RUN. THINK. SHOOT. LIVE HALF-LIFE A WALKTHROUGH BY GRANT MORRISSEY PLEASE BE MADE AWARE THAT THIS DOCUMENT IS COPYRIGHT 2002 BY GRANT MORRISSEY. ANY DUPLICATION FOR PUBLIC DISPLAY REQUIRES MY PERMISSION. THIS IS SIMPLE AND NOT OPEN TO INTERPRETATION OR NEGOTIATION. ---------------------------------------------------------------------------------- 1. MISCELLANEOUS INFORMATION ---------------------------------------------------------------------------------- ----------- CATALOG INFORMATION: ----------- NAME: HALF-LIFE FAQ / WALKTHROUGH BY: GRANT MORRISSEY STARTED: WENDESDAY, 9TH OF JANUARY, 2002. LAST UPDATED: MONDAY, 4TH OF MARCH, 2002. VERSION: 2.0 ----------- CONTACT: ZEOBRIA@HOTMAIL.COM ----------- ----------- YOU CAN READ THIS AT: ----------- WWW.GAMEFAQS.COM WWW.CHEATPORTAL.COM WWW.PS2DOMAIN.NET WWW.911CODES.COM WWW.CHEATCC.COM WWW.911CHEATS.COM WWW.NEOSEEKER.COM WWW.FASTCHEATER.COM WWW.PSXCODEZ.COM WWW.25000CHEATS.COM WWW.GAMEYOURWAY.COM WWW.SKALI.COM WWW.PS2CHEATERS.CO.UK ----------- UPDATES- ----------- 4TH MARCH 2002 - Final update. FAQ is 'Complete and Comprehensive' Minor updates may occur over the next few months but, for the most part, this thing is complete. If you have any questions about the game feel free to contact me...but...on the other hand...leave me alone so I can get to work on Metal Gear Solid 2! ---------------------------------------------------------------------------------- CONTENTS ---------------------------------------------------------------------------------- 1. Miscellaneous information 2. "Fun to be had" - The Monsters 2.1. Headcrabs (killer chickens) 2.2. Houndeye's (sound-hounds) 2.3. Bullsquid's (upchuckers) 2.4. Barnacles (mutated mouths) 2.5. Zombies (zombies) 2.6. Alien Slaves (lighteningainga's) 2.7. Alien drones (Arnies) 2.8. Flyers (Archangels) 2.9. Snarks (alien cockroaches) 2.10. Ichthyosaur (Goberfish) 2.11. Gargantuan's (Big Blue Bastard's) 2.12. Marines (grunts) 2.13. Assasins (cat burgulars) 3. "Fun in your hands" - The Weapons 3.1. "Useless shite" The Crowbar 3.1.1. Crowbar 3.2 "Getting Better..." Pistols 3.2.1. Pistol 3.2.2. Magnum 3.3. "Now we're talking..." Heavy-arms 3.3.1. M15 3.3.2. Shotgun 3.3.3. Tranquilizer gun 3.4. "Oh Oh baby..." Technologically advanced weapons 3.4.1. Laser 3.4.2. Gluon Gun 3.4.3. Hivearm 3.4.4. Rocket Launcher 3.5. Passive weapons - The Explosives 3.5.1. Grenades 3.5.2. Charges 3.5.3. Tripmines 3.5.4. Snarks 4. "Don't act like you didn't come here for this" - The Walkthrough 4.1. 'Black Mesa Inbound' 4.2. 'Anomalous Materials' 4.3. 'Unforseen Consequences' 4.4. 'Office Complex' 4.5. '"We've Got Hostiles"' 4.6. 'Blast Pit' 4.7. 'Power Up' 4.8. 'On a Rail' 4.9. 'Apprehension' 4.10. 'Residue Processing' 4.11. 'Questionable Ethics' 4.12. 'Surface Tension' 4.13. '"Forget About Freeman!"' 4.14. 'Lambda Core' 4.15. 'Xen' 4.16. 'Gonarch's Lair' 4.17. 'Interloper' 4.18. 'Nihilanth' 4.19. 'End Game' 5. Cheat Codes 6. "The Administrator" 7. PC version VS PS2 version 8. Kudo's & conclusion ---------------------------------------------------------------------------------- 2. "Fun to be Had" - The Monsters ---------------------------------------------------------------------------------- 2.1. - HEADCRABS (KILLER CHICKENS) The killer chickens are the basic drones in this game and are easy to kill. Their small and have 4 leg's extending from their body- when you get close enough they pounce before you know whats happening. The main problem is when they come in numbers or when they get you by surprise. If you get a lock onto them then don't just shoot- make sure that the crosshair is onto them as well (they move ALOT) The best way to kill these annoying bugger's is with the Glock pistol or the crowbar. A good strategy is to wait for