F.E.A.R. 3
35 Achievements
20-25h
Man Mode
Finish the Campaign on INSANE difficulty
1.1%
How to unlock the Man Mode achievement in F.E.A.R. 3 - Definitive Guide
- !!!CONTAINS SPOILERS!!!
- If people leave dislikes please leave a comment why so i can improve the walktrough
- This walktrough can be used for solo and co-op, but it is mainly written during
co-op gameplay and thus it is best to use this guide when playing in co-op.
- Currently F.E.A.R 3 contains a MAJOR difficulty bug: when you continue
from an mission and select Insane difficulty, then the chance is big that the
game will just start on Commando(or any other) difficulty. To confirm that
you are really playing on Insane, you should start a/the game and pause
your level and goto to options and check the difficulty there. If the game
states any other difficulty than Insane here then it could be solved by
dieing and selecting the insane difficulty here. But please aware when
this bug happens and you need to switch this way then there is a possibility
that the game will not count you entire playtrough as Insane and you will
need to replay a couple of levels. If this bug happens please do not
down vote my solution but make a statement on the F.E.A.R 3 forum
so that they will finally fix this annoying bug.
I can tell previous F.E.A.R gamers that the difficulty Insane
on F.E.A.R 3 is ALLOT easier than the previous F.E.A.R
games in the series, you can find help/info about (possible) difficult Intervals
underneath the Main Gameplay tips.
Main Guidelines for easier Insane play-trough (Short Version)
- Complete the campaign at least once to unlock Insane difficulty.
- Level up to level 21 before starting on Insane for several reasons:
* - Double health
* - Double regeneration
* - Double slo-mo/special ability
* - Carry more ammo and grenades.
- Play co-op for several reasons:
* - You can revive each other so you don't need to reload checkpoints.
* - You can backup each other.
* - You can take on enemy's together by techniques explained bellow
Important co-op revive TIP/NOTICE:
When you revive or get revived in co-op USE slo-mo because everything
will slowdown but you revive speed will be the same as when you revive
without slo-mo, giving you a large advantage against your enemy's.
technical seen you revive will speed up by 50-60% compared when using it
without slo-mo. because the enemy's will still move slow.
Main Gameplay tips for Insane difficulty (longer version)
To complete F.E.A.R 3 on Insane i do advice to play it with
a friend and that you Level-Up to level 21 first because you are
way more powerful when you reached level 21.
You get double slo-mo time, double health, you can carry much
more ammo and grenades etc. One of the things that is really important
that you take allot of cover and let you slo-mo/special ability recharge
allot. also use your ability/slo-mo allot!
And when you play it on Insane with a co-op teammate it is
way easier because you can really help each other out,
Fettel can hold-up the enemy's while you shoot them, or he can
provide a "shield" for you so you can take WAY more damage.
The other advantage of playing Insane on Co-Op is that you can
revive each other so you don't have to reload checkpoints all the time.
If you want to collect all dolls, Challenges, body's, kill related achievements
etc then i would recommend to do this on a earlier difficulty, i must say that
it is fairly easy to search for dolls and do some of the challenges on Insane.
Interval 1 to Interval 4
For these intervals isn't really a guide necessary, these are still quite easy,
but please keep in mind that you need to play in co-op to make it allot easier.
Because when playing in co-op you can really backup each other like mentioned,
in the Main gameplay tips for insane. If someone needs help or a walktrough
for one of these intervals please let me know by a comment or PM and
i will make one for the desired interval/section!
Interval 5
SmorgasBorgnine gave us a extra very useful tip for the beginning of
Interval that we missed to point out, so thanks to SmorgasBorgnine:
"For the first part of interval 5, you may also want to point out that there are
a lot of shock grenades in the crate that will stop the mech dead in its
tracks. I used them to stall it and unload on it. Made it much easier, as I
was playing solo. Thumbs up on the guide."
On Interval 5 near the end you'll have to fight a "blue-guy" and after
him a PA or EPA "robot" this could be a potential obstacle for some players.
The technique for this one in co-op is that one player (Point Man) shoots
as much as possible at the EPA while using allot of slo-mo. And at the
same time Fettel needs to take care of as much as enemy's as possible
by possessing them. When he does not possesses an enemy use his
Fettel blast as much as possible on both enemy's (Blue-guy and the EPA).
