Hints
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.
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.
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.
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.
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
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).
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.
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 [White]
and [Black] 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.
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 starts.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blowtorch
Always use the Blowtorch while stepping backwards slowly,
otherwise you will fry your feet.
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.
MP5
When you begin the game, go back a couple of feet to
find another MP5 (machine gun).
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.