Uploaded August 2026 | Updated September 2026, 2 weeks ago
Walkthrough Stage 14: 2nd Under Maze of the game Contra (MSX2) on PC. This is played through blueMSX Emulator.
Contra is a run and gun video game developed and published by Konami, originally developed as a coin-operated arcade video game in 1986 and released on February 20, 1987. A home version was released for the Nintendo Entertainment System in 1988, along with ports for various home computer formats, including the MSX2. The arcade and computer versions were localized as Gryzor in Europe, and the NES version as Probotector in PAL regions. The arcade game was a commercial success worldwide, becoming one of the top four highest-grossing dedicated arcade games of 1987 in the United States. The NES version was also a critical and commercial success, with Electronic Gaming Monthly awarding it for being the Best Action Game of 1988. Several Contra sequels were produced following the original game.
An MSX2 version of Contra was released by Konami exclusively in Japan on May 26, 1989. The MSX2 version greatly differs from the arcade and NES versions. Due to hardware limitations of the MSX2, the game does not scroll but instead uses flip-screens like other MSX2 games such as Metal Gear and Vampire Killer. The game uses the SCC sound chip.
Rather than one-hit kills, there is an energy gauge, which allows Bill Rizer to take more than one shot or hit before losing a life. There are two main power-ups in the MSX2 version, a Falcon-shaped power-up that increases the player's running and shooting speed, as well as a gun-shaped power-up which allows the player to change their current weapon. After picking up the weapon power-up, the player can choose between the default Normal Gun or four other weapons. The Spread Gun is not featured in this version, replaced by the Rear Gun similar to the tailgun in Gradius II, which fires in two directions at the same time.
The MSX2 version Contra is composed of 19 stages. Stages 1 through 6 are drawn directly from the arcade version, whereas Stages 7 through 9 are based on the different areas featured in the final stage of the arcade version in a matter similar to the final four stages of the NES version. Stages 10 through 19 are new to this version and take place primarily in an underground facility underneath the Galuga Archipelago.
Unlike the arcade and NES versions, the MSX2 version is single-player only (Lance Bean does not appear in any form), and has no continuation feature; if a player loses all lives, the game will end immediately. However, the Game Master II utility cartridge can be used to save progress via its S-RAM backup feature.
Contra is set in the distant future of the year 2633 A.D., when the evil Red Falcon Organization have set a base on the fictional Galuga Archipelago near New Zealand in a plot to wipe out humanity. Two commandos, Bill Rizer and Lance Bean of the Earth Marine Corp's Contra unit (an elite group of soldiers specializing in guerrilla warfare), are sent to the island to destroy the enemy forces and uncover the true nature of the alien entity controlling them.
Link to the Emulator:sourceforge.net/projects/bluemsx
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Our Discord Server:discord.gg/7JKxBfX
Walkthrough Stage 14: 2nd Under Maze of the game Contra (MSX2) on PC. This is played through blueMSX Emulator.
Contra is a run and gun video game developed and published by Konami, originally developed as a coin-operated arcade video game in 1986 and released on February 20, 1987. A home version was released for the Nintendo Entertainment System in 1988, along with ports for various home computer formats, including the MSX2. The arcade and computer versions were localized as Gryzor in Europe, and the NES version as Probotector in PAL regions. The arcade game was a commercial success worldwide, becoming one of the top four highest-grossing dedicated arcade games of 1987 in the United States. The NES version was also a critical and commercial success, with Electronic Gaming Monthly awarding it for being the Best Action Game of 1988. Several Contra sequels were produced following the original game.
An MSX2 version of Contra was released by Konami exclusively in Japan on May 26, 1989. The MSX2 version greatly differs from the arcade and NES versions. Due to hardware limitations of the MSX2, the game does not scroll but instead uses flip-screens like other MSX2 games such as Metal Gear and Vampire Killer. The game uses the SCC sound chip.