How longer you will take to take them out, the more enemy's (human) will
appear, Also keep running around in circles in this area to avoid getting hit.
The weapon (for Point Man) i can advice to use is the Arcbeam/LaserRiffle,
because this weapon is quite powerful, doesn't overheat and doesn't need to
reload clips. Later-on in Interval 5 you will encounter a fight against 4 or 5
Blue-guys with Penetrator riffles (Nail guns), to make it trough this fight,
Point Man needs to use allot of slo-mo and Fettel NEEDS to possess
body's especially one from the big-guy. To make it possible to possess a
body from one of the big-guys you both need to damage it enough to lower
his blue shield. After this Fettel can posses his body. other tips for this
section are to run around allot and play aggressive here, attack allot and
try todo this as much as possible in slo-mo. there will also spawn some
normal human enemy's, the best way to deal with them is to melee/slidekick
them as fast as possible (preferably on their spawn), DO NOT waste any
ammo on these humans if it is not necessary.
Interval 6
After the section underneath the railroad and between/in the broken train-carts,
you will encounter a fight against a blue-guy on a old bus, he will spawn
"normal" human enemy's, the longer he lives the more enemy's he will
spawn, so get rid of him as soon as possible. You can do this as fast as
possible by letting Point Man shoot him non-stop in his head until his
shield drops. At the same time Fettel can suspend him and posses him
when his shield has dropped. But don't forget about the other guys
you will need to take some down from time to time else they will kill you.
just stay in the back as much as possible in this section (on the stairs where
you came up.). Immediately after this fight you will go trough a building and
fight another blue-guy, at this part it worked the best for us to be as aggressive
as possible and push towards the second building across the field. When
you get here one player unlocks the EPA (from within the building) and the
other player can then take control of the EPA and start kicking some ass!
BUT don't forget if Fettel wants to use the EPA he must posses a body,
and this must be a NORMAL human body, the body of those blue-guys
do NOT fit in an EPA/PA! Further on in the chapter you'll have to fight some
smaller power armors (PA's) and some helicopters, if you did well both
players now should have an EPA and you could take turns on firing missiles
on the helicopters while taking cover behind the higher allocated bridge/highway.
If only one player has an EPA or in the worst case no player has an EPA:
then use Fettel blast on the helicopters, this turns out to be highly effective.
(Thanks to HonorguyXNL for the Fettel blast find).
Interval 7
This interval isn't that difficult at all if you use some tactics but there are
some tips for some areas. At the very beginning of the Interval just rush as
fast as possible to the interior of the terminal and fightback the Dog-wave.
Near the end of the level you will encounter two big blue-guys again. The
trick here is to take out one guy as fast as possible and let Fettel posses
his body. After that take out the second one (they appear together at the
same time, so be careful here). Short after this fight you will go outside and
you will need to fight a big EPA, there are two smaller EPA's (PA) located
outside, both players need to get a PA and circle around the big EPA,
this way you can distract him and fire missiles on turns so the other player
can reload his missiles. Directly after this big EPA two blue-guys appear again,
but these guys are a piece of cake (if you still have your Power Armor off course).
Interval 8
This interval isn't that hard either, in the hallways between the memory's you
need to destroy you just need to melee or shoot at the "Ghost" appearances
in order to stop them before the grab or hit you. when you destroyed the three
memory's all you need to do left is to take care of the Big Ugly Creep as
fast as possible, you really need to shoot him three times in his throat before
he attacks of spawns another group of Ghost Soldiers, if you manage to hit
him multiple times before he vanishes then he only will spawn two groups
of Ghosts soldiers. Manage all of this and the 100G is yours.
Other achievements
To take away some "stress" while playing on Insane I would advice to
completely ignore all challenges and other achievements on insane.
The only other achievement you really need to worry about on insane is
the achievement to complete an entire interval on insane without reloading
checkpoints or going into last stand. I posted a guide for this achievement
here:
But if you manage all of this, then F.E.A.R 3 is really a fun
challenge to take on Insane, its not that bad as F.E.A.R 1
To unlock INSANE difficulty you will need to complete all 8 intervals on a separate difficulty first. Once you have INSANE unlocked you must play through the entire game on INSANE difficulty. You must complete all intervals for this trophy to pop. You also must NOT replay, change difficulty, change characters or anything else between intervals. INSANE mode is also more manageable the higher level you are, higher levels give you more health, more slow motion (possession) time and more grenade/ammunition. Even if you don't change anything sometimes this trophy will not pop. Start another game on INSANE and eventually you'll earn this trophy. There's no guaranteed method to earn this if it glitches, just keep playing.
