F.E.A.R. 2: Project Origin adventure archiveF.E.A.R. 2: Project OriginGUIDES
F.E.A.R. 2: Project Origin / Health and supplies

F.E.A.R. 2: Project Origin Health and supplies: medkits, armor and injectors

Distinguish healing pickups from stored medkits and protect scarce resources.

Edition covered

Original 2009 Project Origin campaign and original PC publisher pictures. Reborn is a separate DLC campaign; multiplayer loadout rules do not apply to the story.

Recovery items

A large combat machine fires a blue beam across a street lined with damaged vehicles.
A large combat machine fires a blue beam across a street lined with damaged vehicles.

Small red medical injectors apply healing when collected, while medkits are carried for later use. A medkit restores health fully and the campaign inventory holds up to three. Armor is a separate protective reserve, not another form of health.

Recovery items
PickupBehaviorPlanning use
Red medical injectorSmall immediate healCollect after taking damage.
MedkitStored full health restorationReserve for substantial injury.
Armor vestRepairs armorCollect when protection is depleted.
Reflex injectorExtends reflex reservePermanent combat utility.

Supply checks

After clearing a room, search the accessible edges for ammunition, armor and intelligence. A pickup can remain on the ground when its inventory category is full. Check the HUD before assuming an item or weapon cannot be collected.

Supply checks
HUD or pickup clueMeaningResponse
Medkit count at threeStorage cap reachedRemember the spare pickup location.
Health already fullMedical injector may stay putReturn after damage if the route remains open.
Ammunition at capacityThat ammo type cannot increaseCompare another carried weapon.
Four weapons carriedA new gun needs a swapHighlight the weapon to discard.

Heal before crossing the next exposed space

A stored medkit is most useful when it prevents a likely death. If the next route crosses gunfire and health is already low, use healing before moving rather than attempting to open a menu in the middle of the exchange.

Armor does not make explosives harmless

The manual distinguishes ordinary small-arms protection from armor-piercing fire and explosions, which can burn through armor quickly. Leave a dangerous position when a grenade arrives, even if the armor meter is still high.

References
Guide references
ReferenceWebsite
Publisher game description and picturesstore.steampowered.com
Original publisher manualstore.steampowered.com