Rather than one-hit kills, there is an energy gauge, which allows Bill Rizer to take more than one shot or hit before losing a life. There are two main power-ups in the MSX2 version, a Falcon-shaped power-up that increases the player's running and shooting speed, as well as a gun-shaped power-up which allows the player to change their current weapon. After picking up the weapon power-up, the player can choose between the default Normal Gun or four other weapons. The Spread Gun is not featured in this version, replaced by the Rear Gun similar to the tailgun in Gradius II, which fires in two directions at the same time.
The MSX2 version Contra is composed of 19 stages. Stages 1 through 6 are drawn directly from the arcade version, whereas Stages 7 through 9 are based on the different areas featured in the final stage of the arcade version in a matter similar to the final four stages of the NES version. Stages 10 through 19 are new to this version and take place primarily in an underground facility underneath the Galuga Archipelago.
Unlike the arcade and NES versions, the MSX2 version is single-player only (Lance Bean does not appear in any form), and has no continuation feature; if a player loses all lives, the game will end immediately. However, the Game Master II utility cartridge can be used to save progress via its S-RAM backup feature.
Contra is set in the distant future of the year 2633 A.D., when the evil Red Falcon Organization have set a base on the fictional Galuga Archipelago near New Zealand in a plot to wipe out humanity. Two commandos, Bill Rizer and Lance Bean of the Earth Marine Corp's Contra unit (an elite group of soldiers specializing in guerrilla warfare), are sent to the island to destroy the enemy forces and uncover the true nature of the alien entity controlling them.
Link to the Emulator:sourceforge.net/projects/bluemsx
Link to Playlist:youtube.com/playlist?list=PLHuSN9q5RnN4
Our Discord Server:discord.gg/7JKxBfX
![Walkthrough Half-Life: Opposing Force [Chapter 10: Foxtrot Uniform]
Walkthrough Chapter 10: Foxtrot Uniform of the game Half-Life: Opposing Force (PC) on the Hard difficulty on PC.
Half-Life: Opposing Force is an expansion pack for the first-person shooter game Half-Life. It was developed by Gearbox Software and published by Sierra Studios for Windows on November 19, 1999. Opposing Force was the first expansion for Half-Life and was announced in April 1999. Lead designer Randy Pitchford noted that he believed Gearbox was selected to develop Opposing Force because Valve, the creators of Half-Life, wanted to concentrate on their future projects. Opposing Force portrays the events of Half-Life from the perspective of a U.S. Marine, one of the enemy characters in the original, assigned to the Hazardous Environment Combat Unit (HECU). The player character, Adrian Shephard, is sent in to neutralize the Black Mesa Research Facility when a scientific mishap causes it to be invaded by aliens, but quickly finds that the Marines are outnumbered and slowly being beaten back by a second alien race and black operations units.
As an expansion pack for Half-Life, Opposing Force is a first-person shooter. The overall gameplay of Opposing Force does not significantly differ from that of Half-Life. Player navigate through levels, fight hostile non-player characters and solve a variety of puzzles to advance. The game continues Half-Lifes methods of an unbroken narrative. The player sees everything through the first person perspective of the protagonist and remains in control of the player character for almost all of the game. Story events are conveyed through the use of scripted sequences rather than cut scenes. Progress through the world is continuous; although the game is divided up into chapters, the only significant pauses are when the game needs to load the next part of an environment.
For the most part the player battles through the single-player game alone, but is occasionally assisted by friendly non-player characters. Security guards and scientists will occasionally help the player in reaching new areas and convey relevant plot information. However, Opposing Force also features fellow U.S. Marines who will assist the player in combat to a far greater degree than security guards. Three types of Marines are featured in the game: the soldier will simply provide fire support for the player with a submachine gun, shotgun or machine gun, the combat medic is capable of healing the player and other non-player characters, while the engineer can cut through doors and remove obstacles, allowing the player and their squad to proceed unhindered. A selection of enemies from Half-Life populate the game, including alien creatures such as headcrabs and Vortigaunts.
