Appointment With F.E.A.R.
Hints and Tips:
---------------
Submitted by: David K.
-= Quick Start =-
* Choose the superpower before you commit to a route. Super Strength, Enhanced
Technological Skill (ETS), Psi-Powers, and Energy Blast each use a different clue
chain and a different FEAR meeting.
* For a first clear, follow the matching route under "Solutions:" by day. Side
incidents can consume limited time without advancing the FEAR investigation.
* Treat the Circuit Jammer as required equipment for a reliable clear. Activate it
before the Titanium Cyborg fight.
* Use the Standalone bookmarking system when a clue choice goes wrong. If your latest
bookmark is already past a missed route-critical event, restart that power route
instead of trying to force the final day.
-= Combat =-
* Choose attacks by the current risk, not by the biggest damage number. Combat
offers Easy, Medium, and Hard attacks. Easy hits more often for less damage; Hard
hits less often for more damage; Medium sits between them.
* Use the safer attack when one miss would leave you exposed or when the fight
only needs to be survived. Take the high-damage option when you have enough
margin to absorb a miss.
* Preserve Stamina on route-critical days. The interface hides the dice rolls, and
Skill governs your chance to land attacks. Your chosen superpower sets the
character stats used by those hidden checks.
* Using Psi-Powers or Energy Blast does not spend Stamina in the Standalone release.
Ignore the power-use Stamina costs from the original gamebook and Fighting Fantasy
Classics; they do not apply here.
-= Power Route Cheat Sheet =-
* Super Strength - Use the airport phone clue, the Scarlet Prankster, the museum
Mummy, Whirl's Court, and Parker Airport. Susan's phone number is 555-9999.
* ETS / Gadgets - Build the route around the beach clue, the decoded packet,
Captain Menagerie's circus hideout, Sidney Knox, the Ice Queen, and Macro Brain.
Finish at 3rd Avenue, building 176, the laundromat, with password "Quicksilver".
* Psi-Powers - The critical meeting clues are 5th Avenue and 209th Street. The
pawnbroker is the final location type; use Psi-Powers there and carry the Circuit
Jammer into the Cyborg fight.
* Energy Blast - Use the Fire Warriors and Illya Karpov clue pair, then head to
the waterfront, Clancey Bay, and the aging submarine. On Day Five, use the
clue-selection prompt instead of trying to enter a meeting date manually.
Investigation:
--------------
-= Clues, Days, Hero Points, and Cards =-
Progression is clue-driven. Crimewatch incidents compete for a limited number of
days, and each power changes which incidents contain the FEAR clues that matter. A
named person, address, time, vehicle, business, or password can be more important
than the Hero Points attached to the scene.
* FEAR clues decide where the final meeting occurs for your chosen power. Hero Points
score your performance but do not replace missing FEAR information.
* Use Crimewatch as a routing tool. A tempting alert can be a Hero Point detour while
another destination carries the clue needed for the final day.
* When the story offers "Try to solve!", select the clue or clue pair that answers
the current problem. The game resolves many clue combinations through this prompt
instead of asking you to calculate a numbered paragraph.
* FEAR cards are in-game collectibles, not Steam Trading Cards. Villain defeats and
successful heroic outcomes can award random cards. Luck Points are used for card
rewards rather than combat or story checks in this Standalone release.
* Finish a run with more than 15 Hero Points to earn a free FEAR card. Clues can also
improve the chance of receiving a rarer card.
-= Circuit Jammer =-
Vladimir Utoshski, the Titanium Cyborg, leads FEAR. Each power can acquire a Circuit
Jammer before the final meeting. Use it before the Cyborg fight, and do not skip the
Jammer event for your chosen power.
* ETS / Psi: Learn the Sidney Knox lead, respond to Murdock Nuclear
Laboratories, identify the observation tower, stop Knox, and accept the
Circuit Jammer from the laboratory staff.
* Super Strength / Energy Blast: Go to Whirl's Court on the required day, save the
visitors, defeat or disable the mad Android with your power, and keep the Circuit
Jammer awarded by the event.
Passwords / Promo Codes:
------------------------
-= FEAR Meeting Password =-
* Give the ETS / Gadgets FEAR password at the 3rd Avenue, building 176 laundromat:
Quicksilver
Secrets:
--------
-= Susan's Airport Phone =-
* On Super Strength Day One, reach Parker Airport and use Susan's phone when it
becomes available:
555-9999
* Dial an incorrect number first to trigger the hidden Tinmando Games
crank-call gag. Backtrack to the phone choice afterward and use 555-9999
to continue the winning route.
Solutions:
----------
-= Final FEAR Fight - Missing Circuit Jammer =-
1. If you reach the FEAR meeting without a Circuit Jammer, do not commit
to the Titanium Cyborg fight.
2. Use a bookmark to return before the Jammer event. Super Strength and Energy Blast
obtain it at Whirl's Court; ETS and Psi obtain it through the Sidney Knox
incident at Murdock Nuclear Laboratories.
