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first encounter assault recon 4

by Kenyon Moen Published 3 years ago Updated 2 years ago

Which F.E.A.R. expansion is first?

F.E.A.R. is a first-person shooter psychological horror video game series created by Craig Hubbard in 2005. Released on Microsoft Windows, PlayStation 3, and Xbox 360, there are three main games in the series; F.E.A.R. (2005), F.E.A.R. 2: Project Origin (2009), and F.E.A.R. 3 (2011).

Why did they stop making F.E.A.R. games?

A 2013 attempted free-to-play online multiplayer game called F.E.A.R. Online would never even make it out of open beta due to a lack of support and general apathy from a gaming audience. Unfortunately, while both the lacklustre sales of F. 3.

What engine did F.E.A.R. use?

LithTech Jupiter EXF.E.A.R. (video game)F.E.A.R. First Encounter Assault ReconComposer(s)Nathan GriggSeriesF.E.A.R.EngineLithTech Jupiter EXPlatform(s)Microsoft Windows, PlayStation 3, Xbox 36012 more rows

How do I get F.E.A.R. 1 on Steam?

To my surprise, it turns out that you actually can't purchase F.E.A.R. on Steam – not on its own anyway. The only way to get a copy on the service is to purchase a collection of all six F.E.A.R. titles (that includes the numbered games as well as the expansions to F.E.A.R.

Did anyone ever died on Fear Factor?

Boonthanom died of brain injuries after being hit with a barrel during a stunt. While the Thai event wasn't officially linked to the show, this tragedy never would have occurred without its influence. It's the best reason of all for those who hope "Fear Factor" is finally gone for good.

Why did Joe Rogan leave Fear Factor?

According to a 2015 interview with Art Bell, Rogan expected Fear Factor to be cancelled after a few episodes due to objections to some of the content and further stated that he took the job mainly to obtain observations and anecdotes for his stand-up comedy career.

What is Ludectrophobia?

Ludectrophobia (a fear of video games - but we all knew that) has evolved since the 1980s as each decade brought new concerns. "Gaming disorder" is now even an official medical condition.

What happened Monolith Studios?

The company has been a subsidiary of Warner Bros. Interactive Entertainment since August 2004. Monolith Productions, Inc.

What is the fear of video games called?

Ludectrophobia (from ludus electronicus, Latin for video game) is the fear of video games, a branch of ludophobia (fear of games).

Do I need to play FEAR 1 before 2?

The start of FEAR 2 is after the ending of FEAR 1. You can play FEAR 2 and 3 and enjoy them but you will get a deeper understanding by playing FEAR 1. No, but you really ought to get the first one, play 1 and 2 and forget about the third part.

What does fear stand for?

False Evidence Appearing RealThe acronym F.E.A.R. stands for "False Evidence Appearing Real." It's a true definition of fear.

Is G2A a good site?

G2A is a very secure platform compared to market standards and with the best rate of working keys. Today, and among the 37,000 companies that offer digital games products, it is a commendably safe place, with over 99% satisfied customers.

When was First Encounter Assault Recon released?

First Encounter Assault Recon is a first-person shooter developed by Monolith Productions and published by Vivendi. It was released on October 18, 2005, with XBOX 360 and PS3 ports following in 2006 and 2007. An expansion pack, F.E.A.R. Extraction Point, was released by TimeGate Studios in October 2006.

What is F.E.A.R. in Point Man?

F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpot's "2005 Best AI Award."

How does reflex time work in Point Man?

This effect is used to simulate the Point Man's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions' primary goal was "to make combat as intense as the tea house shootout at the beginning of John Woo 's Hard-Boiled ." He continued on to say that "defeat [ing]... enemies... with style" was crucial to this goal and that reflex time plays a large role in "mak [ing] the player feel like an action movie hero."

What is the theme of F.E.A.R?

A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep " [the] psychology of the encounter" in the player's mind at all times, in order to "get under [the player's] skin", as opposed to the "in your face 'monsters jumping out of closets' approach". Lead designer Craig Hubbard stated in an interview that "horror is extremely fragile... you can kill it by spelling things out too clearly and you can undermine it with too much ambiguity". He remarked that he attempted to strike a balance with the narrative elements of F.E.A.R., to give players "enough clues so that [they] can form [their] own theories about what's going on, but ideally [they will] be left with some uncertainty". Lead level designer John Mulkey stated, "Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood".