A variety of new alien non-player characters, labelled Race X, appear as well, often engaging in combat with the aliens from Xen. The player also encounters human opponents in the form of a detachment of black operations units who have been sent to destroy the base in the wake of the failure of the U.S. Marines to eliminate the alien threat. A limited selection of Half-Lifes weaponry is allocated to the player to defend themselves with, although several new weapons such as a sniper rifle, combat knife and a variety of alien weaponry are also present.
Opposing Force opens with Shephard riding on a V-22 Osprey with his squad. His squad discuss their deployment, somewhat irritated that they have not been told what they are being deployed for. However, as they are nearing their Landing Zone at Black Mesa, airborne alien creatures attack the Osprey formation, causing Shephards Osprey to crash land. Adrian Shephard regains consciousness in a Black Mesa medical bay, tended to by the science team, learning that the Marines are being steadily beaten by the alien forces from Xen and orders have come through to pull out. Consequently, Shephard departs to reach an extraction point and escape the facility. However, Shephard is prevented from reaching the extraction point by the enigmatic G-Man, forcing the evacuation craft to leave without him.
Link to the Game:https://store.steampowered.com/app/50/HalfLife_Opposing_Force/
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Our Discord Server:https://discord.gg/7JKxBfX Walkthrough Half-Life: Opposing Force [Chapter 10: Foxtrot Uniform]](https://i.ytimg.com/vi/cNPZSeqGGrk/mqdefault.jpg)
![Walkthrough Aliens: The Computer Game [Level 2: APC Rescue Attempt]
Walkthrough Level 2: APC Rescue Attempt of the game Aliens: The Computer Game (C64) on PC. This is played through VICE Emulator.
Aliens: The Computer Game is a video game developed and published by Activision for the Commodore 64 in December 1986 and Apple II based on the film of the same title. As Activisions UK subsidiary Electric Dreams Software had independently released their own version of the game with the same title, the game was renamed for European release. Initially planned to be released as Aliens: The Second Part., it was finally published under the title Aliens: US Version with ports for the Amstrad CPC and ZX Spectrum produced by Mr Micro.
Aliens is a series of six minigames strung together via graphical interactive sequences, akin to an adventure game, though the only interaction possible is advancing the dialog, displayed in speech balloons. The minigames are mostly action sequences that involve piloting a ship from Sulaco to the planets surface, recognizing equipment, and fighting aliens.
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Our Discord Server:https://discord.gg/7JKxBfX Walkthrough Aliens: The Computer Game [Level 2: APC Rescue Attempt]](https://i.ytimg.com/vi/c_nhksby1u4/mqdefault.jpg)
![Walkthrough F.E.A.R. Perseus Mandate [Interval 04 - Devastation: The Deep]
Walkthrough Interval 04 - Devastation: The Deep of the game F.E.A.R. Perseus Mandate (PC) on the Extreme difficulty on PC.
F.E.A.R. Perseus Mandate is the second standalone expansion pack for the first-person shooter psychological horror video game F.E.A.R. First Encounter Assault Recon. Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows and Xbox 360 on November 6, 2007. The game is not a narrative sequel to Extraction Point, but rather a sidequel that runs parallel to the second half of the original F.E.A.R. and most of Extraction Point. The story follows a new player character who is a member of a secondary F.E.A.R. team tasked with investigating Armachams Perseus Project. Finding themselves facing a previously unknown and highly skilled mercenary squad, the team must race to stop the mercs from acquiring potentially dangerous information pertaining to Alma Wade and Paxton Fettel.
A prominent gameplay element in F.E.A.R. Perseus Mandate is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
Perseus Mandate also features three bonus missions that are unlocked after the single-player campaign is beaten. These bonus missions are similar to the Instant Action missions of the Xbox 360 and PlayStation 3 versions of the original F.E.A.R., and have the player progressing through small plot-free levels while fighting through waves of enemies.
