If you find this guide, or portions of it any where else please email me.
Thanks!
On Gamefaqs, SuperCheats, and Gamez my name is Expert.
On IGN and Neoseeker my name is The_Expert_47.
On Cheats.de it credits my work direclty to Andrew Ziel.
Other than the email above you can contact me at:
MSN - expert_47 (at) hotmail.com
Yahoo - the_expert_47
---------------------------
*****Table Of Contents*****
---------------------------
*Note: There will be a pretty big update to this guide coming soon thanks
to Overminder, someone who has found some new interesting information!
Look for it sometime in the future when I have more free time.
This guide contains the locations of all the weapons in
"The Thing". Although most weapons are easy to find some
are hidden a bit or can be over looked. Also I have a
listing of all the squad members you get throughout the
game. The weapons and squad members are listed in the order
I think you will come across them in the levels. The levels
are listed in the order in which they occur in the game.
Every time it goes to the main loading screen I count that
as a level.
Concerning Squad Members: A lot of people think that squad
members "go thing" at random times. While this may be true
if you get them scared and nervous a lot it can also in be
prevented to a point. I have played through the game
multiple times on normal and hard both about twice on each
difficulty and it seems if you take care of your squad they
will all be fine and will not "go thing" until a certain
point. Every time I have played through the game my squad
members have all "gone thing" approximately the same time,
so during the guide I will tell when this is. This way you
can have the flamethrower ready or if you want to even have
less hassle you can just put a shotgun shell in their skull
a couple seconds before its going to happen, but if you do
kill them a little early take there gun first so they don't
shoot at you.
Well here goes my walkthrough. When I come to a squad
member I will just say their name and when they leave or
"go thing". When I say someone "goes thing" I will say the
level it happens and if you look at that level I will give a
more detailed description of the event. With weapons I will
say the name and then location. Also some levels will have
special informational lines such as the first point of the
first level.
-------
Level 1
-------
-You start this level with a machine gun.
-North - Solider - He is with you at the start of the level
and leaves at the end of the level. He also starts with a
machine gun, which you might as well take from him at the
end of the level.
-Burrows - Engineer - He is also with you at the start of
the level and leaves at the end of the level. He also
starts with a pistol, which you might as well take from him
at the end of the level.
-Weldon - Medic - He is also with you at the start of the
level and leaves at the end of the level.
-Machine Gun - Walk backwards at the start of the level, it
is on the ground.
-Pistol - After you walk in the building right in front of
you at the start of the level you will turn left and go
into a large room, adjacent to that room is a small room
with a computer in it. The Pistol is on the desk in that
room. Note that there will be an explosion in the room when
the door is opened.
-------
Level 2
-------
-Carter - Engineer - Found in the big room that you have to
unlock at the beginning of the level. You will need to heal
him when you see him and he "goes thing" during the blood
test cut scean at the end of Level 3.
-Blowtorch - Behind where you fine Carter there are some
barrels. Shoot the barrels from a distance to make a
doorway into a kind of hidden room with a blowtorch in it.
-Cruz - Solider - In the same room you find Carter there
are some CCTV's, one of them you have to look though to
fine a door code. Cruz is in that room. Cruz is scared
easier than your average squad member and "goes thing"
during the blood testing cut scean at the end of Level 3.
-Machine Gun - It's on a dead guy outside of the main
building, down a hill.
-------
Level 3
-------
-You will still have Carter and Cruz at the start of this
level.
-Blowtorch - In a hut northeast of where you start the
level.
-Pierce - He is found in the supply hut. He doesn't trust
you and has you test yourself and your squad with blood
test kits. Pierce has a flamethrower when you get him and I
strongly recommend you take it from him after you kill your
former squad, as he will leave you at the end of the level.
-When you test Carter and Cruz they "go thing".
-------
Level 4
-------
-Pace - Engineer- You basically start the level with him.
Pace starts with a machine gun and goes thing in Level 6.
