Hidden
trailer:
Wait about one minute at the main menu to view a longer, uncut television
trailer for the game.
Hint:
Persuade a person:
When someone's trust is in the orange and they will not do anything for you,
enter first person mode and aim the gun at their head for three seconds.
They will now do things for you without good trust.
Hint:
Two medics:
In the level where you must find Faraday, do not hit the switches until you
have met the medic downstairs. Bring him up to the top of the ramps and tell
him to stay. Hit the switches and go to find Faraday. Leave, and on your way
out, the medic will not have turned. You will get two medics for the
remainder of the level.
Hint:
Get a doctor to follow you into a fight with the Thing:
Use the following trick to get a doctor in the same room with you during
your battle with the second giant Thing. Walk to the large garage door. Get
the doctor close to the door as well. Then, tell him to not follow you
anymore. Push him as close to the door as possible; and close enough to you
that when you flip the switch to open the door he will not move. Before you
flip the switch, tell him to follow you again. Flip the switch and when you
are shown in the locked room with the second giant Thing, he should be
beside you. Use him to heal you during the fight with the Thing.
Hint:
Get Whitley to follow you:
The following trick requires Stun Grenades (found in the back of the room
with Boss 3), Blood Test Kit (found in the same room), and the Grenade
Launcher (in the save room down the hall from Boss 3). Starting after third
Boss fight (hanging tentacle monster), backtrack your way out of the weapons
lab, back up the air vent, and to the "mine" elevator. As soon as
you reach the surface, strafe left, and equip both the Grenade Launcher and
Stun Grenades. If you step forward at all, it triggers an intermission
sequence you have to die and start the level over. Enter first person mode
and aim up the corridor, parallel with the bottom of the last metal wall
panel. Launch a grenade and quickly walk forward. The intermission sequence
will trigger, but Whitley will stand still instead of running off. Now,
quickly run ahead of him (preferably block his path to slow him down) and
use the Blood Test Kit. He now trusts you enough to follow orders. Order him
to follow you (otherwise he walks around the corner triggering guards to
attack) and give him a weapon. You have now backup. He only lasts a brief
amount of time, and will disappear roughly halfway up the snow corridor,
which appears scripted. However, every bit of backup firepower helps in that
spot.
In the last level where you
have to find Whitley as an objective, as you stand in the elevator strafe
left and launch a grenade just outside the opening. If done correctly, you
can bring Whitley with you to help kill all the troopers. Note: You have to
give him some weaponry.
Hint:
Keep Williams:
On the level where you must gain access to the weather station, go to the
side of the building to your right. Throw a grenade under the vent and the
door will be blown off, allowing access. If you had gone in regularly,
Williams would have turned into a Thing. Using this trick will save many
medikits for the levels ahead
Hint:
Skip first Boss battle:
When you encounter the first Thing Boss, hold Up/Left to run
diagonally and you should run under it before it can hit you. This will also
aim you directly at the junction box. Immediately start fixing it. As soon
as it is almost fixed, hold Right to run through the door. Since he
will still keep fixing it as long as you do not release the button, with
luck it will be fixed before the Boss attacks for the third time. At the
intermission sequence you tend to take off in a random direction, so this
may take a few attempts -- save immediately before trying this. If
successfully completed, you will lose only about half a bar of health and no
ammunition, making the next area much easier.
Hang back in the back left
corner of the room where you are out of reach from the Boss. Wait there
patiently, and after awhile the Boss will knock out the lights. A bit later,
he will lean over to the right of the room, as though inspecting something
there. Choose this moment when he is leaning to the right to make a run for
the switch you need to fix to get through the door. You can get by without
too much loss of health (less than half).
Hint:
Defeating the second big Thing:
Go into to his garage. Fix the electrical panel that operates the hoist.
Step back towards the middle of the big door. There is an opening between
two of the crates. Using your grenade launcher in first person targeting,
send in a grenade. If the Thing turns its head toward you, then you have him
targeted. Continue sending in grenades until he begins to burn. You can send
in a few more if desired for extra fun. Run into the Thing's room and on the
far wall from the big door is a switch. Throw the switch and watch as the
Thing dies. You will probably take one hit from him.
When you first get in the big
door, use the previously described trick to bring the medic in. Use your
sniper rifle to shoot it to get its attention, then shoot at it for awhile
with any of the guns. Next, get between the crack of the two crates near the
winch power box and enter first person mode. Aim at the ground with the
flamethrower and the Thing will catch on fire. Make sure to have lots of
flamethrower ammunition to do this.
Use all 25 of your grenades
from behind the crates.
Equip your flamethrower, then
activate the switch with the blue spark. Move back slightly and face the
Thing. If it does not see you, but you see it, start to shoot flames at it.
This will take some time because you have to get to a far enough distance so
that the flame can reach the big Thing.
