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™
This game has received the
following rating from the ESRB
primagames.com®
Keith M. Kolmos
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
(800) 733-3000
www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc., registered in the
United States and other countries. Primagames.com is a registered trademark of
Random House, Inc., registered in the United States.
© 2002-2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or
by any information storage or retrieval system without written permission from Prima Games. Prima
Games is a division of Random House, Inc.
Associate Product Manager: Jill Hinckley
Project Editor: Michelle Trujillo
Editorial Assistant: Matt Sumpter
Designer: Melissa Francis
“The Thing” interactive game © 2002 Universal Interactive, Inc. The Thing and related characters are
TM and © of Universal Studios. Licensed by Universal Studios Licensing LLLP. Published and distributed
by Universal Interactive, Inc. and Konami Corporation. Black Label Games, the Black Label Games Logo,
Vivendi Universal Games, and the Vivendi Universal Games Logo are trademarks of Vivendi Universal
Games, Inc. in the U.S. and/or other countries.
All products and characters mentioned in this book are trademarks of their respective companies.
ACKNOWLEDGMENTS
Thanks to Sean, Lauren, Ian, and the rest of the people at Universal for making such
an awesome game and helping me out when I needed it. Special thanks to all the
gang at Prima for getting this done right—Jill, Matt, Michelle, Deana, and Melissa.
To my cousin Tim for coming out for the final battle. He came through on short
notice. And thanks to my wife and family for their continued support, which means
the world to me. Thank you Lisa, Michelle, and Michael. Go South Elgin Patriots!
CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Gameplay Basics . . . . . . . . . . . . . . . . . . . . . . . . . .2
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Team Members . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
The Enemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
The Beginning: Outpost . . . . . . . . . . . . . . . . . . . . . .10
Rescue Team Alpha . . . . . . . . . . . . . . . . . . . . . . . . .16
Looking for Assistance . . . . . . . . . . . . . . . . . . . . . .22
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, "AO" and “RP” are copyrighted
works and certification marks owned by the Entertainment Digital Software Association and the
Entertainment Software Rating Board and may only be used with their permission and authority. Under
no circumstances may the rating icons be self-applied or used in connection with any product that
has not been rated by the ESRB. For information regarding whether a product has been rated by the
ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding
licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply to
the content of the game itself and does NOT apply to the content of this book.
In Search of the Emergency Radio . . . . . . . . . . . . .27
Important:
Prima Games has made every effort to determine that the information contained in this book is
accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy,
effectiveness, or completeness of the material in this book; nor does the publisher assume liability
for damages, either incidental or consequential, that may result from using the information in this
book. The publisher cannot provide information regarding game play, hints and strategies, or problems
with hardware or software. Questions should be directed to the support numbers provided by the
game and device manufacturers in their documentation. Some game tricks require precise timing and
may require repeated attempts before the desired result is achieved.
Getting out Alive . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
ISBN: 0-7615-4093-8
Library of Congress Catalog Card Number: 2002110411
Looking for the Norwegian with the Radio . . . . . .30
Inside the Warehouse . . . . . . . . . . . . . . . . . . . . . . .37
Investigating the Submersible . . . . . . . . . . . . . . . .43
Finding Faraday . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
The Escape, Part I . . . . . . . . . . . . . . . . . . . . . . . . . . .59
The Escape, Part II . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Taking out the Planes . . . . . . . . . . . . . . . . . . . . . . .71
Getting into the Armory . . . . . . . . . . . . . . . . . . . . . .78
Into the Weapons Research Room . . . . . . . . . . . .81
The Final Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Welcome to The Thing: Prima's Official Strategy Guide. Something strange is afoot in the frozen plains of Antarctica. A mysterious
occurrence at an American scientific facility leads you, Blake, to bring your military team to investigate. What you find won't be
a simple accident. Some Thing has happened, and it doesn't look good. Your team encounters an alien life form that shapeshifts and assumes the form of the victims it kills. Do you have what it takes to get to the bottom of things? Do you have what
it takes to survive? When you need a hand along the way, we'll be there. Prima's Official Strategy Guide covers every-thing.
Something strange has happened to an
American scientific expedition on the vast
snowfields of Antarctica.
You will encounter some pretty gruesome
sights. Get to the bottom of what is going on.
One of the unique features of the game is
To battle the creatures, you have an
player fear. You stumble upon scenes that are arsenal of firepower at your disposal.
brutal and quite unnerving. These scenes freak Look in this chapter for weapons info.
out your teammates. Manage your squadmates' fear to help them keep it together.
Utilize all of your squadmates skills to destroy of the creatures you battle.
You encounter more than 40 nonplayable
characters (NPCs) throughout the game.
Each type of enemy creature requires a
different battle strategy.
GAMEPLAY BASICS
Junction Boxes
Some junction boxes are beyond Blake's skills. When you approach these boxes,
Blake says "I need an engineer." Activating these boxes requires the skills of an
engineer.
As you move through the levels, you'll come across junction boxes that power doors,
lights, and other objects. You can fix some of them on your own—if Blake can fix it, he
will. Watch the status bar fill up. If enemies come up to you, stop your work to take care
of them, then resume right where you left off.
2
Introduction
Let There Be Light
The environments you travel through have
been beat up by unruly creatures. Most
often, the lights have been destroyed and
the power has been cut. It's difficult to see
in these conditions.
On some levels, repairing junction boxes
turns the lights back on. Always find the
time to fix these boxes.
In other instances you can light
a flare. Either carry the flare to
light the way as you walk
around or throw it to light up an
area. When throwing a flare, be
careful about where it's going
to land. If you throw it too close
to something flammable it will
cause an explosion.
You'll find several flashlights. These invaluable
items provide good lighting as you walk around.
The only drawback is that you have to be holding
the flashlight for it to work. You can't toss any
grenades or use a medical kit while you have the
flashlight equipped. When you switch to use
another item, the scene gets darker.
Movement
It's harder to hit a moving target than it is a stationary one. So keep moving. If you stand around, the enemy will get a bead on you and you
will be history. Move from side to side (strafe) to keep the enemy in your sights as you move.
In the later levels you come across automated sentry guns mounted overhead. You can't stand up to these guns, so the best way to take care of them is to
strafe. Hide out in the adjoining corridor. Strafe into view of the gun, take a couple of potshots at it, and strafe back to safety.
3
Reload
A few times during the game you have a
break in the action.
Your Squad
You aren't in this alone. In several missions
other characters help you. Take care of
them and they will take care of you.
When you encounter stashes of ammunition…
Take these brief moments to reload. One of
the worst things that can happen is needing
to reload at the start of a gunfight.
…pass out supplies to your teammates.
Give them different weapons. Let
one of your squadmates take a
flamethrower while the others
have regular ammunition. This
one-two punch works great for
taking out large creatures.
Trust
When you walk around, you stumble into various nonplayable characters who perform
tasks at your command. Engineers can fix junction boxes, soldiers can help you out when
the enemies are charging, and medics can heal you after an intense firefight. But these NPCs aren't going to follow you blindly.
They've seen these people walking around—at least they think they're people—who change into hideous beasts. They've seen
strange creatures attacking from every corner and disemboweled bodies. How do they know you're one of the good guys?
They'll have to trust you. You gain the trust of these NPCs by taking care of them. If they're hurt, use medical kits to heal them.
Once they're squared away, give them weapons or ammunition. Now they can fight back.
Several things cause these NPCs to not trust you. Take away their weapons and they become suspicious. Shooting them
(even accidentally) during a gunfight worries them. Take the time to look out for them and you will gain valuable additions to
your team. In your battle against these creatures you need all the help you can get.
As you travel, you meet various NPCs.
4
Offer them guns and ammunition to gain
their trust.
You need the other NPCs in order to stay
alive and make it through the game.
Taking away their guns earns distrust.
NPCs who don't trust you will not follow
your orders.
Introduction
Fear
Fear also affects your squad. The gruesome sights can shake even the most hardened of veterans. No one has ever seen Things
like these before, so it is only natural that the NPCs become frightened. To find out how your squad is doing, pull up the Squad
Menu. Characters who are doing OK glance from side to side when you bring up this menu. As they become more frightened, the
speed at which they look from to side to side increases. Eventually the fear rises to a paralyzing level. Don't let it get that far.
Manage your squad's fear early.
Several things assuage their fears. The simplest thing you can do is to give an NPC a gun or some ammunition. Walk the NPC
away from the gruesome sight. Time away from the disgusting images helps calm them. If things get really bad, use an
adrenaline shot. This temporarily gets them back under control.
Some of the sights are too much for
your squadmates.
Give them guns to help calm their fears.
Walk them away from the horrible image.
Some time away from the action helps calm
your NPCs.
WEAPONS
If things get really bad (if the player's icon
has a red X through it), try administering an
adrenaline shot. This should get things back
under control long enough for you to get out
of the situation. Don't let it get this bad if
you can avoid it; the adrenaline shot is not
abundant during the game.
Blake has an impressive arsenal to knock out the enemy. Unfortunately, you don't have access to all weapons all of the time.
You'll run out of ammunition for a particular weapon, your weapons will get stolen, and you have to give some of them to NPCs
to earn their trust. Here's a quick breakdown of the weapons you have available.
Machine
Gun
Pistol
The pistol is a good backup
weapon, the perfect choice to give
to an NPC when you don't have
anything else. It gets them to trust
you and you aren't giving up too
much firepower yourself. You can
eliminate smaller creatures with
the pistol, but taking on one of the
larger things would not be the
best idea.
The Machine Gun is one of the best
weapons in the game. Ammunition
is readily available, and the
firepower packs a good punch.
Use the machine gun to take on
any and all of the creatures.
5
Shotgun
Sniper Rifle
The shotgun comes into play later in the game, but it's a good weapon to have. When
you face a lot of the small monsters, equip the shotgun. A shotgun blast at close range
blows away these smaller creatures.
Grenade Launcher
The sniper rifle adds an additional element to your arsenal. The scope lets you zoom in
on targets and pick them off from a distance. Use the scope to scout out areas ahead.
