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Abominations are the first test subjects and surviving failures from Armacham Technology Corporation's Project Harbinger.

Monolith Timeline[]

 

Background[]

The Abominations are normal humans implanted with amplifiers and administered chemical agents to aid in the development of psychic abilities, while undergoing telesthetic amplification sessions to become Replica Commanders. However, the invasive process of improving and attuning the subjects' psychic fortitude caused extensive neural damage to the candidates, causing them to regress into a violent animalistic state. Symptoms of early psychological decay within the testing studies were incessant paranoia, hallucinations, nightmares, and loss of logical thought.

Although the developmental stages caused the Abominations to become extremely dangerous and unsuitable for being rational commanders, they were successful in obtaining the psychic capability to fully control Replica Soldiers while in an Amplifier machine, but that ability was useless in its entirety, due to the failed subjects possessing inadequate mental control of their own selves and of the replicated soldiers.

F.E.A.R. 2: Project Origin[]

Abom

Concept art of the Abomination.

Abominations prove to be dangerous to themselves, as they are sometimes seen with bandages wrapped around their heads, and always have severe wounds and rashes. They are kept in a "holding area" in the Paragon Facility, a prison-like area with several rows of tiny, crude metal cells, equipped with mattresses. Michael Becket is attacked by several throughout the course of F.E.A.R. 2: Project Origin. At several points in the game, they can be seen attacking enemies and brutally slaughtering them, severing their heads and spraying blood. They attack anything in sight, and have no allies.

These monsters are only fought in four levels: Discovery, Withdrawal, Replica and Snake Fist. Most of the time, the player will fight a group of them, except in the level Withdrawal, where only one is fought.

Prior to the player's first encounter with the Replicas, an Abomination can be seen sitting in a Psychic Amplifier as images of death and destruction flash in front of it on television screens. The Abomination is struggling and roaring, either mad with pain or attempting to get loose. After killing an enemy, they often scribble images on the walls or on the floor using their victims' blood, along with the words such as: "Can he see?"

F.E.A.R. 2: Reborn[]

Foxtrot 813 encounters several Abominations in F.E.A.R. 2: Reborn. They are seen in the sewer area, with the sewers seeming to be infested by Abominations during the events of Reborn. At the last section, where the player fights them in a circular chamber, if they aren't all dispatched before the Remnant spawn is triggered at the bottom of the pit, the player will have to fight both enemies at once. Interestingly, despite belonging to technically different forces, the Remnants and Abominations will not attack each other.

F.E.A.R. Online[]

Abominations are prominent throughout the tutorial, and two campaign levels, Fire Storm and Subway Panic. In addition, there appeared to be a stronger version which acts as a boss at the end of Subway Panic. There are also larger and muscular mutants that are featured alongside the abominations during the last stages of Fire Storm. Abominations are now much weaker and do slightly less damage than their F.E.A.R. 2 counterpart, however, they would attack the player in overwhelming numbers, which forced the players to gang up and take them out together. Beside these, Abominations act similar to the variants in F.E.A.R. 2 and Reborn.

Physical description[]

Abomination

Abominations are savage, humanoid cannibals. They often wear hospital pants, but are sometimes naked. When they are not wearing pants, it can be observed that they do not have genitals; this is either for censorship, or they were surgically removed for unknown reasons (possibly because of damage from self-mutilation). Their faces are mutilated, which appears to be the result of self-mutilation.

The extent of how the project's research negatively affected the Abominations can be observed from their grotesque physical appearance. Some Abominations can be seen to have stitched skulls, where the likely procedure of neural implant surgery was performed on their brains. Several white circular markings are located along the bodies of the test subjects, where diode devices to assist in psychic activity are to be located internally, and are able to be easily connected to other supportive systems, such as a T.A.C. chair. The Abominations are the frightening aftermath of inhumane attempts to excel a human's brain and body to supernatural lengths, ultimately destroying the sanity of the individual in return for power.

They are most likely related to the Failed Test Subjects seen throughout the Harbinger Facility.

