In actuality it's more akin to a scoped MP-5 that's locked into burst fire mode; although it does have a scope, and can zoom in, there's just something that's kind of annoying about only being able to fire off three rounds at a time. The good news, however, is that those three rounds are going to punch a hole through almost anyone that they hit, even if you go for body shots. On a per-bullet basis, the ASP Rifle is one of the more powerful guns in the game, but ammo is quite limited for it, so use it while you can.
The 10mm HV Penetrator is F. Shooting out polycarbon bolts at a frighteningly quick pace, and with excellent accuracy, the Penetrator will likely be the sharpshooter's weapon of choice for much of the game.
Failing an instant kill, the Penetrator is still decent at taking people down with rapid-fire shots, which leads to amusing deaths on the part of your foes, not least because of the way they'll often get pinned into nearby surfaces when they finally die. Note that, despite the fact that this weapon is called the Penetrator, it really doesn't seem to be all that effective against armored opponents.
It works best against the fleshier of the Replicas. The MP is probably going to be the last weapon you encounter in the single-player portion of F. Unfortunately, it doesn't quite match the stature you might think this affords it; while it's a powerful weapon, it's not quite as powerful as it probably seems like it should be.
When fired, the MR will launch what appears to be a concussive round at your target; it has good accuracy, so you'll rarely go awry when aiming it. Even these powerful shells aren't one-hit kills, though, at least not at Hard difficulty; sometimes you can even take two or three rounds to finally kill someone. They do, however, almost always stagger or knock down your target, allowing you to switch over to a more powerful weapon to finish them off.
There's also a small radius of splash damage on this weapon, but not enough to normally hit more than one enemy, since they don't often clump up together. In lieu of an actual ballistic sniper rifle, we have the Type-7 Particle Weapon, a devastating electric weapon that can usually just zap an enemy right to death.
It has almost pinpoint accuracy when fired while standing still, as well as a scope, allowing you to hit someone from a good distance without worrying about hitting air.
What's more, a single shot will usually be good enough to take down most enemies, especially Replica soldiers or ATC Security officers. Hardier enemies, like heavy armor or EVEs, will take less damage from the device, but will still be hurt fairly badly. Unfortunately, ammo is very limited for the Type-7, and it'll also make you move more slowly than almost any other weapon you find.
Still, the benefit of being able to pop someone off with a single shot should more than outweigh those drawbacks. Unlike most FPS rocket launchers, the MOD-3 doesn't launch a single massive blast; instead, with each pull of the trigger, you'll throw out three smaller shells that'll spiral in towards your target. The results shouldn't be surprising; large explosion, fine cloud of ground brain matter and powdered bone.
Like the Type-7, though, ammo is scarce for the MOD-3, and it suffers from poor accuracy when you fire while moving. It also takes a while for your rockets to travel the distance between yourself and their target, allowing distant targets to dodge your fire. That said, here are a few tips that you might find helpful. You have lean keys for a reason. By default, these are bound to Q and E, and will allow you to lean left and right, respectively. Leaning will enable you to shoot without exposing a large amount of your body to enemy fire, which will, in turn, let you shoot without taking a lot of damage.
Enemies will still be able to hit you, but weapons with large sprays, such as the RPL Submachinegun, will see most of their shells either miss you or hit your cover. One thing that's not immediately obvious about the weapons in F. Unsuspecting enemies take a lot more damage than normal, so be sure to get the drop on your foes. Since you can carry three weapons at any given time, it's often worthwhile to switch over to your shotgun or something that lets you move quickly when you're travelling around, then switch to your heavy weapons when the situation dictates and you're not required to move around as much.
They have to impact you to deal any damage, though, so if you shoot them before they manage to impact you, you should escape unharmed. One way to increase the challenge of a game of F. Unlike other games with bullet-time effects, F. It's a more difficult experience, to be sure, requiring much more deliberate movement, forcing you to stick behind cover during most firefights and pick your headshots where you can.
Note that this walkthrough is based on going through the game on the Hard difficulty. Some of the strategies, such as those for dealing with turrets, might be overkill if you're playing through on a lower difficulty level. This is going to be a fairly slow level for you.
