Thing, The - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Thing, The - Strategy Guide (Page 02).
(Tip: To keep Collins from being surrounded. I often parked him on the landing just above the bottom floor.) He did a pretty good job of avoiding Things from that point. Head back downstairs. There is a locked door straight ahead. There is a large trailer type room with 4 clips of MP5 ammo. In the far opposite corner you can find shotgun ammo and MP5 ammo. There are more scuttlers waiting for you when you approach the ammo crates. Head to the door opposite the stairs and you'll find a corpse with a note lying there on the floor. The note tells you you'll need a key to get through the door next to him. Have Collins repair the crane junction box and a gate will lift allowing you to walk up the large "axle" hanging from the ceiling to a series of crossbeams up high. Do just that. When you first make it to the look left and you'll see a shotgun ammo box. Make your way there if you need ammo, otherwise, work your way to the right along the beams until you reach the office roof with a hole that you can use to gain access. Drop in and walk to the PC on the desk. There is a keycard on the table. Take it and use the PC for more story. Head out of the office and to the locked door near the corpse. Go inside and use the save station. Head down the stairs. When you near the corpse, expect Collins to burst out. Finish him off and continue down the hall to the first boss Thing. Boss 1 This boss is actually not too difficult. Before the cutscene stops playing, have you fingers on the back and right movement keys as the boss will strike very quickly. If you don't get hung on the door, you may be able to duck this first blow. Stand near the boxes in that corner (the ones just to the left of the door as you enter) and use the weapon of your choice to hammer on the boss. Using Auto-aim is the best way to go as it lets you know where you need to hit. The boss will thrash the room a bit and if it breaks the wall next to you, it will reveal a scuttler pod. If you edge out, you can burn it from around the corner of the box (Use your first person view). Take care of it and you won't have scuttlers pestering you. However, if it doesn't destroy that wall early, expect some scuttlers to have spawned and will begin attacking. Most of the initial targets of the boss are at its base, but once you shoot most of them into the red, a target will appear near the top. Shoot it until a cutscene reveals a human torso (which is the Norwegian you've been chasing). At or near this point, some tentacles will spring from the grate at the other corner of the room from you. Stay where you are and they can't hit you. Shoot at each of them until you've killed it off. (I personally like the MP5). Once that threat is removed and you've eliminated all the targets from this vantage point, shoot all the crates in the floor to reveal some flame grenades then run over and stand next to the grate. Face the boss and there will likely be a few more targets at the base. Shoot each of them as well, OR, use a flame grenade at the base. If you've reduced all the targets to or very near red, two or three well placed flame grenades will kill the boss. Once dead, head to the corner near the door, fix the junction box and head for the next level. Level 5a Pyron Sub Alpha You start this level just ahead of a hole to the floor. Drop down and head to the left until you find a small area with three doors that branch from it. Make a note of the number above each door and what's behind each. Go back to whence you came and go through the other passageway. Scuttlers will start emerging from ductwork quickly so if you're fast enough, you can shoot the ducts and trap the scuttlers inside. You can also stand just outside this door and shoot out the ducts. There is also a corpse on the floor that will spawn a few scuttlers as well. Note the two doors connecting a room off this room. Only the left door will open. Notice the room is in bad shape. Walk over the ramp on the rightmost part and hang out there. (There is a crate with the lid partially off and part of a furnace that creates a little safe nook to stay in. Let the fire spread across the room until some fuel drums explode. Once the room fills with fire. Arm your fire extinguisher and walk along the round duct at your feet to the other side. Before dropping off, extinguish the little fire there and continue to clear a path to the door in the far corner. Inside you will find MP5 ammo, a health pack, a fire extinguisher and a fuel canister. Clear a path to the other door leading into the room, then turn left and continue into a short hallway and take the left door into the Operations Room. Inside are a lot of remote cameras, a PC, door controls and a save station. Go ahead and save. Go to the PC to get the access code across the hall. Notice the door switches are numbered? Well you want to be able to open #1 but you have to go through #4 to get to it. Activate door #4, head across the hall, open the door and continue down the hallway until you reach the end. Here is a small maze like area. On the far side of it is the hydraulic override switch. Work your way there. The shortest trip is to always stay/go right as best you can but you'll miss a few supplies (MP5 and shotgun ammo) if you don't explore. But, you'll expend some ammo as well. You choose which is more important. While navigating