Combat abilities[]

Abominations are lethally quick and have the ability to run on walls, coupled with quick hit-and-run melee attacks that deal a great amount of damage. Thus, they share very similar abilities to that of Replica Assassins. Unlike the Assassins, however, they cannot become invisible and they can grab hold of Becket. In the latter scenario, only repeated meleeing will shake them off. The sounds they make are animal-like and will alert the player to their presence.

Combat Tips[]

  • The player should listen for the animal-like sounds they make as a warning. Hitting Slow-Mo once they are seen will make the player better able to avoid a heavy hit.
  • Abominations can pop out of anywhere, so avoid tunnel vision and always keep alert to one's surroundings, including the ground and ceilings.
  • They like to attack when the player isn't looking, especially from behind.
  • Keep in mind that when there's one, there's almost always more.
  • Abominations typically run away when faced, so they can hide again and surprise the player.
  • The SHO Series-3 Combat Shotgun and Andra FD-99 Submachine Gun are arguably the best weapons for anti-Abomination work: the former because they have to get close to hit the player and the Series-3 can kill it in one or two shots, the latter because it fills the air with lead, and is more common than AR ammo early in the game.
  • Slow-Mo should be used as much as possible. Abominations are fast, and they like to hit and run.
  • The player should try to get into a sheltered or secluded area (e.g. a prison cell) to force the Abominations to come through a small doorway in order to reach him. This gives them a predictable point of entry. The player should wait patiently with their back against a corner with their shotgun (or whatever weapon they have) out. If motion is seen, use Slow-Mo and fire. Because the Abominations are notorious for ambushing the player if given the chance, this method will keep the player in good shape.
  • They die with one point blank shot from both types of shotgun, which means they have less health than most Replica Forces. In some cases they can survive multiple shotgun blasts if far enough.
  • Contrary to some, hitting them with LM10 Napalm Cannon at close range is not enough, they will still attack even on fire, and they need about three direct hits to kill. However, the LM10 is very useful if the player hits the Abomination with LM10 at medium range, they will run away and burn to death.
  • If Becket gets jumped on by one, the only thing the player can do is spam the melee button before taking too much damage.
  • After they are meleed-off, a good way to kill them is to slidekick them while they are on the ground (which on Easy always results in an instant kill).
  • It is not advised to run away from Abominations, due to their speed.

Trivia[]

  • The symptoms of insanity observed in Abominations match those of Alma Wade, who also suffered severe mental side effects due to her telepathic powers.
  • Abominations have the ability to crawl on walls and the ceiling, as well as make great leaps, which is reminiscent of the Replica Assassin's similar abilities. How the Abominations are able to achieve these feats is not explained.
    • It's possible that their experimentation gave them the ability to adhere to surfaces.
  • It could be assumed that the Big Brothers are related in some way to the normal Abominations due to the former's name.

Gallery[]