How does F.E.A.R work?

simulates combat from a first-person perspective. The Point Man's body is fully present, allowing the player to see the character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.

What is the point man in F.E.A.R?

The game's story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.

When was F.E.A.R. released?

F.E.A.R. eventually released on October 18, 2005. Alongside the basic CD-ROM edition, the Director's Cut DVD version of F.E.A.R. was released with a number of extra features. A Dark Horse Entertainment comic book and a series of live action vignettes help clarify a number of plot elements depicted in the game, while the Making of F.E.A.R. and director's and developer's commentary offer several insights and trivia into the game's development through interviews with employees of Monolith Productions and Vivendi. Also included is the exclusive first episode of the F.E.A.R. machinima, P.A.N.I.C.S., created by Rooster Teeth Productions .

What is the first encounter assault recon?

The First Encounter Assault Recon was created by SONICTHEHEDGEHOGXX , having been inspired by F.E.A.R. First Encounter Assault Recon, a video game published in 2005. The group has over two hundred thousand members, and many administrators, including Telamon/Shedletsky, having joined the group in the past. FEAR was the largest clan on ROBLOX from 2010 to 2016. It was awarded the Most Active Group Award at the ROBLOX BLOXcon 2013. FEAR was the second group to win this award, after Vortex Security won it at the ROBLOX Game Conference 2012 .

Who created the first assault recon?

The First Encounter Assault Recon was created by SONICTHEHEDGEHOGXX , having been inspired by F.E.A.R. First Encounter Assault Recon, a video game published in 2005. The group has over two hundred thousand members, and many administrators, including Telamon/Shedletsky, having joined the group in the past. FEAR was the largest clan on ROBLOX ...

How many versions of Alianor are there?

There are three versions of this fort, with version 2.0 being the current version in use, and 3.0 expected to be released soon. Alianor was originally F.E.A.R.'s first and only raid-able fort, until the release of Fort Cryo. The first two versions were built during 2011, but released during different times that year.

When will Fort Alianor III be released?

Fort Alianor III is expected to be released sometime in 2015. This is not only one of the most technologically advanced forts in F.E.A.R., it is also the most well liked. This fort was also the first fort built by the F.E.A.R. division Armacham Technology Corporation.

What is the F.E.A.R. base?

thumb|300px|The F.E.A.R. Recruitment Center The F.E.A.R. Recruitment Center was the first official base for the group, being constructed in early 2010, around the creation of the group. The Recruitment Center attributed for a lot of F.E.A.R.'s early members, and was one of the main reasons they achieved the title of the largest group on Roblox when it did. Despite it's popularity, the base has been heavily criticized since its creation. A majority of the base's vehicles were free modeled; this caused many users to accuse Sonic of being an unskilled builder. Also, the fact that the base was built in favor of F.E.A.R. members was another common complaint. This was shown with code doors that gave only a select number of players access to weapons. Throughout its history, the base has been re-mastered multiple times. The current version is the third major rendering of the base, having been built in late 2010 - early 2011. However, a common feature in all renderings of the base was a walled compound with a modern building located inside. The building contained a weapons room, meeting room, rally room, labs, and offices. The Recruitment Center is no longer in use within F.E.A.R., as Sonic now rents the base out to other groups for recruitment purposes. A fourth version of the recruitment center is being created by user SleepDeprivation and will be released in the summer of 2013.

What rank are the Sergeants in F.E.A.R?

These soldiers are the sixth lowest rank in F.E.A.R. They are becoming more experienced at fighting and are advancing as a leader and soldier. They have proved loyalty to the Recon and Venezia. Sergeants are now able to apply for Replica Forces, Vanguard and a lot more ranks. They are also eligible to apply for Officer.

How many visits does the Underground Base have on Roblox?

becoming Roblox's largest group by the first half of 2010. The Underground Base was released first; it currently has over 800,000 visits. There are two versions of the base.

What was the first encounter assault recon?