the maze, there are a lot of oversized scuttlers running around... what the hell have these GenInc guys been doing down here? Once you reach the room with the hydraulic switch, kill the walker and activate it. On your way back out, you will encounter another walker just before reaching the Operations Room. Go back to the Operations Room, save and get ready for the next bit. Open the doors to the Prep Lab and Rm2. When the door to Rm2 opens, the fire burning inside will spread into the hall. Also open Rm3, the one with a walker. The fire will check it in check until you get there. Head back toward the Prep Lab and pump some lead into the walker. Once the fires in the hall die out, finish off the walker in head into Rm3. Inside are a blood test and a grenade launcher. Go across the hall, put out the remaining fires in Rm2 and get the fuel canisters. Enter the Prep Lab. Turn left and go through the next door. Proceed down the hall for the next part of this level. Level 5b Pyron Sub Beta On this level your main quest is to locate Dr Faraday. Continue to the end of the hall and go through the door. In this room are two walkers and a few scuttlers you'll have to have a hit-and-run fight with. One of the walkers is the nice abdomen type you remember from earlier, the longer you have to deal with him, the more scuttlers you have to deal with. Once they are dead, there is a health pack dispenser on the wall that has enough to top off your supply. There is also a blood test on the table for you to grab. Go to the far left door from the entry door. Inside you will encounter Price who lets you know he's got men in trouble in the testing cambers. A scuttler will jump out around this time. Stock up on stun grenades the get Price to follow you and head back into the main room and to the room that is the far right corner from where you now stand. Have Price open the door. Inside are a shotgun, ammo for MP5 and shotgun, a blood test and flame grenades. Grab everything you need and head into the room with the stairs. A few scuttlers attack, kill them and continue down the stairs until you reach the observation area. In the initial area are a PC, save station, door controls and three CCTV set ups. If you use the CCTVs, you can check out the testing cambers from three views. Study the rooms closely and you'll notice the doors are numbered from 1 to 9. Hmmm, the same number of door controls in the observation area. You'll need to figure out which doors you'd like to open to make your way to Faraday then open them and head down the stairs to the testing chambers. Work your way through the test chambers until you reach Faraday. Once you do, escort him back out and to the observation area. Expect to encounter plenty of scuttlers on the way out. Once back to the Observation Area, save your progress while he's nice and healthy. (Tips: Make sure you look and see what is in each test chamber. There is a medic in the first room you'll encounter. He's infected but won't reveal himself immediately. If you and Price need health, go down to the first room before opening the rest of the doors. Let him heal you and he'll even help a little if you give him a weapon. May as well get the extra firepower, right? If you open the last door, #2, Faraday may get hurt. Open the rest of the doors and clear a path first, then go back upstairs, open the last door and go get Faraday. If you're lazy and don't want to figure the doors to open out for yourself, open 9, 8, 6, 3 and then 2. There be monsters behind the other doors... may as well make this easy, right?) Head up the stairs and once you get to the top, head out the door and into the main room where you fought the two walkers before. A few scuttlers will attack. Take care of them then restock ammo and health packs if any are left, then proceed out of the room into the hallway leading back to the Prep Lab. In the Prep Lab, kill the walker and the tentacles in the room, then head out the door into a crumpled hallway. A cutscene will take over and you're on your way to the next level. Level 6 Strata Medi-Lab You'll be starting this level with no weapons so you'll need to play smart and fast. When you get up from the diagnostic table, head into an adjacent room and repair the power supply. In the examination room, you'll find a PC and two CCTV cameras. Use the PC then use the cameras to see what you are up against. Take note there is a walker in the long hallway. Open the door leading to that hallway, then back away to near the diagnostic table and wait for the walker to charge into the room. When it does, evade it and run out the door and close it behind you, trapping it in the diagnostic room. Ahead of you you'll find a broken junction box to the Security area you can't repair. Nearby are a corpse and two clips of MP5 ammo. Pick them up. Go to the other nearby door and repair the Sterilization Power box to gain access to the room and the NPC Falcheck inside. Give him the ammo and tell him to follow you. Lead him down the hallway, past another PC loaded with dynamite. On some crates near the exploding PC, you'll find another clip of MP5 ammo. Continue around the hall and a scuttler will emerge from the corpse lying there. Kill it then tell Falcheck to wait for you there. The corpse has a document nearby that tell the poor bastard's story. Go back to the door to the room in which you've trapped the walker. To pull off the next steps, you need to act