All Working The Thing Cheats - Xbox
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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.
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.
Get a doctor to follow you into a
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.
Skip first Boss battle
When you encounter the first Thing Boss, hold [Up/Left]
to run diagonally and you should run under it before it can hit
you. This will also aim you directly at the junction box. Immediately
start fixing it. As soon as it is almost fixed, hold [Right]
to run through the door. Since he will still keep fixing it as
long as you do not release the button, with luck it will be fixed
before the Boss attacks for the third time. At the intermission
sequence you tend to take off in a random direction, so this may
take a few attempts -- save immediately before trying this. If
successfully completed, you will lose only about half a bar of
health and no ammunition, making the next area much easier.
Hang back in the back left corner of the room where you are out
of reach from the Boss. Wait there patiently, and after awhile
the Boss will knock out the lights. A bit later, he will lean
over to the right of the room, as though inspecting something
there. Choose this moment when he is leaning to the right to make
a run for the switch you need to fix to get through the door.
You can get by without too much loss of health (less than half).
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.
When you enter the room where the shooting ranges are located,
there is a control tower with two guards. Kill them and link up
with the engineer that is being held in that room. Whatever you
do, do not shoot him. Have him fix the junction box to open a
door that will allow you to save your game in that area. Then,
get the key to the Boss in the weapons research room. When you
open that door, there are two guards. Kill them. Then, push the
engineer in front of the next door. Keep walking and push the
engineer until the door opens. You will then see the creature
in the glass container. Shoot the container and the creature will
run after you. Keep shooting the creature, then draw him outside
of that room. Once you have him outside, it will be easier to
kill him without losing heath in the process. Once you have killed
that creature, save the game. However, make sure that you are
fully stocked with ammunition, and will have some to come back
to after killing this Boss. Once you save the game, load the game.
That creature in the case is no longer there. You no longer have
to worry about hitting the glass and trying to defeat both of
them at the same time. The Boss is easy to defeat. Press [White]
and [Black] to run sideways and shoot at the same time. Use
the shotgun to get the Boss down to the red. However, if you get
down to where you only have five clips remaining, switch over
to the machine gun. You will need your shotgun ammunition to complete
the game. Once you kill the Boss, there will be a few guards that
will come after you. Kill them, then the building will begin to
blow up. Run back the same way that you came in. When you get
to the ramp, you must kill two creatures and three more guards.
When you exit to the ventilation shaft back to where you started
the game, must kill four or five warthog-looking things. Make
sure you have plenty of fuel for the flamethrower. When you get
onto the ledge leading you to the elevator, the creature will
run up the hill towards you. Run back to the ventilation shaft
and crawl in. They cannot enter. Shoot and burn them from that
ventilation shaft. By doing this, they will not take any life
from you.
Defeating the final Boss
Go in the helicopter. When the pink tentacle appears
from its back, pump it full of lead. Then, hit the mouth part.
When you get knocked to the ground or near it, blow up one of
the barrels and watch it burn. Repeat this until an intermission
sequence starts.
When you kill all the snipers sitting on top of the building,
go back inside. Get warmed up and run to the left of the building
where the snipers where sitting. When you go down the trench,
a few intermission sequences will play. You will now be in a helicopter.
You do not need to have any life to defeat this Boss. When you
fly towards the creature, you will see a pink tentacle appear.
Shoot it. After you shoot the tentacle and it sucks back into
the creature, aim the machine gun to the ground and shoot the
four groups of barrels. You should be able to shoot all the barrels
on the first pass, but make sure to shoot the tentacle first before
going for the barrels. After all four groups of barrels are on
fire and burning the creature, you will make about three or four
passes shooting the creature and the tentacle.
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. Note:
Save the flame grenades, as they help at the next Boss. 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.
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.
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.
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 "Flare"
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.
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.