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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: 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: 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: 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).
Information in this section was contributed by David.
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.
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.
Information in this section was contributed by Longinus.
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.
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: 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.
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