FAST. Open the door then run into the sterilization room to the shower area where you found Falcheck. When the walker charges in, let him come into that area then run past as fast as you can, go outside the door and shut it, trapping the walker inside. Now you won't need to deal with it the remainder of the level. Return to Falcheck and have him follow you. Repair the North Area power box in the hall and step through the nearby door. Go into the hall, kill the scuttlers and then go into the sleeping quarters. Inside are some CCTVs, a PC, a health station, and a save station. You can use the CCTVs practice using the remote guns if you like. Use the PC to find that you can access the armory... what's a soldier without guns? Take Falcheck with you back into the examination room. Go through the other door. Several scuttlers will emerge but Falcheck will take care of them. In a little closet off that area, you'll find a flashlight and another document. Repair the Cryo Area power box on the wall to gain access to the next room. Have Falcheck heal Dixon then have him follow you and Falcheck out. More scuttlers will appear from the corpses. If you get your NPCs out of the room into the examination room, close the door behind you and the scuttlers won't be as big a problem. Go to the Security area. Have Dixon fix the box and head into the armory. Go inside and outside the area you'll find an adrenaline syringe and a health pack. Go into the armory and there is everything a growing soldier could want. When you enter, a grate across the room will burst open and scuttlers will pour into the room. Quickly grab a weapon and give it to Dixon. They will cover you well while you grab the other weapons including a pistol, MP5, flamethrower, and ammo/fuel for each. Load up. Go down the hallway and to the door with another NPC, Carter, standing inside. Open the door and get Carter into your group. Watch him real close. Proceed into the attached hallway. Deactivate the security gate. The switches to throw are the first and last. Once down, go to the end of the hall into the Cell Room. Use the PCs and find the cell with Fisk. Also pick up the blood test. Head to Fisk's cell and open it. Check him with the blood test just to be sure. The other NPC is infected. Find the cell with the grate in the back and shoot it out. Make sure you have one weapon that uses ammo and the flamethrower. You can give them back later but you may need them now. Follow the duct into a room with two walkers stomping around downstairs. At the end of your platform, there are two flame grenades. Wear each of the walkers down with gunfire as best you can. They will hide from you if they can but be patient. Once you get them worn down, use the flame grenades to finish them off. If you miss or they avoid the flames, drop down and finish the job. There is a junction box in a cube you need Dixon to fix. Head out the downstairs door and go get your men. Bring Dixon back and have him fix the box so you can use the PC. Get the code to the elevator and head for it and the next level. Level 7a Strata Maintenance While riding the elevator down, pick up the ammo and the MP5 lying in the floor. Outfit your NPCs with ranged weapons. When the elevator stops, you'll see troopers getting set to frag your ass. Get ready for them and kill them quickly. Head down the hall to the left of the elevators then through the door on the left at the end of the hall. For about four times you try to cross this room, another wave of enemy troopers will attack from the hallway, go back and dispose of them. Once they are done, cross the room and go into the big room with 3 tubs containing scuttlers. Have Dixon fix the junction box for the door. While he's working, you can go up the stairs into the elevated room in the corner. There is a fire extinguisher and 4 health packs in a dispenser. There is also a sniper CCTV that you can use on the scuttlers in the tanks if you like, but it'd be shooting practice only. Exit the room and look under the platform it's on and you'll find three crates, shoot the end ones to reveal shotgun and MP5 ammo. Shoot the middle one and you'll get s scuttler. Once you get into the room Dixon just opened, you'll find stun grenades, a shotgun, and MP5 ammo. Head back to the room you started in; several scuttlers will emerges from pipes in the ceiling. Shoot them then proceed down the hallway the troopers came from. An alarm will sound, but don't worry about it as it will short out. Peek around the next corner and you'll find several troopers you'll have to deal with. Step back, arm your shotgun, and throw a stun grenade around the corner as far as you can by banking it off the wall across from you. As soon as it goes off, go in with guns blazing. Move quickly to the other end and keep any troopers from activating the switch on the wall. If they reach it, it will activate a sentry gun and they are a pain to deal with. If you don't manage to keep them away from the switch, Have all your NPCs stay behind and at a distance (or the medic will run up). In quick short jumps, step from around the corner of the sentry gun (on the ceiling at the end of the last hallway) fire a couple shots as you hear it spin up, then get back quickly. Repeat this until you destroy it. If all the threats are removed, get your NPCs and head into this hallway. At the end of the hall you will find a locked door with two walkers inside, a window and a