GetDotted Domains

Retro Game Walkthroughs For
"The Thing"
(PlayStation 2)

This game is also available on Xbox and PC.

Retro Game Walkthroughs for The Thing (PlayStation 2)
Submitted By: Loll
Level 1 Outpost #31



After the first cutscene, you'll be given your first two objectives, 'Retrieve evidence and rescue any survivors' and 'Keep team alive'. Throughout this level, unless you've turned them off, you'll get several tutorial popup messages informing you of what you are encountering and how to deal with it. Easy enough... here we go.

Upon arrival be sure to turn around 180 degrees and about 20 feet ahead of you, you'll find an MP5, ammo and 4 flares. Pick up all these items (note: you can only carry 5 flares total and you start with 4)

(Fan note: Nearby, you'll find the sign seen at the first part of the movie noting where you are.)

Once you've gathered the items, head inside the outpost. After entering the only exterior door, head to the first door on the left. You really won't have a choice as the hall is blocked with debris anyway.

Once you enter far enough into the radio room, a cutscene will run that introduces you to your NPCs and their jobs. You'll learn what two of them are good for during the remainder of this level.

Across the room from the door you just entered, is a sparking junction box next to a door. When you approach it, you'll get a tutorial about what to do. Fix the box yourself OR if you look at your engineer, you'll see an icon over his head more or less asking, "Want me to fix that?" If you want your engineer to do it, approach him until a hand appears on that icon and press the activate key/button. He'll confirm the order and head to the box. Once fixed, the door next to it will open... walk inside. A PC, apparently loaded with a quarter stick of dynamite, will explode. This will give you the opportunity to use your medic. Approach the medic and he'll administer first aid and raise your health. If you have a medic handy, they will always return you to 100%, however, the phrase 'Physician heal thyself' doesn't apply here. You'll need to keep tabs on your medic's health to avoid loosing him.

Pick up the pistol, pistol ammo, and MP5 ammo in the PC room. Take this time to distribute weapons and ammo to your NPCs. If you do, you'll see trust indicators go up via the icon system.

Head back into the hallway. Once you step into the hall, an explosion will clear the debris that had blocked your path before. Feel free to explore the recreation room and living areas of the camp while you go to the far end of the hall. Cross the last room and head toward the lightpole you see outside. Just outside the destroyed room, there is a room with a locked door. When you approach it, a tutorial will notify you that you need to find the key to enter and you have you next objective, 'Gain Access To Infirmary'.

Follow the lightpoles. Along the way you will see wreckage of a chopper and snowplow. Eventually, you will reach a collapsed area/hole/pit. Head down and you will find several areas to explore. Directly ahead of you is a shelf with some ammo and just past that is a small nook with a fire extinguisher.

Turn around and head left until you reach another area with more flares. Again, you can only carry 5 at a time so you may not need them.

Continue clockwise around the pit and you will find the remains of MacReady's shack. Go inside and activate the recorder for MacReady's recorded message from the movie. Exit the shack and go to the last area to explore down here (you'll cross back across the ramp that led you down here). Inside you will find Blair's ship and a brief cutscene as you and your NPCs discuss what they've found. The key to the infirmary is also down here on a table in that room.

Head back to the infirmary door. Now you'll be able to gain access inside.

Once inside the infirmary, turn immediately left and find the junction box. This box is more sophisticated and you will not be able to fix it on your own. Have your Engineer repair it.

Notice a door to the right of the box. It is locked by access code. You will need to find the code to be able to get through the door.

Scattered around the room are 4 documents you can read for little tidbits of info, an adrenaline syringe and a PC. Use the PC to get the access code for the coded door.

If you approach the corpse in the corner of the room near the PC, your medic's fear level will rise. A brief cutscene will interlude but once back in game, if you access your NPC menu, you'll see the Wheldon is looking around nervously. You can counter his fear one of two ways. Administer the adrenaline shot to him and he will calm down but a just as effective way to accomplish this is the simply have everyone follow you away from the corpse. (Anyone else think it's odd that the medic is the one who has a problem with a corpse?)

Now that you have a door access code, proceed to the locked door, activate the keypad and go through the door. Behind the door and to the left you'll find a Medical box on the wall with 3 health packs. Also in the room is another junction box; either have the engineer fix it or fix it yourself.