The First Encounter Assault Recon (abbreviated as F.E.A.R.) was the main army of The Venezian Empire. For a hundred years, F.E.A.R. had made many military contributions.

Where was the soldier of the First Encounter Assault Recon standing?

A soldier of the First Encounter Assault Recon was standing in front of the entrance of the border.

What is an initiator in F.E.A.R?

The Initiates are the players who work in the F.E.A.R. team but they are not members of the group

Product Description

F.E.A.R. (First Encounter Assault Recon) is an intense combat experience with rich atmosphere and a deeply intense paranormal storyline presented entirely in first person. Be the hero in your own spine-tingling epic of action, tension, and terror… and discover the true meaning of fear.

From the Manufacturer

F.E.A.R. (First Encounter Assault Recon) is an intense combat experience with rich atmosphere and a deeply intense paranormal storyline presented entirely in first person. Be the hero in your own spine-tingling epic of action, tension, and terror... and discover the true meaning of F.E.A.R.

Top reviews from the United States

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What is the story of the first encounter assault recon?

Synopsis. The games mostly revolve around the F.E.A.R. team (First Encounter Assault Recon) having to fight against a paranormal entity, Alma Wa de, a young psychic girl who was experimented on and imprisoned by Armacham Technology Corporation. Alma becomes a powerful psychic entity filled with rage and an insatiable bloodlust.

What is F.E.A.R. 2?

F.E.A.R. is a series of first-person shooter survival horror video games developed by Monolith Productions. There are three main games, F.E.A.R. , F.E.A.R. 2: Project Origin and F.E.A.R 3 with additional expansion packs. F.E.A.R., F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate were published by Vivendi Games through Sierra Entertainment, while the rest of the games were published by Warner Bros. Interactive Entertainment. The series is known for its horror gameplay and its main antagonist, Alma Wade .

Who controls Foxtrot 813?

2: Project Origin and this time has one of Replica soldiers named Foxtrot 813 as the protagonist who is controlled by Paxton Fettel and is told to free him from the psychic amplifier.

Who published the F.E.A.R. series?

F.E.A.R., F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate were published by Vivendi Games through Sierra Entertainment, while the rest of the games were published by Warner Bros. Interactive Entertainment. The series is known for its horror gameplay and its main antagonist, Alma Wade .

When was Extraction Point released?

A compilation which includes Extraction Point and Perseus Mandate. It is exclusive to the Xbox 360. It was released in November 2007.

Is F.E.A.R. a good series?

On its release, the F.E.A.R. series has received "generally positive" reviews according to Metacritic .

Who is the player in the first and third game of F.E.A.R?

In the first and third games, the player is the Point Man, a silent protagonist and member of F.E.A.R. The second game's playable character is Michael Becket, a member of the Delta Force.

When was F.E.A.R. first encounter assault recon released?

Games. It was released on October 17, 2005, for Microsoft Windows, and ported by Day 1 Studios to the Xbox 360 and PlayStation 3.

What was the first game to channel the kinetic exhilaration of John Woo violence?

Prior to release, F.E.A.R. garnered large amounts of attention from video game journalists. Upon release, F.E.A.R. received critical acclaim, with Computer Gaming World calling it "... one of the year's top single-player shooters ..." and PC Gamer regarding it as "... the first game to convincingly channel the kinetic exhilaration of 'John Woo violence' in the FPS format".

What is F.E.A.R multiplayer?

F.E.A.R. 's multiplayer component includes mainstay gameplay modes, such as deathmatch, team deathmatch, capture the flag, and last man standing. "Control" and "Conquer All" gametypes were later added through a patch. Some gametypes in F.E.A.R. 's multiplayer use the "reflex time" effect: SlowMo deathmatch, SlowMo team deathmatch, and SlowMo capture the flag. Only one player can use/carry the reflex power-up; when fully charged they can activate it and give themselves (and the rest of their team if applicable) a speed advantage over opposing players. However, the one carrying the power-up will have a bluish glow, and they will show up on a foe's HUD.

What weapons are in F.E.A.R?

