Thing, The - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Thing, The - Strategy Guide (Page 03).
Begin reading the PC information. Once you pass the second row of desks, a walker will burst from the wall as well as a couple scuttlers. Kill them and continue reading the PCs. Also, the last desk on the left has two flame grenades on it. Head back down the ramp and a cutscene will begin. You'll get all the information you'll need to know about what is about to happen. Go to the CCTV and watch as Stolls as he comes through the first door. It will only take him a few seconds to reach it. Once he goes through the door, open the door then follow after Stolls. As you round the corner, an explosion will occur. Through the broken door, there is a room with three pods on the floor. Fight through the scuttlers and torch the pods. You'll need the fire extinguisher to put out some of the flames to get across the room. Open the door on the right and you'll find what's left of Stolls. Kill him then collect his weapon/ammo and restock on pistol ammo if needed. Head out and through the door at the end of the hall. Another cutscene will begin and end with you trapped in a room filling with gas. You've only got 30 seconds to get through this. There is a power supply nearby, repair it then at the far end of the room is a CCTV that controls a remote gun. Go to it and pan to the right. Shoot the tanks that are leaking gas. This will stop the timer and blow open the door. Also in the room are two PCs (one with a nice message from Whitely and another that will activate a short scene). There is also MP5 ammo, fuel canisters and health packs. Collect them all! Head out of the room and in the dark corner of the room near the door, you will find a save station. Go back to the security station and proceed into the red light district. Don't just barge around the corner though, a sentry gun awaits. Bank a HE grenade off the wall and take it out if you can. Otherwise, duck back and forth, firing shots at it until you take it out. Head into the next room and torch the pod in the floor. Once gone, throw the switch on the sentry gun and proceed to the next room. Turn right and fix the door controls on the near wall. Enter the room and use the CCTVs to get a look around the area. Exit the room and head toward the observation room overlooking the gun range. Kill the two troopers that will attack you. Head under the stairs and pick up any ammo the troopers may have dropped and repair the Observation Room power. (Hint: You can use the gun range if you like. Line up at each station and score critical hits and the target will come forward. As far as I know, it's just for fun.) Head up the stairs and meet Peltola. Give him a weapon and have him follow you. Before leaving the area, use the remote gun to blow up fuel drums to gain access to the weapons room. There is also a walker in the room. Eat his lunch for him and he'll be a lot weaker when you arrive. Go to the weapons research room, kill the walker and get the key from the table to the far end of the room. Exit and have Peltola fix the door controls to the data room. Enter and collect the pistol and ammo, MP5 and shotgun ammo and the flamethrower if you need them. Use the save station. Head into the remaining door near the gun range. Kill the two troopers but DON'T go in yet. Across from the room to the left as you exit there is a shelf with a LOT of ammo and grenades... stock up. You're getting ready to face the toughest boss. Once loaded up, head back into the room and go through the last door. Boss 3 I kid you not when I say this is the hardest boss in the entire game... well, unless you manage to find a trick. I could suggest you run around the room and whatnot, but it's pointless unless you just like repeating levels a lot. Here's the trick to beating this boss. When you enter the room, run along the center seam of the floor to the junction of either the fourth or fifth row of tiles (deep into the room). You'll be at a sweet spot from which the boss can't (or rather won't) hit you. Feel free to shot until you wear him into the red. Then turn to the tank holding the walker. Shoot it open the follow the same ol' method of shooting into the red, then flaming him. REMEMBER, you can't leave your spot however. Flame him if he's close, if not, try tossing a flame grenade that way. Once you finish the walker, prepare to finish the boss. Back away from your spot quickly and toss a flame grenade under the boss. Move as far away as you can and KEEP moving. Two grenades in this manner should finish him off. Once you get the ESCAPE notice, get ready for two or three troopers to attack. Kill them, go save your game, them get ready to leave the area. Head back the way you came to this point. At one point, the level will load and you'll have a towering inferno to escape. Work you way VERY slowly. Take no more than a few steps at a time as there are triggers to explosions and fires all along the way. I simply can't cover adequately where each explosion will occur, however, keep these things in mind: * Stop just before stepping onto each new turn while climbing the ramps out. * Stop before each pillar or grate. Not only are the exploding, but there is still steam. Once you reach the top, you will encounter two troopers and a couple