Perseus Mandate is a sidequel to the original F.E.A.R. and Extraction Point, beginning moments after Armacham Technology Corporation (ATC) security turn on F.E.A.R. and kill Aldus Bishop as he is being extracted by Delta Force.
As the game begins, the senator heard at the end of the original game orders a man named Gavin Morrison to retrieve Perseus at all costs. Meanwhile, a second F.E.A.R. team composed of Cpt. Raynes, Lt. Chen, and an unnamed sergeant (the player character), is preparing to infiltrate ATCs Global Data and Security Center. Their orders are to find and retrieve anything related to Project Perseus, a classified ATC operation that was attempting to develop a unit of telepathically-controlled clone soldiers (known as Replicas). As ATC Security and the Replicas openly battle in the streets, F.E.A.R. breach the building, only to discover that an unknown group has already infiltrated the facility.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWkmEeZKFPQuqG5GvjWP8rcx
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. Perseus Mandate [Interval 04 - Devastation: The Deep]](https://i.ytimg.com/vi/cbaAnHdJeUo/mqdefault.jpg)
![Walkthrough F.E.A.R. Extraction Point [Interval 04 - Malice: Leviathan]
Walkthrough Interval 04 - Malice: Leviathan of the game F.E.A.R. Extraction Point (PC) on the Extreme difficulty on PC.
F.E.A.R. Extraction Point is the first expansion pack for the first-person shooter psychological horror video game F.E.A.R. First Encounter Assault Recon. Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows on October 24, 2006 and for Xbox 360 in November 2007. The games story begins immediately after the original F.E.A.R. ends; the helicopter carrying Point Man, Douglas Holiday, and Jin Sun-Kwon loses power and crashes. With the city deserted in the wake of the Origin facilitys explosion, the trio set out to attempt to reach an extraction point. Split off from Holiday and Jin, Point Man is shocked to find Paxton Fettel is still alive, and the Replicas have been reanimated. En route to the extraction, Point Man once again begins seeing Alma Wade. However, her behavior seems different than before, and it is slowly revealed that she has a new agenda.
A prominent gameplay element in F.E.A.R. Extraction Point is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
New features in Extraction Point include the ability to bash open doors by using the melee function, as well as blast them open with explosives, and the ability to smash crates, some of which contain supplies.
The game opens with the moments after the end of the original game; the helicopter evacuating F.E.A.R.s Point Man and Jin Sun-Kwon and Delta Forces Douglas Holiday has crashed into a derelict building. The game then cuts to moments with Alma Wades physical form approaching Paxton Fettels corpse, as Fettels threat of war from the original F.E.A.R. is heard; A war is coming. Ive seen it in my dreams. Fires sweeping over the earth. Bodies in the streets. Cities turned to dust. Retaliation. All three have survived, but they find Fairport mysteriously empty. Jin speculates that it must have been evacuated due to the destruction of the Origin facility, but Holiday points out that a city can not be completely evacuated that quickly. Jin then suggests that it may be something to do with Alma.
Cut off from Holiday and Jin, Point Man arranges to meet them nearby. Entering a church, he is confronted by Paxton Fettel, who notes that the circumstances do not make sense; Point Man already killed him, about which he is not happy. Fettel reactivates the dormant Replicas, forcing Point Man to fight his way through them. En route to the rendezvous point with the others, he once again begins to have hallucinations of Fettel and Alma, in one of which she says, Dont let them hurt me. Meanwhile, Holiday and Jin are also separated. Holiday learns that an extraction point has been established on the roof of Auburn Memorial Hospital, and so arranges for the three to meet there.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWmVb43AKx6qyYiUI7OxCiX1
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. Extraction Point [Interval 04 - Malice: Leviathan]](https://i.ytimg.com/vi/cdKwXLKbYzA/mqdefault.jpg)

![Walkthrough Chip n Dale: Rescue Rangers [Zone H]
Walkthrough Zone H of the game Chip n Dale: Rescue Rangers (NES) on PC. This is played through FCEUX Emulator.