Once you get the junction box repaired, you can open the other door in the room and access your first save recorder. This is the standard way of saving throughout the game with some differences. On the PS2, you are only allotted 3 saves positions; on the PC you have 10. (XBOX is unknown at this time.) Save your game if you wish.

Exit the door immediately to the left of the junction box and head outside.

Follow the lightpoles and proceed to a shack. Once there you will find the body of Childs. This will activate a cutscene in which you contact Whitely and inform him of finding both Childs and the "UFO". Whitely will give you your last objective to collect some C4 they have dropped in and blow up the remainder of the camp. As you are talking, a mysterious figure passes in the distance. Follow the 2nd set of lightpoles to the drop site. It is marked by smoke grenades but is probably easier recognized by the crashed helicopter. Open the crate and collect the C4. Once this is done, the objective list will update to include planting a charge in the Infirmary and one in the Radio Room.

You can follow the lightpoles backtracking to the base, but if you face the lightpoles that led you to the C4, then turn 90 degrees left, it's a much shorter trip.

Once back inside the infirmary, look for the red outline of a C4 pack. This is where you will place the first charge.

At this point, I decided I didn't want to drag the whole team back through the camp on my way to the radio room so I went to the NPC menu and told them to all stay put. You don't have to do this if you don't trust leaving them behind. Return to the radio room and look for a similar red outline. This is where you will place the last charge. Once it is placed, head back to the infirmary, head back to the infirmary, pick up your men, and head out to the spot where you picked up the C4 for an evac.

(TIP: Though you don't have to do this, you can collect weapons and ammo from your NPCs just before entering the evac point. They may loose trust but who cares, they will be leaving. This will give you as much advantage as possible when they may be in short supply later.)

Once all your men have made it to the evac point, a cutscene will begin in which you are informed that radio contact with Alpha team has been lost. Blake informs the Colonel that he will send his team home but he will go locate the second team... we're on our way to the Norwegian outpost. Level 2a Norwegian Outpost - North

After arriving at the Norwegian base, if you explore a little outside the base, you'll discover some downed electrical fence that is uncrossable, if you don't believe me, try it ;-) During the course of this level you'll have to figure out how to shut that power to that fence down to complete the level.

Head to the right of the fence area and you'll find a door leading inside along with a fresh flare burning. Someone must have been here not long ago. Continue down the hall and you'll find a locked door on your right. You can't open it at this time, but you will be able to later. Keep winding down the hallway until you encounter a junction box that needs to be repaired to unlock the door just right of there. Of course, you'll get a peek at what's in store for you when the door opens.

Head through the door and to the back left of the room, there you'll encounter Carter. There is some exchange of dialogue that ends with him not trusting you until you heal him. Search the room until the find the health pack. You'll also find a flashlight, fire extinguisher and MP5 ammo. You'll also find the infamous Norwegian who cut his own throat to avoid being taken over from the movie. A little more search will also reveal an access code locked door and an area with a save station, PC, and CCTV setup. You'll also notice that next to Carter is a room with two fuel barrels blocking the door. We'll cover this in a second.

Return to Carter with the health pack and heal him. His trust will go up, but not enough to accept any orders from you. Give him a weapon and some ammo and he'll help you out (or hold him at gunpoint but at a serious cost of trust). To the right of that location, near the PC, Save Recorder and a CCTV set, there is a junction box. Until you get the junction box working, they won't. Have Carter repair the box for you.

While this is going on, you can take the time to get into that room blocked by fuel barrels. Shoot the barrels to cause them to explode opening the door. Use the extinguisher to put out the remaining flames and enter the room. Inside you will find a blowtorch, 1 fuel canister and 3 MP5 ammo clips. Head back into the main room.

Once the power is up, you can use any of those items on the desk in the corner. The PC will give you some info about the state of mind at the Norwegian camp. Feel free to save you game at this time as well. (Note: saving in the first two levels isn't as important in the first level, but beginning with this level, you'll want to take advantage of every save station you can find. There are long periods of time between them and no quick save feature)



Access the CCTV camera station. This will switch you to a view of the room behind the door needing an access code. Fans of the movie will instantly recognize this room. Look around and you'll find the ice block the Thing was originally thawed from as well as an NPC (Cruz) standing in a small nook, a corpse and a bulletin board. Notice the bulletin board has some numbers written on it. Zoom in on the bulletin board until you trigger the "Ice Block Code Key" message.