3. If no usable bookmark remains, restart the chosen power route and take its Circuit
Jammer path. Activate the Jammer before engaging the Titanium Cyborg.
-= Super Strength - Winning Route =-
1. Day One: Drink coffee, leave for work, check the newspaper for the robbery, buy
it, and read the remaining stories before heading to the bank.
2. At the bank, deal with the Chief Detective, refuse to be baited, then check
Crimewatch instead of taking the beach diversion. Go directly to Parker Airport.
3. Recognize Susan from the newspaper clue. When the phone becomes available, dial
555-9999. Keep the FEAR date information that follows, then go home.
4. Day Two: Stop the pickpocket, pass the skill check or finish the fight, and take
the cassette tape. Go to Wisneyland and enter the Fun House.
5. Search for the way out, use the clue-solving option, locate the Scarlet Prankster,
beat him, and hand him to the police. Keep his FEAR timing clue and rest at home.
6. Day Three: Visit Titan Zoo and follow its lead to the museum. Ask for a guide,
solve the Mustapha Kareem connection, grapple the Mummy, and finish the fight.
7. Inspect the Mummy's jacket and the crates. Visit Titan Central Library, avoid the
encounter you cannot safely handle, then go to police headquarters.
8. Investigate the hospital case, check the morgue, leave, buy the Vulture Club
tickets downtown, and return home. The next required events begin on Day Four.
9. Day Four: Go to Whirl's Court, save the visitors, and use Super Strength against
the mad Android. Keep the Circuit Jammer awarded by the incident.
10. Go to 7th Avenue for the presidential cavalcade. Wait in the coffee bar,
return to the crowd, attack the assassin from behind, finish the fight, assist
the President, and go home.
11. Day Five: Go to Parker Airport and slip outside toward the hangars. Enter Xavier
Hangar and prepare for the FEAR meeting.
12. At "Try to solve!", combine the notes that establish the FEAR date and time
with the executive-jet information. Select the matching clue combination and
continue to the hangar confrontation.
13. Disable the escape by hurling the luggage rack at the plane engine
and pass the skill check.
14. Use the Circuit Jammer before fighting the Titanium Cyborg, win the fight, and
hand the FEAR members over to the authorities.
-= Enhanced Technological Skill / Gadgets - Winning Route =-
1. Day One: Drink coffee, leave for work, read the robbery story, buy the
newspaper, and investigate the bank. Speak with the Chief Detective,
then take the beach route.
2. Use a gadget when offered at the beach, then commit to the shark rescue and finish
the fight. Preserve the clue that points toward a secret room beneath a lion cage.
3. Day Two: Help the pickpocket's victim, pass the skill check or win the fight, take
the gum packet, and run it through the Decoding Computer.
4. Go downtown shopping and take the afternoon off. Visit Verging
Records before you return home.
5. Next, visit Warnum & Wailey's Travelling Circus and go to the lion cages.
At "Try to solve!", use the Captain Menagerie clue to identify the secret
room under a lion cage.
6. Fight the Ringmaster, use a gadget when offered, and keep the password
information. Visit Gerry the Grass before ending the day.
7. Respond to the Murdock Nuclear Laboratories incident. Use Gerry's
Sidney Knox information to identify the observation tower, stop Knox,
and take the Circuit Jammer.
8. Go to Stanley Swimming Pool. Connect the frozen-pool problem to the Ice
Queen, free the swimmers with Concentrated Antifreeze, then track the
Ice Queen to Titan Slaughterhouse.
9. Use the appropriate gadget against the Ice Queen and keep her FEAR address clue.
Then visit Colonel Saunders at the army base.
10. During the base attack, isolate Macro Brain and use the gadget solution against
him. Keep the clue that identifies the FEAR meeting as a laundromat.
11. On the final day, stay in town. Use the decoded-message and Ice Queen clues to
identify 3rd Avenue and building 176, then choose the laundromat.
12. Use the Ringmaster clue when the game asks for the password: Quicksilver.
13. Burst through the door, use the Circuit Jammer before engaging the Titanium
Cyborg, win the fight, and call the police.
-= Psi-Powers - Winning Route =-
1. Day One: Break up the street argument, change into costume, and use Psi-Powers.
Keep the resulting lead that links a pawnbroker to FEAR.
2. Go to work. When another emergency interrupts the day, change in the restroom and
use your powers where offered. Prioritize stopping the potential explosion and use
the fire extinguisher when ETS is not available.
3. Day Two: Respond to the street incident, take the cat home, and survive the Tiger
Cat fight. Keep the clue that places the FEAR meeting on 5th Avenue.
4. Get to work quickly, then visit Wisneyland. Enter the Fun House, use Psi-Powers,
and check the rotating room before leaving.
5. Go downtown, question the bakery, and use Psi-Powers to obtain the 209th Street
clue. Pass the information to police and check Epiphany's window before resting.