the chicken to pounce, then at the last second, swing your crowbar (it only takes one swing to kill them) You'll find these things at every stage of the game. 2.2. - HOUNDEYE'S (SOUND-HOUNDS) These are probably the most un-intimidating and un-dangerous adversaries in the game. The sound-hound's look like a witchety-grub on legs and they emit a a high shriel just before they "detonate" When you see them running at you just wait for them to stop and start "charging" all you need do then is just back off a bit, to get out of the range of their attacks, and put these mutated dog's to sleep with any standard bullet weapon. If you are hit by one of their shockwaves you won't loose much health or H.E.V. The sound-hound's usually come in packs so don't run straight in expecting to take on a single one. 2.3. - BULLSQUID'S (UPCHUCKERS) Don't let their spray fool you- they can attack you from practically any distance (see the start of 'Blast Pit' if you don't believe me) The upchuckes only have one attack, which is the spray they spit at you, so keep strafing and they should be dead quickly (only encoutered one at a time) The closer they are to you the more devestating their attacks. 2.4. - BARNACLES (MUTATED MOUTHS) You can very easily mistake their slender tongue for any kind of ceiling foundation. They also easily blend into the textures they're against. Most importantly, sometimes they will extend their tongues just as you are passing underneath. These guys aren't hard to deal with- just don't let yourself get caught. If you are, shoot up at it or hit it with the crowbar at the last second (if you are munched you usually die) But, if you escape, you still have the drop to the floor... 2.5. - ZOMBIES Slow, dumb and white. These guy's are rarely encountered and are the result of a headcrab incubating an unfortunate scientist. Shoot these enemies from a distance with the pistol or shotgun. Should you want a challenge, wait for them to swipe, move back quickly and smash them with a crowbar. Aside from that, a double-shotgun blast will make quick work of them. 2.6. - ALIEN SLAVES (LIGHTENINGAINGA'S) Hunchbacked and one-eyed, these monster's charge up a strong electrical current within themselves and throw it at you causing massive loss to your H.E.V. When you get close they love nothing more than to swipe your razor sharp claws at you. However, the word "slave" doesn't mean nothin'. These guy's are as sharp as a cricket ball and will charge in blindly oblivious to their own safety. Use this to your advantage- they aren't hard to kill. 2.7. - ALIEN DRONES (ARNIES) Big, built, fast, armored and carrying a very big gun. These aren't encountered until later on in the game but when they are its going to take all your skill to avoid not losing any health from them. They may be big but they can run fast and track you. From a distance they use their hivearm to shoot you from around corners. When at a close distance the Arnie swings it tree-trunk arms at you breaking every bone in your body. The hivearm weapon itself is an enemy as the bullets will track you around corners, up levels and over great distances. They can turn at very sharp angles so don't think standing next to the doorway is going to get you safe. 2.8. - FLYERS (ARCHANGELS) Eerie, fast and usually fighting in packs these creatures are one of the most difficult in the game. The best weapon for use against these guys is the magnum or the laser because they have a powerful affect at a distant range. Keep moving because their fireball's are like automated weapons- if one bullet gets you so will a dozen others. 2.9. - SNARKS (ALIEN COCKROACHS) Small, fast and devestating. If you run into these guys turn around and run as far away as you can until these little buggers detonate. They are very hard to shoot and usually come in packs (watch out for their nest's at the start of '"Forget About Freeman!"') 