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: Munson
The Thing ( walkthrough by Munson ).
------------------------------------------

part one of John Carpenters classic horror/game.

Chapter 1. Research Base.
Chapter 2. Norwegian Outpost.
Chapter 3. Norwegian Research Facility.
Chapter 4. Norwegian Medi-Centre.
Chapter 5. Weather Station.
Chapter 6. Pyron Hangar.



Character Guide
---------------

Soldiers - very handy in a gun fight.
Medics - these guys can give you health boost's.
Engineers- very important for repairing things.

Research Base.
--------------
After the opening cutscene you're dropped off by a helicopter outside a deserted Arctic base, assemble the squad together and enter the nearby building.
Go into the room on the left and look at the opposite door with the broken junction box, use the '0' button to repair the box, then go inside and search the desk for a pistol and some ammo.
Go out into the rubbish littered passageway, checked the lab door to find it locked so follow the light poles outside until you reach a crater in the ground.
Go down and search to the left to find a tunnel, follow this tunnel to find an abandoned U.F.O, search the table for a 'key'.
Return to the crater and go into the shack and listen to the tape message and return to the lab.
Now you can open the lab door, go inside and get the Engineer to repair the junction box on the wall, read all the info on the monsters then examine the body in the corner.
Your Medic may begin to panic a little so lead the squad away and return to the computer on your own, get the code for the door and enter the next room, take the medi packs from the cabinet and repair the junction box which opens the data room.
Inside here you will find a recorder which can be used as a save point, now go outside again and follow the lightpoles until you reach a hut.
After speaking to Headquarters go to the crashed helicopter and search the nearby crate to find some C4 explosives.
Head back to the lab and go to the radio room to plant the explosives on the power cabinet.
Go back to the lab and plant the second explosive on the main power supply then take the squad to the evacuation point near the crashed helicopter.



Norwegian Outpost.
------------------

Have a look at the fence then go to the outpost entrance, follow the corridor around until you reach the broken junction box and repair it, go through the door this opens, go over and talk to a man named 'Carter' and heal his wounds, if you give him a weapon and ammo he will really trust you as well.
Get Carter to fix the junction box on the wall and use the CCTV to look at the room next door and get the code off of the board.
Now use this code on the panel to open this door and go inside.
Talk to the Soldier in here and get the medi-pack from the dead body.
There's another broken junction box in an office in the corner, so get Carter to do his thing again and this will isolate the power to the fence.
Go back up to the large room and shoot the barrels to cause an explosion and use an extinguisher to put out the flames, then search the shelves for a blowtorch and some ammo.
Leave the room and take the Torch from the shelves in the centre and make your way back along the corridor killing any small Things that attack you.
Use the extinguisher to put out the fire near the door and go out to the hole in the fence and go through.
Follow the lightpoles until you reach a hut, go in and kill any creatures and grab a fire extinguisher from the crate ( there's also a save point here ).
Go outside and follow the lightpoles until you reach a large building, shoot the crates on the right side and get Carter to fix the panel, inside you'll come across a very anxious man called 'Pierce', he will only trust you after a bloodtest so search the tables for a key and make your way back to the hut then follow the trail left until you reach another small building.
Inside here kill the Things that attack then get Cater to repair the door controls, go through the unlocked door and put out the fire and search the chest for a blowtorch and ammo.
Leave the hut and follow the lightpoles past the hut in the centre and head towards a small group of huts killing anything along the way.
Enter on the right and take the medi-pack from the table, leave the hut and go around the building to the door on the other side and enter.
Look for a chest in the corner that contains three blood test kits.
Now go back to see Pierce to do the tests and kill any members that are infected.
Afterwards collect any weapons and leave the building to end this chapter.