6. Day Three: Visit the Natural History Museum and examine the model dinosaur
reconstructions. Skip the zoo detour and visit Gerry the Grass before going home.
7. Day Four: Respond to Murdock Nuclear Laboratories. Use the Sidney Knox /
observation-tower lead from Gerry, stop Knox, and take the Circuit Jammer.
8. Go to police headquarters and use Psi-Powers for the FEAR information there. Visit
the army base afterward; without Super Strength, leave the military fight to the
army and preserve your route.
9. Day Five: Stay in town. When asked for the meeting streets, use 5th Avenue and
209th Street, then choose the pawnbroker's shop.
10. Use Psi-Powers inside the pawnbroker route. Activate the Circuit Jammer before
fighting the Titanium Cyborg, win the fight, and finish the arrest.
-= Energy Blast - Winning Route =-
1. Day One: Take Crimewatch, leave for work, read and buy the newspaper, and
investigate the bank robbery. Confront the security guard route and use Energy
Blast when offered; if the first attempt fails, try the blast again.
2. Go to the beach, use Energy Blast for the rescue, pass the skill check
or finish the shark fight, then return home. Keep the FEAR vehicle
clue from the bank sequence.
3. Day Two: Intervene in the street incident, apprehend the villain, use Energy
Blast, and keep the information he gives you. Go to the store for the gift and
head upstairs to the Games Department.
4. Change into costume, use Energy Blast, complete the three skill checks, and pursue
the escaping villain through the store. Subdue the Fire Warriors, contact the
police, and keep their FEAR clue.
5. Day Three: Visit police headquarters, go shopping, and enter the drug
store. Use Energy Blast, keep the Clancey Bay clue, buy the Vulture
Club tickets, and go home.
6. Day Four: Go to Whirl's Court and save the visitors. Use Energy Blast against the
mad Android and keep the Circuit Jammer awarded by the incident.
7. Watch the football game, intervene in the attack, use Energy Blast, then battle
Illya Karpov. Keep his time clue and go home.
8. Day Five: Head for the waterfront. At "Try to solve!", combine the Fire Warriors
and Illya Karpov clues, then continue to Clancey Bay.
9. Choose the aging submarine. Use Energy Blast to force the route forward, then
activate the Circuit Jammer before starting the Titanium Cyborg fight.
10. Win the Cyborg fight and call the authorities.
Glitches:
---------
-= Free In-Game FEAR Card Loop =-
This loop farms the Standalone game's collectible FEAR cards without spending
Luck Points. It does not award Steam Trading Cards.
1. Finish an adventure and reach the reward screen where the game offers a free card
or lets you spend Luck Points on the card reward.
2. Take the free card and unwrap it.
3. Open the three-dot menu in the upper-left corner and choose "Back to the story".
4. Unwrap another card, reopen the three-dot menu, and choose "Back to the story".
5. Repeat the loop as needed. Duplicate cards can appear, but newly obtained
cards persist in your collection.
Technical Issues:
-----------------
-= Save Backup and Steam Cloud =-
The Steam version stores its Windows autosave inside the game installation and
registers one matching file for Steam Cloud. Back up that file before destructive
branch testing or before replacing local files after a cloud conflict.
* Windows save folder:
[Steam Library]\steamapps\common\Appointment With FEAR\Documents
* Steam Cloud save pattern:
auto*
* Close the game before copying or restoring the autosave. If Steam Cloud asks which
copy to keep after a manual restore, choose the copy whose timestamp and progress
match the backup you intend to preserve.
Reference:
----------
-= Current Windows Edition =-
* Steam product: "Appointment with FEAR (Standalone)"
* Steam App ID: 316140
* Current public gameplay branch: Build 473773
* Steam lists full controller support and Steam Cloud for this release.
* "Appointment with FEAR (Fighting Fantasy Classics)" is a separate 2023 DLC and
follows the original 1985 gamebook much more closely. Its stat, Luck, and
power-cost rules are not interchangeable with the 2014 Standalone release. Buying
one does not unlock the other.
* Steam still shows the Standalone game's historical Windows XP/7/8
requirements, but the current Steam client supports Windows 10 or newer. Use
Windows 10+ as the practical Steam baseline.
-= Final FEAR Route Reference =-
* Super Strength: Parker Airport -> Xavier Hangar -> executive-jet route ->
Circuit Jammer -> Titanium Cyborg.
* ETS / Gadgets: 3rd Avenue -> building 176 -> laundromat -> "Quicksilver" ->
Circuit Jammer -> Titanium Cyborg.
* Psi-Powers: 5th Avenue -> 209th Street -> pawnbroker -> Psi-Powers ->
Circuit Jammer -> Titanium Cyborg.
* Energy Blast: waterfront -> Clancey Bay -> aging submarine -> Energy Blast ->
Circuit Jammer -> Titanium Cyborg.
 |
|
|
CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 10, 2026)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
More Infos |
| | |
|