You can spy pretty far and see the danger before you get there.
Blowtorch
The grenade launcher comes in handy. When you see a group of creatures at a distance,
fire the grenade launcher and nail the enemy from afar.
Flamethrower
The larger creatures can be killed only by fire, so you need an incendiary weapon to finish
them off. The blowtorch is one of the first of these weapons that you get. It does the job, but
the range isn't the best. The enemy has to be almost on top of you for it to work effectively.
Grenades
Regular Grenades
The flamethrower is a much better incendiary weapon. The range is good and it doesn't
go through a lot of fuel.
Regular grenades are good for pinning an enemy away from you. Toss them into an
enemy position and watch the explosion. The longer you hold the button to throw the
grenade, the farther it goes, but if you hold on too long, it might blow up in your hand.
6
Introduction
High Explosive
Grenades
Incendiary
Grenades
High explosive grenades really pack a punch. In "The Escape, Part II" section of the
walkthrough, there's a spot where several shock troops are dug in behind a large group of
crates. They have good fields of fire and would slaughter you if your team tried to assault
their position. Toss a couple of high explosive grenades into their position to make quick
work of them.
The incendiary grenade is another weapon for finishing off the enemy. Pound them with
regular ammunition, then toss one of these grenades to complete the job. All of the
incendiary weapons can damage you, too, so take care where the fire is—you could light
up yourself or one of your squad members.
ITEMS
Medical Kits
Flares
Fire Extinguisher
Adrenaline Shot
Pick up these kits to restore your health.
Save them, as you wouldn't want to waste
them. If there is a medic in your squad, let
the medic heal you and keep the kit.
Flares have several uses. You can carry the
flare as you walk around to light your way,
or you can throw a flare to light up an area.
Flares also work to ignite things. Throw a
flare next to a kerosene barrel and back up
before it explodes.
Use the fire extinguisher to put out flames.
Fire from the flamethrower or blowtorch
will eventually burn out, but other fires
require special attention.
When your team members become afraid you
need to calm their fears to get them to follow
orders and pull it together. The adrenaline
shot is a method of last resort to take away
their fear.
Blood Test Kits
Keys
Flashlight
The blood test kits determine if a team
member is infected with the virus.
Tons of locked doors block your path.
Use keys or keycards to get through them.
The environments you travel through are very dark. The flashlight helps you see
things and find your way.
7
TEAM MEMBERS
Throughout the game, you meet numerous NPCs that fall into three categories—
medics, soldiers, and engineers. Get them to trust you by giving them guns or
ammunition. Then, they'll help you out.
When you find an NPC…
…give him a gun or some ammunition to get
him to trust you.
Medic
There are several medics. They can heal
your team without a medical kit. Make
sure you cover your medic well—he is a
very valuable member of your team.
Soldier
The soldier's special skill is his ability
with weapons. Give him the big stuff like
your flamethrower, machine gun, or
grenade launcher and this squad member
can really help you take out the enemy.
Because the soldier fights in front for
you, he takes a lot of damage. Heal his
injuries with either a medical kit or
the medic.
Engineer
The engineer is pretty good with a
weapon, but his real value lies in his
ability to fix things. Several junction
boxes Blake can't fix, but an engineer can.
Keep your engineer alive. Some levels end
if your engineer gets killed—there won't
be a way out because Blake can't open
the door.
THE ENEMY
8
Commander Whitley
Commander Whitley is the
antagonist in this little
adventure. It seems he knows
about the experiments at the
facility and encourages their
progress. You think he might be
infected with the virus. As you
progress, you'll find out.
Shock Troops
Commander Whitley directs a force
of shock troops to hamper your
progress. Be very careful when
dealing with them. They know how
to set up fields of fire and can chew
your team to bits if you try tostorm
their position. Toss a grenade at
them if they are entrenched.
Introduction
Little Creatures
Tentacles
Wall Huggers
The little creatures are common. They
succumb to a few shots from any weapon.
A good way to get rid of them is to wait for
them to close in on your position and fire
the shotgun.
Tentacles are dangerous because of their
long reach. Stay out of range and pick them
off from a distance.
Wall huggers sprout up in the later
levels. It takes a couple of shots of regular
ammunition to get rid of these pesky creatures.
Larger Creatures
To kill all of the larger creatures, you have to hit them with regular ammunition to start. As you repeatedly strike them, your
crosshairs will turn from green to yellow to red. When they are red, burn the creature with an incendiary weapon to finish it.
Use the flamethrower first. When you first encounter a large creature, lay down a swath of fire between you and the
monster to keep it at bay. Switch over to the machine gun and let loose. By the time the fire burns down, the creature
should be near death. Switch to the flamethrower again and light it up for the final blow.
Walkers
Humanoids
Several times during the game, one of your
squadmates succumbs to the virus and
turns into a creature. These mutants
aren't as powerful as the other large ones
you run into, so it won't take too many
shots of regular ammo before you kill it.
Walkers are an entirely different
creature. They're tough and require a
barrage of regular ammunition to
wear them down.
Bosses
You face several boss creatures, and each battle requires a different strategy. Check out the individual walkthrough sections to find out how
to beat each level boss.
9
The Beginning: Outpost
Evac Area
S
UFO
Infirmary
Pit
Destroyed Area
of Base
S
X
Fire Extinguisher
Key
Save Game Recorder
Ammunition
Medical Kit
Start
COMS Room
X
Your team is set to investigate the site, ready for battle—if a battle is to come. Not all enemies can be fought.
The intense cold does serious damage to your troops. No cold weather gear can protect you for long at 40
degrees below zero. Whenever your team is outside, watch the blue status bar on the screen. This is your
Exposure Meter. It starts full, and your team can handle being outside. With each passing moment, your team's
ability to withstand the harsh elements diminishes. Once the Exposure Meter has completely run out, the low
temperatures harm you, costing your team members health points.
10
The Beginning: Outpost
When your team is outside, a small blue meter
appears on the bottom of the screen.
This is the Exposure Meter. When the blue bar runs
out, your team will be affected by the bitter cold and
start to lose health points.
When the Exposure Meter pops up, hustle to the next
sheltered area. Getting through the levels can be
hard enough—you don’t want your team losing
valuable health to the weather.
NOTE
Take control of your squad and enter the
building via the door to the right of your
starting point.
Get in quickly before your Exposure Meter
runs out.
Walk down the hall and open the first door on
your left to the COMS.
When you head inside the COMS room, a short
cutscene cues up to introduce you to your crew.
This first level is a mini-training exercise—
little notes pop up to explain different aspects
of the game.
Your Crew
Engineer
Soldier
Medic
On this mission, your squad
includes three other people—a
medic, an engineer, and a soldier.
You can tell who is who by their
headgear. Soldiers have a tough
camouflaged helmet, engineers
don't go anywhere without their
trusty cap, and medics keep
warm in a beanie with a red
cross on the front.
11
Head to the door at the far end of the
room. When you approach the junction
box on the left, a hand icon appears. Work
on the junction box until the yellow status
bar fills up. The door to the next room
swings open.
Pick up the ammo clip and the handgun
on the table inside.
Head outside the room and meet up
with your medic. He heals the wounds
you suffered during the explosion.
Notice that the Exposure Meter has popped back
up. The outpost's roof has collapsed, exposing
certain parts of the building to the elements.
With that done, return to the hallway
and explore farther into the outpost.
Don't bother exploring any of the other rooms in
the complex.
The marker posts lead you to the pit. Go down into the You trigger another cutscene at this point as your
pit and immediately turn left. Venture into the cavern. team discovers the UFO.
12
When you step through the door, a small
explosion occurs. There’s no way of
avoiding it, so keep going.
More lights explode outside, but
you are too far away for them to
damage you.
Head all the way down the hall and turn left into
the last room. Make for the marker posts with
the blue lights.
Once the cutscene is over, go to the desk and grab
the key.
The Beginning: Outpost
Exit the way you came in and find the next cavern
off the main pit.
Take the fire extinguisher, go back the way you came,
and look for the shelving unit in the center of the pit.
A ton of ammo sits on the shelf, so have your
team stock up.
Enter the room with the overturned radio and
interact with the tape recorder. You find the taped
message that you heard in the opening cutscene.
Follow the blue markers back toward the main
building, but head to the locked door. This is the
infirmary. You picked up the key to this room by
the UFO, so walk right in.
It's hard to see in this room, so find a way to turn
the lights on.
The little help menus let you
know that there is an
advanced junction box in this
room—advanced means you
can't operate it yourself.
Follow the onscreen instructions
and have the engineer turn the
lights back on.
13
Squad Member Fear
Your team is not a group of uncaring robots—they are real people. Like real
people, the situations they encounter induce fear. Each member of your
squad deals with the horrible sights you see in a different way, but it is
your job to keep track of the situation and deal with it appropriately.
Activate the Squad Menu and look at the faces of your people. If they are
casually looking left and right, they're not afraid and are doing OK with the
situation. If one is frightened, he'll be looking around in a panic. If he's close
to losing it, his picture shakes uncontrollably.
You can do a couple of things to reduce your team members' fear. Give
frightened squad members guns—the amount of fear lost depends on the
size of the gun. Or walk them out of the room for a moment to regroup. An
adrenaline hypo can also help calm your squad members—at least temporarily—and killing the Thing that is frightening them will reduce their fear.
With power restored, go over to the
computer in the corner. It shouldn't be
hard to find—it's near the carcass.
When you approach the carcass, you
trigger a short cutscene.
The sight of the carcass scares your
medic. During the cutscene, the soldier
tries to tell him to get a grip, but
managing your team members' fear is
your responsibility.
Interact with the computer.
The medical examiner was investigating a corpse and compiled a five-page report on the matter. Look around the room for the first four pages of the report.
Shoot the crates on the floor that block your
way to the last page.
14
The Beginning: Outpost
Exit through the door on the other side
of the room (not the door you came
in). You have to interact to make it
through.
Get the adrenaline hypo. You can
use this later if one of your team
members starts to lose it.
Once inside the data room, save the game.