Chip n Dale: Rescue Rangers is a platform video game developed and published by Capcom for the Nintendo Entertainment System. It is based on the Disney animated series of the same name. It was released in North America on March 8, 1990 and Japan on June 8, 1990, and Europe on December 12, 1991. An arcade version was released by Nintendo in 1990. It sold approximately 1.2 million copies worldwide.
Chip n Dale: Rescue Rangers is a platform game featuring single and 2-player cooperative modes, allowing players to choose which levels to access via a map of various locations throughout the city. Each individual stage is set up as a side-scrolling action game where Chip and Dale can walk, jump, duck, and pick up objects such as acorns, crates, barrels, and balls to throw at enemies and bosses. Each character can withstand only three direct hits before they lose a life, and there are no passwords. In two-player mode, Controller 1 is Chip, Controller 2 is Dale.
The rest of the Rescue Rangers also appear to support Chip and Dale. Monterey Jack will occasionally appear to break down certain barricades, while Zipper grants temporary invincibility to the player when found. Gadget, though in Fat Cats captivity, provides tips and advice for the chipmunks in each stage.
The Rescue Rangers are going on a mission to retrieve a missing kitten for a girl named Mandy. As Gadget goes on ahead to scout the area and Monterey Jack is sent to investigate sightings of strange mechanical dogs with Zipper, Chip and Dale proceed through the streets and into a laboratory, where they are attacked by a crazed robot.
After defeating the robot, Fat Cat appears and reveals that Mandys kitten was just a distraction so he could kidnap Gadget and force her to work for him. Fortunately, Gadget is able to contact Chip and Dale by building a wireless phone and sending a map to them via carrier pigeon, allowing them to navigate through the treacherous landscape and reach Fat Cats casino where she is being held. After rescuing her, Gadget provides the chipmunks with a rocket that sends them towards Fat Cats hideout so they can defeat him.
Link to the Emulator:https://fceux.com/web/download.html
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![Walkthrough Rockin Kats [Channel X: Final Challenge] (Finale)
Walkthrough Channel X: Final Challenge of the game Rockin Kats (NES) on PC. This is played through FCEUX Emulator.
Rockin Kats (originally released in Japan as New York Nyankies) is a platform video game produced by Atlus Software Inc. in September 1991 for the Nintendo Entertainment System. The side-scrolling game involves the adventures of an anthropomorphic cat in his quest to defeat a criminal gang of dogs that has taken over New York City.
Willy is armed with a punch gun that he can launch at the various thugs, or hook onto and swing from. Willy can also use the punch gun to grab and throw certain objects. Mastering the punch gun is critical to the players success in the game.
There are a total of five stages. The first four stages can be played in any order and are selected at the start of the game as channels on a TV monitor. The fifth and final stage, or channel, becomes available only after the other four have been beaten. The levels include a carnival, a flight atop a moving plane, and a park. Theres also a shopping channel, where the player can buy power-ups with cash obtained through the game. The items include:
• Bomber - Bombs fly from Willys glove when used
• Twin Balls - Every punch releases two projectile balls
• Hammer Punch - A spiked metal ball replaces the glove
• Jet Sneakers - Can be used with a jump to land slowly
• Extra Life - Provides an extra life for Willy
There is also a bonus channel where minigames can be played for additional cash and extra lives. The games are:
• Roulette - Willy uses his glove on a roulette wheel and performs a spin attack. Stopping on a specific number wins a prize.
• Basketball - Willy uses his glove to perform a super spin jump to toss himself into moving basketball hoops.
• Pipe Toss - Willy uses his glove to catch falling balls and tosses them into moving pipes to earn cash.