The game contains weapons based on non-fictional firearms, such as pistols, assault rifles, and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage, and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, F.E.A.R. does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions said that it aimed for "... a balanced arsenal where each weapon serves a specific function", rather than "... just going with a bunch of real-world submachine guns and assault rifles". F.E.A.R. 's heads-up display crosshair's size dynamically shows where shots will fall based on movement, aim, and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons.

What is the point man in F.E.A.R?

The game's story revolves around a supernatural phenomenon, which F.E.A.R.—a fictional special forces team—is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes, and must uncover the secrets of a paranormal menace in the form of Alma, a young girl.

When was F.E.A.R. released?

F.E.A.R. was announced at an E3 2004 pre-show, though its existence as an untitled project was revealed prior to this announcement. The game's first trailer later premiered at E3 2004 and was well received by critics. During the E3 2004 showing, F.E.A.R. 's lead designer, Craig Hubbard, stated that the game "... evolved out of a concept we started developing right after Shogo that we've been dying to work on". Monolith Productions' director of technology, Kevin Stephens, later elaborated that this concept was "... to make an action movie in a first-person shooter, where you really feel like an action star". To this effect, the team focused on immersing the player, using elements like a silent, nameless protagonist with an unknown background, and allowing the player to see the protagonist's body when looking down or sideways.

Is there a sequel to F.E.A.R. 2?

Monolith Productions announced a sequel to F.E.A.R., which is titled F.E.A.R. 2: Project Origin after Monolith and Warner Bros. regained the rights to the F.E.A.R. name. Prior to September 2008, the sequel was not to be titled F.E.A.R. 2 due to Vivendi 's ownership of the F.E.A.R. name. The game was instead to be called Project Origin, which is a name derived from a contest to name the sequel. The sequel focuses on a different character. Monolith Productions published the game with Warner Bros. Interactive Entertainment, which purchased the studio in 2004 while development of F.E.A.R. was under way, after which Vivendi Universal was dropped as a publisher. Vivendi Universal published the Xbox 360 and PlayStation 3 ports of the original game, developed by Day 1 Studios.

Where is Vanek fighting in the school?

When fighting Vanek in hand-to-hand combat in the facility underneath the Elementary School, there is a chance that the player will not be able to force the shotgun under Vanek's chin as they are supposed to do, and will be caught up in an endless melee with him.

When fighting a phase commander, does he clip?

When fighting a Phase Commander, if he charges the player, his model might clip partially into the player, and he will only continue to run forward until the player melees him.

What happens if the replica elites are run over?

In the same mission, in the area that the railcar will try to run over Becket, if the Replica Elites are run over, their weapons and items, including any thrown grenades, will be "sent" to his position.

What is Interval 01 Investigation?

In the beginning of Interval 01 - Investigation - Arrival, when Chen and Raynes are supposed to follow you under a half open gate, they may not follow, and since there's a door that only Chen can open on the other side, this leaves the player stuck in the level. The radio often skips transmissions.

Can enemies shoot through a cover?

If using cover that has been "flipped" by the player (such as tables and desks), sometimes it won't be solid, and enemies will be able to shoot "through" the cover. This can also happen with "static" cover, such as walls, vehicles, and other non-interactive cover.

Can you shoot from outside the wall in Evacuation?

When this is accomplished, the player will be able to see through the wall and shoot other players, but will not be visible (and cannot be shot) from outside the wall.

Can Michael Becket walk out of the chair?

Sometimes when Michael Becket gets into the telesthetic amplifier on Still Island, he will be able to walk out of the chair. While events unfold, he can walk around the place and watch the game's events. However, he will still be teleported to Alma Wade 's world as scripted.

