abandoned hotel and with your two comrades too injured to fight, the labor has fallen on you to vanquish the patrol now hunting to put your squad down. Snipers, Powered Armors, and decrepit hallways make this battlefield an absolute nailbiter to navigate through. Should you keep your focus and don’t allow any of Fettel’s proxies get the jump on you, it’s effectively a janitorially deficient office.

Once you’ve escaped the hotel, your next priority is to make the trek to the underground facility’s entrance. The good news, at least, is that it’s not too hard to dig out. The caveat, however, is that the route there is accompanied by the sounds of whistling rockets, cursing soldiers, and howling death throes. Though the Replicas and their related supernatural phenomena aren’t ever the kind of force that will ever become a mundanity, you should know the drill by this point.

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