You'll get a few tutorial prompts here and there, which will let you know how to crouch underneath obstacles or interact with your environment. Although you have a pistol, you don't have any real need for it, as there aren't any enemies for you to interact with. One thing to note here is the appearance of a Health Booster in one of the rooms near where Janikowski busts out a window to talk to you. Grab it for a permanent boost to your health total. Beyond that, there's not much to see here except for one very, very dead corpse, and a chance encounter with the Paxton Fettel that you're looking for, on the rooftop of the building.
There's no way to avoid what happens here, so return to the corpse when you regain control of yourself to leave the area. Now that you've completed your first field op, it's time for your trial by fire. Initiation will see you landing outside a factory with a small squad of regular troops, who, predictably enough, will quickly be iced by forces mysterious and obscure.
Ah, the first of many hectic fights. Before that occurs, though, you'll need to open the gate leading into the complex. On your way to the stairs leading up to the control room, you'll notice a half-open shutter; duck under it to find a Reflex Booster, which will let you use your slow-down power for a longer period of time without stopping. After the first pair of soldiers here, you might run into a dead end. If you do, head back inside the building and climb up the stairs to find an exit through a window that'll lead to a door.
Shortly after that will be another big fight against four or five soldiers. Take stock of their excellent AI and use your slomo power to tip the balance of the fight in your favor. As you fight your way through the factory, you'll come across a bunch of small offices; be sure to explore all of these to find extra armor, grenades, and medkits. You'll eventually need to move a crate with a lever and jump across it to move on; watch out for enemies that appear shortly after you flip the switch.
After that, you've got at least one large fight before you reach the end of the level. When you see Jankowski again, explore the small hallway near his second disappearing act to find another Health Booster. Although you just got blown to smithereens and knocked right through a reinforced plate glass window, you're apparently all right.
You just got the wind knocked out of you. It's up to you to find and kill Fettel, now that Jankowski's disappeared. To get past the first little puzzle here, enter the control room and flip the switch to rotate the walkway, then find the accessible end and walk across. You'll see Alma in the sewers here, but she's a crafty little girl, so you won't get a good look at her.
You will get a good look at the Health Booster nearby, though. Shortly after killing the next few soldiers, you'll come to another seeming dead end, but if you poke around near the storage tanks, you'll see a shootable padlock on a door.
Blow it and climb up and over to move on. From here on in, you'll have a few heavy fights to deal with, but nothing extremely complex. Just keep your head down, lean around corners to fire, and you should be all right.
Eventually, you'll fall down into another set of sewers and go through a small loading screen. Some of the Intervals are big enough to justify splitting the level up into two smaller levels, so, enjoy the loading time, then get back to work.
This level doesn't have much in the way of challenging puzzles; it's just a series of firefights, albeit entertaining ones. When you reach the exterior portion of the level, with all the walkways and the empty holding tanks, be on the lookout for dropped shotguns, which you can exchange your pistols for.
Near it, you can dive into a deep pit to find a Reflex Booster. Beyond that area, you'll come to a broken bridge; to get past it, hop over the railing nearby and spin the wheel over the pit to fill the bridge area with water, which will also cause a couple of boxes to float to the top of the water. Jump across them to put your shotgun to good use, as there are more soldiers waiting for you. Soon after this little fight, you'll come across your first Proximity Mines, which will lead you into another portion of the demo level.
With your shotgun, you can hop up onto the bench where the mines are, shoot one of the soldiers here, then wait for the rest to come to you while you blast them with your boomgun one by one. If you recall the next little sequence from the demo, then you'll be well prepared for what happens next; when you try to cross a little wooden bridge to reach a door, a heavily heavily! We generally liked to throw a Proximity Mine at him as soon as he busts the door open, then retreat a bit and use our shotgun on him from medium distance, with slomo time allowing us to avoid his rounds somewhat.
He's a tough foe, so be sure to have your health as high as possible before approaching the door. Getting up and close and personal with the heavily armored opponents can be difficult, but your shotgun will hopefully keep him staggered. Just after this fight, you'll note that the remaining Replica forces are pulling out of the area.
When you spot two of them running away from you, look straight down to find another Health Booster; you'll need to jump the railing to get to it.