Armacham Technology Corporation
Board of Directors Genevieve AristideCarson Salyers
Employees Aldus BishopAlice WadeBill MoodyBrettBristolCharles HabeggerGreenHarlan WadeIain HivesJaniceJohn BreyersJohnstonMarshall DislerNorton MapesPhil VecchioRichard VanekSamuelsSaundersScott RasmussenTerry HalfordWalt GraggYork
Projects Project HarbingerProject IcarusProject OriginProject ParagonProject PerseusProject Pythagoras
Products AbominationAlma WadeDark SignalPaxton FettelPoint ManReplica Forces
Facilities Armacham Data and Research CenterArmacham Bio-Research FacilityHarbinger FacilityOrigin FacilityParagon FacilityPerseus CompoundStill IslandThe VaultWade Elementary SchoolWard FacilityBirthing Facility
Other Fairport areas owned Armacham Technology Corporation HeadquartersArmacham Technology Corporation's Secondary FacilityValkyrie TowerWade Hospital
Armacham Forces ATC Security GuardRiot Security GuardArmacham Black Ops Light SoldierBlack Ops HazmatsATC Black Ops SoldiersBlack Ops Heavy SoldierBlack Ops PyroArmacham Black Ops EliteRichard VanekSamuelsPhase CommanderArmacham Phase CasterArmacham Heavy Rocket TrooperArmacham SniperArmacham SoldierATC Heavy Riot TrooperRobertsTuckerTurnerFeldmanArmacham PilotBierce
Weapons developed Type-7 Particle WeaponType-12 Pulse WeaponXS Shock GrenadeHV PenetratorHV HammerheadSHO Series-3 Combat ShotgunThe ShredderDefense TurretArc BeamS-HV PenetratorGoliath
Vehicles used Black Ops APCF-22 RaptorATC Security sedanArmacham Armored Personnel CarrierArmacham HelicopterMi-24 Hind-D
Other Technology developed Unmanned Aerial VehiclesREV6 Powered ArmorREV9 Powered ArmorREV8 LeviathanEnhanced Power ArmorElite Powered Armor
v · e · d
Characters
Major Characters
Michael Becket - Alma Wade - Genevieve Aristide - James Fox - Cedric Griffin - Terry Halford - Redd Jankowski - Harold Keegan - Manuel Morales - Keira Stokes - Richard Vanek - Foxtrot 813
Third Child - Marshall Disler - Johnston - Mendez - Carson Salyers - Samuels - User17 - Harlan Wade - York - Failed Test Subjects - Paxton Fettel - Feldman - Tucker - Redd Schofield - Aristide's Men - Foxtrot 508 - Foxtrot Leader - Saunders - David Hoyle - Turner - Bierce
Weapons
Andra FD-99 Submachine Gun - Andra SR5 Missile Launcher - APC Turret Gun - Armacham HV Hammerhead - Armacham Type-12 Pulse Weapon - AT-L4 Proximity Mine - Balzer LM10 Napalm Cannon - N6A3 Fragmentation Grenade - Patten PK470 Assault Rifle - R3 Incendiary Grenade - Raab KM50 Sniper Rifle - Seegert ACM46 Pistol - Shark FL-3 Laser - SHO Series-3 Combat Shotgun - Vollmer Ultra92 Automatic Shotgun - XS Shock Grenade - AT-14 Pistol - Unarmed Attacks
Gear
Armor Vest - Reflex Booster - Medkit - Medical Injectors
Locations
Fairport - Wade Elementary School - Armacham Technology Corporation's Secondary Facility - Still Island - Valkyrie Tower - Harbinger Facility - Command Post Sigma - Wade Hospital - Old Underground Metro Area - Paragon Facility - Almaverse
Projects
Project Origin - Project Harbinger - Project Pythagoras - Project Paragon
Replicas
Replica Forces - Deformed Replicas - Replica Trooper - Replica Heavy Trooper - Replica Sniper - Replica Elites - Replica Heavy Armor - Replica Assassin - Replica Command
Vehicles
Replica REV6 Powered Armor - Elite Powered Armor - Armored Truck - Mi-24 Hind-D - F-22 Raptor - Black Ops APC - UH-60 Blackhawk Helicopter - ATC Security sedan - Dark Signal APC
Armacham Forces
Armacham Black Ops Light Soldier - Black Ops Hazmats - Black Ops Soldier - Black Ops Heavy Soldier - Black Ops Pyro - Armacham Black Ops Elite - Armacham Forces
Other Enemies
Alma's Apparitions - Remnants - Ghost Soldiers - Abomination - Specter
Events
Origin Facility Explosion - Synchronicity Events
Terms
Psionics - F.E.A.R. (Organization) - Delta Force - Armacham Technology Corporation - Diode Implants - Dark Signal - Monolith Timeline - Hallucinations - National Guard - Glitches - Quotes - F.E.A.R. 2 Demo - Slow-Mo - Armacham Field Guide - F.E.A.R. 2 Secrets and Easter Eggs - Replica Stasis Pod - Intel - List of Alma Sightings - Walkthroughs - Armacham Technology Corporation Board of Directors - F.E.A.R. 2: Project Origin Original Soundtrack
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