Follow the blue marker posts to the
red flares marking where the C-4 is.
Open the crate and collect the two
charges.
Pick up the extra medical kits from
the cabinet on the wall.
Interact with the junction box to open
the door to the data room.
Head out the door and follow the blue marker posts. They lead you to the dead body of a soldier named
Childs. When you reach the body, you trigger a cutscene of you calling in the information to your boss.
The colonel wants you to use a crate of C-4 explosives that was dropped earlier to rig the base to
explode—he's sending a chopper to pick you up once you've placed the charges.
Follow the blue markers back to the
infirmary. A red C-4 image on one wall
shows you where you need to place
the first charge.
Head back to the COMS room from the
beginning of the mission.
There you find another spot to place
a C-4 charge.
With the last charge placed, return to the evac point—the place marked with the red flares and the container that held the C-4 explosives. When you get to the
infirmary, stop and save the game in the data room. Once you reach the evac site, a cutscene begins and the first level is over. Congratulations; you've made it out
of the first mission alive.
15
Rescue Team Alpha
Pierce
X
Fire Extinguisher
Ammunition
Blow Torch
Flashlight
Medical Kit
Start
Blood
Test Kit
Carter
Power Box
Cruz
X
You made it out of Outpost 31, great job! The Colonel wants to pull the team out, but you (Blake) have a standard
of honor that demands you go after the members of Team Alpha. The rest of your squad gets sent back to the
main base, so getting through the beginning this level is up to you. You'll learn a couple new skills that you will
need later on in the game. You'll solve puzzles (deactivating the downed power lines) and bring some new NPCs
into your squad. When you find an NPC, give him a gun so he'll trust you.
Use the combination of the Flamethrower and machine gun to defeat the larger creatures (which you haven't
seen yet). Watch your ammunition as you move from building to building. There isn't much ammunition scattered
throughout this level, so you'll have to conserve it.
16
Rescue Team Alpha
You've made it through the first level;
it's time to check on Team Alpha.
Once the level has loaded, run toward
the blue marker post and the sparks. A
power line has fallen. Find the power
switch to turn off the power.
Go to the power supply and turn this power setup
on. This lights the hallways so you can find your
way around.
Carter is hurt pretty bad. Since you
don't have a medic in your squad, you
need to find a medical kit.
Enter the adjacent room, through the old
wooden doorway.
A search of the room turns up a
flashlight, a fire extinguisher, and
the medical kit Carter needs. Follow
the onscreen instructions for the
medical kit.
With the power back on, go over to the video
monitor. Move the surveillance cameras. Take a
look around…
Head along the building toward the
entrance.
…you see a dead body…
There's a fresh flare in the building.
Someone must be close by. Follow the
hallway. It gets dark along the way.
Entering the room triggers a cutscene where your
character meets Carter, a surviving member of Team
Alpha. Several bodies (or parts thereof) lie scattered
across the room.
Carter accepts the help, but he still
doesn't trust you. Give him a gun and
some ammunition to get in his good
graces.
Have him turn on the power to the
lab since you don't have the skills
to work the junction box.
…and another member of Team Alpha. Now that you
know where he’s hiding out, find him.
17
Before you go, walk over to the
computer. The researchers left a
little about what was going on.
Next to the computer is a spot where
you can save the game. Save now.
Collect all the ammunition from the next room.
Walk up to the door and punch in the
access code.
18
The only new way out of the room is via the locked
door. You need an access code; where could it be?
When you step through the door, a short
scene shows you running into the next
member of Team Alpha. He tells you that
Pierce is in the northern section of the
base, so that's where you need to go.
Before you leave the building, visit the
Head outside.
save game terminal; you've made headway in this level and you don't
want to lose all your hard work.
Remember where you found Carter?
Take aim and blow up one of the
kerosene barrels to blast a hole in the
wall to the next room.
Put out the fire with your extinguisher.
Go back to the video surveillance equipment. Look
around and zoom in on the message board next to
the door. The numbers across the top are the
access code. There's no need to write it down; your
character remembers it after you zoom in on it.
Before you take off, check out the body
in the corner. He's got an access key.
Head into the utility room and order the
engineer to shut down the power. This
kills the power to the downed power
lines you found earlier in the level.
Yikes! As you leave the building your
squad is attacked by a group of
those…those…Things! Good thing you
gave the engineer the gun. Two people
killing the enemy is better than one.
Blow up the kerosene barrel to take out
a couple of the critters.
Rescue Team Alpha
Go outside after you get rid of all of the nasty Things.
Follow the blue marker posts. Get moving. Outside,
the Exposure Meter pops up.
The blue marker posts lead you to another dead body,
a gun, and some ammunition.
Now that the power is
off you can head
through the opening.
When you do, the game
loads the next part of
this level.
Follow the posts back to
where you started. Go around
the building to where the high
voltage lines were.
Killing the Thing Beasts
Uh-oh. The game is nice enough to tell you that the Thing beasts you've fought so far are just the little ones. Killing the bigger ones requires a two-stage attack.
Hit one with normal bullets until its health bar goes into the red. Finish it off with an incendiary weapon (like a flamethrower or blowtorch). Be on the lookout
for such weapons.
Follow the blue marker posts to the
first shack.
Save your weapon ready when you
enter the shack…
…because two creatures jump out of
the box on the table.
Pick up the medical kit and fire
extinguisher on the table.
19
It's another save point. Things are
looking good on this adventure. Save
your progress before it turns nasty.
It seems like a waste of good ammuExit the shack and follow the markers
to the left. They lead to a nearby building. nition, but you need to shoot the
boxes outside this building. A junction
box hiding behind them must be fixed
before you go inside.
Press the button next to the door to
enter the building.
Walk inside to trigger another
cutscene. You've found Pierce, but he
isn't exactly happy to see you. He
thinks you might be infected. The only
way to prove you aren't is to get a
blood test kit and show him that you
are clean.
Pick up the flamethrower's fuel
canisters and save the game at the
recorder.
Exit the building and follow the blue
marker posts to the left.
When you approach the next building, a
group of creatures attacks you. Take
care of 'em.
Pick up the fuel canisters for the blowtorch and open the chest to find another
blowtorch. Give the extra weapon to
one of your team members. Because it
takes regular ammo and incendiary
ammo to kill the larger Thing beasts,
having an additional weapon in the
group never hurts.
When you leave, more creatures
ambush you—thankfully, they're of the
smaller variety.
Follow the blue marker posts back to
the main intersection.
Go straight past the building in the center.
More creatures appear when you
approach the building on the right.
Once they are out of the way, go into
the building. There are several medical
kits inside.
Put out the flames with the fire
extinguisher before you enter.
20
Rescue Team Alpha
Shoot the crates inside; they hold
more medical kits.
Go outside…
Approach the crate and pull out the
blood kit hypos.
Exit the building and look for the structure with the crate next to it.
…move to the roofless building.
Several more creatures require attention.
Have Cruz work on the junction box. This is the place you have been
looking for. More ammo! Restock yourself and the rest of your team.
Don't forget about the flares. They always come in handy.
Go back to where Pierce is. Now that you have the blood test kits, you can prove you
aren't infected. Before you approach Pierce, steal some of the ammo and weapons
back from your teammates. You'll see why…
Yikes. Both of your teammates are infected. Shoot them to wear them down. Pierce hits them with his
flamethrower for the final blow.
Go to the Squad Menu and set Pierce to follow you.
Save the game on your way out. After you exit,
this level ends.
21
Looking for Assistance
X
Fire Extinguisher
Ammunition
Grenades
Medical Kit
Start
Canteen
Billiard
Room
Williams
X
Radio
Room
You spent the last mission getting Pierce to join your squad, and he's nowhere to be found when this mission
begins. The two of you got separated in the blinding storm. After the opening cutscene is finished, you will meet
up with Pace, so at least you won't be tackling this level alone.
This level has got some really nasty creatures to deal with—walkers. The large creatures are tough, but with
Pace's help, you can take care of them. After you've cleared out the area, pick up Williams. Now you have two
squad members that have Flamethrowers. As you run into more creatures in the next level, this will come in handy.
The sights and sounds of this level will play havoc with Pace—he won't be able to handle it all. Take the time
to walk him away from the worst of it and give him weapons and ammo to manage his fear. If you lose him, an
adrenaline shot will bring him back around.
22
Looking For Assistance
This mission doesn't start out on the right foot.
Pierce gets lost along the way…
…and a friendly throws grenades at you.
Walk downstairs and follow the blue marker posts to the next building.
While you work on the junction box, a couple of
creatures jump down to attack you. Your buddy
covers you while you work.
Move right and circle around to the back
of the building. A corpse lies in the
snow. Not much you can do about the
corpse, but grab the medical kit nearby.
Once the junction box is fixed, head inside.
Down the hallway, behind the drink machine, lies another corpse and a case of
ammunition. Distribute the extra ammo to your squadmate. You should be able to
max out both players.
Once you are in control of your character, grab the
flashlight and the ammo—you'll need them both later.
Return to the main entrance. Work on
the junction box.
Go into the billiard room and deal with two
more creatures.
Watch out for your squadmate, Pace. The
sights in the billiard room really freak
him out. Manage his fear by giving him
an extra pistol and the ammo you find.
Go back to the billiard room and pick up
the two flame grenades sitting on top
of the kerosene barrels.
23
Take a step back (make sure your
squadmate is clear) and fire on the
kerosene barrels.
Approach the control panel and order
Pace to fix it.
Open the door to the canteen. Step into
the room and hang an immediate left.
Two items sit on the table—a computer
and a tazer.
The Tazer
This level contains the tazer, which can help you deal with squadmates who have started to act belligerent
because of fear or mistrust. You don't want to kill them; they haven't done anything wrong, but they must be dealt
with. Stun them with the tazer. Be careful: The squad won't trust you as much after you use the tazer on your own
people—even if it was for their own good.
Head to the back of the canteen, past all the tables.
About halfway there, you trigger a cutscene.
You've found another member of Team Alpha, Williams,
but he is spooked. He has access to the COMS room
that you need to get into, but he isn't going anywhere
with creatures about. Kill the three beasts he's
worried about and he will follow you to let you into
the COMS room.