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      32
      total_videos
      33
      settings
      34
      url_current
      35
      menus
      36
      sidebar
      37
      i
      38
      __currentLoopData
      39
      loop
      40
      item
    • themes.DevBlog.panels.footer (resources/views/themes/DevBlog/panels/footer.blade.php)41blade
      Params
      0
      __env
      1
      app
      2
      errors
      3
      post
      4
      postContent
      5
      author
      6
      updated_at
      7
      bing_rich_snippet_text
      8
      bing_rich_snippet_link
      9
      bing_related_keywords
      10
      google_related_keywords
      11
      bing_news_title
      12
      bing_news_description
      13
      bing_videos
      14
      bing_images
      15
      bing_search_result_title
      16
      bing_search_result_description
      17
      bing_search_result_url
      18
      bing_paa_questions
      19
      bing_paa_answers
      20
      bing_slider_faq_questions
      21
      bing_slider_faq_answers
      22
      bing_pop_faq_questions
      23
      bing_pop_faq_answers
      24
      bing_tab_faq_questions
      25
      bing_tab_faq_answers
      26
      google_faq_questions
      27
      google_faq_answers
      28
      google_rich_snippet
      29
      google_search_result
      30
      indexedArray
      31
      total_images
      32
      total_videos
      33
      settings
      34
      url_current
      35
      menus
      36
      sidebar
      37
      i
      38
      __currentLoopData
      39
      loop
      40
      item
    • themes.DevBlog.panels.scripts (resources/views/themes/DevBlog/panels/scripts.blade.php)41blade
      Params
      0
      __env
      1
      app
      2
      errors
      3
      post
      4
      postContent
      5
      author
      6
      updated_at
      7
      bing_rich_snippet_text
      8
      bing_rich_snippet_link
      9
      bing_related_keywords
      10
      google_related_keywords
      11
      bing_news_title
      12
      bing_news_description
      13
      bing_videos
      14
      bing_images
      15
      bing_search_result_title
      16
      bing_search_result_description
      17
      bing_search_result_url
      18
      bing_paa_questions
      19
      bing_paa_answers
      20
      bing_slider_faq_questions
      21
      bing_slider_faq_answers
      22
      bing_pop_faq_questions
      23
      bing_pop_faq_answers
      24
      bing_tab_faq_questions
      25
      bing_tab_faq_answers
      26
      google_faq_questions
      27
      google_faq_answers
      28
      google_rich_snippet
      29
      google_search_result
      30
      indexedArray
      31
      total_images
      32
      total_videos
      33
      settings
      34
      url_current
      35
      menus
      36
      sidebar
      37
      i
      38
      __currentLoopData
      39
      loop
      40
      item
    uri
    GET {post}
    middleware
    web, checkdate
    as
    post.show
    controller
    App\Http\Controllers\Frontend\json_data\PostController@show
    namespace
    where
    file
    app/Http/Controllers/Frontend/json_data/PostController.php:18-166
    7 statements were executed2.35s
    • select * from `posts` where `published_at` <= '2025-06-15 02:23:58' and `slug` = 'first-encounter-assault-recon-4' and `posts`.`deleted_at` is null limit 1
      3.08ms/app/Providers/RouteServiceProvider.php:54receivinghelpdeskask
      Metadata
      Bindings
      • 0. 2025-06-15 02:23:58
      • 1. first-encounter-assault-recon-4
      Backtrace
      • 15. /app/Providers/RouteServiceProvider.php:54
      • 18. /vendor/laravel/framework/src/Illuminate/Routing/Router.php:842
      • 19. Route binding:39
      • 20. /vendor/laravel/framework/src/Illuminate/Pipeline/Pipeline.php:167
      • 21. /vendor/laravel/framework/src/Illuminate/Foundation/Http/Middleware/VerifyCsrfToken.php:78
    • select * from `json_post_contents` where `json_post_contents`.`post_id` = 110817 and `json_post_contents`.`post_id` is not null and `rewrite_id` = 0
      5.8msmiddleware::checkdate:30receivinghelpdeskask
      Metadata
      Bindings
      • 0. 110817
      • 1. 0
      Backtrace
      • 19. middleware::checkdate:30
      • 20. /vendor/laravel/framework/src/Illuminate/Pipeline/Pipeline.php:167
