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Hidden trailer -
Wait about one minute at the main menu to view a longer, uncut
television trailer for the game.
Sent in by Kenny
Hints:
Automatic guns - When you awaken on the operating table after being
captured by Whitley, you can use the automatic guns in the hallway
outside to trap the Walker there. The control for the gun is in the room
where you find the medic.
Flamethrowers - Never give anyone a flamethrower. Not only can
they accidentally toast you, but it seems to give that person a higher
chance of turning into a Thing. Even if you have more than one
flamethrower, do not give an extra to someone else.
Shutting doors - Always shut the door of the room you walk into,
if you have the chance. For example, on the level where you have
to kill all the walkers, a walker will enter from the front door if you
do not shut it.
Keeping your team together - Listen to your team. They will tell you how
they feel. If you hear someone say something similar to We're gonna die,
check the team menu and see how he is doing. If there is an X across his
face while he is shaking uncontrollably, bring out the Tazer and shock
him. Wait for him to calm down, move out of the area, and give him back
his gun. He might be bitter, but after you kill a few more things he
will be fine. Otherwise, he might start shooting you and your team,
ending with himself in
the head.
Being watchful - Pay very close attention to your team. If you see
someone doing odd things, such as not shooting at enemies when they
appear, or moving rather far away from you when your walking, be on
alert as this could be a sign of infection. However, do not waste a
Blood Test Kit on him to see if you are correct. Just be on alert
because they could mutate at any second. This also goes for you as well
-- if your team sees you doing the same things, they will question your
trust and may attack you.
Unlimited flares - Highlight Flare, enable it, but do not throw it down.
When it is low, press Left or Right and highlight another object. Then,
highlight FlareOfficial Strategy Guides: 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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