Thing-Thing Wiki


Thing-Thing Arena 2 is the 2nd game in the Thing-Thing Arena side-series. Chronologically placed when Project 154 was trapped inside Systems Corp.'s instalations. Add sentry bomber drones to System's creations and special System Corp Soldiers

Improvements[]

Aesthtic[]

  • Little improve art style (Mostly in zombies and stinky beans)
  • Adds a intro cutscene
  • Adds a dynamic camera system that moves along with the character
  • More custom parts
  • Improve zombie and stinky bean's move to make them more unic
  • Improve sound

Gameplay[]

  • Add Sentry bomber enemies, where fly to player and explode at contact
  • Stinky beans have four sizes, from 1/2 to 3/2 player's size
  • Add mass penetrative weapon (Gauss Gun)
  • Add power-ups such as improve speed or jump and temporally time freezer
  • Improve map complexity
  • Add a practice mode where player can test all weapons
  • Add Ultimate survival where all enemies attack together

Gameplay Modes[]

  • Sentry Bomber Survival: In this gameplay mode, you are pitted against swarm after swarm of robotic Sentry Bomber attack drones seeking to destroy you in an explosive suicide attack. 
  • Stinky Bean Survival: The Stinky Beans are at it again, and this time they come in different sizes, too. Watch out for the really small ones!
  • Zombie Survival: Zombie Survival has returned, and this time, the undead are a bit tougher to kill this time around. In addition, you start off with a SPAS-12 with 100 shotshells and an FN Five-seveN with 100 rounds. 
  • Super Survival: In this mode, you are faced against armed Systems Corp. soldiers out for blood. You start off with an FN P90 with 200 rounds and a Five-seveN with 100 rounds.
  • Ultimate Survival: This is the hardest gameplay mode in Thing-Thing Arena 2, featuring all the enemy types in one violent extravaganza; Sentry Bombers, Systems Corp. soldiers, Stinky Beans, and zombies! 
  • Practice Mode: In this mode, you practice your shooting skills with every type of weapon in the game using Dummy. It is there that you can unlock the Mini-Vulcan by killing the Cashier.

Power-Ups[]

  • Time Freeze: This power-up temporarily freezes your enemies in time for 3 seconds, so you could make your escape or kill them right there. The more of these you collect, the longer the time freeze.
  • Super Speed: Increases your speed for six seconds, giving you the means to make a getaway from large crowds of enemies. Additional power-ups makes this last longer.
  • Super Jump: Allows you to jump twice as high for 6 seconds, and subsequent power-ups add more duration to this ability.
  • Health: Restores a portion of your health.

Maps[]

Weapons[]

Handguns[]

  • FN Five-seveN: Made by FN Herstal in Belgium, the Five-seveN uses the proprietary 5.7x28mm cartridge. It is the most basic gun in the game.
    • Power: 1
    • Ammo Capacity: 20
  • AutoMag .44AMP: The semi-automatic magnum handgun using the powerful .44AMP magnum cartridge. Ammo can be scarce, though.
    • Power: 10
    • Ammo Capacity: 5

Full-Auto[]

  • FN P90: A PDW (Personal Defense Weapon) made by FN Herstal, and uses the 5.7x28mm cartridge. Weak power, but makes up for it in a high rate of fire. Despite using the same type of ammo with the Five-seveN, it isn't used interchangeably between weapons.
    • Power: 1
    • Ammo Capacity: 50
  • FN SCAR: FN Herstal's modular rifle entered in the Individual Carbine competition (now cancelled as of June 2013). Has a slower rate of fire than the P90, but uses stronger rounds.
    • Power: 3
    • Ammo Capacity: 30
  • Mini-Vulcan (Secret gun): A handheld electronically-fired multiple-barreled monster with an incredible rate of fire, but eats up ammo relatively quick. Can be unlocked only in Practice Mode by killing the Cashier. After it is unlocked, it drops in Super and Ultimate Survival, but has a relatively low chance to do so.
    • Power: 2
    • Ammo Capacity: 150


Shotguns[]

  • Franchi SPAS-12: The Italian-made dual-mode shotgun returns for TTA2 and is as deadly at close range as ever.
    • Power: 2 (long range), 5 (close range)
    • Ammo Capacity: 9
  • Auto 12: An automatic shotgun with a wicked firing rate. One of the most potent weapons in the game. Ammo can be scarce at time, though.
    • Power: 2 (long range), 5 (close range)
    • Ammo Capacity: 20


Other[]

  • Heckler & Koch HK69: A break-action 40mm grenade launcher developed by the German Heckler & Koch company. Useful for wiping out multiple enemies in a single blast. Ammo is hard to find, though.
    • Power: 5 (on impact), 10 (area damage)
    • Ammo Capacity: 3
  • HF Laser Pistol: A futuristic weapon firing a constant laser beam. Useful for crowd control. Ammo for the weapon is abundant, but is eaten up quickly.
    • Power: 2
    • Ammo Capacity: 100
  • Gauss Gun: Another futuristic weapon with a medium rate of fire, unleashing high-velocity bolts of energy that can punch through multiple enemies at once.
    • Power: 10
    • Ammo Capacity: 15

Enemies[]

Story[]

Chronologically placed when Project 154 was trapped inside Systems Corp.'s instalations (Thing-Thing 3) and just before, in it's way inside. Considering appear of sentry bombers and more stinky beans, plus the boosts Systems Corp is still creating new weapons. Some maps show the inside of reaserch lab with some torture's like stretchers, probably used to extract victims parts. Other shows froze, being probably their iced freezers where useless Bio-Weapons are stored. Another shows a destroyed city, probably from 154's way through the lab and a last one shows a weird, diavolic look place full of spikes, maybe a bunker or practice level.

Practice room with cashier and Dummy maybe is a gun store where 154 buy it's weapons

Gallery[]