grate. Shoot out the grate and head in. While working through the duct, you'll hit a couple scuttlers... easy at this point so kill them and keep going. Shoot out the grate at the other end and get ready to run. As soon as you hit the floor a fire will break out. Run up the stairs and down the hall. There is a walker in the hallway so just run past then spin and pump a few rounds into it. If it follows, switch you flamethrower and light the floor up to stop him. The spreading fire will finish it off. Keep going until you go through the door but get ready to fight several scuttlers. Just keep moving until you finish them all off. Once the fire has burned a for a bit, use your extinguisher to put out the remaining flames then go back to the room the fire broke out in. Here you'll find HE grenades and some regular grenades. Get them and return to the switch room. Inside the room are a series of switches, a data terminal power box, a save station, some MP5 ammo and a fire extinguisher. From where you enter the room, in the far left corner is a room containing some health packs; in the far right, a door leading to some adjacent hallways. Approach the switches in the center of the room and Blake, apparently talking to himself, will let you know you need to figure out how to get these working. Head to that door that leads into the hallways. A corpse at the far end of the first hall will spawn a few scuttlers. At the end of the next hall are two doors. Ready a grenade then open the door straight at the end of the hall. Inside are a lot of scuttlers and a lot of fuel drums. Pitch in the grenade then back WAY up. If any scuttlers make it out, finish them off then head inside when you see the fires stop burning (you can make out a little under the door). Fix the Fuel Supply box then leave the room and go into the room at your left. Go inside and shoot the fuel drums. Head up the stairs to your left and around the corner. Shoot all the scuttlers hanging out on the pipe work. Head to the end of this area towards a grate and scuttler will burst out. Kill him then collect the grenades, pistol ammo and health pack. There is also a grenade setting on some pipes just as you enter this area. Go back downstairs and fix the Pressure Tank Controls. This will fix the switches. Return to the switch room. Notice that several of the doors are numbered. They correspond to switches. You'll need to take care of the walkers to get back to your men. Throw Switch #1 and some flamethrowers in the walker room will activate and kill them for you. (Tip: whether or not this is intentional I don't know, but if you REALLY want to help the fight, If you stand near the window looking into the room with the walkers, then switch to 1st person, you can shoot through the window and get both into the red before you have to risk fighting them in the same room to finish them off with the flamethrower.) Once the walkers are taken care of, have Dixon fix the Data Terminal Power box to get the save station to work. Thank God... you can finally save! Throw the switch for Door #4 and head through. As soon as you enter, a trooper will charge out. If you notice, there are some explosive crates on the floor. Shoot them and you won't have to waste much ammo. Don't charge around the next corner... a sentry gun is waiting for you. Instead, step against the opposite wall just around the corner so the gun can't see you, the pitch a HE grenade as hard as you can down the hall. This will take care of the sentry gun. Have Dixon fix the Elevator Controls and be ready for two troopers when the door opens. Proceed inside and you're on your way to the next level. Level 7b Strata Furnace When you set off the elevator, you'll step into a furnace room that may or may not have a walker loose. By loose I mean, running around the room OR, in the "pen" of crates in the center of the room. You can either fight the walker head on or, use the furnaces to do your work for you. If you use the furnaces, first, leave your NPCs on the elevator or they'll likely get cooked. If the walker is running loose, try to lure him into the pen by running through a gap on the side opposite the elevator, then duck through an opening on the other side. A crate will fall pinning it in. Take two lefts and go past the furnace and on the right hand wall you'll find a Furnace Control Center. Repair it and open the furnace door next to it. The flames will spread into the pen area exploding two fuel drums and taking care of the walker. Close the door and once the fires die out, you and your men can proceed through the door near that Power Supply box. Personally, I'd just shoot it. Open the big door opposite the elevator. The attached room has a lower and upper level. Down below, there are several rows of crates and troopers that will soon realize you are there. Take care of all that show up. Head left along the top and have Dixon repair the Office Door Power box and head into the office. During a cutscene, you'll find out that Whitely is up to something... but what? Heal Temple and give him a weapon. Use the CCTV and wait a moment. A few troopers will trickle out that you can have a little fun with. If you loose track of them, catch them trying to come up the stairs, they are easy pickings there. Once done, use the PC to find out a little info about a weapon being designed to use against The Thing as pick up the sniper rifle and ammo. Head out of the room turn left and go