This is the final interval of this game. The final showdown is upon you, so prepare yourself as you draw closer to the conclusion. This isn’t a very long level, but it’s more about the difficult final battles and the suspense of the story’s ending that will get to you here. Take a deep breath and get ready because this is the final interval of F.E.A.R. 3.
You can follow the path all the way down the stairs and turn right. Go down another set of stairs and psychic link with the corpse up ahead, then go back and turn left. You will then come up to a locked gate, so bust the lock open and take the twin Uzis if you want. There are signs leading towards the Medical, which you can take until you get interrupted by a flashback. Once it finishes, you can then go up those stairs.
Try to remember when you escaped from the Creeper in the previous level because you’re facing it again. This time though, you have to kill it to win it. Just remember the tips from the previous walkthrough in order to find a way to stop it. Remember that the smoke is there for you to trace its movements. When it is about to reveal itself, open fire at that spot to hit it quick and early, then dodge its attacks a bit later. Follow its pattern and try to dodge everything as you won’t regenerate health while it’s visible. Soon enough, you’ll take it out once and for all.
Now go back down the hallway and take a series of lefts until you enter a room with lots of lights. There should be a bucket glowing red that contains the memory that you must destroy. Once you’ve done the deed, go to the lockers and psychic link with a corpse nearby. Get out of that room and take a series of rights this time towards where you had picked up the twin Uzis.
Follow that light all the way into some sort of room for experiments. There is another memory, this time that of a notebook on the desk. Go to the right and continue following that light into another room with a memory of a toy gun, which you must destroy as well. There should be a corpse for psychic link near the door with the exit sign. Once you’ve left that room, go left towards the white door.
Here is the big battle that everything prior has led to. It’s you versus the giant Creeper and his guard minions. You will have to do well with crowd control while taking shots at the Creeper’s throat, which has a glowing part that serves as the proverbial bull’s eye. That weak spot shows itself whenever the Creeper is just about to attack, so time your shots carefully to stun him and stop his impending attack for a while.
If you do it well despite the distractions courtesy of the guards, perhaps the Creeper will never get to attack at all. Slow-mo is very helpful in this battle as it can make it way easier than everything else that you’ve fought in the previous levels. If the Creeper really is about to land an attack, run for cover and hopefully you won’t get hit. Soon enough, you should be able to take it down with persistence and a steady aim.
Still in dreamworld, you then get to the ending cutscene and finally make sense of the story. Congratulations, you have finished F.E.A.R. 3 as the Point Man. You may now play the game all over again, but as the powerful Fettel. Take note that when Fettel gets a higher score in co-op than the Point Man, there is an alternate ending. Enjoy your game and party hard.