After that, you'll come to a room which is seemingly unpassable; flip the wheel, though, to raise the water, and you'll be able to swim across to another area. The ladder leads to another dead end, but if you shoot the panel in the floor you'll access the crawlspace below. Another sub-level. If you hop into the waterway under the bridge near the beginning of this area, you'll notice a glowing Health Booster; to reach it, you'll need to head down the nearby hallway, drop into another empty sewer, and walk back down the corridor to nab the health bonus.
After more firefights and general spookiness, you'll come to Mr. Moony, whom Fettel was interrogating before. He's not exactly good at finishing people off, though, as Moony will still be alive when you reach him; alive enough to mutter some cryptic words, at any rate. After Betters gets done yapping at you, you'll be ambushed by more soldiers, so be quick with the slomo key. If you get on top of these pipes, you can get a Reflex Booster for yourself. Eventually you'll reach a narrow corridor where gas is gushing out of a leaky pipe.
If you shoot the pipe here, flames will billow out, damaging nearby opponents. From here, you can either just move up by walking up the steps, or you can take a longer path by heading into the nearby corridor, climbing up the ladder, and hitting the grate to open access to a crawlspace. After crawling through and jumping over some pipes, you'll reach a small space above the flames, where you'll find some Remote Bombs and a Reflex Booster.
From there, it's just one more big fight until you reach the next sub-level. The title of this subchapter means "everyone leaves," in case you were wondering.
After climbing the ladder near where you begin, walk back down to the hallway where the soldier was placing proximity mines.
You can shoot them, if you wish, but doing so will cause electrical arcing, which will still prevent you from getting past. Bust out the grate to your left to pass by this area. After your first encounter with the soldiers here, you're going to find two ladders, one in an area partially submerged in water, and another one near a pair of rotary controls, on a walkway.
If you walk up the ladder by the walkway, you can eventually reach an office with a Health Booster in it; the other ladder is the one that leads on. Flip the switch to disengage the electricity and off you go! Be sure to bust through the locked door in the next hallway to access more grenades and an ASP Rifle, which essentially acts as a sniper rifle, should you desire one, scope and all. The next couple of sections are straight from the demo, so proceed slowly, kill anything that moves, and you should be all right.
After defeating the soldiers that drop from the helicopter, you'll come across a room filled with explosive barrels. Walking into the room will cause all manner of hell to break loose due to the scripted appearance of the soldiers here, so drop back to the entry hallway and wait for as many of them to come to you as possible.
When their numbers have thinned out a bit, walk around the corner and start busting the remainder up. Watch out for one of the heavily-armored soldiers to appear from an upper doorway when you walk up the stairs, though. When you reach the landing zone, kill everyone in the area to clear a path for your chopper to arrive.
The most difficult foe here is another of the armored bastards. If you stay far enough away from him, though, you should be able to avoid the bulk of his fire, so just stay back and pop him with any accurate weapons you might be holding. Boy, this LZ sure is hot! You're going to come under fire from eight or so soldiers as soon as you land here, with half on top and half below you.
You do have a crate to duck behind right near where you begin; we found it best to crouch behind that and pick off soldiers that came into view with our G2A2 or our Penetrator. Assuming no one lands a grenade on your position, you should be well protected from enemy fire. When things die down a bit, check out the entry foyer for some ammo and health; you won't be able to pass on from here, so drop down below the helipad and find another door leading on.
When you come across the soldiers who are heading to the roof to confirm the breach, check the small alcove underneath the stairs to find a Health Booster. There are plenty of enemies around the helipad, so kill as many of them as you can from cover.
There's also a Reflex Booster in this level, a bit further on, just after you head out to an exterior part of the area and have to climb stairs up to reach another interior portion. It would seem that the buildings in F. Let's make a building that will maximize the kickbacks we'll get from our electrical and air conditioning subcontractors. A building that's nothing but access space. This is our dream. And it was good.
Well, we apparently jumped the gun on indicting the designers of this building: there are indeed some work areas inside. We regret the error. Start making your way through the offices here, and note that there's another laptop you can download in the meeting room with the corpse on the table. Just after that, you'll be surprised by a corpse being thrown through a window; if you have your flashlight on, you might get a glimpse of someone moving really fast through one of the windows behind this guy just after he gets thrown.
The room that the person moves into is empty, although there is a board in the ceiling missing If you head up the stairs in the large foyer area, you'll run into one of these guys for the first time. Assassins aren't equipped with ranged weapons, but have stealth suits that can render them temporarily invisible while they dash forward and attempt to punch you. If you still have your shotgun, it'll be a great way to take them down here; just back away from them and fire away when they phase into sight.