-Williams - Medic - In the main building complex you will
enter a large room and there will be a cut scean that shows
you meeting him. Williams will not trust you until you kill
the three walkers roaming the complex. Williams starts with
a flamethrower as he so nicely notes in the meeting cut
scean, but don't take it until after you gain his trust or
he can get a little mad. Williams "goes thing" on level 6.
-Stun Gun - In the room you meet Williams it is on the desk
to the left of the entrance to the room.
-Flamethrower -In a box in the kitchen adjacent to the room
where you find Williams. You must get this if you did not
get the one from Pierce and did not take Williams's, or you
might fine it just a little difficult to defeat those
walkers.
-Shotgun -Under boxes in the Sleeping Quartes in the area
where you encounter the third walker. (Credit to Ethan (a.k.a.) Jack el Ripper.)
-------
Level 5
-------
-You should have Pace and Williams through this level.
-Machine Gun - On table in the middle of the central room
of the house.
-Shotgun - In the ammo room on desk.
-Machine Gun - In ammo room on cabinet.
-The ammo boxes in the ammo room are all unlimited.
-Blowtorch - On bed in the bedroom.
-Blowtorch (2) - On desk of the hut outside the house. You
will only have access to it after the humanoids break the
door down.
-------
Level 6
-------
-You should start this level with Pace and Williams, but
they won't end it with you.
-Pistol - To your right at the start of the level on a dead
guy.
-After you get out of the first building, by that I mean
the only building you can access at the beginning, Williams
will "go thing". It is recommended you shoot him before
entering as to lessen the hassle. Remember to take his
weapon first, I would try out the stun gun beings you never
really get a good opportunity to use it other than
situations like this. Plus it's pretty funny.
-Flamethrower - On dead guy behind the weather station.
-When inside the weather station there will be a row of
lockers then a long room at the end. If you turn right you
can save, but if you turn left then you go straight until
you see a left turn with stairs in it and a hall beyond. If
you start down that hall Pace will "go thing". I recommend
you save after clearing the long room, taking Pace's weapon
and do him in. Don't feel bad it's for the best.
-Pistol - Continue down the hall where Pace would have
"gone thing" and there it is on a dead guy (don't you see
this a lot).
-You finally meet up with Pierce again but he has to be a
good little kid and listen to his dad's advice. He probably
would have made the best squad member too.
-Sniper Rifle - In the room where you find good old Pierce.
-Pistol - Found on Pierce after he dose the deed.
-------
Level 7
-------
-Level 7 contains a boss fight.
-Collins - Engineer- In room near where you start. He goes
thing on this level. When you go down the stairs in the
save room and walk a little down the hall he will "go
thing". I recommend killing him before you go down the
stairs.
-------
Level 8
-------
-Grenade Launcher - In Cell 3 where a humanoid is at the
beginning of the level. You can see it on the desk when you
look through one of the CCTV's in the control room.
-While in the control room you can look through another
CCTV and watch a medic get killed by a humanoid. If you do
not watch it then the humanoid will not kill him until you
come across him in the level. I have tried saving him many
times but never succeeded, I haven't even gotten close
enough to get his name to show up on my squad menu. I don't
think you can save this one.
-Pistol - On dead medic talked about above. You will see it
because you have to go back there to switch something on.
-------
Level 9
-------
-Price - Engineer - Found in the room up and to your left
when you start. It's just ahead of the health box on the
wall. He leaves at the end of this level.
-The health box near Price's door has unlimited health
packs.
-Shotgun - Found in ammo room to your right when you start.
Price has to fix the door controls for you to get in.
-Parnevick - Medic - Found in the first pen you enter he
goes thing very early in the pens. With this guy I would
just have him heal you and Price and then shoot him. Don't
even bother giving him a weapon.
-Faraday - Medic -Found in Pen 2. He is killed in a cut
scean in Level 10.