Head to the door and get in there. A cutscene will begin and you'll get some explanation about what has been going on with Alpha team from Cruz. Once the cutscene ends, I'm sure movie fans will want to nose around the room. The corpse has a key to the room you encountered in the hallway on the way in. The nook contains the power switch to turn off the fence outside. You engineer will have to repair it. Once done, you'll get a clip as the power to the fence goes down.

Issue the "Follow Me" command to pick up the Cruz and distribute weapons... get ready.

Head back out of the room and into the hallway leading here. Here you'll encounter The Thing for the first time. Several scuttlers will begin attacking down the hallway. There is a fuel barrel in the hall. Shoot it and the fire can help you kill off some scuttlers. Kill them off, but be careful, though one alone isn't a serious challenge, they are all fast and can get under your feet quickly and since you can't look down in 3rd person, you won't know it until they starting biting.

Once the hall is cleared, enter the door to your left (it had been locked on your way in) and pick up the items inside including 3 health packs, 5 clips of pistol ammo and 4 regular grenades.

Go outside and stay left until you find the lightpoles leading to an area down along the Norwegian base. You may be attacked along the way but once you reach the bottom, you find a corpse with pistol ammo, an MP5, two MP5 ammo clips, and a health pack.

(Tip: There is a shortcut back up instead of walking the long way around but if you take your NPCs down with you, it won't work. If you go alone however, face away from the blocked door then head left and hug the wall. You can make it up the entire way and not have to go back the long way with the lightpoles.)

Go outside and to the area with the downed fence. You'll now be able to cross through.

Level 2b Norwegian Outpost - South

Once on the other side, follow the lightpoles to a radio shed with a large antennae tower. Upon entering the room, a scuttler will burst from a crate and attack. Take care of the scuttler and inside you will find a save station and a fire extinguisher.

Exit the room and head follow the lightpoles straight ahead to a small shed. When you approach the shed, a few scuttlers will attack you so take care of them quickly since it's getting cold out there. Repair the junction box and enter the shed. Inside you will find a flamethrower. Pick it up then use your extinguisher to put out the flames on the floor so that you can also pick up the 3 fuel canisters.

Head back out of the shed and return to the radio shed. Again, scuttlers will attack you. Shoot them and move on.

Once you reach the radio shed, go inside to warm up then when you exit, head to the building to the left. Approach the door and you will get a panning view that will give you a hint as to how to open the door. Around the corner from the door there is a stack of wooden crates. Shoot them to reveal a junction box. (Tip: Only shoot the crates on the bottom, this will destroy them, the crates on top as well as conserve ammo.)

Repair the junction box and head inside. As you head inside, a cutscene begins. You've found Pierce but he doesn't know if he's too happy about it and obviously doesn't trust that you are still human. Pierce informs you that only a blood test will confirm if you are human or not and that there is a medical kit near the kennel. Go there, pick up the kit and come back so he can watch you take a blood test. Before you leave the room, pick up the key and fuel canisters and use the save station if you like.

Go back outside and head behind the radio shed to the kennels. Scuttlers are scattered throughout the kennel so be ready for them.



There are also lots of supplies scattered throughout the kennel area. At the first building on the right as you approach, go inside to find a health pack lying on a desk. Shoot the crates in the room for two more.

In the kennel on the left as you first approach the kennel area; there is a health pack at the back of the cage.

If you go to the back of the kennel area and find the shed with a door and a junction box needing repair, inside you will find 3 pistol clips, 3 MP5 clips and 2 flares.

Finally, return to the building that would be second on the right as you entered the area. Go behind it, go up the ramp and open the door. A crate at the back contains 3 blood tests. Collect them and return to Pierce.

Once you walk up close to Pierce, the blood testing begins. Blake will start with himself and, of course, come out ok (as a player, you cannot become infected, you can only die) but when testing the other NPCs (Cruz and Carter), well, just wait.

Once you have the situation in hand, collect any weapons and ammo dropped and head outside.