Assassins go after your armor first, then start taking down your health. After passing through some more offices, you'll have to climb up into the crawlspace above the area to move on. Eventually you'll run across Norman Mapes, an engineer for ATS that'll offer to help you get into the network if you can shut down the local security system. Before heading through the door he unlocks, find the ramp leading up into the ceiling nearby to find another Reflex Booster.
When you're past Mapes, you'll have to fight your way through to the local security office, where you can shut down the security system. Doing so will let Mapes run off on his merry way. That bastard. Well, if it's any consolation, most of the employees of Armatech are meeting very bad ends, so perhaps he has one in store as well.
Anyway, disabling the security system will open a shutter outside the security office, so head through. You'll need to pass back where you first met Mapes, then follow the path of soldiers until you reach the network room, where you'll be able to reboot their network. Watch out, though, as soldiers will quickly come through the wooden door nearby; you might want to drop a proximity mine there before flipping the switch.
After you've rebooted the network, you'll have to make your way through an unfinished section of the building to reach Jin. There are no enemies here; it's just an extended excuse for Fettel to screw with your head. Don't miss the Health Booster in the area just past the point where you enter the burning building hallucination.
After a couple of big fights here, you'll come to a hostage in a supply closet - Aldus Bishop. He's wired up with explosives, so you'll have to hit the nearby elevators to rendezvous with a demolitions team. Now, when you hit the elevators, you will of course be ambushed by a half-dozen or so Replicas, including a heavy armor.
We had a bunch of proximity mines at this point, so what we did was simply lay them down all over the foyer area, then ducked behind the small security desk at one end of the room and proceeded to pop up and down, firing our shotgun at the heavy armor soldier when he got close.
When all of the enemies are dead, the demo team will appear. After an uneventful escort back to Bishop, you'll be sent off to shut down a fire alarm. Obviously, leaving everyone behind bodes well for their future. Standing behind this desk will let you take cover from the bulk of the incoming fire.
When you hit the stairs by the next reception area, head down the hallway below the stairs and investigate the offices nearby to find another Health Booster, then return and start your ascent. You'll find the security office without a problem, along with a clue as to who triggered the alarm. Activate the elevators, then get into the open one and go up. The next room you come to is a seeming dead end, but you can jump on some boxes to reach the fafters here and proceed through to the little slaughterhouse where the Armacham employees are enjoying a nice, bloody slumber.
Eventually you'll reach a corner office, where you'll have to exit out to the ledge outside the window and circle around to another unfinished part of the building. You might want to make a proper save here and name it "l33t fights lamalama" or something like that, because there's going to be a lot of action between you and the next checkpoint.
It's fun to reload it and just bust through Replicas for a few minutes. Eventually you'll reach something of a stopping point, where five or six Replicas are milling about, and two exits.
You'll notice a Reflex Booster on the upper level; find the finished stairs and head up to grab it, then drop back down and walk up the plywood planks elsewhere to try and reach the roof. Well, not much to say here except watch your back. There are plenty of enemies between you and the LZ, and the air conditioning on the roof can make for some confusing ground to cover.
When you do reach the helipad, you'll have to fight off ATC corporate security, who've apparently decided that everyone's an enemy at this point. Some of these guys wield ASP Rifles, so you may have a hard time closing in on their position; if you still have a Penetrator, try to take out the snipers before moving in.
Be mindful of these opponents when the elevator opens. Eventually you'll reach an area where you're forced to jump onto piping to cross a gap; the piping will drop, and before you know it, you're setting off a huge explosion by shooting a gas main.
After being blown into the water, return to the gas main to find a Reflex Booster, then climb up the twisted ramp leading on. You'll come to another walkway that'll be destroyed by falling pipes. To move on, jump off the walkway onto the surface below it and crawl through. You'll need to do the same thing on the far side of the walkway to shut down the gas that prevents you from moving on. After flipping the wheel, climb the ladder around the corner from it in the same room to find a Health Booster.