--------
Level 10
--------
-Just a cut scean where Faraday dies and furthers the plot
along.
--------
Level 11
--------
-You start this level with all your weapons and items gone.
-Falchek - Medic- Found in the shower room. You can see him
through a window of the branch off room to your left when
you start. He starts with a machine gun. To get him to
trust you give him ammo you fine in the main hallway.
Falchek "goes thing" on level 13.
-Dixon - Engineer - Found in room behind you at the start,
the one Whitley is in during the cut scean in level 10. He
is my personal favorite squad member you get during the
game. He stays with you longer than anyone and never "goes
thing" on you. Dixon also never gets scared by anything and
is awesome in fights. He dies in the explosion at the end
of level 13 or just leaves depending on his position.
-Flamethrower, Machine Gun, Pistol, Stun Gun - Found in the
armory.
-Carter - Solider - He his behind a glass door at one end
of the main hallway. He has a medic outfit on but it says
he is a solider. It doesn't matter though, he "goes thing"
in about 10 seconds within opening the door. Have your
Machine Gun ready and put some lead in his skull as fast as
you can.
-Stanmore - Engineer - In cell 8 in the big holding room.
"Goes thing" in about 10 seconds within the opening of his
cell door. Use the same procedure as listed for Carter,
-Fisk - Solider - Found in cell 6 of the big holding room.
Fisk leaves at end of level 12.
--------
Level 12
--------
-You should have Falchek, Dixon, and Fisk at the start of
the level.
-Machine Gun - Found in the elevator you start in.
-Machine Gun - On the floor at the end of the series of
hallways to your right when you start the level.
-Shotgun - In weapons closet in the big room to the left
and down a hall from the start.
-Fisk leaves at the end of this level.
--------
Level 13
--------
-This level contains a boss fight.
-You should have Dixion through this level.
-Falchek "goes thing" before you leave the initial starting
room. I recommend killing him right when the level starts.
-Temple - Medic - In office to your left when you leave the
starting room. He either dies in the explosion at the end
of the level or just leaves depending on his position.
-Sniper Rifle - In room with Temple.
-Lavelle - Engineer- He is in the room to your right when
you leave the starting room. He either dies in the
explosion at the end of the level or just leaves depending
on his position.
-Flamethrower - When you leave the starting room if you go
down the stairs and turn right you'll find it in a small
room.
-Guy -Solider - At the top of the stairs in the large
garage area at the left end of the roadway. He is dressed
like an engineer, but says he is a soldier. He "goes thing"
as you approach. The best thing to do here is to shoot him
with the sniper rifle before you approach him.
-Grenade Launcher - When you get in the garage with Guy in
it kill him, then turn right and throw a grenade at the
boxes in the corner. I box will blow up and you can go
behind the crates and get it.
-Shotgun - In the second smaller garage branching off of
the big garage with Guy in it. Becomes accessible after you
beat the boss.
-When you get in the elevator there is a cut scean where
Dixon, Temple, and Lavelle will either blow up or be out of
the explosions path, but either way none of them will come
to the next level with you, I would make sure you have two
of all the weapon types they are carrying and if not take
them, they won't be needing them.
--------
Level 14
--------
-Powell - Engineer - You meet him in the Laboratory. There
will be some soldiers after him, so I suggest running in
with your shotgun ready. He leaves at the end of the next
level.
-Shotgun - In the cold room adjacent to the room where you
find Powell.
-Machine Gun - At the end of the hall filled with ammo.
-Grenade Launcher - In the store room, on the desk next to
the computer. There is a message about it on one of the
computers.
--------
Level 15
--------
-You should have Powell through this level, but he will
leave at the end.
-Reed - Medic - At the end of the hall with explosive
barrels near the generator room. He is being attacked by
humanoid. Have your flamethrower and health ready. Give him
a weapon as soon as possible. You must be careful not to
get yourself killed by igniting one of the barrels. You
also might want to think about leaving Powell behind for
this, as it is just one more person to worry about. Reed
leaves at the end of end of the level.
