F.E.A.R.: First Encounter Assault Recon
View full game page: F.E.A.R.: First Encounter Assault ReconF.E.A.R. (2005) – Full Campaign Complete, Saves for All 11 Intervals
This save pack covers Monolith’s original F.E.A.R. from start to finish on Moderate difficulty, with a save at every one of the 11 Intervals and a fully completionist run behind it: all 22 Health Boosters, all 20 Reflex Boosters, and every laptop upload and answering-machine voicemail found along the way. Drop the files in and you can jump into any point of the Point Man’s 48-hour nightmare in Fairport, from the first briefing on Paxton Fettel to the detonation of the Origin facility.
Saves for All 11 Intervals
- Interval 01 – Inception — the briefing and the first hunt for Fettel through the derelict Auburn blocks
- Interval 02 – Initiation — the South River wastewater plant and the first taste of what Alma does to a squad
- Interval 03 – Escalation — the running battles through the plant as Replica resistance hardens
- Interval 04 – Infiltration — the push into Armacham territory and the corporate cover-up
- Interval 05 – Extraction — fighting out through offices coming apart around you
- Interval 06 – Interception — chasing the Armacham data trail while security teams turn hostile
- Interval 07 – Redirection — the trail leads deeper into the conspiracy behind Project Origin
- Interval 08 – Desolation — the abandoned districts where the hauntings escalate
- Interval 09 – Incursion — closing in on the buried truth about Alma
- Interval 10 – Revelation — the Origin facility and what has been sealed inside the Vault
- Interval 11 – Retaliation — the reactor, the escape, and the ending that sets up everything after
All 42 Boosters Collected, Fully Maxed Point Man — Every one of the 22 Health Boosters and 20 Reflex Boosters hidden through the campaign was picked up in order, and boosters are the one collectible F.E.A.R. actually stores in the save file. That means each Interval save carries the maxed stats earned up to that point, and the late-game saves have the Point Man at the full 199 maximum health with the slow-mo reflex bar extended to its longest possible duration. The final Intervals on Moderate play very differently with a maxed booster set, and building one normally takes a guide open on a second screen.
Every Laptop and Voicemail Found — The run also tracked down every intel source in the game: all the laptop uploads reporting to F.E.A.R. command and every answering-machine voicemail from Armacham’s doomed employees, the game’s main channel for the Project Origin backstory. Since each save starts its Interval fresh, all of that intel is there to be played back in-level as you go.
Why Interval Saves Matter in F.E.A.R. — The 2005 original has no level select in the menu. It lets you save anywhere, but once you’ve moved on, there’s no way back to an earlier Interval without an old file. This pack is effectively the chapter select the game never shipped with: a clean Moderate entry point at every Interval, each carrying the arsenal and booster progression the Point Man has at that stage.
Classic Version — These saves are for the original PC release of F.E.A.R. (retail, Steam, and GOG). The Extraction Point and Perseus Mandate expansions run as separate executables with their own save files and aren’t included in this pack.