F.E.A.R. 2: Project Origin adventure archiveF.E.A.R. 2: Project OriginGUIDES
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

Inventory decisions
SituationDecisionReason
Four full slotsSelect the discard candidate before swappingAvoid losing the wrong weapon.
Sparse ammunitionKeep a stocked general-purpose gunOne specialist should not be the entire loadout.
Tight roomReady the close-range slotA slow weapon switch can expose Becket.
Long streetRetain a precision optionMelee and scatter fire have limited reach.
References
Guide references
ReferenceWebsite
Publisher game description and picturesstore.steampowered.com
Original publisher manualstore.steampowered.com