--------
Level 16
--------
-Grenade Launcher and Flamethrower - In a small hut just
ahead of you when you start. There is a humanoid inside.
-Cohen - Medic - He runs by you as you climb out of the
ventilation shaft. He leaves at the end of this level.
-Pistol - On dead guy in the ventilation shaft at he top of
the ramps.
-Shotgun - On the ground next to the first wall gun you
encounter.
-Pistol - On the desk in the Guard Room with the save
terminal in it.
-Shotgun - On rack in the Guard Room.
-Pistol - In another Guard Room you encounter after the one
with a save terminal, on a rack.
-Machine Gun - In another Guard Room you encounter after
the one with a save terminal, not the same one as the
pistol above.
--------
Level 17
--------
-There is a boss fight in this level.
-Ryan - Engineer - There is a cut scean showing him and
Stolis fighting. After that you have him in the squad. He
starts with a pistol and "goes thing" very early in the
level. I suggest using a blood test kit on yourself and
giving Stolis some ammo before you shoot Ryan so he fully
trust you. Remember to take Ryan's gun before you shoot
him.
-Stolis - There is a cut scean showing him and Ryan
fighting. After that you have him in the squad. Remember to
get him to fully trust you before you shoot Ryan. Stolis
also "goes thing" during this level.
-Stun Gun - On desk near Stolis and Ryan.
-Pistol and Grenade Launcher - On the desk in the room with
save terminal 2.
-Stolis "goes thing" after he jams the security for you.
You can't shoot him early or else you will fail the
mission.
-Pistol (3)- At the firing range booths.
-If you look into one of the CCTV's you can watch an
Engineer dieing. I don't think you can save this one.
-Peitola -Engineer - Found in the observation building near
the firing range. He leaves at the end of the level.
--------
Level 18
--------
-Machine Gun - On the floor on the top of the ramps.
--------
Level 19
--------
-Whitley - Solider - This guy is actually not supposed to
be attainable, but you can get him. At the start of the
mission do not go outside. Use the grenade launcher and
stun grenades and shoot them at the wall and try to hit him
on the bounce. If you manage to get him as a squad member
though you should be warned, he can disappear at any time
during the level and doesn't really seem to help you much
at all. I suggest you just let him go in the cut scean.
However if you want a laugh use the same procedure, just
instead use regular grenades. He won't be in the runaway
cut scean or the cut scean where you talk to him in level
20, but he will still talk. It's kind of funny.
--------
Level 20
--------
-Sniper Rifle and Grenade Launcher - In a shack outside the
dome, you must go past the snipers first to get to them.
--------
Level 21
--------
-This level is just a boss fight and the last one at that.
-Well, you have beaten the game THE THING, Congratulations.
------------------------
*****Ending Remarks*****
------------------------
If I have missed any weapons you can contact me at the
email address at the beginning of the guide. Please list a
good enough description of the location for me to find it.
Also if you have any ways of getting the squad members I
listed as unattainable then send them my way. You will get
credit for anything I post. Just put the subject of the
email as The Thing, as that way I will read it faster. One
more thing, if you have any good suggestions of things you
might want to see in the walkthrough then feel free to send
those also. Well, thanks for reading my walkthrough, I hope
it helped you.
This is list of people I want to thank.
-All the sites this is on, for hosting it.
-Shawn, my best friend for watching me play The Thing and a bunch of
other games for hours on end and for finding some spelling errors.
-Ethan (a.k.a.) Jack el Ripper for the Level 4 Shotgun Location.
Ethan edits and test walkthroughs for certain Xbox games.
You can contact him at ethanshafer(at)hotmail.com
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
If you want this guide on your site send me an email. I will more
than likely say it is okay as long as you have the whole thing and
give me the credit for writing it.
Copyright 2005 Andrew Ziel {Expert / The_Expert_47}