walkers. The walkers may kill a trooper for you, but you never know so be ready to kill them all. Once you reach the very top, climb the boxes and escape through the vent. Drop down and head back to the cave, but watch. There are four bulldog walkers waiting for you. If you wait at the edge of the vent, they will come up and you'll have perfect protection from them. Kill them as you have the rest, just this time you don't have to worry about getting hit. Once they are dead, proceed to the floor of the cave. There will likely be a few scuttlers, but are they really much of a challenge any more? Once at the bottom, hop onto the elevator and get ready for the last stages. Level 10a Field Testing At the top, you'll see Whitely running away. Pursue him down the ice corridor. All along the way there will be troopers. Be ready for them at every turn. There is no particular tactic to making it through this save the few I mention. It's not tough, just don't let yourself get surrounded. After Whitely rounds the corner away from you, wait for a moment with your sniper rifle and you can pick off 3 troopers. Move ahead and be ready to kill more around the next corner. Generally, if you have grenades, pitch one around each corner ahead of you and you may get some easy kills. As you make the first turn, there are fuel drums ahead, if you can get a shot off, you'll kill several troopers at once. Move to the area the drums were. Ahead is a sniper trooper. Arm your sniper rifle and lean out and try to get the shot off. Clear out the other troopers in the area, and then head into the cave for warmth, ammo, grenades and health packs. Continue along your course and be prepared for a sniper on top of the corridor edge, just behind the "island". Forge ahead and kill the last sniper then head into the dome. Inside the dome, you'll finally confront Whitely. Obviously, he's not feeling himself these days. Once he takes off through the maze under the dome, save your game, and on the other side of this room are health packs, grenades and ammo. Again, this place is crawling with troopers so proceed slowly. Also, there are more laser trip mines, but, if once you see one you back up quickly, a trooper will be along shortly to help you "disarm" it. I'm not going to discuss every point along the way. It's mainly avoiding trip mines (so move slowly, don't just go blundering around corners) and shooting troopers. I'll touch on the highlights though. From the entry point, head left and around the corner, you'll encounter your first trooper here. Kill him and round the corner, but if you look ahead, there are about 5 more troopers waiting for you. But, to save the day, there is a fuel drum among them. Shoot it and take them all out. Continue ahead down a winding path, you'll meet another trooper in a second turn. After you get through the zig-zag portion, there will be a couple more troopers around the corner. Ahead you will find a choice of direction. One way has trip mines lining it. If you pitch a grenade into the hall, you can detonate them. There is also a fuel drum tucked across from the first of them. Shoot it and it'll detonate the one across from it leaving you to pick off the other. This path leads back to the main room where you can save your progress. Going the other direction, expect to encounter a few more troopers. Kill them and keep moving ahead. Nearing the next corner, you should see a few crates. Around the next corner are several troopers at various distances. There are also two fuel drums, one fairly near and the other far away. Shoot them to thin out the crowd. At the opposite corner from where you enter the room is the continued path. In the turn, there is a trip mine so watch out. Back up and a trooper will stumble through. Proceed and watch for more blind corners with trip mines. Around nearly every turn from here out is at least one trooper. When you round the last turn, there are three waiting for you. There is also a lot of ammo as well. Stock up and get ready for a sniper duel. Head out into the snow. There is a series of 5 canisters out here to hide behind. In the corner of the last two, there is more sniper ammo if you need it. Ahead, blocking you path is the sniper complex. There are 5 snipers out to take shots at you and they have great aim. Use your best tactics here and use the canisters as cover. (If you can make it to the complex on foot, you could also run down and mow through them if you're not a good sniper.) Once you clean out the nest, go to the shed on the backside of the complex. Stock up and raise your health. It's time to take on Whitely. Whitely Head out of the shed and down the corridor behind it in the distance. Half way down, a cutscene will show you what is going on with Whitely. Continue and as you reach the end of the corridor, another cutscene will begin and the fight with Whitely is on. From the helicopter, you really only have two things to shoot. At Whitely's base, you'll see four sets of fuel drums. Shoot them to start the fires burning. From that point on, aim for either Whitely's 'hand' or the bulge just down from there that sticks out a tube tentacle from time to time. Keep this up and it won't be long until you drop him. Enjoy the finale. THE THING walkthrough 2
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