A password feature is available that helps the player keep track of their progress.
After the final credits roll, the player is given a chance to play an additional secret stage. In it, the player character is stripped of all the money and power-ups acquired, is only given three lives (without a chance to get more), and the stages levels are vastly more challenging than any of those seen previously in the game and require complete mastery of the punching guns functions. In addition, the characters health is not replenished after completing a level, as it is in the other stages.
The player takes control of Willy, a rising young jazz cat in New York City who goes by the stage name of The Rockin Kat. However, the local crime boss, Mugsy, kidnaps Willys girlfriend, Jill. To rescue Jill and defeat the gangster, Willy must venture through seven different levels or channels (from a television set) that feature various themes, thugs, and bosses.
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![Walkthrough F.E.A.R. Perseus Mandate [Bonus Mission 1 - Clinic]
Walkthrough Bonus Mission 1 - Clinic of the game F.E.A.R. Perseus Mandate (PC) on the Extreme difficulty on PC.
F.E.A.R. Perseus Mandate is the second standalone expansion pack for the first-person shooter psychological horror video game F.E.A.R. First Encounter Assault Recon. Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows and Xbox 360 on November 6, 2007. The game is not a narrative sequel to Extraction Point, but rather a sidequel that runs parallel to the second half of the original F.E.A.R. and most of Extraction Point. The story follows a new player character who is a member of a secondary F.E.A.R. team tasked with investigating Armachams Perseus Project. Finding themselves facing a previously unknown and highly skilled mercenary squad, the team must race to stop the mercs from acquiring potentially dangerous information pertaining to Alma Wade and Paxton Fettel.
A prominent gameplay element in F.E.A.R. Perseus Mandate is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
Perseus Mandate also features three bonus missions that are unlocked after the single-player campaign is beaten. These bonus missions are similar to the Instant Action missions of the Xbox 360 and PlayStation 3 versions of the original F.E.A.R., and have the player progressing through small plot-free levels while fighting through waves of enemies.
Perseus Mandate is a sidequel to the original F.E.A.R. and Extraction Point, beginning moments after Armacham Technology Corporation (ATC) security turn on F.E.A.R. and kill Aldus Bishop as he is being extracted by Delta Force.
As the game begins, the senator heard at the end of the original game orders a man named Gavin Morrison to retrieve Perseus at all costs. Meanwhile, a second F.E.A.R. team composed of Cpt. Raynes, Lt. Chen, and an unnamed sergeant (the player character), is preparing to infiltrate ATCs Global Data and Security Center. Their orders are to find and retrieve anything related to Project Perseus, a classified ATC operation that was attempting to develop a unit of telepathically-controlled clone soldiers (known as Replicas). As ATC Security and the Replicas openly battle in the streets, F.E.A.R. breach the building, only to discover that an unknown group has already infiltrated the facility.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWkmEeZKFPQuqG5GvjWP8rcx
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. Perseus Mandate [Bonus Mission 1 - Clinic]](https://i.ytimg.com/vi/dJfXWH313iI/mqdefault.jpg)
![Walkthrough F.E.A.R. Perseus Mandate [Interval 02 - Revelation: Rescue and Recon]
Walkthrough Interval 02 - Revelation: Rescue and Recon of the game F.E.A.R. Perseus Mandate (PC) on the Extreme difficulty on PC.
F.E.A.R. Perseus Mandate is the second standalone expansion pack for the first-person shooter psychological horror video game F.E.A.R. First Encounter Assault Recon. Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows and Xbox 360 on November 6, 2007. The game is not a narrative sequel to Extraction Point, but rather a sidequel that runs parallel to the second half of the original F.E.A.R. and most of Extraction Point. The story follows a new player character who is a member of a secondary F.E.A.R. team tasked with investigating Armachams Perseus Project. Finding themselves facing a previously unknown and highly skilled mercenary squad, the team must race to stop the mercs from acquiring potentially dangerous information pertaining to Alma Wade and Paxton Fettel.