to the end for a fuel canister then go down stairs. At the bottom of the stairs, turn left and have Dixon fix the Door Control. Shoot the middle crate in the first row to reveal a health pack. Go into the adjacent room and save your progress and restock on the shotgun and pistol ammo, HE grenades and fuel canisters. Go to the door at the foot of the steps to get a flamethrower and health packs. A few scuttlers will spawn so be ready. Go back upstairs; turn left and head to the door in the opposite corner from the office door. As you approach, an trooper will run out. Kill him then head inside. You'll find Lavelle inside and he's about ready to lose it. You don't have a lot of time. Grab the blood test in the room and give yourself the test in front of him. This will calm him down. Give Lavelle a weapon, get some MP5 ammo, then head out. Go downstairs and to the far corner of the room you saved your game in. There are two switches. Behind door number two, Monte, there are three troopers. Open door two and they'll come out a little. Open door number one and finish them off. Go through the door off the final room. You will enter a room with a downward staircase. At the bottom is a door that has an explosive laser tripwire. Face that way over the railing, and drop a grenade down. This will destroy the tripwire. Head down and in the corner opposite the door, there is a health pack. Grab it and head through the door. This is a long dark tunnel. It is crawling with troopers and a few Things. Proceed slowly and everything will go ok. Turn right as you go out of the door. Get your flashlight, as you won't be able to see anything. Go right for a bit and you'll find some truck wreckage. Look closely and there are some turned over fuel barrels on the right hand side of the truck. From a decent distance, shoot one until it explodes and you won't have any Things to worry about. Go to the right hand side and pick up a grenade. Go to the other side of the truck and get the HE grenades while you have one of the engineers repair the roadway power. This will restore lighting in the tunnel. Begin down toward the other end of the tunnel. There are four or so troopers and a walker waiting for you. You have a lot of options as to how to get rid of them so pick one and go with it. Personally, I used the sniper rifle and picked them off with headshots. When it came to the walker, I fought him the usual way, shoot-shoot-shoot-torch. Go into the little room off the tunnel and use the CCTV remote gun to kill what troopers you can see then detonate the fuel drums behind the debris blocking your path. Proceed killing a couple more troopers, restock at the MP5 and shotgun ammo crates. Have an engineer repair the bulkhead power, then go through the door. Inside you'll find an NPC that will quickly burst out. Take care of him. Scattered around the room is some ammo. To the left center of the room, there are some fuel canisters. When you approach them, some scuttlers will attack. To the right of the door, there is a crate blocking some flame grenades and a grenade launcher. To get to them, pitch a grenade behind the crate to ignite a hidden fuel drum. It will explode knocking the crate and out of the way. Head up the stairs and into the room and repair the power box. When you do, several scuttlers and walkers will appear downstairs. Kill them off, the pick up the extinguisher, sniper rifle ammo and use the save station. Head downstairs and prepare to face the second boss Thing. Boss 2 Open the right bulkhead door. A cutscene will introduce you to the next boss. Don't just go charging in there. One, he can do a lot of damage and it's a bit tough to get out of his area and Two, there's no need yet. Go ahead and fix the winch power supply. Then back up to the door and peer over the lowest crates. (Notice that the crates have a low spot in them, that's where I'm talking about). Arm the strongest hand grenade you are carrying and begin lobbing them over the crates at the boss. You'll have to do this in 1st person to aim them correctly. If you have HE grenades, I'd use those first. Make sure you throw them far enough because if they bounce back close, it'll hurt. Throw at least 5 of them and if need be, switch to the regular grenades. At this point, if they were well placed, it should be in the red. Now, get ready to run out into its area. Arm the flame grenades and the grenade launcher. Run around the crates. If you stutter step for just a moment, then take off again when you hear it roar just before it's attack, then run for the switch again, it'll hit where you were, not where are. The boss monster is slow but very powerful. At full health, you won't be able to take more than 3 hits from it. You can dodge most hits if you have room and time it right. Anyway, run for the switch, give the beast a good shot then head back for the center of the room. Switch to 1st person and when the boss is stunned and slumped over, hit it in the "neck" area, right between the two appendages. If you wore it down enough and you aim well, one shot should do it. If not, get the hell out of the area, and then perform the last steps again. Once dead, throw the switch on the wall behind it and that will open the next room. Leave the boss area and head into this last area. Inside, repair the power supply on the wall and watch the last cutscene. When the timer starts, run like hell. Well, you've actually got 35 seconds, enough to