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Cheats for What's the Safest Thing to Do

Hint: Keeping your team together:

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Listen to your team. They will tell you how they feel. If you hear someone say something similar to "We're gonna die", check the team menu and see how he is doing. If there is an X across his face while he is shaking uncontrollably, bring out the Tazer and shock him. Wait for him to calm down, move out of the area, and give him back his gun. He might be bitter, but after you kill a few more things he will be fine. Otherwise, he might start shooting you and your team, ending with himself in the head.

Hint: Defeating the final Boss:

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Go in the helicopter. When the pink tentacle appears from its back, pump it full of lead. Then, hit the mouth part. When you get knocked to the ground or near it, blow up one of the barrels and watch it burn. Repeat this until an intermission sequence begins. thekingofgamers.

Hint: Level 6 (Strata Medi-Lab):

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On the level where you start with no weapons, go toward the spark and fix the junction box. Open the door where the walker is located, run behind the table, and wait for him. Run out where he was and close the door. He will be trapped in there for now. Get the ammunition near the dead body and go to where the medic is located. Note: Do not turn on the switch on the side of the camera. Give him the ammunition and have him follow you. Go down the hallway. There will be an explosion, but it will not hurt you. Go past it, then go forward until you see the man. Do not open the door. Fix the junction box and open the door to the left. Save and get the medi packs in the room. Have your man stay there and close him in. Go back to where you trapped the walker and open the door. Run to where you found the medic and have him come in. Then, go past him and look at him just inside the door. Just as he attacks, go back, strafe right, and lock him in. Go back to your man and he will heal you. Have him follow you. Go back in the room with the "probe table" and open the other door. Two scuttlers will attack, but your medic will kill them. Take your medic outside the door by the walker who is trapped. Have him stay there. Then, go back and open the big door. You will see big experiments everywhere, but there will be an injured man in the back. Heal him, then run to your medic. Close the door and make sure your men are with you. Have him fix the junction box that goes to the armory. A few Scuttlers will attack, but just go in and get equipped. Give one man a pistol, some ammunition to your medic, and ammunition, a medi pack, and flamethrower for yourself. Go to the man you saw behind the door. Take out your machine gun and open the door. Shoot him until the aim turns red, then change to flamethrower and burn him. Then, go in. You need to go to the room to the left and hit the first switch and the last switch. Then, go through into the room. There will be some Scuttlers here. Kill them all, then open Cell 6. Only have him come with you. Go back to the save room and save the game. Then, go past the save room to the door that will not work. Have your men stay there. Go to Cell 3 and look in the back. There is a vent. Shoot it open in first person mode. Crawl through, and on the other side, walk across. There will be two flame grenades. Pick them up. Look down to see two walkers. Jump past them and run to the door on the left behind the wall thing. Have your men follow you. Take out the flamethrower and kill the walkers. Note: Save the flame grenades, as they help at the next Boss. Once they are dead, head in and have your engineer fix the junction box. Get on the computer and get the code for the elevator. The elevator is where the man transformed at. Note: Go to the armory and stock up on ammunition; do not forget the tazer. mitch smith.

Hint: Road tunnel:

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In the level where you first enter the road tunnel, go right to the truck. Blow up the barrel to kill all the little things. You can now either have an engineer fix the lights or not. Follow the left wall back to the door you came in and stop near it. There is a Walker locked up in some boxes. Throw a grenade to blow up the box and let the Walker out. Run back to the truck, or better yet, stand there and watch (if the lights are on). The guards not only get slaughtered, but really wear the Walker down. After he kills the guards, get him to walk around to you (not leaving the general area) then blow up the barrel. If you done correctly, you will kill the walker with ease. Otherwise, torch him.

Hint: Defeating the second big Thing:

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Go into to his garage. Fix the electrical panel that operates the hoist. Step back towards the middle of the big door. There is an opening between two of the crates. Using your grenade launcher in first person targeting, send in a grenade. If the Thing turns its head toward you, then you have him targeted. Continue sending in grenades until he begins to burn. You can send in a few more if desired for extra fun. Run into the Thing's room and on the far wall from the big door is a switch. Throw the switch and watch as the Thing dies. You will probably take one hit from him. GMscottith.

Hint: Defeating the third Boss:

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Run around the Boss in a circle while shooting it with the machine gun. When it is low on health, use the flame thrower to finish it off. If done correctly, you can kill it without being hit. After you kill the Boss, the Thing in the glass in the room will break out, and the door will be opened with a few guards.

Hint: Keep Williams:

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On the level where you must gain access to the weather station, go to the side of the building to your right. Throw a grenade under the vent and the door will be blown off, allowing access. If you had gone in regularly, Williams would have turned into a Thing. Using this trick will save many medikits for the levels ahead Yuber8900.

Hint: Skip first Boss battle:

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When you encounter the first Thing Boss, hold Up/Left to run diagonally and you should run under it before it can hit you. This will also aim you directly at the junction box. Immediately start fixing it. As soon as it is almost fixed, hold Right to run through the door. Since he will still keep fixing it as long as you do not release the button, with luck it will be fixed before the Boss attacks for the third time. At the intermission sequence you tend to take off in a random direction, so this may take a few attempts -- save immediately before trying this. If successfully completed, you will lose only about half a bar of health and no ammunition, making the next area much easier.

Hint: Get Whitley to follow you:

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The following trick requires Stun Grenades (found in the back of the room with Boss 3), Blood Test Kit (found in the same room), and the Grenade Launcher (in the save room down the hall from Boss 3). Starting after third Boss fight (hanging tentacle monster), backtrack your way out of the weapons lab, back up the air vent, and to the "mine" elevator. As soon as you reach the surface, strafe left, and equip both the Grenade Launcher and Stun Grenades. If you step forward at all, it triggers an intermission sequence you have to die and start the level over. Enter first person mode and aim up the corridor, parallel with the bottom of the last metal wall panel. Launch a grenade and quickly walk forward. The intermission sequence will trigger, but Whitley will stand still instead of running off. Now, quickly run ahead of him (preferably block his path to slow him down) and use the Blood Test Kit. He now trusts you enough to follow orders. Order him to follow you (otherwise he walks around the corner triggering guards to attack) and give him a weapon. You have now backup. He only lasts a brief amount of time, and will disappear roughly halfway up the snow corridor, which appears scripted. However, every bit of backup firepower helps in that spot.

Hint: Persuade a person:

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When someone's trust is in the orange and they will not do anything for you, enter first person mode and aim the gun at their head for three seconds. They will now do things for you without good trust.