When you reach the freight elevator, you'll have to power it up. Doing so involves heading into a nearby room, flipping a switch to raise the water nearby, swimming underneath the water to another room, and flipping the switch to shunt the power where you need it. After returning to the elevator, you'll have to fend off three soldiers, including a heavy armor, so be ready for them to pop out. Well, it looks like Fettel is somewhere on the research level, and he's looking for Norton Mapes, who apparently knows the location of the "Vault.
After you meet up with Mapes again, explore the offices just past the checkpoint to find another Health Booster. After a longish sequence of fights, you'll come to what appear to be former research areas that have now been converted by the Replicas into storerooms. Shortly past that area, you'll come to the security office, where you can override the lockdown. We're pretty sure that every man would like to override a lockdown at least once in his life, so enjoy the sensation.
If you head back past the stairs leading up to Mapes, you can find a Reflex Booster in one of the unlocked areas. When you do return to Mapes, though, he'll obviously be preparing to leave the area with all due haste. Head into the room to the left of the elevator and start climbing the ladder there to eventually reach the next area.
After meeting up with Mapes at the beginning of this level, he'll try to kill you! He really is a bastard! You can destroy the turret here by slo-moing yourself underneath it and unloading on it with your shotgun. You might also try to attach a sticky grenade to it and detonate that.
Anyway, you'll have to retreat back up into the ceiling to move on; the turret was previously retracted into the ceiling, but since it's dropped, the path beyond it will be available.
Unfortunately, there are a lot more turrets in this area. The first one can be shut down by blasting the padlock off a door and shutting off the power, but most of the other ones are just there to kill or be killed. It can be difficult to survive their fire, so again, try to get up close and personal.
If you can get underneath them without dying, you've usually got the kill in hand, since they take so long to pivot. The most difficult turret to kill is in the hallway past where you see Mapes again. It'll have a good length of hall to shoot at you, but if you can get down near the small cart in the middle of the corridor, you'll find a crawlspace leading to its power switch. Bloody footprints can be found in some places where she walks, and she is briefly visible on a CCTV monitor in the South River Wastewater Treatment Plant , in the same room where Bill Moody is interrogated.
Alma is seen repeatedly in F. Her appearances are usually preceded by a static radio transmission, logged as "Unknown Origin. Sometimes all that is heard is her soft, giggling laugh, or indistinct words whispered as though in the Point Man's ear. She sends in a team to assess the facility's condition. The team promptly disappears, killed by Alma. Genevieve sends in a second team, but they also disappear. Realizing that Alma's spirit has somehow been awakened by the reopening of the Origin site, Genevieve seals the facility.
A few days later, Alma appears to Fettel and creates a second Synchronicity Event, causing Fettel to go rogue and take command of an army of clone soldiers known as Replicas. Fettel finds and kills Charles Habegger , whom he cannibalizes in the belief that he can obtain his victim's thoughts through their flesh. He and Alma learn about a report being worked on by ATC employees dealing with contamination of water in the Auburn District.
The two set out to find the people attached to the report, possibly believing that they may know the location of Alma's body. Despite her efforts, the Point Man survives, and Alma becomes curious about him. She begins to appear to him randomly, always watching him, but never attacking. In both the wastewater plant and ATC headquarters, they kill everyone present, whether these people know about Project Origin and Alma or not. There, Alma continues to watch the Point Man, and eventually learns he is her son.
Soon after, Alma and Fettel learn the location of the Origin facility, and they depart from ATC's headquarters to find it. Along the way, Fettel is able to kidnap Alma's sister, Alice Wade , and kills her while Alma watches.
Genevieve Aristide muses in the field guide that Alma was likely jealous of Alice due to the preferential treatment she received from their father, and so wanted to witness her death. Inside the Origin facility, Harlan Wade releases Alma's true body, now resurrected by Alma's presence, and her appearance changes to that of a naked, emaciated young woman. Alma immediately kills Harlan, then begins to walk around the facility, expelling Nightmares wherever she goes.
Soon after, Alma takes the Point Man into a hallucination, but instead it shows a memory that reveals her to be Harlan's daughter, as well as that the Point Man is in fact Alma's son. In the memory, Alma is reaching out to him, demanding that her child be returned to her, only to encounter stern resistance from her father. She appears to the Point Man, attempting to hug him, but as her touch is lethal, he is forced to shoot her repeatedly, not stopping until she disappears.