A prominent gameplay element in F.E.A.R. Perseus Mandate is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
Perseus Mandate also features three bonus missions that are unlocked after the single-player campaign is beaten. These bonus missions are similar to the Instant Action missions of the Xbox 360 and PlayStation 3 versions of the original F.E.A.R., and have the player progressing through small plot-free levels while fighting through waves of enemies.
Perseus Mandate is a sidequel to the original F.E.A.R. and Extraction Point, beginning moments after Armacham Technology Corporation (ATC) security turn on F.E.A.R. and kill Aldus Bishop as he is being extracted by Delta Force.
As the game begins, the senator heard at the end of the original game orders a man named Gavin Morrison to retrieve Perseus at all costs. Meanwhile, a second F.E.A.R. team composed of Cpt. Raynes, Lt. Chen, and an unnamed sergeant (the player character), is preparing to infiltrate ATCs Global Data and Security Center. Their orders are to find and retrieve anything related to Project Perseus, a classified ATC operation that was attempting to develop a unit of telepathically-controlled clone soldiers (known as Replicas). As ATC Security and the Replicas openly battle in the streets, F.E.A.R. breach the building, only to discover that an unknown group has already infiltrated the facility.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWkmEeZKFPQuqG5GvjWP8rcx
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. Perseus Mandate [Interval 02 - Revelation: Rescue and Recon]](https://i.ytimg.com/vi/dcCDlXJ91nU/mqdefault.jpg)
![Walkthrough F.E.A.R. [Interval 09 - Incursion: Bypass]
Walkthrough Interval 09 - Incursion: Bypass of the game F.E.A.R. (PC) on the Extreme difficulty on PC.
F.E.A.R. First Encounter Assault Recon is a 2005 first-person shooter psychological horror video game for Windows, PlayStation 3, and Xbox 360. Developed by Monolith Productions and published by Vivendi Universal Games, the Windows version was released worldwide on October 18, 2005. The Xbox and PlayStation versions were ported by Day 1 Studios and released in October 2006 and April 2007, respectively. The games story revolves around the fictional F.E.A.R. (First Encounter Assault Recon) unit, an elite group in the United States Army tasked with investigating supernatural phenomena. When a mysterious paramilitary force infiltrates a multi-billion dollar aerospace compound, taking hostages but issuing no demands, the government responds by sending in a Special Forces team only to have them obliterated. Live footage of the massacre shows an inexplicable wave of destruction tearing the soldiers apart. With no other recourse, the elite F.E.A.R. team is assembled to deal with the extraordinary circumstances. They are given one simple mission: evaluate the threat and eliminate the intruders at any cost. The player takes on the role of the units newest recruit, Point Man, a man with a dark past and extremely short reaction time, leading the character through countless firefights and witnessing paranormal manifestations conjured up by a mysterious little girl dressed in red.
Although the atmosphere of the game was heavily influenced by Japanese horror, Monoliths primary goal with F.E.A.R. was to make the player feel like the hero of an action film. To this end, they combined a slow-motion technique called reflex time, a semi-destructible environment, and a highly detailed particle system in an attempt to create as immersive an environment as possible. Another vital element in this is the games AI, with Monolith employing a never-before-used technique to give hostile NPCs an unusually broad range of actions in response to what the player is doing. This results in NPCs who can also work as a team, such as performing flanking maneuvers, laying down suppressive fire, and attempting to retreat when under heavy fire.
