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Microsoft Xbox The Thing Cheats, Codes, Hints, Tips and Walkthroughs
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Microsoft Xbox Strategy Guides Canada:  Microsoft Xbox The Thing Official Games Strategy Guides Books
UK:           Microsoft Xbox The Thing Official Games Strategy Guides Books
USA:         Microsoft Xbox The Thing Official Games Strategy Guides Books
USA>  The Thing Official Strategy Guide
Europe>  Thing, The: Official Strategy Guide
Canada>  The Thing- Official Strategy Guide
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: Published 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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