There are a few difficult spots when playing on INSANE difficulty. I will elaborate on them below.
Interval 04
In the middle of the level you will be attacked by a Powered Armor, the easiest way to kill it is by stunning it with Shock Grenades. If you do not have any on you, check the wooden shed for 3 Shock Grenades. Once the Powered Armor is stunned, lay into it with your G3A3 or bombard it with frag grenades.
Interval 05
In the middle of the level you will be attacked by a Phase Caster and then immediately after a Powered Armor. The strategy in Interval 04 still applies, to your right (when entering the room) is a weapon crate with shock grenades. There is also a weapon crate on the left side of the room with the Arc Beam.
Interval 07
Near the end of the level you will press a button to open a bay door while Monostrosities warp in to kill you. Once you press the button to open the door, run back to the previous room and close the door. The Monstrosities won't be able to kill you and the door will still open. Every now and then a monstrosities body will phase through the wall, you can knife and kill them without risking yourself.
This strategy works if you brought the riot shield from the previous room (where you fought 2 Phase Commando's). Crouch, open the door and stand in the door way. The monstrosities won't be able to hurt you and you'll be able to kill them as they try to kill you. Once they're all dead you can reach the next area hassle free.
If you play 2, then you can put a Shield on Vettel that absorbs a certain amount of Damage on Poitman)
Use cover more often, and try not to rush at enemies; cover each other’s rear)
Chapters 5 - 7 will contain very dangerous enemies that are simply impossible to kill in 1 (these enemies carry harpoons and can travel through Walls. My friend and I killed them in the following way
A friend (Vettel) lifted them into the air, and I turned on the Slowdown Mode and stabbed them in the back, causing just colossal damage, and as soon as the enemy weakened, you could possess him.
What can I recommend:
- Start your first playthrough of the game at the “difficult” difficulty level, because after completing the level, there is an increase in the overall score, precisely due to the difficulty, in this way you can level up to level 13 during the first playthrough, and this will be very useful to you.
- Shoot exclusively at the heads! It is much easier to waste one round and save the entire clip for the future than to run around with empty ammunition.
- Sitting in shelters may seem fun to some, but in reality it is ineffective. Your opponents, although stupid, love to surround the main character.
- Remember that grenades are not in your inventory for beauty’s sake; if combat grenades help you knock out the health of your exoskeletons, electric and light grenades are your direct chance to destroy those very “invincible” commanders who revive the enemy’s forces.
- The tactics of fighting commanders are simple to the point of disgrace, and there is only one piece of advice - it’s arrogance, yes, yes. For example, we entered a new location, we see that the commander is standing in the middle and calls 3 infantrymen, what do we do? Let's cut our way Comrades! We turn on the slowdown, take out the shotgun and go “get to know each other better”; just one clip fired at point-blank range can save your time, wasted on several further attempts. Of course, there are situations when you can’t get close to them, in my memory there are only two of them: the first commander will be at the end of the second chapter, you can destroy him with a sniper rifle, after hiding behind the balcony on the first floors, the second after the destruction of the train, on the bridge , similar to the first, but instead of a rifle, use a regular machine gun, hide behind cover and shoot the adversary from it, be careful, ordinary infantry will not come towards you, but attack aircraft can do a lot of damage with shot in the back. Now, regarding 2 commanders in a level 7 port, to make your task easier, your level must be above seventeen, which means that the maximum supply of grenades will be increased to four, your health will increase by 30 percent, and its regeneration will be 2 seconds faster, make sure that before the battle with them you have a full set of grenades and a shotgun with two clips at your disposal, the commanders jump off one at a time, thereby identifying the first victim, as soon as the first commander jumps off, immediately start firing at him with a shotgun, remembering to turn on slowdown, when the slowdown scale starts to run out, throw one electric bomb, it will neutralize both for a while, after that, throw 4 combat grenades and finish off the first commander, half the way has been passed, then it will be easier, you can blind the second or silence the first one, after that As soon as he is incapacitated, start shelling, and be careful, don’t press yourself against the walls!