Head to the door at the far end of the room. When you approach the junction box on the left, a hand icon appears. Work on the junction box until the yellow status
bar fills up. The door to the next room swings open.
24
Looking For Assistance
TIP
Walk back to the rear of the canteen. Two walkers lurk in the food prep area on the left. Take care of them.
Save the game. There are two more walkers to kill.
Hit walkers with regular
ammunition until your
crosshairs turn red, then hit
them with the Flamethrower.
Head over to the box on the floor, which contains a
flamethrower. This is a much nicer weapon than the
blowtorch. You still have the two flamethrower
canisters (ammunition) you picked up back in Level 2
when you talked to Pierce.
Approach the small box on the wall; it contains
more flamethrower canisters. You can always
use the ammo, so pick them up now.
Move through the doorway destroyed by the first
walker and kill the small creatures that appear.
When you enter the next room, another walker comes barreling in. Retreat to give yourself time to kill the beast. One of the trickier parts of using the
incendiary weapons is keeping the fire away from yourself. Backing up allows you room to maneuver.
25
Walk to the back of the room and kill the final walker. Then go back to Williams and let him lead you into the COMS room.
In the next room, pick up the adrenaline shot off the
table. Watch out for more hostile creatures—they
tend to pop up when you're doing other things.
Pick up the shotgun ammo in the corner.
If only you had a shotgun…
See the large pile of boxes in the room
where you found the adrenaline shot?
Shoot them. One crate holds a shotgun.
Before you use the radio, have Pace turn the power
back on.
26
Go back and get Williams. With the area
secure, he will follow you.
Enter the COMS room. Pick up the shotgun
shells from the table and the medical kits
off the wall. Heal everyone with the
medical kits so that everyone's at 100
percent health.
Save the game.
When you go to use the radio, two more walkers appear. Use the shotgun to hit them at a distance,
while Williams burns them with the flamethrower.
Save the game again when you have killed the two
walkers, then follow Williams out of the building.
In Search of the Emergency Radio
Ammo Room
Breeding
Room
X
S
S
X
Save Game Recorder
Ammunition
Medical Kit
Start
To Next Level
This level is mostly confined to one building. You've got four rooms to cover as you search for the emergency radio.
Once you get set up, hordes and hordes of the small creatures attack you. One room contains a large cache of
weapons. Before you get started, go into the ammo room and stock up, evenly distributing the loot among your
team members. It seems like the wave of little creatures is endless, but you can win out if you take your time.
Make periodic visits to the ammunition room to replenish your supplies—give yourself a fighting chance.
After the cutscene, you find yourself in
this room. Each of the doors (except the
one you entered into the room from) has
a door switch that you can use to open
the door. Go to this one first; the room
contains tons of ammo.
Enter the room and pick up all the ammo.
The stash includes a shotgun, plenty
of shotgun shells, and machine gun
ammunition.
Distribute the ammunition to Pace and Williams. With such a large supply, make
sure you take all you can.
27
TIP
Open the next door; be careful, little
creatures lurk on the other side.
Kill them all.
Disgusting! This must be the creatures'
breeding ground. Tentacles snake out of
the walls. Destroy them.
Once they're all dead, interact with the junction box to turn on the power to the radio room.
Move toward the box on the wall. A short
cutscene pops up showing something
approaching from outside.
Go to the door that opened when you turned the
power on and save the game at the recorder sitting
on the table.
Remember all of that ammunition you picked up earlier? Now you need it. Swarms of creatures storm the building. And yes,
they can jump. Bring in all of your squad members. The additional firepower makes short work of the enemies.
After you kill this wave of the little buggers, save the game and back out of the room. Close the door
once your team is out. The next wave comes from one of the other rooms, but you don't want any
stragglers getting you from behind.
28
As you move from room to room
and respond to each attack, close
the doors behind you. This prevents
the creatures from getting to you
from two different angles.
Run back over to the ammunition room and load back
up. You're probably low on machine gun ammo at
this point.
In Search of the Emergency Radio
Little creatures attack from that room,
too, so once you've stocked up, close
the door.
Take a minute to let Williams heal you
and Pace if you took any damage.
In one of the lulls, take the flamethrower away from
Williams. He won't mind as long as you give him a
machine gun to replace it.
Repeat the process going from room
to room, killing wave after wave of
the little critters. There seems to be
no end to their assault.
After you've killed the last of little Things, the other
door to the building—the one that wouldn't open—
bursts open.
Two large Things storm through the door. Hit them
with everything you've got.
Let Williams and Pace fire
conventional ammunition
while you attack with the
flamethrower.
Restock your ammunition, let Pace heal
everyone, and save the game.
Head outside and circle the building to
the right. Find a pair of blowtorches in
the shell of a building. There are also
fuel canisters for the flamethrower.
Save the game every time you finish
annihilating a swarm of creatures. Also
take the time to reload your ammunition.
Look out for the other large Thing that
assaults you. With you manning the
flamethrower and the rest of your
squad firing their machine guns, this
one doesn't stand a chance.
Eventually the large
Things succumb.
Follow the blue marker posts to the
next building.
29
Looking for the Norwegian
with the Radio
Weather
Station
Pierce
Stairs
Warehouse
(Next Level)
X
Fire Extinguisher
Ammunition
Start
X
Pace and Williams still stand by as you search for a radio. It seems like everywhere you turn, the radio has been
destroyed or is missing. As the level begins, you see a figure running across the open fields of snow. Remember
which buildings he goes into; he acts as a guide for you to follow. You are chasing down Pierce, the squadmate
who got separated from you in the snow two missions ago.
As you go from building to building, a disturbing trend begins. Both Pace and Williams succumb to the virus and
turn against you. Thankfully, they don't do it at the same time, because dealing with both of them at once would
be tricky.
30
Looking for the Norwegian with the Radio
NOTE
Take your time on this mission. There aren't
very many medical kits on this level, and the
action is difficult.
You, Williams, and Pace continue looking for a radio.
Thankfully, you have a ton of ammo left over from the
previous level. Before the action starts, make sure it's
evenly distributed among your squad.
Don't follow the blue marker posts; instead, head right and walk along the fence.
Take the ammunition from the corpse.
Enter the building with the stairs.
Kill the hostiles inside and grab the ammo.
When the hostiles are dead, something bad happens to Williams; he turns into one of those Things!
Killing Williams isn't too hard, because he's not as
powerful as a walker. One blast from your
flamethrower does it.
31
This situation freaks out Pace. Give him
a weapon and ammo to calm him down.
Use the adrenaline shot if you need to.
Head upstairs, wiping out the bad guys
along the way.
Go outside onto the roof.
Shoot out the ventilation grate and hop
down into the air duct system.
Have the flashlight ready; it's dark down there and
you need as much visibility as possible.
Move over to this grate in the corner and Be careful. Two Things lurk around the
corner.
drop down.
Put out the fires with the fire extinguisher before
they damage you too much.
32
Shoot out one of the kerosene barrels. The explosion kills both of the beasts.
With the fires out, turn the corner and open the case on the floor. It holds a key you need.
Looking for the Norwegian with the Radio
Go back and pick up Pace.
Kill any hostiles inside the building.
Travel over to the weather station across the way.
Search the lockers for a medical kit and Save the game at the recorder. Watch
some ammunition.
out for hostiles that attack when you
approach.
Run back over to the ammunition room
and load back up. You're probably low
on machine gun ammo at this point.
After you kill this wave of the little buggers, save the game and back out of the room. Close the door once your
team is out. The next wave comes from one of the other rooms, but you don't want any stragglers getting you
from behind.
Give Pace a break and let him hang out in the
room with the save game recorder.
Head into the next room and exterminate the little creatures.
33
Walk into the kitchen and run to the
back of the room. Stand with your
back to the refrigerator.
Hot stuff! The room catches on fire.
You'll be safe by the fridge.
Move to the opposite wall for a box of shotgun shells
and machine gun ammunition.
Grab the roof key off the top of
the barrel.
Walk over to the cabinet on the wall.
Grab the blowtorch and the ammunition
if you need it.
Well, so much for your squad. When you return to pick up Pace, you find that he's one of them! Like Williams,
he's not too hard to deal with.
Pick up the remains of Pace's gear and save the game
before you head upstairs.
Uh-oh. On the next level you face a large Thing beast all alone. Hit it with the machine gun, then fry it with the flamethrower.
34
Looking for the Norwegian with the Radio
The battle is pretty tricky. The Thing spawns little
creatures as you fight it.
Walk into the bathroom to battle another large Thing.
Grab the adrenaline shot, the ammo, and the blood kit near the stall.
Yuck! The next group of hostiles sprays green goop.
Smear them quickly with your machine gun. Take a
moment to heal yourself with a medical kit or two.
The computer provides another piece of the puzzle.
Someone was working on something underground nearby.
Head upstairs and outdoors. A short cutscene begins. Pierce reappears. He says that one of the Things got him and he can feel it inside him.
35
Activate both computers. The one on the right tells you that the telescope is pointed at the weird excavation site.
Use the other computer to see what they're talking about.
Go outside and shoot the barrels. They guard a walkway you need to cross over to the warehouse.
Be careful as you traverse the bridge and walk along
the ledge—one false step and it's a long way down.
A small group of little beasts attacks you along
the ledge. Watch out for them.
Shoot out the ventilation cover and enter.
Congratulations, the level is complete.
36
Inside the
Warehouse
Upper Level
Stairs
X
Office
X
Stairs
Ammunition
Medical Kit
Start
Lower Level
Boss
Tool Shed
Stairs
You've made it inside the warehouse after crawling along the ledge outside. This difficult level holds numerous
walkers for you to encounter. It takes a lot to destroy these creatures, and there aren't many medical kits lying
around to help you out. Take your time with the walkers. The NPC (Collins) on this level turns on you, so don't leave
your back to him for long.