Level 3a Norwegian Research Center

A quick cutscene reveals that somewhere in the 40 feet that Pierce and you had to go out the door, you became separated. As you continue your mission, another NPC, Pace begins pitching grenades. Blake goes into the tower gets the run down from Pace that he and Williams had been tracking someone and they all became separated. It's your job to find them.

Inside the tower, collect the flashlight grenades and MP5 ammo. Be sure to stock Pace up and fill yourself. There is enough ammo that both will have a nearly full load.

Head out and follow the lightpoles to the next building. There is another junction box here that you will need to repair to get inside, but be advised that you will be attacked be a handful of scuttlers when you start repairs.

(Tip: The scuttlers will emerge from some ductwork on the outside. If you shoot it before you get there, it will destroy the duct and they cannot get out.)

(Note: Around the outside of this building to the right is a corpse with a health pack. You can't have enough of these on hand so I'd suggest getting it.)

Repair the box and head inside to a small entry area. You only option is to proceed through a door. When you entry, there is a brief cutscene showing an attached room that is your overall mission for this part of the level. Enter the room and be ready for a couple waves of scuttlers. Nothing major but watch that corpse in the floor, it likes to spit a couple out.

Head out of the room and go around the corner to the left. Walk all the way to the end and gather MP5 ammo for yourself and Pace from the box on the floor. Make sure you look out the window; you'll get to see a 'walker' going by and they'll make up part of your next objective.

Make your way back up the hall and go to the broken junction box on the wall and repair it to get into the next room. Also pick up the 2 flame grenades setting on top of the fuel drums. Once the box is repaired, open the door and head into the cafeteria.

To the left of the entry door, there is a PC and two stacked crates. Use the PC for more storyline and then shoot the bottom crate to destroy both crates and obtain a TASER.

Head to the back of the room and your next NPC, Williams, will warn you to keep away. Blake tells him he needs his help to get into the comm room but Williams isn't going anywhere until you kill the 3 walkers roaming the level. You won't have to look hard... they'll be coming for you.

If you've been following this walkthrough, you'll have a flamethrower in your inventory but if not, head into the far corner of the room to the kitchen and kill the scuttlers there. Get the flamethrower from the chest and the fuel from the cabinet on the wall. There is also a blood test near the stove and a save station.

Go back out the cafeteria door. The first walker will bust through the wall near the fuel drums in the hallway. The best way to fight the walkers is to wear them down with regular gunfire but you have to cook them to kill them. Also be advised that almost all walkers will let a couple scuttlers loose when they die.

Once this first walker is dead, continue through the hole it made in the wall. A few more scuttlers will appear and around the next corner, a walker will burst through a door. Finish him the same way you fought the other but be aware you're in a tight area and you'll need to check your aim.

Proceed into the next rooms. A few scuttlers will appear to pester you. There is an adrenaline syringe on the table that you can get. Walk around the loop into the room with the bed and eventually the final walker will burst from another room. Once it is dead, investigate the rooms it came from. The first room has a stack of crates. Shoot them to reveal a crate containing a shotgun and the far corner of the next room has a crate containing 3 boxes of shells for it. Return to Williams, watch the scene, and lead him to the comm room to get access.

Enter the comm room and repair the junction box in the corner so you can use the save station. Once you attempt to use the radio, 2 walkers and several scuttlers will attack from the other room. If you don't like the cramped comm room to stage a fairly big fight from, you have just enough time to get into the recreation room, however, you can also use the door to corral your enemies to avoid being surrounded.

Take care of the baddies and save again if you like. Also inside the room are shotgun shells and health packs. Williams will start leading you and Pace out the back door of the Research center. Follow him and get ready to expend some ammo.

Level 3b Norwegian Medical Center

The Norwegian Medical Center is a complex of 5 rooms. Three are offshoots of the rest. When the level starts, the three of you will be in the main room. In this room, you can find an MP5 lying on an examination table.



Open the door the room 1 and proceed to room 1a. Upon opening the door several scuttlers will emerge and will keep on emerging until you destroy the two pods on the floor. Be advised however that 4 barnacle like tentacle Things are on the wall and inflict a decent amount of damage if you just venture in. You can stand in the doorway and torch one of the pods to decrease the number of scuttlers that emerge and then pitch in a flame or regular grenade to damage or kill the rest. Proceed slowly through the door and if required, finish them off. The first tentacle is on your right, right beside the door. Another lurks behind the door and one on the ceiling behind the door. The second pod and a tentacle are just behind the door as well.