even pick up ammo on the way if you need it. Run for the exit back by the CCTV gun used earlier. Get on that elevator and watch the finale of the level. (Tip: This is another case of the NPCs won't make it out of the level. If you are in serious need of ammo or guns, take them from them before you step onto the elevator or earlier if you like.) Level 8a Transit Hangar 1 You'll start this mission out in the snow so you need to move quickly but carefully to avoid detection. This level is also fairly long, maze-like and chock full of troopers. Move up close to the hangar and take out the two troopers outside. You have a few options... just kill them any way you see fit. Move in through the door and take out the trooper inside as well. To the left, you'll find an open container with a health pack inside if needed. Go all the way right and around a corner you will find some sniper ammo. At the left hand side of the room, there is a door leading deeper into the building. The first is a short room with a door leading out. Go through the next door and shoot the trooper before he can activate the alarm (which will send in a LOT more troopers). There is a room in this room with a save station, a weapon and ammo, but the door is locked. You'll be coming back for it later. Go into the next room and there is a trooper around the corner. Take care of him then head into the next room. Go out the next door and across a short room into the next room. Inside are two troopers. Take care of them. There are crates to the right as you enter you can use for cover. Once they are dead, use the PC for some info about C4 stored elsewhere in the warehouse. You'll be getting it later. Around the corner from the PC is a Holding Area. The controls require an engineer to fix. Again, you'll be coming back through later. Go into the next hallway. You'll encounter two scuttlers initially and two more as you approach the far door. Through this next door, you'll need to move quickly. Go through the door and take care of the troopers outside the 'bulldog' walker's pen. Shoot them quickly and the walker won't get free. Two more troopers will emerge from an elevator in the hallway you entered from. Once they are dead, there is a health kit dispenser on the wall. Load up. (I don't recommend fighting the walker now as the save point is a good distance from here.) Head into the twisted hallway and you'll take on three more troopers. When you reach the end, go through the doorway, be prepared to meet another trooper, but if you line up just right through the windows, you can get a sniper shot off and take him out before he even knows you're there. Go to the room on the left at the bottom of the ramp. Move quickly and kill the troopers shooting at Powell. Once you do, enter the room and a cutscene begins. After it run, gain Powell's trust by giving him a weapon. Have him repair the Cold Storage access and Save terminal. Inside cold storage, besides the two scuttlers, you will find a shotgun and ammo for it as well as the pistol and MP5. Leave the room and head down the hall; a trooper will likely attack. Go through the door and turn left and continue down the hallway. Around the next corner a trooper will be waiting. Kill them then collect the fire extinguisher setting on some crates. Move to the other end of the room and go through the door. Head down the stairwell and shoot any scuttlers that attack from the grates. When you reach the bottom, check the body under the last flight of stairs for a health pack. Go through the doors at the foot of the stairs and have Powell fix the Security Door controls. Proceed through the door adjacent to the controls. Near the end of the hall are some fuel drums, shoot them and they may take care of a scuttlers waiting for you. Continue around the corner and take a look into the next room. You'll find a few troopers waiting to get a shot at you. (Tip: Again there is a clipping error that will allow you to switch to first person and shoot them through the window. Use it if you see fit.) In the room, there is an MP5 and ammo for it and the sniper rifle, shotgun, and HE grenades. Stock up. Notice there are door controls as well. Us the CCTV to take a look behind the door you can see through the window. A vision of Things to come I should say... aheh aheh ahem... Head back down the hall and into the next room. Watch for any troopers you may have missed. Have Powell fix the Save Terminal station and use it. Head to the room at the far end, you know the one... it has a 'bulldog' walker and two scuttlers in it. Open the door, then pitch in a flame grenade or two if you have time, then close the door. Let 'em roast. If you don't kill the walker, open the door and finish him off. Go into the room and retrieve the key to the room with the C4. Go to the next door and open it. Inside is the C4 you'll need to place in the next level. As soon as you grab it, troopers will begin swarming the level. You'll be shooting your way out. If you're at a decent point, you may want to save before starting this process. As your overall objective, you are trying to make it back to the main door into the hangar. On the way out, you will encounter scuttlers and troopers along the way. Move through the areas methodically and purposefully. When you reach the area with the 'bulldog' walker in the tank, it'll be loose as well as a few scuttlers. Leave this room and go into the small hallway. There are a few