A prominent gameplay element in F.E.A.R. is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
In 2002, the elite United States Army unit F.E.A.R. (First Encounter Assault Recon) was founded to combat paranormal threats to national security. The game is set in 2025 in the fictional city of Fairport and begins as the unit is joined by a newly assigned Sergeant (referred to only as Point Man). At a facility owned by Armacham Technology Corporation (ATC), a psychic operative named Paxton Fettel has gone rogue. Officially an aerospace manufacturer and medical research company, in reality, ATC are a hugely powerful private military company dabbling in cryogenics, nuclear technology, cloning, and telepathy. They were attempting to develop a unit of telepathically controlled clone soldiers (known as Replicas), and Fettel was their commander. However, he has now used the Replicas to seize control of the facility. The mission of the three-person F.E.A.R. team (Point Man, LT. Spencer Jankowski, and CTO Jin Sun-Kwon) is to eliminate Fettel, which will automatically shut down the Replicas.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWl0-eIBsHSz2Hg68zKcUPrA
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. [Interval 09 - Incursion: Bypass]](https://i.ytimg.com/vi/deZEKXhruZU/mqdefault.jpg)
![Walkthrough F.E.A.R. [Interval 06 - Interception: Sayonara, Sucker]
Walkthrough Interval 06 - Interception: Sayonara, Sucker of the game F.E.A.R. (PC) on the Extreme difficulty on PC.
F.E.A.R. First Encounter Assault Recon is a 2005 first-person shooter psychological horror video game for Windows, PlayStation 3, and Xbox 360. Developed by Monolith Productions and published by Vivendi Universal Games, the Windows version was released worldwide on October 18, 2005. The Xbox and PlayStation versions were ported by Day 1 Studios and released in October 2006 and April 2007, respectively. The games story revolves around the fictional F.E.A.R. (First Encounter Assault Recon) unit, an elite group in the United States Army tasked with investigating supernatural phenomena. When a mysterious paramilitary force infiltrates a multi-billion dollar aerospace compound, taking hostages but issuing no demands, the government responds by sending in a Special Forces team only to have them obliterated. Live footage of the massacre shows an inexplicable wave of destruction tearing the soldiers apart. With no other recourse, the elite F.E.A.R. team is assembled to deal with the extraordinary circumstances. They are given one simple mission: evaluate the threat and eliminate the intruders at any cost. The player takes on the role of the units newest recruit, Point Man, a man with a dark past and extremely short reaction time, leading the character through countless firefights and witnessing paranormal manifestations conjured up by a mysterious little girl dressed in red.
Although the atmosphere of the game was heavily influenced by Japanese horror, Monoliths primary goal with F.E.A.R. was to make the player feel like the hero of an action film. To this end, they combined a slow-motion technique called reflex time, a semi-destructible environment, and a highly detailed particle system in an attempt to create as immersive an environment as possible. Another vital element in this is the games AI, with Monolith employing a never-before-used technique to give hostile NPCs an unusually broad range of actions in response to what the player is doing. This results in NPCs who can also work as a team, such as performing flanking maneuvers, laying down suppressive fire, and attempting to retreat when under heavy fire.
A prominent gameplay element in F.E.A.R. is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
In 2002, the elite United States Army unit F.E.A.R. (First Encounter Assault Recon) was founded to combat paranormal threats to national security. The game is set in 2025 in the fictional city of Fairport and begins as the unit is joined by a newly assigned Sergeant (referred to only as Point Man). At a facility owned by Armacham Technology Corporation (ATC), a psychic operative named Paxton Fettel has gone rogue. Officially an aerospace manufacturer and medical research company, in reality, ATC are a hugely powerful private military company dabbling in cryogenics, nuclear technology, cloning, and telepathy. They were attempting to develop a unit of telepathically controlled clone soldiers (known as Replicas), and Fettel was their commander. However, he has now used the Replicas to seize control of the facility. The mission of the three-person F.E.A.R. team (Point Man, LT. Spencer Jankowski, and CTO Jin Sun-Kwon) is to eliminate Fettel, which will automatically shut down the Replicas.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWl0-eIBsHSz2Hg68zKcUPrA
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. [Interval 06 - Interception: Sayonara, Sucker]](https://i.ytimg.com/vi/dgq3qLS_JZA/mqdefault.jpg)