Repair the junction box in the room to gain access to the radio room (room 3).

Head into the radio room and save your progress. This room is very dimly lit but inside are a save station and on a bed are a fuel canister and torch and two more fuel canisters scattered around the room. In the far corner of the room there is a box where the emergency radio should have been. Once you approach this area, get ready... you're going to have to survive multiple waves of scuttlers. Ammo will become quite precious.

Be sure Pace and Williams are properly equipped. In my personal opinion, flamethrowers are a waste during this battle and only raise the possibility of splash damaging you and your other NPCs.

Move from room to room eliminating the waves of scuttlers. During the battle be aware that room 2 contains a shotgun and stores of MP5 rounds and shotgun shells, you'll need them. Take every chance to resupply and save when you feel you've made good progress.

(Tip: Close the doors behind to each room once you are done with a wave. This keeps the next wave from pouring into the room while you are fighting the previous one. You can also open the door, pitch in a grenade and kill several since they are so bunched up)

Once you think the epic battle is over, two different walkers will burst through the outer door. Fight them the same way you fought the walkers in the previous level. Head outside. Once you reach the bottom of the stairs, a brief cutscene will show you the person you are pursuing running along a set of lightpoles. Before you take off however, turn to the right off the stairs and fight a burst-out style walker. Once dead, continue to the right and find a trailer that has been burst out of. Inside are two blowtorches and a ton of fuel canisters. Once you've collected everything, head back out and take off in just about any direction away from the buildings and keep going until the next level loads.

Level 4a Weather Station

Upon arrival at the Weather Station, you'll see Mr. X run into a warehouse. You can't follow him through that door, however. Proceed along the lightpoles until you are inside the fenced area. Turn right and walk along the fence toward a small shed with a corpse lying outside it. You can take a break from the weather inside the shed and then pick up the MP5 ammo, pistol and pistol ammo off the corpse.

Turn and head for the main lighted area.




Head up the stairs into Bldg1. Inside you'll have to fight a few scuttlers in the initial room and two more in an adjacent room. In the adjacent room are two flares if you need them. The NPCs don't seem to follow through the next steps so just leave them behind while you complete the next little bit.

Go into the room with a staircase. Under them is a crate with MP5 ammo if you need it. Go up the stairs to the roof. Outside, turn right and jump across to the roof of building two. There is a grate on top you can shoot out to gain access to the building. A scuttler will jump out so just shoot him. Drop into the opening and shoot a couple more scuttlers. In this room are two more grates. Pick one and shoot it open. Down on the next level are two more walkers. They are fast and deadly so you won't really want to deal with them up close, especially with all those fuel drums sitting around; A little bad aim and BOOM. Oh wait, so shoot them when you're not down there. Shoot a drum until it explodes and send the entire floor up in flames. This will usually take care of the walkers but depending on where they were in the room, they may live through it. Once the flames die down, drop down and finish off anything left alive.

Search the room until you find the key for the Weather Dome Bldg. (WDB). Once you find it, head outside and back into Bldg 1 and pick up your NPCs and then head for the WDB. As you approach, a small scene will show you the man you've been chasing go into the dome.

On your way there, if you are in need of flamethrower or fuel, follow the small gap between the Warehouse and WDB and you'll find a corpse with a flamethrower and fuel canister. A few scuttlers will attack you when you near the corpse but they are easy to handle. Turn back and head to the WDB door.

Once inside, kill a few scuttlers that pop out then check the lockers for MP5 ammo, a health kit and a blood test. In the next room you'll finally find a save station but in typical style, the instant you start to use it, several scuttlers will emerge to give you trouble. Kill them and head around the corner into the room with the staircase. Go to the end near a corpse and two more scuttlers emerge. Kill them and recover the pistol from the corpse.

Enter the kitchen near the corpse. Inside you will find ammo for both MP5 and shotgun along the left but watch out. A fire will breakout near the door and soon nearly engulf the room. Quickly head back out the door and wait for the sprinkler system to come on and put out the flames. Once they are out, you can finish stocking up on ammo and retrieve a key in the far corner of the room. Along the way out, walk along the leftmost wall and pick up some sniper rifle ammo, fuel canisters and more shotgun ammo.