When you enter the large room
from the tunnels, kill all the creatures in that room. When you have the
room secured, save the game. Turn around to the door that leads to the
tunnels. To the left of that door is a group of boxes. Behind those boxes,
you will see orange grenades. However, you cannot get back there. Walk back
a safe distance and shoot one of the grenades. This will blow one of the
boxes close, so you can get behind there. You will also find a grenade
launcher. Use it to defeat the Boss and not lose any life in the process.
Make sure you are fully stocked with grenades, mainly the high explosive
ones, but you will need all you can carry to defeat him. If you need more
grenades, run back into the tunnel to the end. Save the game again, then go
into the room where you have to electrocute the Boss. When you enter that
room, there is a row of boxes. Walk towards the end where the broken
junction box is located. You will see a gap in the two rows. Take out the
grenade launcher and line up your shot to hit the creature between the rows
of boxes. You should see his top left shoulder. If not, shoot him or
electrocute him once, then run back behind the boxes. The creature cannot
touch you if you are behind the boxes. You must hit him on the shoulder for
this to work. Fire one grenade at a time and be careful not to blow yourself
up. If this is done correctly, you will kill him with no loss of life.
Hint:
Defeating the third Boss:
Run around the Boss in a circle while shooting it with the machine gun. When
it is low on health, use the flame thrower to finish it off. If done
correctly, you can kill it without being hit. After you kill the Boss, the
Thing in the glass in the room will break out, and the door will be opened
with a few guards.
This Boss has a sweet spot. If
you get directly under it, it will not attack. When you get under it, blast
away until its health is in the red, then burn it.
Place Peltola in front of you
in the room, just before you enter the room where the Boss is located. Inch
him into the doorway. When the door fully opens, push him in and fire at the
same time. He will enter with you and fight. Use him for his fire power and
to keep the walker busy while you attack the big Boss. Peltola will die
during the battle.
When you enter the room where
the shooting ranges are located, there is a control tower with two guards.
Kill them and link up with the engineer that is being held in that room.
Whatever you do, do not shoot him. Have him fix the junction box to open a
door that will allow you to save your game in that area. Then, get the key
to the Boss in the weapons research room. When you open that door, there are
two guards. Kill them. Then, push the engineer in front of the next door.
Keep walking and push the engineer until the door opens. You will then see
the creature in the glass container. Shoot the container and the creature
will run after you. Keep shooting the creature, then draw him outside of
that room. Once you have him outside, it will be easier to kill him without
losing heath in the process. Once you have killed that creature, save the
game. However, make sure that you are fully stocked with ammunition, and
will have some to come back to after killing this Boss. Once you save the
game, load the game. That creature in the case is no longer there. You no
longer have to worry about hitting the glass and trying to defeat both of
them at the same time. The Boss is easy to defeat. Press R2 and L2
to run sideways and shoot at the same time. Use the shotgun to get the Boss
down to the red. However, if you get down to where you only have five clips
remaining, switch over to the machine gun. You will need your shotgun
ammunition to complete the game. Once you kill the Boss, there will be a few
guards that will come after you. Kill them, then the building will begin to
blow up. Run back the same way that you came in. When you get to the ramp,
you must kill two creatures and three more guards. When you exit to the
ventilation shaft back to where you started the game, must kill four or five
warthog-looking things. Make sure you have plenty of fuel for the
flamethrower. When you get onto the ledge leading you to the elevator, the
creature will run up the hill towards you. Run back to the ventilation shaft
and crawl in. They cannot enter. Shoot and burn them from that ventilation
shaft. By doing this, they will not take any life from you.
Hint:
Defeating the final Boss:
Go in the helicopter. When the pink tentacle appears from its back, pump it
full of lead. Then, hit the mouth part. When you get knocked to the ground
or near it, blow up one of the barrels and watch it burn. Repeat this until
an intermission sequence begins.
When you kill all the snipers
sitting on top of the building, go back inside. Get warmed up and run to the
left of the building where the snipers where sitting. When you go down the
trench, a few intermission sequences will play. You will now be in a
helicopter. You do not need to have any life to defeat this Boss. When you
fly towards the creature, you will see a pink tentacle appear. Shoot it.
After you shoot the tentacle and it sucks back into the creature, aim the
machine gun to the ground and shoot the four groups of barrels. You should
be able to shoot all the barrels on the first pass, but make sure to shoot
the tentacle first before going for the barrels. After all four groups of
barrels are on fire and burning the creature, you will make about three or
four passes shooting the creature and the tentacle.
Hint:
Level 6 (Strata Medi-Lab):
On the level where you start with no weapons, go toward the spark and fix
the junction box. Open the door where the walker is located, run behind the
table, and wait for him. Run out where he was and close the door. He will be
trapped in there for now. Get the ammunition near the dead body and go to
where the medic is located. Note: Do not turn on the switch on the side of
the camera. Give him the ammunition and have him follow you. Go down the
hallway. There will be an explosion, but it will not hurt you. Go past it,
then go forward until you see the man. Do not open the door. Fix the
junction box and open the door to the left. Save and get the medi packs in
the room. Have your man stay there and close him in. Go back to where you
trapped the walker and open the door. Run to where you found the medic and
have him come in. Then, go past him and look at him just inside the door.