      • 21. /vendor/laravel/jetstream/src/Http/Middleware/ShareInertiaData.php:61
      • 22. /vendor/laravel/framework/src/Illuminate/Pipeline/Pipeline.php:167
      • 23. /vendor/laravel/framework/src/Illuminate/Routing/Middleware/SubstituteBindings.php:50
    • select * from `nova_menu_menus` where `slug` = 'header' limit 1
      960μs/vendor/outl1ne/nova-menu-builder/src/helpers.php:32receivinghelpdeskask
      Metadata
      Bindings
      • 0. header
      Backtrace
      • 15. /vendor/outl1ne/nova-menu-builder/src/helpers.php:32
      • 17. /vendor/laravel/framework/src/Illuminate/Routing/Controller.php:54
      • 18. /vendor/laravel/framework/src/Illuminate/Routing/ControllerDispatcher.php:45
      • 19. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:261
      • 20. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:205
    • select * from `nova_menu_menu_items` where `nova_menu_menu_items`.`menu_id` = 1 and `nova_menu_menu_items`.`menu_id` is not null and `parent_id` is null order by `parent_id` asc, `order` asc, `name` asc
      360μs/vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35receivinghelpdeskask
      Metadata
      Bindings
      • 0. 1
      Backtrace
      • 19. /vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35
      • 20. /vendor/outl1ne/nova-menu-builder/src/helpers.php:33
      • 22. /vendor/laravel/framework/src/Illuminate/Routing/Controller.php:54
      • 23. /vendor/laravel/framework/src/Illuminate/Routing/ControllerDispatcher.php:45
      • 24. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:261
    • select * from `nova_menu_menu_items` where `nova_menu_menu_items`.`parent_id` in (1) order by `order` asc
      310μs/vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35receivinghelpdeskask
      Metadata
      Backtrace
      • 24. /vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35
      • 25. /vendor/outl1ne/nova-menu-builder/src/helpers.php:33
      • 27. /vendor/laravel/framework/src/Illuminate/Routing/Controller.php:54
      • 28. /vendor/laravel/framework/src/Illuminate/Routing/ControllerDispatcher.php:45
      • 29. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:261
    • select `id`, `post_title`, `slug` from `posts` where `status` = 'publish' and `posts`.`deleted_at` is null order by RAND() limit 10
      2.34s/app/View/Composers/SidebarView.php:22receivinghelpdeskask
      Metadata
      Bindings
      • 0. publish
      Backtrace
      • 14. /app/View/Composers/SidebarView.php:22
      • 15. /app/View/Composers/SidebarView.php:12
      • 16. /vendor/laravel/framework/src/Illuminate/View/Concerns/ManagesEvents.php:124
      • 17. /vendor/laravel/framework/src/Illuminate/View/Concerns/ManagesEvents.php:162
      • 20. /vendor/laravel/framework/src/Illuminate/View/Concerns/ManagesEvents.php:177
    • select * from `fake_users` where `fake_users`.`id` = 9873 limit 1
      580μsview::2dd102cf0462e89a4d4d8bc77355d767652bf9aa:15receivinghelpdeskask
      Metadata
      Bindings
      • 0. 9873
      Backtrace
      • 21. view::2dd102cf0462e89a4d4d8bc77355d767652bf9aa:15
      • 23. /vendor/laravel/framework/src/Illuminate/Filesystem/Filesystem.php:108
      • 24. /vendor/laravel/framework/src/Illuminate/View/Engines/PhpEngine.php:58
      • 25. /vendor/livewire/livewire/src/ComponentConcerns/RendersLivewireComponents.php:69
      • 26. /vendor/laravel/framework/src/Illuminate/View/Engines/CompilerEngine.php:61
    App\Models\FakeUser
    1
    Outl1ne\MenuBuilder\Models\MenuItem
    1
    Outl1ne\MenuBuilder\Models\Menu
    1
    App\Models\JsonPostContent
    1
    App\Models\Post
    11
        _token
        QbwmUdh5D7BKQ4qDQs5Wao8UlqG6T9u5TKWlnWNQ
        _previous
        array:1 [ "url" => "https://receivinghelpdesk.com/ask/first-encounter-assault-recon-4" ]
        _flash
        array:2 [ "old" => [] "new" => [] ]
        PHPDEBUGBAR_STACK_DATA
        []
        path_info
        /first-encounter-assault-recon-4
        status_code
        200
        
        status_text
        OK
        format
        html
        content_type
        text/html; charset=UTF-8
        request_query
        []
        
        request_request
        []
        
        request_headers
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        request_server
        0 of 0
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        request_cookies
        0 of 0
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