This level introduces the game's first boss. After you take care of Collins when he succumbs to the virus, the boss
awaits you. Dealing with the boss isn't too tricky if you are healthy when you enter the room. You will probably
have to play this level several times; try to minimize the damage you take before you get to the boss.
After the cutscene takes you inside the
warehouse, you regain control of Blake.
Several little creatures and more large Things block your way. Take care of the little ones first, then go after the big guy. Nail
him with conventional ammo until your crosshairs turn red. Quickly switch to the flamethrower and incinerate him.
37
Go through this door. A cutscene introduces you to another member of Team Alpha—Collins.
Take the medical kits from the cabinet.
Give Collins a gun and leave him upstairs for now.
You can't get him killed.
Before you head downstairs, go to the junction box next to the room Collins was in. Fix it to
turn on the lights, helping you see the action below.
Several large creatures lurk below; don't try to deal
with all of them at once, it would be suicide. Divide
and conquer.
38
Descend the stairs with a flare in hand.
Move forward until one of the large creatures emerges.
TIP
Inside the Warehouse
Throw the flare toward the kerosene barrels.
The explosion damages the creatures and buys
you some time.
The narrow walkways above
work to your advantage. Lure the
walkers upstairs and kill them
one at a time.
Head upstairs. The creatures follow you, but it's one
at a time up the stairs. Deal with each in turn.
Use the machine gun to do the damage. Switch over to the flamethrower to finish them off.
If you get low on ammo, lure the
creatures away from the stairs and
run back downstairs.
The storage container holds several sets of ammo.
Once all of the large creatures have fried, mop up the
little ones. It's a piece of cake.
Heal yourself with the medical kits.
Go back and get Collins. He's ready to kick in.
39
Have him fix the box downstairs. It activates the crane controls.
Several little creatures pop out when you send Collins to activate the crane controls.
Walk up the drill and among the rafters to pick up some shotgun ammunition.
Grab the tool shed key off the desk next to the computer.
40
Walk back up to the first landing.
Activating the crane controls lowered
the railing near the drill.
Cross to the other side of the building
via the rafters.
Drop down into the foreman's office.
Take a moment to read the message on the computer. It seems like
whatever project has been going on, it's running behind.
Inside the Warehouse
Walk back downstairs. Cross over to the tool shed. Now that you have a key, you can walk inside.
Visit the save game
recorder and save your
progress. This mission is
one of the most difficult
so far, so make sure you
save your hard work.
Yep, he's turned into a Thing too. Deal with him quickly and pick up the weapon you gave him.
Move down the corridor, past the dead body.
When you approach this door, Blake hears an
unearthly sound. Bad things wait for you on the
other side of that door.
Start walking down the
stairs, but don't turn
your back on Collins.
Now that Collins is out of the way and you've backtracked a little bit, go back and save the game again.
Yikes! This thing is huge. This large tentacle creature
is a going to be a bear to defeat.
41
Circle around the room and unload all of your ammo into the creature. Make sure you are pretty close to
full health when you head into this encounter. If you aren't, the creature will surely eliminate you.
Once you've worn it down a little, fire up the flamethrower to finish it off.
With the creature out of the way, fix the control panel on the wall and exit the room. Good job. This mission
was tough, but you made it through.
42
Investigating the Submersible
Growth Chambers
X
Heat Exchange Room
To Next
Level
Control
Room 1
Prep Room
X
Fire Extinguisher
Ammunition
Medical Kit
Grenade Launcher
Start
On this level you investigate an underwater submersible, but the
real game in this level is hunting walkers. Everywhere you turn,
you face more and more of the large creatures. Two attack you
down in the growth chambers, and one challenges you near the
prep lab. To make it past these monsters, take your time and use
the machine gun/flamethrower combo.
As you progress farther into the game, you learn more about the
virus in little snippets. At this point it's obvious that someone has
been researching the virus intentionally and something has gone
wrong with the experiments. With each passing level you seem
to be getting closer to the truth. Keep at it. Soon you will learn
even more.
43
Decisions, decisions. Go down the hallway…
Turn the lights on and look around. Drop down through
the hole in the floor.
…or enter the room. Head over to this room; it's the
heat exchange room.
Before you charge in, look
at the ventilation shaft in
front of you. Shoot it until
it changes shape.
A few jump out at you from the corpse. Be ready for them.
Head through the door on the left.
44
From your perch, take out the kerosene barrel. The explosion opens some doors for you.
Zoom in on the one in the
corner. You don't have much
ammunition, so you have to
prevent little critters from
coming to get you.
Investigating the Submersible
Return to the room with the corpse and go through the doorway on the right.
Extinguish the fire. Enter the room straight ahead and pick up the ammunition—you now have a full load of machine gun ammo. Pick up the additional fire extinguisher and the medical kit; you probably need it.
Backtrack to the room where you shot out the ventilation shafts. Take a left and enter the control room.
Read the message on the computer.
Someone's been doing experiments here. The
creatures, these Things, must have something
to do with it.
Examine the three surveillance cameras to get a view of the rest of the level. Note where the creatures are.
45
Something's gone haywire in the controls for room 1, but press the buttons labeled 2, 3, and 4 to open up other
parts to the level.
Leave the room and go into the next chamber.
Enter the growth chamber and kill the hostile creatures that emerge.
Exit the hallway at the door and turn right.
You are heading for the generator.
Move down the hall with the red lighting. Take the first right turn. Watch out for more of the little creatures.
A large creature lies in wait for you along the way. Pound away at it with the machine gun, then finish it
off with the flamethrower.
46
Approach the generator and turn off the override.
Investigating the Submersible
Head back toward control room 1. Take care of the large creature that meets you on the way back.
In the heat exchange room, wipe out the
other large creature with the machine gun
and the flamethrower. You may run low on
ammunition for the machine gun. Be careful.
In control room 1, go back and save the game and
activate the control labeled number 1.
Go down the hallway and enter the small room on the right; a grenade launcher sits on the table.
Head into the prep room.
Run across the hallway. Use the fire extinguisher to put out the flames. More ammunition waits for you in
this room.
Although a lot of stuff clutters this room, there's nothing you can pick up. Head out the door and up the
hallway to exit this level.
47
Finding Faraday
Price
To Level
Exit
X
Ramp to
Control Room 2
Prep lab
X
Ammunition
Medical Kit
Grenades
Start
Testing Chambers
Ramp Up
and Down
Control Room 2
Ramp Up
Dr. Faraday
Two more walkers are ready to be destroyed right from the get-go on this level. Nasty stuff,
really. Several small creatures go along with the large walkers. One of the unique things
about this battle is the deadly combination of the walker and the small creature.
After you get into the prep lab, you pick up two NPCs, Price and Dr. Faraday. Faraday is one
of the people leading the experiments. It doesn't seem quite right that you are helping him
out of the level. Shouldn't he have to suffer for what he has done here? Alas, you must guide
Dr. Faraday past the abominable creatures. When you exit this level, another key part of the
story is revealed.
48
Finding Faraday
Progress up the corridor and carefully approach
the door. Make sure your gun is loaded and
prepare for battle.
Step through the door and immediately step back. Several small creatures to the right of the door attack you.
Retreat into the corridor to take them on in turn.
Caution
Equip the flamethrower and approach the door again. This time, step farther into the room. This triggers the
approach of two large creatures. Stay at the door until they start to run in your direction. Then dash back
down the hall.
While the first creature waits for the fire to go out, hit it with the MP5. By the
time the fire burns out you'll have inflicted a lot of damage.
TIP
Once they come down the hall, hit the flamethrower. The fires burn along the floor,
keeping the creatures away from you.
The small creature will
attack by spitting out a
greenish goo. The goo
doesn't damage you, but
it significantly slows you
down, making you
vulnerable to the walkers.
Before the last fire burns out, re-equip
the flamethrower and zap the creature
again. This should kill him.
Repeat the process for the second
large creature.
This room is a gruesome sight. Look
around, then head over to the cabinet
on the wall.
Don't rush into the
prep lab or the combo
will finish you off
quickly. Approach the
door just so it opens,
then retreat inside.
49
It holds medical kits. Heal yourself and
take as many medical kits as you can
carry. You will always need them.
Walk through the door on the left. Shoot
out the air vent. This prevents any enemies from joining the party.
Open the box—it's loaded with grenades! Pick up the flamethrower fuel canisters on the table as well.
Shoot out the air vent to keep little creatures from
dropping in.
Descend the ramp to control room 2.
Walk over to the corner and talk to
Price. Give him a weapon to convince
him to follow you.
Now head over to the main room. Take the left-hand
door on the other wall.
Check out the computer. Great! One of the moronic
scientists figured out that these Things get hurt
by fire—so they altered the DNA of one of them to
become resistant to fire. He's in chamber 3—we'll
have to watch out for him.
Hit the buttons numbered 2–9.
50
Finding Faraday
Go over to the surveillance cameras and look for the hostiles. The middle camera shows this human. He looks like a medic. Let's pick him up along the way.
Now go back to the ramp and venture downstairs.
Kill the wall hugger at the bottom.
Head through the door and into the first chamber.
Hey, it's that medic you saw on the surveillance cameras. Not exactly what you were expecting, is he. The medic turns into one of those creatures and it's up to
you and Price to take him out. If you give Price a flamethrower, exterminating this pest should be pretty easy. Just don't walk into Price's line of fire.
51
Go from chamber to chamber killing the mutants as you go. Remember that case of grenades? They come in
handy now. Let Price lay down a wall of fire to keep the creatures pinned down while you throw grenades in
their direction.
Eventually you meet up with Dr. Faraday. Now that you've got him, you need to get him out of there alive.
Head upstairs to the main lab. Several small creatures
put up a fight along the way.
Have Price fix the remaining door.
Behind it lies a veritable treasure
trove of ammunition. Take all of it.
52
Take Faraday and Price back down to
the prep lab.
Remember all of those piles of goo on the floor as you
went from chamber to chamber? Those all sprout little
monsters on the way back.
When you hit the main lab, go back for more medical
kits and to reload on those grenades.
Kill the opponents back there.
Several tentacles snake out of the
walls, and one large creature
requires attention.