Just as he attacks, go back, strafe right, and lock him in. Go back to your
man and he will heal you. Have him follow you. Go back in the room with the
"probe table" and open the other door. Two scuttlers will attack,
but your medic will kill them. Take your medic outside the door by the
walker who is trapped. Have him stay there. Then, go back and open the big
door. You will see big experiments everywhere, but there will be an injured
man in the back. Heal him, then run to your medic. Close the door and make
sure your men are with you. Have him fix the junction box that goes to the
armory. A few Scuttlers will attack, but just go in and get equipped. Give
one man a pistol, some ammunition to your medic, and ammunition, a medi
pack, and flamethrower for yourself. Go to the man you saw behind the door.
Take out your machine gun and open the door. Shoot him until the aim turns
red, then change to flamethrower and burn him. Then, go in. You need to go
to the room to the left and hit the first switch and the last switch. Then,
go through into the room. There will be some Scuttlers here. Kill them all,
then open Cell 6. Only have him come with you. Go back to the save room and
save the game. Then, go past the save room to the door that will not work.
Have your men stay there. Go to Cell 3 and look in the back. There is a
vent. Shoot it open in first person mode. Crawl through, and on the other
side, walk across. There will be two flame grenades. Pick them up. Look down
to see two walkers. Jump past them and run to the door on the left behind
the wall thing. Have your men follow you. Take out the flamethrower and kill
the walkers. Note: Save the flame grenades, as they help at the next Boss.
Once they are dead, head in and have your engineer fix the junction box. Get
on the computer and get the code for the elevator. The elevator is where the
man transformed at. Note: Go to the armory and stock up on ammunition; do
not forget the tazer.
Hint:
Road tunnel:
In the level where you first enter the road tunnel, go right to the truck.
Blow up the barrel to kill all the little things. You can now either have an
engineer fix the lights or not. Follow the left wall back to the door you
came in and stop near it. There is a Walker locked up in some boxes. Throw a
grenade to blow up the box and let the Walker out. Run back to the truck, or
better yet, stand there and watch (if the lights are on). The guards not
only get slaughtered, but really wear the Walker down. After he kills the
guards, get him to walk around to you (not leaving the general area) then
blow up the barrel. If you done correctly, you will kill the walker with
ease. Otherwise, torch him.
Hint:
Automatic guns:
When you awaken on the operating table after being captured by Whitley, you
can use the automatic guns in the hallway outside to trap the Walker there.
The control for the gun is in the room where you find the medic.
Hint:
Flamethrowers:
Never give anyone a flamethrower. Not only can they accidentally toast you,
but it seems to give that person a higher chance of turning into a Thing.
Even if you have more than one flamethrower, do not give an extra to someone
else.
Hint:
Shutting doors:
Always shut the door of the room you walk into, if you have the chance. For
example, on the level where you have to kill all the walkers, a walker will
enter from the front door if you do not shut it.
Hint:
Keeping your team together:
Listen to your team. They will tell you how they feel. If you hear someone
say something similar to "We're gonna die", check the team menu
and see how he is doing. If there is an X across his face while he is
shaking uncontrollably, bring out the Tazer and shock him. Wait for him to
calm down, move out of the area, and give him back his gun. He might be
bitter, but after you kill a few more things he will be fine. Otherwise, he
might start shooting you and your team, ending with himself in the head.
Hint:
Being watchful:
Pay very close attention to your team. If you see someone doing odd things,
such as not shooting at enemies when they appear, or moving rather far away
from you when your walking, be on alert as this could be a sign of
infection. However, do not waste a Blood Test Kit on him to see if you are
correct. Just be on alert because they could mutate at any second. This also
goes for you as well -- if your team sees you doing the same things, they
will question your trust and may attack you.
Hint:
Unlimited flares:
Highlight "Flare", enable it, but do not throw it down. When it is
low, press Left or Right and highlight another object. Then,
highlight "Flare" again. It will have restarted and you will not
lose another one.
Hint:
Blood Test Kits:
Save Blood Test Kits for showing your team that you are not infected to gain
trust. Using them on a team member is useless because they get infected
randomly, and usually break out within a minute of infection.
Hint:
Blowtorch:
Always use the Blowtorch while stepping backwards slowly, otherwise you will
fry your feet.
Hint:
Medi-Packs: Always try to keep medics alive because medical packs can be few
and far between. If you want your medic to heal a member of the team, tell
your team to stay, then push your medic into the wounded team member. If he
is hurt enough, the medic will heal him.
Hint:
MP5: When you begin the game, go back a couple of feet to find another
MP5 (machine gun).
Hint:
Saving ammunition: Try not to give all your team members the same weapon because
your ammo will go quickly. A good combination is you with a Shotgun or
Machine gun, your second man with the one you are not using, then a Pistol.
The rest depends on your ammunition supply.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: