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Xbox: Cheats, Codes and Walkthroughs: The Thing |
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Hidden trailer - Wait about one minute at the main menu
to view a longer, uncut television trailer for the game.
Sent in by Kenny
Hints:
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
FlareOfficial Strategy Guides: Games Guides | Walkthrough | Codes & Secrets | Ultimate Code Book:
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.
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
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.
Medics & 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.
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.
Send in by Roland Jenkins
Always close the door behind you when you enter a room.
This will prevent any enemy from getting inside and
attack you.
First Boss: Skip battle - When you encounter the first
Thing Boss, hold Up/Left 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.
He will still keep fixing it as long as you release the
button. With any luck it will be fixed before the boss
attack you 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 only lose only
about half a bar of health and no ammunition.
Second Thing: How to defeat it - Go into to his garage
and 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.
Send by Gallium16
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.
Sent in by Jason Heath
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.
Sent in by Hero One
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.
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.
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.
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.
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.
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.
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.
Sent in by Dread Khan |
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