After that, the Point Man walks down a hallway on his way out of the building when the Vault detonates. As they survey the mushroom cloud of the explosion and the devastation to Auburn and Fairport, there is a loud thumping sound against the side of the Black Hawk.
When Jin turns towards the Point Man to ask what it is, the Point Man watches as Alma's older, emasciated form appears in the helicopter doorway, pulling herself up inside.
The comic takes place directly after the helicopter crash at the ending of the first F. After noticing some bloody footprints leading away from the crash, Jin sees that the pilot, Bremmer , is still alive, only to soon have his flesh melted off. Jin looks out the window to see the younger form of Alma smiling and her eyes glowing red. The screen then fades to black, except for Alma's glowing eyes. This connection grows more and more over the course of the game, in parallel with Becket's telepathic signal.
Over the course of the game, several of the male members of Dark Signal begin exhibiting obsessive fixations on Alma as her psychic signature effectively drives them into reproductive aggression as she is effectively "in heat" and seeks to conceive with one of them.
She is responsible for the deaths of most of the Dark Signal squad whom she seemed to have found to be unsuitable mates, killing James Fox and Cedric Griffin with large tentacles that appear to be the roots of trees - likely from her memories of being on a swing before being shut away in the Vault. She begins to take over Harold Keegan 's mind, causing him to follow and try to help her.
He is fought as the final boss of the game in a hallucination - lacking eyes and looking as though he has suffered charring to his entire body. He fights with Becket, upset that Alma has chosen Becket over him. Alma's younger form is not seen throughout most of the game, save for a few scenes at the beginning and certain flashbacks during the game.
Her main form is the same as that seen at the end of F. She lacks the visual disturbances around her body seen in the first game, however. Early on it is made apparent that Alma has some type of interest in Becket, and to some extent his well-being. This is confirmed from Dr. York 's surgical notes, in which he states that Becket nearly died twice during the operating procedure, only to have him stabilize without any direct aid by their part.
Upon recovery, Alma is seen watching over him, intrigued but at the same time unsure as to why he can sense her presence. She is then seen leading him deeper into the Harbinger Facility , occasionally pausing to make certain he is following her.
Once inside the TAC, Becket becomes fully attuned to Alma, and as a result their psychic bond intensifies. When several ATC Black Ops soldiers try to attack him during the atunement process, she grows enraged and kills them. In several other instances, when Becket's life is in grave danger, she protects him, but at the same time she also seems content to just leave him be, allowing Replica or ATC forces a chance to try to kill Becket.
Eventually, Alma begins developing romantic feelings for him - indicated by changing her appearance to that of a healthy, voluptuous woman - but because her emotions are stunted, she becomes obsessed with Becket. Unable to control her desires, Alma impulsively throws herself at him and repeatedly tries to rape Becket, though in doing so she inadvertently puts Becket's life at risk, due to her volatile psychic nature and unstable emotional feedback.
Fortunately, he is able to drive her away before Alma ends his life. About midway into the game, she comes into physical contact with Becket yet again. As before, Becket pushes her away, and Alma, angered by his rejection, cries out: "Why!? Instead of finishing him off, she seems to react with confusion and even fright, possibly due to the fact that Becket regards her as more of a threat than anything else.
Her form then changes to a sexualized version of herself. After regarding him for some tense moments, Alma disappears.
She comes into contact with Becket several more times over the course of the game, in which he is forced to throw her off of him. Interestingly, she never pursues him right away, even though she could easily overpower him with little difficulty. At one point however, as Becket steps off the final tram in Interval 06 - Approach , Alma runs at him, desperately clinging to him. Even when Becket resists her, she lunges at him again and again until he finally manages to board an elevator, losing her interest for the time being.
By the end of the game, her intentions for Becket become clear: after he is strapped into the Telesthetic Amplifier on Still Island , Alma appears before him. The Amplifier begins to activate, and his mind is locked into a hallucination, where he is forced to fight Sgt.
Keegan's phantoms. During the hallucination-battle, Alma is heard vocalizing her ecstasy, and in some instances, when her psychic link is broken, she can be seen raping Becket's body in the chamber, sometimes even physically struggling with him in order to drive his mind back into the hallucination.
At the height of the climax, and parallel to both the climax of the battle as well as both Alma's and Michael's orgasmic climaxes as their bodies copulate, Becket kills Keegan and switches off the telesthetic device, causing Alma to scream as she fades away into particulate matter.