Leave the kitchen and take the stairs up for a nice new experience. Upstairs you will find yet another new walker. This beauty will extend a tube from its abdomen and disgorge scuttlers for you to deal with. There are also several scuttlers upstairs so you'll need to pay attention to where the baddies are. Focus your fire on killing the walker but don't let the scuttlers swarm you either. A pack of them is just as deadly. The new walker will even introduce you to a new scuttler and considering it has emerged from an abdomen, it makes since. This new scuttler is a stomach on legs and it launches gobs of bile that will really slow you down. They can be fairly easily dodged but if hit, it will make combat fairly tough for a few seconds.

Round the corner into the restroom. Check the lockers for a health pack. Proceed into the bathroom but watch for a walker to charge out after you. If you back into the doorway, you'll also find several stomach scuttlers on the table that begin hurling bile. This makes for very cramped quarters and a bit of a harrowing fight. Once you've eliminated the threat however, check the stalls (by the way, nice corpse wouldn't you say?) for a blood test. Considering where you find it, would you want to use that needle. I might consider just risking Thing infection. Leave the bathroom back into the main room but don't forget about any stomach scuttlers that might still be on the table.

In the far corner of the room, you'll find a PC that has a tidbit to continue the story along. Once you get it, head up the stairs and outside to the dome. Once you exit the door a cutscene begins. Once the scene ends (notice I left out juicy details), search the room and pick up the sniper rifle and sniper ammo clips. Use the PC to find out what the next box on the table does. Use the viewer for the telescope. < Insert movie fan rejoicing here. >

Exit the dome, down the stairs and look behind the door that led to the roof. Notice those fuel drums; shoot them so you can use the downed antennae to cross over to the warehouse. On the roof just under the antennae is a health pack. If you need it, drop down and grab it. A few scuttlers might protest but a little buckshot goes a long way. If you decide to get it, work your way back through the building to the downed antennae.

Once across, head left and keep winding your way around, shooting scuttlers, and working your way up until you reach a grate. Shoot it out and head inside to the next level.

Level 4b Pyron Hangar

During the cutscene, you'll crawl through some ductwork and emerge inside a huge hangar. Once you drop down to the catwalk, NPC Collins will yell for and the view will pan around to show several scuttlers as well as a new four-legged walker I'm going to call a 'bulldog'. Kill them all then go into the little nook and repair the junction box to restore power to the level.

If you'll notice, there is a locked door to an office where you drop down. Getting in here is the overall objective for the level, well, that and the first boss Thing you'll encounter.

Go into the office and talk to Collins. Use the PC and you will get your next mission. Give Collins a weapon, stock up on the health packs on the wall, and get going on getting that crane running.

(Note: This level can be very difficult as there isn't a save station for quite some time. Be ready to repeat this one.)

Head downstairs and near a junction box that is located under the stairs. While you are down there, a lot of scuttlers and 3 bulldog walkers will come out of hiding. If you can get the shot off quickly, there is a set of fuel drums nearby you can shoot and explode to create a wall of fire that will cause a little damage as you get back to the stairs. Work your way slowly back up the stairs killing as many scuttlers as you can on the way and getting as many shots in on the walkers as possible. (Fighting them on the stairs corals them into a narrow column to make the fighting easier) Once they are in the red, burn them. Odds are you'll be backed all the way to the top before you have them worn down enough to torch them.

(Tip: To keep Collins from being surrounded. I often parked him on the landing just above the bottom floor.) He did a pretty good job of avoiding Things from that point.

Head back downstairs. There is a locked door straight ahead. There is a large trailer type room with 4 clips of MP5 ammo. In the far opposite corner you can find shotgun ammo and MP5 ammo. There are more scuttlers waiting for you when you approach the ammo crates. Head to the door opposite the stairs and you'll find a corpse with a note lying there on the floor. The note tells you you'll need a key to get through the door next to him.