troopers and a 'bulldog' walker in there. Blast away. Into the next room (has the Holding Area) and you'll hit yet another 'bulldog' walker. Kill it and have Powell repair the holding area door. Now, here's where it gets tricky. Powell is terrified of this room. If you can get him in there fast enough and have him repair the terminal power and get him out, he'll make it. Otherwise, he's going to lose it. If you have an adrenaline syringe, you can probably get him out of the room; otherwise, you make have to take care of him yourself. If you get him to repair the terminal (regardless of what happens afterward, you'll get a key code to a door with the save terminal and a grenade launcher as well as some grenades. Get going there and take care of the 'bulldog' along the way. Once inside the room, an agent will appear from outside. Kill him then collect the grenades, launcher and save your progress. Head for the main hangar door, there are two troopers along the way, one hiding behind the canister where the health kit was found at the beginning. On your way out, another trooper will likely come through the door you just did, either keep running or kill him. Either way, once through the hangar doors, the next level will load. Level 8b Flight Control You begin this level out in the snow as well so time is a factor. If you kept Powel alive from the last level, you'll have a little help here. Move ahead until you get within eyesight of one of two hangars on this side of the compound. At the door of each is a trooper guarding the entrance. Use any means you have available to remove them one at a time. (Again, I used the trusty sniper rifle). Enter Hangar A and plant your C4 charge then proceed to Hangar B. There is another trooper lurking in Hangar B. Kill him then gather the abundance of ammo scattered around the hangar including shotgun and MP5 ammo near the trooper, a health pack and grenades near the corpse, (when you near it scuttlers will attack) then shotgun, pistol and sniper ammo in between some crates near the front of the hangar. (same again, expect scuttlers). Proceed to Hangar C. Plant your C4 then finally, head to the last Hangar, D. Plant your C4 inside and if you need it, there is a sniper rifle at the rear right of the hangar. A LOT of scuttlers will attack and the viewpoint is a top down shot which makes the fighting a little tough. If you don't like it, get yourself out of the corner and it will switch back. Now that you've got the C4 planted, head inside the central building. There are two troopers guarding the door. Take them out and head inside. Kill the walker roaming the halls, then repair the staff room access. Head inside. On the corpse you'll find a key and flashlight, however, a bulldog walker and several scuttlers will attack. This is VERY close quarters so be careful. Once they are dead, use the PC and save station. Exit the staff area; turn left and head to the door at the end of the hall. Go inside and repair the maintenance area box. The Data Room box requires an engineer to repair it. (Powell if you kept him alive from the last level) Proceed into the maintenance area. Kill all the scuttlers you meet. At the first form, head right and clear out the scuttlers. Backtrack then head left. There is a fuel drum ahead. From a safe distance, shoot it and it will cause a chain reaction of explosions, killing a thing in the nook ahead and hopefully wounding the walker around the corner. Continue ahead and kill the walker before it kills Reed. Once dead, pick up the health pack at Reed's feet (apparently he's hurt so bad he can lean over and pick it up to heal himself.) Several more scuttlers will attack. Once healed, give him a weapon and head back to the staff room. Go ahead and save again. This time, exit the room and head right. There is a bathroom with nothing important on the outer wall, but the inner wall heads up into the tower. On the way up, scuttlers will attack from some ductwork. Kill them and proceed to the top of the tower. There will be a scuttler outside the door. Kill it and proceed to a room. Depending on the room you choose, you will either get a room that activates a cutscene, or the other with a walker and save station. Regardless, go from one to the other WITHOUT taking a shot at the C4 yet. Save your game; shooting the C4 requires you to be FAST. Once you shoot, the hangar doors will start closing. Start in one room and once you shoot the C4, get to the other as quick as possible. The best tactic I used was to stand in the center of the window and only zoom in as much as I needed to hit the C4, then drop from 1st person and turn to the other hangar, then go back into 1st person and repeat, again only zooming in as much as you need to hit the shot. Run for the other room and repeat the process. Once all the C4 is shot, a cutscene will show some Things entering the tower. Once you leave the door, troopers will begin entering the building. Expect to meet the troopers at the top of the stairs. Go down and head to the maintenance area. When you open the door, you'll find a couple scuttlers and a walker. Kill them and proceed to the back door. Go out the back door and into the ductwork leading into the ground... time for the next level. (Tip: Again, you can collect weapons before you leave the level.) Level 9a Weapons Security Continue down the duct until you drop into an open cave area. Find the shack and the smaller shack nearby. Repair