Leave through the door on the right,
killing all of the wall huggers along
the way. Follow the corridor until the
level ends.
Getting Out Alive
Air Duct
Computer
Room
Security
Checkpoint
Elevator
X
Armory
Falcheck
Cryo
Strorage
Dixon
X
Ammunition
Fire Extinguisher
Flashlight
Grenades
Medical Kit
Machine Gun
Pistol
Shotgun
Start
Now we know who is behind this mess. Commander Whitley and Dr. Faraday have been in cahoots. Blake at first
resists in the cutscene, but the legion of shock troops at Commander Whitley's disposal gives him pause
enough to be subdued. Whitley and Faraday have a falling out when Faraday wants to dismantle the program. It
seems that Faraday is concerned that the epidemic will spread to the mainland and infect everyone in 72 hours.
Whitley, on the other hand, wants the experiments to continue.
When you wake up from the tranquilizer you are alone and unarmed in the lab. When you check out the computers you find out that you haven't been infected, not yet anyway. Getting out of here alive takes great skill.
Follow the guide in this chapter to make it through without a hitch.
53
We learn a lot more about the story in the last cutscene. Dr. Faraday isn't
exactly a willing accomplice in all of this. The commander we run into doesn't
much like Blake. When you regain consciousness from the tranquilizer the
commander shot you with, you're alone in a dark room with no weapons and
several creatures scurrying about. Getting through this mission will be tricky.
Walk into this room and turn the power
on to the medibay.
Cross the room and take a look at the
computer. It looks like Faraday and the
commander didn't see eye to eye.
Commander Whitley has been intentionally infected with the virus.
Go over to the security camera station and observe the large walker outside. Wait for it to walk away from
the door.
Make a run for it. Pick up the ammo from the corpse outside the door and enter the room to the left.
Give the ammunition to
Falcheck who is pinned
down in the Sterilization
room. You don't have gun,
but Falcheck does, so let
him use it. Now that
Falcheck trusts you, have
him follow you.
54
Quickly close the door behind you. You
don't want that large creature coming
after you.
Go to the cart by the
door and activate the
switch. This turns on the
automatic sentry gun
that will pin down the
large walker.
Getting Out Alive
Use the surveillance camera to spot the monster. Once it's trapped by the sentry gun, hightail it out of the room and
back to medibay. Close the door behind you once Falcheck is inside.
Once the little creatures are out of the
way, restore the power to the cryo
storage area.
Enter the small alcove off to the side
to find a note and your trusty flashlight. The note says that the security
systems have been programmed to
your DNA, and the automatic sentries
will cut you down if you pass through
certain checkpoints. Luckily, the one at
the armory is broken, so you can slip
through without a problem.
Open the door to the room in front of the
cryo storage area. Falcheck makes short
work of the small pests inside.
Enter the cryo storage area. Dixon is in there and he's hurt. Let Falcheck heal
Dixon. Dixon says he knows where the weapons are and can lead you to them.
Set the squad to follow and run out of the cryo storage area. Once you are back in the medibay, close the door behind you. Several little creatures come after you
after you've talked to Dixon.
Exit the medibay and have Dixon come up and
fix the door to the armory. Don't worry about
that walker—the automatic sentry still has it
pinned down.
55
Enter the armory and walk
through the DNA scanner. Get as
many weapons as you can.
Distribute them among your team.
When you go into the armory, several
small monsters swarm out of an air
vent. Falcheck should be able to
handle them.
Head to the sterilization bay and turn off the automatic sentry. The large walker is free to roam, but he's been worn
down by the constant barrage of normal munitions. Hit him once with the flamethrower and he's done.
Run over to the corpse and read the
document on the floor. Have Dixon
restore power to the north area.
Before you head down the hallway, take out the automatic sentry. You don't want it picking you off.
Walk down the hallway, exterminating pests
that appear.
56
Enter the security room. Pick up the medical kits and save the game.
Getting Out Alive
Go back outside and enter the room containing a medic. When you go in, he turns into a creature. Make quick
work of him.
Open the door and
walk down the hallway.
You've reached a
security checkpoint.
Press the first and
last switches to
deactivate it.
Enter the next room
and blast the small
creatures, then use
the two computers.
Walk to the wall and
pick up some more
medical kits.
All the cells upstairs are empty except
for Fisk (in cell 6) and Stanmore
(in cell 8).
Don't bother with Stanmore. He mutates
if you let him out.
Enter cell 3 and shoot out the ventilation cover. Crouch down to crawl
through the ducts.
57
You emerge from the air ducts alone on a catwalk around the computer room. Two large creatures roam the space below. Walk to the table and pick up the incendiary
grenades and start shooting. When the targeting box turns red, drop the grenades on top of them.
Jump down from the catwalk to the floor below and finish off any remaining monsters.
Leave the room and go get the rest of your crew
back in cell 3.
Order Dixon to fix the fuse box on the wall near the computers. Once the computers are back on, interact
with them. While Dixon works on the fuse box, Falcheck can heal your wounds.
One of the computers has been damaged, but the
other gives you the security code for the elevator.
Go back to the security room and
save the game. This level is nearly
complete.
Catch the elevator and head on out. Great job. You made it out alive.
58
The Escape, Part I
X
Ammunition
Fire Extinguisher
Grenades
Medical Kit
Start
Getting through the last level was no easy
task. You are more than halfway through
this game and the conclusion is nearly at
hand. In this level, you continue your
escape out of the lab with your squad
members.
Other than the onslaught of mutated
creatures, the major threat is Whitley's
shock troops. They are normal humans (as
far as you can tell), but they are highly
trained and more focused than the raging
primal creatures. Walk into the shock
troops' positions and you will get cut
to shreds.
Elevator to
Level Exit
Pressure
Tank Controls
X
Fuel Supply
Controls
When the elevator reaches its destination, a short
cutscene plays—Whitley's shock troops are
around the corner and closing in. Pick up the
ammo at your feet.
When the door pops open, let the shock troops have it.
59
TIP
Don't go down the corridor that the shock troops appeared from. Go to the other door.
The best way to defeat shock
troops is to keep moving and
use grenades to dig them out.
As you make your way down the hall, watch out for shock troops coming from behind.
When you make it to the room with the forklift, head up the ramp and wait. More shock troops spill into the room.
When they arrive, shoot out one of the glass jars on the pallet. The creatures
attack the shock troops first. It gives them something else to worry about.
60
When all of the troops are dead, shoot the crates. They contain much-needed
ammunition. Distribute it to your troops.
The Escape, Part I
Go up to the small room and get the fire extinguisher and the medical kits.
There are several sets of ammunition
in this room. Make sure you stock up
your squad.
Return to the elevator where this
level started.
Have Dixon fix the control panel to the door.
Enter the hallway where the shock
troops first attacked you.
Be careful when the alarm sounds; the
sounds will deteriorate over time and
the alarm itself will explode. The
explosion is deadly.
Before you round the corner, tell your team to
stop in the hallway.
Work your way down the hallway and mow down the shock troops that appear. Pick up the
ammo from the bodies.
An automatic sentry gun waits around the corner. You have to put it out of commission before you bring the team up. Go by the crates and lean around the corner.
Once you shoot out the automatic sentry gun, you can go get the others.
61
Shoot out the crate and crouch down to crawl through the air duct.
Before you shoot out the air duct cover
and drop into the room below, equip the
fire extinguisher.
You'll need to put out a fire before you
get too far.
Pick up the grenades along the wall and
head upstairs once the fire is out.
Have the flamethrower ready. A large monster blocks the hallway. Once it's dealt with, put out the fires again
and make it all the way down the hallway.
Head over to the door next to the boxes.
There are more medical kits in there.
Kill all the small pests in the room with the switches.
Go over to the grate underneath the number 1. Shoot the flamethrower through the bars to burn the
creatures inside.
62
When they're all dead, open the door and put out
the fire.
The Escape, Part I
Walk down the hall and open this door.
Toss a high explosive grenade through the door and
back up. The explosion kills all the enemies inside.
Wait for the flames to die down, then activate the fuel
supply controls.
Exit the room and enter the one on the other side of this door. After the short cutscene, go inside and kill all the small creatures.
Go between the two tanks and activate the
control there.
Return to the room with the four switches.
63
Throw all four switches and exit the room via the
door under the number 3.
Go back and link up with your squad. Let Falcheck heal
you if you need it. Set your squad to follow and return
to the room with the four switches.
Before you run around the corner, set your squad to stop where they are. Another automatic sentry gun awaits
your attention.
Order Dixon to fix the elevator controls. Kill the shock troops on the other side of the elevator doors. Enter
the elevator to complete the level.
64
Pass through the door with the number 4 above it.
The Escape, Part II
Lavelle
Temple
UPPER LEVEL
Stairs
Office
X
Data
Room
Stairwell
to Lower Level
GARAGE AREA
LOWER LEVEL
Stairwell
to Garage Area
X
Ammunition
Fire Extinguisher
Grenades
Medical Kit
Start
Wrecked
Truck
You're not out of the woods; you need to make it out of the clutches of Commander Whitley. As you make your
way through this level, you will pick up two new squadmates after Falcheck succumbs to the virus—Temple
and Lavelle. You'll need their help fighting the shock troops.
Deal with the shock troops downstairs. They're dug in behind a bunch of crates with excellent fields of fire. If
you try to storm their positions, you'll get slaughtered. Destroy the boss at the end of the level. Follow the tips
in this walkthrough and you'll make it out alive, soldier.
65
Be ready for a large creature when you step off the elevator. Your squad should
handle it pretty easily.
Restore the furnace control box to
proper working order.
Right about now, Falcheck succumbs to the virus. Eliminate him.
Take the path on the left and have Dixon fix the junction box next to the door.
Cover Dixon while he works on the
junction box. Several shock troops
come up from below.
Open the door that the junction box
controlled and enter the office.
Run over to the other side of the terrace, to the room.
66
Open the door to the next room.
Your team picks up a new member inside the office, Temple. Give him a medical
kit to restore his health and pick up the ammunition and weapons in the room.