2.10. - ICHTHYOSAUR (GOBERFISH) Encountered underwater these things move, when stirred up, at a very erratic frame-rate. One second their on one side of the pool then BAM their right in front of you. It get's even worse when they are close. You'll loose a fair bit of health when they munch on you so keep moving regardless of what your shooting at them with. Speaking of which- forget trying to kill them with the tranquilizer. The thing shoots slowly, does hardly any damage, and takes ages to reload. In the time it takes you to operate that thing the Goberfish can munch, swallow and digest you. Equip your pistol and secondary fire the Goberfish away. 2.11. - GARGANTUAN (BIG BLUE BASTARD) Rarely encountered, but when they are, you wish they weren't there. They fire an intense fire out of their arms that can disintergrate you in a few seconds, and when they have time, will stomp on the ground sending a missile of red-plasma towards you. You can tell when they are close because your dual-shock will go crazy and you'll hear their feet hitting the groud. Big Blue Bastard's can't be killed with any hand held weapon. You have to manipulate the environment to kill them, lure them places to kill them, or simply NOT kill them and run past. 2.12. - MARINES (GRUNTS) The best the United State's Marine Corp's have to offer. Smart, quick and deadly these guy's have a Ph.D. in advanced video game artificial intelligence. If you take cover behind a box they'll lob a grenade at you. If you come across a group, one will shoot at you as the others move up closer towards you (and it WORKS. You'll be battling one when two will come up on either side and you didn't even know they were there) The marines come in groups and have different weapons and combat fatiques. Launch explosives to take care of groups of them and always take them on one-at-a-time. You have 10 seconds to comply. OVER. 2.13. - ASSASINS (CAT BURGULARS) The assasins are to marines what the Arnies are to headcrabs. Quick, very quick and deadly accurate you won't know where they are until they're sticking a silenced pistol bullet up your ass. They're unpredictable as hell and you can use just about any bullet-weapon against them. However, they aren't invincible, and a few well placed shotgun shells or magnum bullets should put them down. ---------------------------------------------------------------------------------- 3. "FUN IN YOUR HANDS" - THE WEAPONS ---------------------------------------------------------------------------------- ----------- 3.1. - "USELESS SHITE" ----------- 3.1.1. - THE CROWBAR. Ideal for smashing through blockades and killing the lesser enemies. UUUMMM...thats all there is to it. PRIMARY FIRE: Swing SECONDARY FIRE: None ----------- 3.2. - "GETTING BETTER" - THE PISTOLS ----------- 3.2.1. - GLOCK 9MM This is the first weapon you acquire. Not to be underestimated- you'll be using this alot in the intial stages of the game and a few more times later one. This is one of only 2 weapons that can be fired under water. AMMO NUMBERS: 17 / 250 PRIMARY FIRE: Bullets. SECONDARY FIRE: Quick succession of bullets. 