the box inside. A walker will start to burst free from the shed. Kill him then head inside and collect the grenade launcher, flamethrower, shotgun ammo, HE grenades fire extinguisher and health kits. Approach the elevator and two more scuttlers will attack. Kill them then attempt to use the elevator. Of course nothing comes easy so you'll be doing this on foot. Turn left from facing the elevator then had up the earth ramp until you reach some ductwork. After an explosion, a scuttler will attack. Kill it and go into the ductwork. Just after turning the second corner, a few scuttlers will drop down but be aware that a few will also attack from behind you. Kill them, pick up the ammo and proceed around the next corner. There you will find some MP5 ammo. Now comes the some of the toughest fighting you'll do in the entire game. When you drop out of the ductwork, Cohen will run by or just behind you. He'll run all the way to the top of the ramps. When you hit the ground, quickly give him a weapon and follow him. Once you reach the top, have him follow you and fight any troopers coming up the ramps. Start working your way down the ramps slowly. Be aware that nearly every corpse on this level will spawn scuttlers as you progress. (Believe it or not, the level has a limit of 5 at any time total.) Once you make the first few loops, nearly every other corner will have a sentry gun. Before you get there, look for fuel drums near the guns that you can shoot; the explosion will take out the guns. On the levels that don't have fuel drums nearby, you can ALWAYS find a position from which the shoot the guns before you get there. Even a couple clips worth of ammo from a pistol will take one out. Work your way down slowly and carefully, always scanning the areas in front of you and a level below for any opportunities. Once you reach the bottom, while enduring a torrent of scuttlers, you'll also have to take on a walker. Give Cohen plenty of ammo and leave him outside the next room until you can clear the two sentry guns. Run into the room stay close to the rear. The sentry guns don't have very accurate range at a distance. Shoot the small crate blocking the door and head inside. Throw the switch on the wall. It will deactivate the sentry guns. Not only is the room adorned with Thing memorabilia. There you'll find a pistol, shotgun, shotgun ammo and a switch on the wall. Save your progress. (Hint: You have another option to clear this room. When you enter the room, and head immediately to the right around a small corner from the guns. Switch to first person and lean out with any weapon you choose and take out the sentry gun in the opposite corner from you. Work as fast as you can, Cohen is outside fending off scuttlers, remember? Once done, take out the next then go back and get Cohen.) Leave Cohen behind in this room and prepare to dart into the next. Run straight across the room and into the side room with the switch. Deactivate it. This deactivates the sentry on the same wall. Again, you have a choice about the remaining sentry. You can run out and hit the switch just under the sentry you just deactivated OR, run back out towards the door leading into this room and stop behind the tall stack of crates for cover. Edge out to the left and you can pick off the sentry without activating it. Return to the room and gather the pistol ammo if needed. Go back and bring Cohen into this room. Under the second sentry, you'll find a health pack and sniper ammo. The third room can be the toughest. There are four sentries in this one; two at the far end of the room and two behind the door. (one in each corner) There are also two switches in the room but no matter what you do, you'll be fighting two sentry guns. The first switch in the room to the right will deactivate the two sentries at the far end of the room but activate the front two. The switch on the opposite side of the room under one of the sentries will deactivate the two at the front of the room, but activate the two at the rear. Here's how to fight to win. Run into the room and immediately head for the room to the right. Before throwing the switch, go back into the door way and pick off the two sentries at the front of the room. Then, once destroyed, activate the switch to deactivate the two sentries at the other end of the room. In this room you'll find an MP5 and ammo. Get Cohen to follow you through this room and proceed through the door at the far end. (Tip: Or take his weapon from him :). He won't be following.) Level 9b Weapons Lab The intro to this level looks like a scene from Tombstone... "Say when." Ryan and Stolls have each other at gunpoint and you must decide who is who. Enter the room and get the two health packs and the TASER from this side of the checkpoint, then run around to the other side and get the blood test. Use the blood test on Ryan and he'll burst out. Kill him. Have Stolls follow you through the arch and the next two doors into the robotics room. Inside, pick up the MP5 ammo directly ahead and have Stolls repair the Data Room 1 box. Go into Data Room 1 and stock up on shotgun ammo and use the save station. Around the corner from Data Room 1 is a table with a CCTV and a door remote. There is also a fire extinguisher on the floor. Head up the ramp to activate power for the room. The power supply is on the wall opposite the ramp. Have Stolls repair it.
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