Inside that room waits another new squadmate, Lavelle. Give him a weapon and pick up all the ammo and
the blood test kit.
The Escape, Part II
Go downstairs and to the first room on your right. Watch out for the body in the corner; several small creatures jump out of it. Crush them, then pick up the
sniper rifle and the medical kits.
Have Dixon fix the junction box for the data room. It's underneath the stairs you took to get down to this level.
Enter the data room and pick up some flamethrower
fuel canisters, some ammunition, and a couple of high
explosive grenades. Save the game.
Kill the shock troops that appear on the
other side of the far door.
Go to the door with the two switches (labeled 1 and 2) and press both.
Head through this door and downstairs. Pick up the ammunition from the fallen troops along the way.
67
A security device guards the bottom of the
staircase; if you trip the beam an explosion will
occur. Shoot out the control box to deactivate it.
Go through the door into the long,
wide hallway beyond.
Head right and approach the
crashed semi-truck.
Go back in the direction you came and take out the
soldiers behind all of the crates. A high explosive
grenade works well.
From a safe distance, blow up the
barrels near the truck. This explosion
destroys several nearby critters.
Head over to the junction box to the
truck's left; this controls the lighting
along the roadway.
A large monster appears. No problem. Pick up all the ammo from the fallen shock troops and enter
the small room to the right.
Use the sniper rifle CCTV to take
out all the soldiers you can see.
Then blow up the barrels to clear
the crates out.
68
The Escape, Part II
These shock troops are really digging in. Toss some grenades in to finish them. Go pick up all
the ammunition.
Kill the little pests in one corner…
…then go upstairs.
Have Dixon or Lavelle fix the junction box so you can
open the large overhead door.
Another creature greets you at the top of the stairs. Hit it with the machine gun,
then fry it with the flamethrower.
When you activate the junction box, another large
creature shows up. Take care of him quickly because
several small ones enter the room.
TIP
When you enter the control room above, pick up the fire extinguisher and fix the junction box. Save the game.
Stay mobile and
use the winch
controls to kill
this Thing beast.
Head downstairs and through the door on your right.
69
You've found the next boss creature. Before you engage it, fix the winch power junction box; you'll need it.
The boxes pen you in as you battle the creature. Hit it with conventional ammunition to wear it down. Go for the switch on the wall and hit it. This sends
electricity into the monster. Fire doesn't damage this one, so you have to electrocute it.
After defeating the boss, hit the switch on the wall behind it. This opens a door on
the left. Head inside the new area.
This triggers a short cutscene. A timed explosive counts down. It's time to
hightail it.
Get out of there. Return to the main corridor (the one where the CCTV sniper station was), which holds an elevator. Head on out and the level ends. Good job.
70
Taking Out the Planes
BASEMENT
X
Stairs
Ammunition
C4
Fire Extinguisher
Grenades
Medical Kit
Start
Inaccessible Area
WAREHOUSE
Holding
Area
Power
Stairs
Powell
Cold
Storage Area
X
HANGAR
HANGAR
To Control
Tower
HANGAR
Data
Room
To Level Exit
HANGAR
71
The enemy wants to move something out of here on four cargo planes. Blake suspects it must be Commander
Whitley, and he commits himself to stopping the shipment. To do that, you need to find the four C4 charges in
the warehouse to blow up the planes. Placing the four C4 charges isn't difficult—the big trick is taking out the
guards without them seeing you. If they do, they will close the hangar doors and the level ends.
Once the C4 charges have been placed, climb to the top of the control tower. You have to pull off four precision
sniper shots (one at each of the C4 charges) to blow up the planes. It's tricky to shoot all four of them before the
hangar doors close, but there is a save game point before you take your shots.
Follow the blue marker posts about halfway to the
warehouse. When you see the guard walking his post,
stop and pull out the sniper rifle.
Switch to the shotgun and take care of the guard inside.
Head inside and turn right. Grab the sniper rifle
ammunition tucked into the corner to the left.
TIP
Repeat the process with the guard coming from the
other side of the building.
Get rid of the guards quickly with the Sniper Rifle for a one shot-one kill ratio. When you see a guard from
a distance, pick a spot in front of his path and zoom in with the scope. When he wanders into your sight,
you've got him nailed.
As you play through the
warehouse, keep one thing in
mind: Reload when before you
enter each room. You don't
have time to reload once the
firefight starts.
72
Keep moving from room to room.
Pick up the medical kit here in the
corner. It's hard to see, but the
location is labeled on the map.
You can't move into the holding
area just yet. You need an
engineer to work on the junction
box for it. Press on deeper into
the warehouse.
Taking Out the Planes
When you go through this door, annihilate some of the small creatures.
Several guards patrol inside this room. Don't let them sound the alarm; work fast.
Follow the map to find Powell. He can fix
the junction box that controls the door to
the cold storage area.
If you get into a protracted gunfight with the guards, someone will miss and hit the glass keeping the creature
locked up. If this happens, the guards help you try to kill it. When the beast is dead, take out the guards.
When you open the cold storage area, be ready for
a battle with small monsters. Take the ammo inside
and give some more of it to Powell.
Have Powell fix the junction box on the other side of
the room. This activates the save game recorder;
save your progress.
You could backtrack and have Powell fix some of the
junction boxes you saw (like the one to the holding
area), but press on. Follow the map to the staircase.
As you head down the stairs, watch out for the
vent covers on the walls. Several creatures jump
out and assault you.
Before you exit the stairwell, pick up the medical
kit underneath the stairs.
Have Powell repair the junction box to the
security areas.
73
Open the door on the right, terminate the little pests, and stock up on the
loads of ammunition at the end of the hall.
Open the other door, eliminate the
guards, and save the game.
Return to the ammunition area and
throw the door control switch. This
opens the cell door to the creatures.
Shoot the containers the creatures
are in and destroy them. The body
in the corner holds a key you need.
Grab it.
Enter the room with the C4 and retrieve the two medical kits and ammunition.
Deactivate the security lasers and snatch the four C4 charges.
Now that you are
outside, plant the
C4 charges.
74
The alarm sounds when you take the C4 charges, beginning a running gunfight out
of the warehouse. Along the way, you'll encounter several sets of guards, small
creatures, and large creatures.
Use the sniper
rifle to pick off
the guards in
front of the first
hangar.
Taking Out the Planes
Place the C4 charge and move on to the next building. If the guards see you they attempt to close the hangar doors. If that happens, the level is over.
Head shots work best for killing the guards. Be careful;
if you miss they will take off running.
Check out the hangars for goodies. One of them
(see the map) contains loads of ammunition.
After all of the charges have been placed, enter the
building with the control tower.
When you step inside you're face to face with a large creature. With Powell's help, you should have no problem.
Keep it away from you with a swath of fire from the flamethrower.
Fix the junction box outside the staff room, go
through the door, and save the game.
75
When you approach the body in the corner (you need the key there), several small creatures jump at you and a large creature attacks from the hallway outside. Lay down a wall of fire in front of the door before you pick up the key. This slows down the large foe.
Take the key and open the door to the
spiral staircase; head upstairs.
Along the way, small creatures pop out from the vents along the wall.
Shoot them.
After you've dealt with it, make sure that the other room is clear. Work fast.
Enter the first of the control tower
rooms, which harbors a large creature.
Save the game before you start taking sniper
rifle shots.
You don't have a lot of time to aim—that's why it's important to save the game first. The hangar doors start to close when the first plane blows up. If one shuts,
you're done.
76
Taking Out the Planes
When you see the last plane explode, a small cutscene shows a large walker and several small creatures
wandering around. You need to escape past them.
Head to the save game spot and save your
progress—you've earned it.
Several shock troops storm the control tower. Give Powell enough ammunition to help you out.
Head out of the control tower building via this door.
Have Powell fix the junction box for data room 3;
it holds lots of ammunition.
Instruct Powell to repair the junction box for the
maintenance area.
Be careful of the large walker lurking on the other side of the door.
A large creature attacks you near the
exit. Shoot the kerosene barrels to
take care of it.
Exit the level by crawling into the
ventilation duct.
77
Getting into the Armory
X
Ammunition
Fire Extinguisher
Grenades
Medical Kit
Grenade Launcher
Start
Cohen
Air Ducts
Ramp to
Next Level
X
In this level, you need to infiltrate the armory. Many automated sentry guns block your path. Trying to shoot
them out is a waste of ammunition. Flip a grenade in the general direction of the gun and the explosion will
destroy it. One of the hardest parts of this level is keeping Cohen, your medic, healthy. If too many of the little
creatures get near him, he succumbs to the virus and you'll have to kill him. This level is relatively short, but
the difficulty is ratcheted up, so it may take you a while to make it through. Without a save point along the
ramp, it may take several attempts to get to the bottom.
78
Getting into the Armory
Crawl through the air vent until you
reach the large cavern. Hop down.
Move into the cavern and approach
the small building.
With the creature out of the way, pick
up the ammunition.
Walk up the hill on the side of the cavern. Travel through the vent up there.
Kill the several small creatures that pop up along the way.
Take out the guards coming up the ramp.
Toss a couple of grenades down the ramp to take out the gun.
With the flamethrower, put up a wall of fire in front of the door to pen the
enemy (a large creature) inside.
Once outside the air duct, you link up
with Cohen, a medic. Give him a weapon.
Be careful when you approach this body in the corner.
An automated sentry gun covers the end of the ramp.
Another automated sentry gun guards the end of this ramp. Run up (so your
throw can clear the two stacks of boxes) and toss the grenade. Retreat to
safety and let the grenade do its work.
79
Several kerosene barrels sat near that last
automated sentry gun, so use the fire
extinguisher to put out the fire.
Take the next leg of the ramp down and take out another automated sentry gun with a grenade.
Be careful of the escaping steam along
the ramp. The superheated water burns.
Be careful when you are working with Cohen. If he's exposed to too many of the little creatures, he'll succumb
to the virus. If he does, put him out of his misery. Keep him safe because he's a valuable member of the team
with an endless supply of medical kits.
Watch out for the large creature near the bottom of the ramp. Keep Cohen stocked with ammo and blast your way past the beast.