3.2.2. - .357 MAGNUM You'll first be able to get this after you kill the trio of tentacles in 'Blast Pit' This is one of the best weapon's in the game with a devestated punch in it regardless of the distance it is fired from. This is ideal for taking out marines before they can get to you and taking out the quick moving Archangels. AMMO NUMBERS: 6 / 36 PRIMARY FIRE: Bullet SECONDARY FIRE: None (single player) Zoom (multiplayer) ----------- 3.3. - "NOW WE'RE TALKING..." - HEAVY ARMS ----------- 3.3.1. - M15 AUTOMATIC ASSAULT RIFLE From the second you pick this up (in '"We've Got Hostiles'") You'll be using this everywhere in the game. Blisteringly fast automatic fire rate, good coverage over long distance, the in-built grenade launcher and the ready supply of ammo found throughout the game make this hands-down the 'must own' weapon. AMMO NUMBERS: 50 / 250 PRIMARY FIRE: Bullets "CAN YOU FEEL THE POWER?!?!" SECONDARY FIRE: Grenades. These will explode on impact and will probably be the most-used explosives in the game. 3.3.2. - ASSAULT SHOTGUN Only for use at close distances. Found in intial stages of 'Office Complex' Get within arm's length of an enemy, fire this thing and that should rip 'em to pieces. This thing has a long reload time that can get very annoying in the heat & passion of battle. AMMO NUMBERS: 8 / 125 PRIMARY FIRE: Single shell SECONARY FIRE: Double blast. Very devestating. 3.3.3. - TRANQUILIZER GUN Found in shark cage before first fight with Goberfish in 'Apprehension' This contains a darts of strong poison that will kill any weakened enemy with one shot. The reason you use this weapon is for the secondary fire which acts as a zoom function. Don't even think of using primary fire underwater- any enemy can chew you to pieces in the time it takes to fire, empty a clip and put in a new one. In fact- don't even think about using primary fire at all! AMMO NUMBERS: 5 / 50 PRIMARY FIRE: Darts. SECONDARY FIRE: Zoom function. Ideal for taking out faraway enemies. ----------- 3.4. - "Oh Oh Baby..." - Technologically advanced weapons ----------- 3.4.1. - LASER Found after quick dialogue between scientist & marine in 'Questionable Ethics' Like the magnum, this weapon is devestating at long ranges. Its immense heat and power leave scorch marks whereever it is fired. This weapon is great for getting the enemies out of the way- and quickly. AMMO NUMBER: 100 PRIMARY FIRE: Devestating, yet erratic, laser blasts. SECONDARY FIRE: Charged shot. Hold down secondary fire button to do so (maximum of 13 units can be charged) If you hold it to land the gun will overload and detonate in your hand. 3.4.2. - GLUON GUN You locate this after the scientist fill's you in on what you must do in 'Lambda Core' Like the laser, this hold's the same ammo and fire's the same kind of beam (except it is continuous) In fact- maybe this is TOO simular to the laser. AMMO NUMBER: 100 PRIMARY FIRE: Basically a horizontal lightsabre SECONDARY FIRE: None. 3.4.3. - HIVEARM Found near fleeing scientist (after warehouse of tripmines) in 'Surface Tension' When you fire this little bugs will emit and hone in on the nearest person (whether it be friend or foe) However, they won't go for Arnies or any other alien. AMMO NUMBER: 8 (Will replenish) PRIMARY FIRE: Steady stream of bugs SECONDARY FIRE: Very quick succession of bugs 3.4.4. - ROCKET LAUNCHER Found on cliff face storage room in 'Surface Tension' This thing is so powerful that it should only really be used against boss's and large aircraft. But, if you want some overkill, use this and only this. AMMO NUMBER 1 / 5 PRIMARY FIRE: Rocket. It will land wherever your crosshair is pointed (And, in turn, the crosshair will be red when it is locked onto a heat source) SECONDARY FIRE: None (Single player) The rocket will shoot in a straight line regardless of where the crosshair is (multiplayer) ----------- 3.5. - "PASSIVE WEAPONS" THE EXPLOSIVES ----------- 3.5.1. - GRENADES These are common and your going to be using them all the time. Great for killing marines who have taken cover or blowing up dumb aliens that haven't seen you yet. Remember that the angel your at (looking up or down etc) controls the height and length the distance of the grenade covers. AMMO NUMBER: 10 PRIMARY FIRE: Throw. The longer you hold it down the shorter the fuse (IE. The quicker it explodes) SECONDARY FIRE: None. 3.5.2. - CHARGES Even more damaging than the grenades these explosives will destroy anything within a large radius. Great for when a grenade won't be strong enough or for when you want to lay a trap (like placing them at your feet when being pursued or throwing them into lift's for waiting marines at the top) AMMO NUMBER: 10 PRIMARY FIRE: Throw. SECONDARY FIRE: Throw another charge before first one has detonated. 