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AT-S Proximity Mines are set charges that detonate upon detection of hostile motion within a close radius featured in F.E.A.R. First Encounter Assault Recon, F.E.A.R. Extraction Point, and F.E.A.R. Perseus Mandate.
Both Timelines[]
F.E.A.R. First Encounter Assault Recon[]
In F.E.A.R., the Point Man can carry a total of five AT-S mines. A thrown charge, the AT-S will bounce and slide across a flat surface until it comes to a natural stop, at which point it will adhere to the ground and become unmovable. While in this state, a strobe light will blink continuously with different color relative to whoever set the charge, being green in color if viewed by a friendly entity, and red if seen by a hostile. In multiplayer, the light appears blue to the person who deployed it.

Two hostile AT-S Proximity Mines.
The AT-S will remain in this state until an enemy strays within its radius; the mine will then elevate itself a few feet off the ground and detonate within seconds, causing massive damage to all enemies within the explosion's affective radius of several feet.
Vivendi Timeline[]
F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate[]
In Extraction Point and Perseus Mandate, the light produced by a friendly AT-S is blue, not green, and can be picked back up after it's deployed. In all other respects, the device works the same as in the original game.
Tactics[]
- The AT-S is excellent for ambushes and area denial; by being placed in chokepoints, it cuts short any enemy flanking maneuvers.
- Against mechanized enemies or Heavy Armors of all kinds, the AT-S is handy, as the player does not need to expose himself to inflict damage and these foes are more likely to survive a single encounter and outdamaging the player, forcing a retreat.
- It is possible to use the AT-S aggressively, but a shorter throw distance and very little rolling/sliding potential make it more difficult to master than the N6A3 fragmentation grenade. Still, with practice, the AT-S can be employed as another type of impact grenade with increased effectiveness thanks to its higher damage potential.
- The only way an AT-S can be reliably disabled after set and blinking is by dealing damage to it, detonating it. This acts as a safe disposal feature for a player that spots a hostile AT-S.
- Should the player trigger an AT-S, they must use Slow-Mo to retreat quickly to take the least damage possible
- The explosion of an AT-S will alert any enemies in the area.
- The AT-S can be triggered by Replica Assassins and hostile Shades, allowing the user to control their hit-and-run tactics. However, it will not react to Nightmares.
- In the base game and Perseus Mandate, the AT-S can be retrieved after armed (this attribute is also present in F.E.A.R. in some fanmade patches for OS compatibility).
Trivia[]
- The AT-S detonation mechanism is akin to the ones used by actual bounding mines, which are known to launch themselves vertically within a height from three to four feet in the air before dispersing shrapnel at waist height of an average human. The AT-S, on the other hand, launches itself to head height. Also, unlike real bounding mines, the AT-S does not need to be planted to work, just thrown.
- The AT-S Proximity Mine is one of the weapons in F.E.A.R. and its expansions which has no manufacturer info within the games.