When you finally make it to the bottom of the ramp, the next level loads. Congratulations—making it this far wasn't easy.
80
Into the Weapons Research Room
Weapons
Research Room
Data
Room
CCTV
Peltola
Boss
X
X
Ammunition
Fire Extinguisher
Grenades
Medical Kit
Start
This level's introductory scene, a standoff between two NPCs, is fun to watch. It underlines the major theme
of the game—nobody knows who to trust, nobody knows who has the virus. The level climaxes in the
weapons research room, with a nasty boss creature trying to end your mission.
Getting through this complicated level in one piece requires all of your skill. Take advantage of all the save
game points. Battling the boss creature is reminiscent of the fight you had against the boss creature at the
end of your escape—the one you electrocuted with the winch. You have to stun this monster to do damage.
Thankfully, the room contains an ample supply of stun grenades. If only you can stay alive long enough to
use them…
81
You walk into a small scene between
two NPCs, Ryan and Stolls. Neither trusts
the other, and they are at a standoff,
weapons drawn.
The normal process of gaining their trust doesn't work. They are on edge, so giving them weapons is out. You can use the
tazer on Ryan or wait. He falls victim to the virus. At that point, you and Stolls can take him out. Take a blood test in front
of Stolls so he will follow you.
The computer offers another little tidbit. It seems that
research continues on this virus, and even more
people will become infected unless it's stopped.
Take the far door and enter the data room. A box of ammunition sits on the shelf, and a fire extinguisher
rests in one corner.
Have Stolls fix the data room junction box and the power supply junction box to restore power to the security cameras.
With the power restored, walk among the When you get near the end of the computer terminals, a large creature bursts through the wall. A combination of regular
computers. Each has a different message ammunition from Stolls and your flamethrower works to take it down.
regarding Stolls, your current compatriot.
82
Into the Weapons Research Room
Go back to the computer terminals near the fire extinguisher. A cutscene explains how Stolls is going to get
you access to the black security lab. He's going to run ahead, while you man the terminal.
Watch Stolls on the security camera. When he reaches the door, throw the switch to let him in. Switch
over to the CCTV sniper rifle to annihilate the beasts in the next room.
The virus claims Stolls when he enters the third room; run to the mutant and kill it. Then pick up the
ammunition in the small room.
When you walk into the next room, an NPC leads you into a trap. By the time you regain control of Blake, it's too late. The room is filling up with poison gas.
You have 35 seconds to figure out the puzzle, or the game is over.
83
Run between the two computer towers and fix the junction box. This burns 10-plus seconds of your time—
time you don't have to lose.
Make your way to the CCTV sniper rifle control and shoot out the yellow tank on the floor.
Use the computer to the left of the CCTV sniper rifle
control station. This sends out a distress signal and
opens a new door.
Be careful when you try to go around this corner. An automated sentry gun waits for you. Don't bother trying to take it out. Run fast and get to the door
before the gun activates and draws a bead on you.
84
Watch out for the small creatures in the next room. Shoot the pile of alien flesh on the floor to keep it from
generating new pests. Hit the switch on the wall to deactivate the automated sentry gun you passed.
Into the Weapons Research Room
Run over underneath the stairs next to the shooting range. A junction box there controls the power to the
control room above.
Link up with the engineer, Peltola, and have him follow you.
Have Peltola fix the next junction box and enter the room with the three CCTV stations. You can see some
of the different rooms you'll be in.
Go back to the control room. Blow up the kerosene barrels stacked up next to the door with the CCTV sniper rifle.
85
You now have access to the weapons research room. Pick up the key off the table. This lets you into the
room next to the shooting range.
Return to the data room and save the game before you
open the next door. You must defeat a boss creature
to complete this level.
Have Peltola fix the junction box outside the data room. This gets you some ammunition and the opportunity
to save the game.
Open the door next to the shooting range and kill the two guards.
86
Into the Weapons Research Room
Special Case
Occasionally, one of the guards turns to flee when you wound him and kill his partner. Let him run, but do not
follow. The best way to get this to happen is to equip the machine gun instead of the shotgun when you burst
into the room. The machine gun has a higher rate of fire but does less damage per shot than the shotgun. So
the guards tend to flee from the hail of bullets. When one of the guards flees, he leaves the door to the boss's
room open. Kill the guard from afar, then shoot out the container holding the large creature. Set up a wall of fire
and pick it off. The fleeing guard scenario doesn't happen often, but when it does, it is a major help. You can
now circle the entire room without worry when you run into the boss's room.
It's time to fight the boss creature. Circle it firing the shotgun.
Pick up the stun grenades
from the crates in the
back. To make it through
this battle, you really
have to know the order of
your items because you
switch back and forth a
lot between the flashlight,
the medical kit, and the
stun grenade.
While fighting the boss,
keep the flashlight
equipped. You need to
see where you are going
when you head back to
get the grenades.
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Stun the creature and hit it with the shotgun to weaken it, then attack with the flamethrower.
When battling the boss, try to stay away from the creature in the container. If you get too close, the boss
breaks open this container and you have two creatures to deal with.
Getting out of Dodge
You did it! You beat the boss near the Weapons Research Center. Way to go! The battle was a long one, but you
really accomplished something when you destroyed it—a challenge worthy of the best of your skills. But, the
game is not over.
When you killed the boss, the entire building began to shake and rattle as violent explosions racked the
building. Fire is everywhere and you've got to get out. Equip the fire extinguisher and make a run for it. You need
to make it up and out of the building before it explodes.
Run back to the ramp with the automated sentry guns and ascend the ramp at full speed. The flames will
climb higher; move quickly. Run to the stack of boxes when you reach the top of the ramp. Climb them to
reach the small ventilation shaft. Quickly crouch and crawl through it.
You'll emerge from the ventilation shaft outside the armory. Run to the elevator and ride it up to the top level.
You are hot on Commander Whitley's tail. It's time for the final battle.
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The Final Conflict
S
To the
Final Battle
Unfinished
Buildings
X
S
X
Ammunition
Grenades
Medical Kit
Save Game Recorder
Start
With Whitley on the run, it's time to end this conflict.
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The level starts while
you're on the elevator.
When you step off, a
short cutscene shows
Whitley fleeing down the
snowy trench.
Before you follow him,
pick up the sniper rifle
ammunition in the corner.
Slowly step out of the elevator cave. The cold brings your Exposure Meter up.
Use the sniper rifle to scope out the path. Several shock troops wait at the first turn in the snow trench. Zoom in and pick off the troops with clean head shots.
When you approach the first turn, several more shock troops come around the corner. Toss a grenade and retreat to the elevator cave. The grenade takes out
one or two and draws the rest down the trench toward you. Eliminate them.
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The Final Conflict
At this point you're feeling the effects of the cold;
your Exposure Meter is almost out. Head back to the
elevator cave and warm up a little.
Be careful as you come around the corner again. More shock troops show up in the snow trench. Again, toss a grenade to draw them out. Finish them off with
the sniper rifle.
Repeat this process several times to make it all the way around the corner and farther up the snow trench.
Once you clear the way, look for a small opening on the trench's left side. Crouch and enter the small cave. It holds incendiary grenades and sniper rifle
ammunition, so you'll be prepared for the next assault. The medical kits here will heal your wounds.
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While you are re-arming yourself, more shock troops come down the snow trench. Don't rush out—pick off the
guards as they patrol past the opening.
Around the next bend, an enemy sniper waits on top of the ridge. Quickly shoot him.
Set off the incendiary grenades to clear the way.
Kill the last sniper. He's covering the domed storage area. Enter the building.
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Whenever the Exposure Meter gets too low, return to
the cave where you found the ammunition. The shelter
to warms you up.
The Final Conflict
As you go in, a short cutscene plays. You've found Whitley, and Blake shoots the two kerosene barrels to the left and right of him. But Commander Whitley does not die.
He stands there, burning and taunting you. An evac helicopter is on the way to transport Commander Whitley and the virus off the continent to infect the planet.
Save the game at the save game recorder
to the left of where you shot Commander
Whitley.
Once you regain control of Blake, crouch and look right to find a small opening in the stack of crates.
Head in there to pick up a ton of medical kits and a few incendiary grenades.
Head back and to the left, maneuvering through the crates. A small ambush waits for you, but setting off
one of the incendiary grenades wipes out the whole group.
Watch out for these laser trip wires. Walking through
one results in instant death.
Shoot the control boxes for the laser trip wires to disarm the mines.
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Down the small walkway, you'll encounter another ambush. Don't go for a protracted gunfight—toss another incendiary grenade.
When you reach this spot, crouch and press on. Don't throw a grenade while you are crawling through this
section. You'll blow yourself up.
Watch out when you turn the corner;
several more shock troops lurk there.
Pick up the ammunition from the fallen shock troops.
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Move along the narrow path next to the small crates. Pick up the extra ammunition and the grenades along
the way.
The Final Conflict
Before you head out the door, run back to the save game recorder near the entrance. Once outside, be careful. Crouch and seek cover among the storage
containers. Several shock troops patrol on top of the partially constructed buildings in the center, and they can pick you off from a distance.
Annihilate them one by one. Remember, if you can see the enemy snipers, they can see you—be quick.
As you work on the snipers, your Exposure Meter continues to decrease. Move inside for a moment to warm up.
With the enemy snipers out of the way, warm up and save the game. Explore the area to the left of the partially constructed buildings to locate another snow trench.
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As you progress down the snow trench, several cutscenes play out. Commander Whitley has succumbed to the virus and has turned into a hideous creature.
The helicopter that was coming for Whitley picks you up instead.
As the helicopter circles the mutant, hit Whitley with the onboard machine gun. Keep up a continuous
stream of bullets and occasionally fire on the kerosene barrels to weaken the creature.
When the creature lunges at the helicopter, fire on the tentacles and the creature's midsection. This causes
it to withdraw its attack.
If the monster hits the helicopter often enough, the chopper will spin out of control and crash into the
countryside below.
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Keep firing at the creature until it dies. Great job!
You did it!