Norwegian Researcg Facility.
----------------------------

Pierce has been lost in the storm at the start of this chapter so make your way to the nearby tower and meet up with 'Pace'.
Leave the tower and follow the lightpoles to a nearby building, fix the panel and enter the building.
Continue through to a room then take the passage on the left for some ammo.
Go back to the big room and take the passage ahead and get Pace to repair the fuse box to the canteen.
Enter the door to the right to find a very anxious 'Williams', go into the kitchen, shoot any creatures and use the save point if you like.
Search around for another bloodtest kit and open the cabinet near the door for some flamethrower fuel and the chest near the fridge for the 'Flamethrower' which you can give to Pace.
Make your way to the door and kill the monster that attacks, leave through the door and follow the passage to the next room, then carefully along a passage killing more Things and then go through the hole in the wall into the sleeping quarters on the right.
Kill another monster and take an adrenaline hypo from the table.
Go through the second hole and search or blast the crates for a shotgun and ammo.
Return to Williams and report that the area is now clear of nasties and follow him to the Communications room.
Inside the comms room take the medi-packs from the cabinet, look at the terminal on the wall and get Pace to fix it, then use the microphone on the wall to call for help.
Kill the monsters that attack and make your way back through the canteen to finish the chapter.



Norwegian Medi-Centre.
----------------------

Use the switch on the wall to open the door to the storeroom, search the cabinet for medi-packs and get the shotgun and ammo from the crates.
Go back to the previous room and use the switch on the right and go through the next room, open the door and kill any monsters then get Pace to repair the fuse box.
Go back to the storeroom to load up on ammo, go through use the save point if you like.
Search the bed for a blowtorch and go to the box in the corner to be attacked by creatures bursting through the window and also through the door.
Head back to the storeroom again to restock and kill the two big creatures that burst in, then leave through the hole in the wall.
Go down the stairs to the right , kill the creature and go round the building to a small hut, search the shelves for fuel and a blowtorch, then go back to the hut and follow the lightpoles to finish this chapter.



Chapter 5.
----------

Follow the lightpoles to th building, go to the right and up the stairs.
Through the door killing any Things along the way.
Williams will transform into a 'Thing', so toast him with the flamethrower then climb the stairs to the roof .
Go towards the hatch and drop inside watching out for more creatures.
Destroy the hatch in the corner and lob a couple of grenades down into the room below.
Drop down and kill the monsters if they are still alive then take the 'key' from the small room in the back and leave through the hole in the wall.
Go to the large building through the door and into the room ahead, search the lockers for a medi-pack and bloodtest kit.
Enter the room at the end and use the save point if you like, then walk around the corner and past the stairs shooting another couple of Things and beware of Pace who will also start to transform into a creature.
Go past the table into the kitchen, search the shelves for some ammo and put out the fire.
Search the corner for a 'key', open the cupboard on the wall and get the 'Sniper' ammo.
Go back and up the stairs, access the computer for some info then go into the next room and take a medi-pack from the locker.
Go towards the bloodstained urinals and kill any monsters and get the bloodtest kit from the toilet.
Return to the stairs and go up to the next floor wher you meet up with Pierce again and search the body for ammo.
Use the computer for more info, and have a look through the telescope to see the crash site.
Head back out the doors and shoot the barrels, making a hole in the fence, then go down the stairs and across the fallen structure over to the ledge of the building.
Once across turn right and follow the ledge around killing all the small creatures, now go up the slope and shoot out the grate, crawl through the hole to finish the level.



Pyron Hangar
------------

Go ahead and kill any creatures that attack, look behind the pillar for the power supply and prees the '0' button to repair.
Enter the room next door and meet 'Collins' and grab some medi-packs.
Give Collins a weapon then start making your way down the slope to the ground floor, there are a few monsters to be taken out down here.
Once the coast is clear get Collins to repair the crane controls and search the area for some ammo.
Go back up the slope and onto the fallen pillar, climb up to the top of the hangar.
Make your way across and to the left at the end, follow it to the corner for some ammo then around to the far side and drop into the room with the locked door.
Use the computer for some info and grab the 'keycard' from the desk, now go out the door to where you began the level.
Go back down the slope and head over to the door in the corner and use the keycard and go in.
There's a save point if you want it, then go down stairs and begin along the corridor, watch out for Collins who will start to transform, so roast him and take his ammo.
Carry on along the corridor and through the door at the end, inside this room is a massive creature, start blasting at it until it transforms then roast it with your flamethrower, keep healing and blasting and kill everything in the room.
After the fight, fix the door control on the wall, go through the door and down the hatch to finish this chapter.
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

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