F.E.A.R. 2: Project Origin / Weapons and inventory
F.E.A.R. 2: Project Origin Weapons and inventory: four useful slots
Choose complementary weapons and understand the four-slot campaign limit.
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.
4 items · one picture per entry · open a picture for full size.
Weapons and inventory
More weapons and inventory
- Heavy weapon — A durable target or vehicle · Keep ammunition for a clear shot.
Quick notes
- Weapon roles. Project Origin allows four carried weapons in its story campaign.
- Inventory decisions. When all four slots are occupied, equip the weapon you intend to discard before accepting a new pickup.
- Grenades need a clear escape route. Cooking a grenade shortens the enemy response window but also shortens your own safety margin.
- Make precision count during reflex time. Enhanced reflexes give time to line up a shot while enemies react slowly.
Inventory decisions
| Situation | Decision | Reason |
|---|---|---|
| Four full slots | Select the discard candidate before swapping | Avoid losing the wrong weapon. |
| Sparse ammunition | Keep a stocked general-purpose gun | One specialist should not be the entire loadout. |
| Tight room | Ready the close-range slot | A slow weapon switch can expose Becket. |
| Long street | Retain a precision option | Melee and scatter fire have limited reach. |
References
| Reference | Website |
|---|---|
| Publisher game description and pictures | store.steampowered.com |
| Original publisher manual | store.steampowered.com |