Have Collins repair the crane junction box and a gate will lift allowing you to walk up the large "axle" hanging from the ceiling to a series of crossbeams up high. Do just that. When you first make it to the look left and you'll see a shotgun ammo box. Make your way there if you need ammo, otherwise, work your way to the right along the beams until you reach the office roof with a hole that you can use to gain access.

Drop in and walk to the PC on the desk. There is a keycard on the table. Take it and use the PC for more story.

Head out of the office and to the locked door near the corpse. Go inside and use the save station. Head down the stairs. When you near the corpse, expect Collins to burst out. Finish him off and continue down the hall to the
Submitted By: Possum
My own method.
__________________________________________________________________________
The method to the part of the game where you are knocked out by
the tranquiliser dart and you wake up in the lab without any
weapons or health packs.

First of all when you wake up and all the doors are locked, go
over to the corner of the room where the power junction box is
and fix it to switch the power back on. once the power is back on
you can open a couple of the doors. Secondly, go round that room
and access any computers that are in there and get any
imformation.

There are two areas you can go to now the power is back on, you
can either go into the main corridor where you can see the large
walker Thing walking around or you can go into the darker room
which has 2 mini Things in there. The best way to go is out into
the main corridor. Look through the window until the large Thing
goes round the corner and out of your sight.

Now as quick as you can open the door and get the machine gun
ammo off the dead guy on the floor thats opposite you as soon as
you open the door. Once you have picked it up turn left and go to
the room which has the biohazard sign on the door. Quickley go
into that room by pressing the switch on the wall to open the
door. If there is a junction box which needs to be fixed to open
that door you might have to run back into the room where you
started so the Thing doesn't get you and remember to close the
door.

Do the same as before where you wait until the Thing goes out
of site and when it does, run out into the corridor again and go
into the room on the left with the biohazard sign. Once in there
close the door. In that room is a guy with a machine gun. He says
get him some ammo and he'll follow you. As you already have the
ammo off the dead bloke, give it all to him. He will now trust
you and follow you. Although, you have to take it off him and he
does'nt follow you now until you give it back.

Now run back into the room where you started, close the door
with the guy in and close the door to the room you're gonna go in
and go into the dark room where there are two mini things. Kill
them and then go into the next room where there is an engineer.
He trusts you a bit so get him to follow you back to the room
with the other guy in. and tell them to both wait in there.

Now is a tricky bit. You have to lure the big Thing in the
corridor into the room where you started. To do this go back into
the corridor and shut the door so that the guy with the MG and
the engineer is safe. Now when the Thing sees you run into the
room where you started behind the table so that the Thing runs
there aswell. When its behind the table as quick as you can run
back out into the corridor and close the door so the Thing is
trapped in that room. You have to be very quick on that part as
the Thing is fast.

Now with it trapped in the room, go and get the bloke with the
MG to follow you (give him his gun back), and get the engineer to
fix the armoury panel which is the 1st room on your left in the
corridor from the room with the biohazard sign on it. Once you're
in you'll notice the security gate is sparking and the lasers are
flashing, just run straight through them into the armoury and
take the machine gun and flame gun and grenades as well as all
the ammo. Assign anything necesary but dont give any of the
blokes the Flame gun. The MG ammo box in that room is an
unlimited one. Take as much as you can and then give all of your
ammo to the guy with you and then take as much as you can again
so you both have full ammo.

Now tell the guys to wait there and you go into the main
corridor and shoot the Thing through the window on the corner or
the wall with the machine gun, carefull as a small Thing jumps
out of the vent. Now with the Large Thing on low health, go and
open the door and flame him good. You don't HAVE to do that but
if you like killing Things do it.

Collect anything around that area like papers or magazines. Now
go back to the armoury and grab whatever you can and get both of
the mem to follow you.

Now run through the corridor and go through the first room on
your left where there is a save point in a branching off room.
Now go back into the main corridor and go into the room where a
guy is standing up against the door. Don't be fooled by his
innocent medic clothing. He is a Thing and bursts out when you
open the door, get ready to blast him and flame him good. When
he's down go into the room with the laser security beams. There
are four switches and after it goes into the FMV press the 4th
and second switch in that order which turns them off. The rest is
pretty simple from there.

A final word of advice, kepp the engineer alive and be careful
of the people in the cells. Phew that was long, hope it helps. __________________________________________________________________________

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