Alma appears to him again, standing amidst a blasted landscape, heavily pregnant with Becket's child. She tenderly places his hand on her stomach as emphasis to this fact.
A small voice is then heard to whisper "Mommy. Alma appears sporadically in the expansion to F. Whenever she appears, she attempts to kill Foxtrot , a Replica soldier under the command of Paxton Fettel. Alma's attacks on strongly suggest that she wants to stop her youngest son from being reborn, and that she only used him to release her in F.
Paxton Fettel is allegedly assisting the Point Man, however, he wishes to see his brother embrace his family's power, rather than destroy it. Alma appears before her sons numerous times, mostly in her child form, but also in her adult form.
When confronted by the Creep , she reacts with intense fear, as the creature was created by the horrid memories of her late father, Harlan Wade, and not entirely of her own influence. Throughout the game, Alma can be heard screaming as her contractions intensify, causing psychic disturbances all over the city of Fairport. At the end, when the Point Man and Fettel reach her, Alma is shown to be weak and unable to move or speak.
Depending on player actions, her child will be taken from her by one of the brothers. She is then seen standing over the body of Paxton Fettel. As the Point Man attempts to reunite with Holiday and Jin, he sees a vision of Alma shifting between her older and younger form while approaching him in a hallway.
When the vision ends, the Point Man hears Alma whisper "kill them, kill them all. Holiday notes that cities do not typically evacuate so quickly, causing Jin to theorize that Alma must have created a temporal and spatial anomaly, and that she is more than a simple ghost. After Jin is captured by Replica soldiers when they are reactivated by Fettel, the Point Man enters a chapel where Alma's younger self appears to him, asking him to protect her.
Fettel then enters the chapel, commenting that the Point Man has become "prey" and that he will "leave the two of you alone.
The Point Man escapes as the chapel is destroyed in the inferno. When the Point Man is moving through the warehouse district , after Jin escapes from the Replicas, Alma's younger self is seen, scuttling out from under a rising garage door after Fettel attacks the Point Man with Nightmares and blocks his path with an explosion.
The Point Man also finds a voicemail that consists of Alma whispering "I'm waiting for you. As the Point Man continues towards the extraction point at Auburn Memorial Hospital , he encounters a dead end and Alma's younger self. This young Alma tells the Point Man to follow her, and the walls around the Point Man are pulled away into darkness. He falls down into a ring of fire as Nightmares attack him; when the world reverts to normal, the door at the dead end has been unlocked, allowing him to continue.
When the Point Man enters the subway system , the lights in the tunnel begin to blow out and Alma's older self appears, moving towards him before disappearing. Later, after Replica forces close the subway gates to try and trap him, Young Alma points the Point Man to a way out, through the ventilation system. She then kills a group of Replicas to protect him, an action which she repeats throughout the game.
When the Point Man learns that Jin may die before he can reach her, Alma whispers to him to "hurry. The Point Man then witnesses Alma's older and younger selves merge, becoming one person. He then returns to the real world and is then able to make contact with F.
Chen reports seeing an unaccompanied minor in the building, describing her as approximately eight and wearing a red dress. Later, the Sergeant finds a blood-stained door, where he sees Alma's younger self in a burning room holding two Nightcrawler Light Soldiers up by their throats. The Nightcrawlers explode and the Sergeant is thrown backwards through the window behind him. Alma isn't encountered again until after the Origin Facility explosion, when she appears as her older self in the Old Underground Metro Area just before Chen and the Sergeant are ambushed by Shades.
As Morrison and the Sergeant make their way through the tunnels to the Cloning Facility, Paxton Fettel shows them a vision of Alma's younger self killing three scientists, claiming that Alma had been dead for three years when she first came for him, and that she destroyed the scientists with "the raw edge of her pain. While moving through the Cloning Facility, the Sergeant comes across a observation gallery; looking into the room below he can see three Nightcrawler Heavy Soldiers cataloging information; however, young Alma appears and picks off the Nightcrawlers one by one.
Deeper inside the Cloning Facility, he comes across a room littered with corpses; when he enters, Alma appears and the corpses begin to rise off the ground, the room flashes white and both Alma and the corpses disappear. This is the last time she is seen by the Sergeant.
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