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Think of the Children Cheats, Codes, Hints and Walkthroughs for PC Games.

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  Hints and Tips for: Think of the Children 
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 Think of the Children Cheats

 
   
 
 
Think of the Children

Cheat Codes:
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Submitted by: David K.

Gameplay Tips:
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Written by Kohr-Ah

For the budding Aussie parents who hope to share family time without incident.

-=You are invincible 
Being the battle-hardened Aussie parent(s) you are, nothing is going to directly 
hurt you. So feel free to run into and all potential dangers, knowing that you 
can walk it off. 

-=Safety is an Illusion
If you're waiting for the warning signs to show up, you're already parenting wrong: 
there are extremely few things in this world which doesn’t want your children dead, 
no matter how innocent they might seem. Moving kids are safer than those interacting 
with something: If they're already stopped and playing with something, then you 
best keep your eye on them and be ready to come to their rescue. 

-=Be an Absolute Tosser
Picking up and throwing kids isn't just viable, it's necessary. Despite what 
reality will tell you, children love to bounce off the floors and walls. A thrown 
kid will happily slide around until they slow to a stop, at which point they'll 
resume finding a means to off themself. This means one less kid to think about, 
at least for a few seconds. Picking up kids who are running towards one corner 
may make them reconsider and choose a different spot, possibly closer to the others.

-=Know when to run 
You have the ability to dash, quickly getting you from one side of the map to 
the other. You can only use it when it's full and unfortunately the moment you 
start, you'll use it all up. So if you stop to cook hamburgers you're effectively 
wasting your dash. The less players there are, the more ground you need to cover 
(especially since there's always something in different corners of the map) so 
expect to be dashing most of the time. 

-=Know where to yell
Screaming at people is an effective means of saving lives. Any and all children 
within your yell-radius will immediately drop what they're doing and scamper to 
you (or where you called, at least). It doesn't matter if a dog is about to bite 
their face or if they're drowning, this will suddenly revitalise them and bring 
'em over to safety. There are exceptions to this: places like the road in the 
first level will NOT save them if you don't get them off the road. 

Additionally, there are some sweet spots where you can have two or even three 
kids in danger and within earshot at once. It might require a little precision 
at times, but it can and will save lives. 

-=Keep children together
It's inevitable that everyone will immediately split off into different directions, 
there's no way around that. However, close kids means your yell is more effective,
 and if you throw them all in the same direction, that's several kids going on a 
short joyride and sparing your attention for a bit longer. So if little Johnny is 
sitting there in one corner by himself, by all means pick him up and throw him 
into a more populated corner, giving you the benefit of being able to save more 
lives.

-="Smart bombs"
In most games, smart bombs are your "get out of jail free" cards. In Think of 
the Children, you won't be blowing things up, but there's a handful of things 
you can do which will snap every kid on the map to attention and lure them away 
from danger, even if they were already on the verge of offing themselves. 
The piñata in the first level is this. It may be tempting to use immediately, 
but try to hold off for a bit and bring everyone back after they're reached 
the different edges of the map.

Do not pick up kids who are heading to, or are enjoying themselves at these 
things, or it'll jolt them to boring reality and render the action moot. 

-=Acting in advance
The less parents there are, the more accountable each parent is. If you're alone, 
there's just no way to cover all four corners of the map. Thus, if your kids start 
to split off towards each corner, head them off first and keep them together as 
much as possible. If one escapes your reach, know that you'll have to run over to 
them eventually.

-=Listen for audio cues 
A sizeable amount of the traps will make varying levels of noise long before any 
warnings show up. For example, you'll start hearing a car approaching, giving you
a chance to catch any kids playing on the road, or you may hear a dog growling, 
telling you that you'll be needed by the neighbour's yard. 

-=Know the true killers
Some of the traps out there give you far less time to react, even with the audio 
cues. Stay alert and prioritise keeping your kids away from these particular 
disasters waiting to happen.


Going for Perfect (or A+ Apprehensions)
-=Survival is a must
Each kid that's still alive by the end is a multiplier to your score, which is 
a whopping x6 if you keep all of the little buggers living. Each death can 
effectively drop your final mark by a grade. That said, it's possible to lose 
one and still pull through with an A+. 

-=Completing goals
Multipliers mean little if you don't have the score to base it off. Aim to get 
everything crossed off the list, and if it doesn't stay crossed off, then that 
just means you can abuse keep doing it to get more and build a safety net. 
Getting everything done once is usually enough to finish up with an A+. 

-=Less time means less chances for mistakes
Some levels will not end until you get everything done, and it goes without 
saying that the less time the little monsters are running around, the less 
embarrassment you'll have to suffer. Get things done quick and you might find 
yourself with a shining grade.

-=Yellow warnings are sometimes negligible
Yellow warnings are when your kids are doing something undignified or silly, but 
far less fatal. Harmful to your score? Yes. Harmful to the kids? Not at all. 
If you see someone with a regular warning and another with a yellow warning, 
don't go for the latter unless they don't take you far from the former. The 
multiplier of keeping kids alive is worth far more than minimising a penalty. 
Plus, they often take far longer to go critical.
 
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