3.5.3. - TRIPMINES These are great for laying traps and killing pursueing enemies also. In addition, if you play through an area, reload a quicksave and do it again you can place these tripmines and kill the enemies when they are spawning in! (Or read where they will end up in my guide) AMMO NUMBER: 5 PRIMARY FIRE: Wall placement. SECONDARY FIRE: None. 3.5.4. - SNARKS (ALIEN COCKROACHES) Throw these down and they will go for the nearest life source. Be careful though- if there aren't any around they will go for you! Throw these around corner's where you can hear the anguished grunts of marines trying to swat these away. AMMO NUMBER: 15 PRIMARY FIRE: Throw. Nothing to it. SECONDARY FIRE: None. ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- 4. "DON'T ACT LIKE YOU DIDN'T COME HERE FOR THIS" - THE WALKTHROUGH ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 4.1. BLACK MESA INBOUND ---------------------------------------------------------------------------------- HALF - LIFE "Good morning and welcome to the Black Mesa transit system" BLACK MESA RESEARCH FACILITY BLACK MESA, NEW MEXICO [YOU WILL PASS A LOCKED OUT GUARD ON THE LEFT] "This automated train is provided for the safety and convinience of Black Mesa personel" [TRAIN ENTERS A LARGE AREA. A BALCONY IS ON THE LEFT HAND SIDE WITH WORKING SCIENTIST'S AND OFFICES FACING ONTO THE TRACK. FAR BELOW IS A WALKING AREA] "The time is now 8:47am. Current topside temperature is ninety-three degree's with an estimated high of one-oh-five. The Black Mesa compound is maintained at a pleasant sixty-eight degree's at all times" LOAD. TED BACKMAN T.K. BACKMAN KEITH BAILY YAHN BERNIER [TRAIN EMERGES INTO A CONSTRUCTION AREA. A HYDRAULIC WELDER WORKS ON A MOTOR AND A LARGE PIPE SECTION, SUSPENDED FROM A LARGE CRANE, NARROWLY MISSES HITTING THE TRAIN] "This train is inbound from level three dormitories to sector C test labs. If your intended destination is a high security area beyond sector C you will need to return to the central transit hub in area nine and board a high security train" [LARGE EXPANSIVE AREA OPENS UP. A ROCKET SIT'S POISED AND READY ON THE RIGHT AS A FORKLIFT QUICKLY DARTS BELOW] JOHN GUTHRIE LISA GUTHRIE MIKE HARRINGTON MONICA HARRINGTON "If you have not yet submitted your identity to the retinal slearence system you must report to Black Mesa personel for processing before you will be permitted into the high security branch of the transit system. LOAD. CHUCK JONES RANDY LAUREIN KAREN LAUIR MARK LAIDLAW "Due to the high toxicity of material routinely handled in the Black Mesa compound no smoking, eating or drinking is permitted within the Black Mesa transit system" YATSZE MARK LISA MENNET GABE NEWELL DAVE RILLER "Please keep your limbs inside the train at all times. Do not attempt to open the doors until the train has come to a complete halt at the station platform" [TRAIN JOURNEY'S DOWN A LIFT INTO A LARGE CANYON. LIGHT SHOOTS THROUGH NARROW GAPS IN THE ROCK FACE] AARON STACKPOLE JAY STELLY HARRY TEASLEY STEVE THEODORE "in the event of an emergency passengers are to remain seated and await further instructions... [THE TRAIN PASSES A HELICOPTER ON STANDBY FAR BELOW. THE SOUND OF ITS MOTOR DROWNS OUT THE LOUDSPEAKER FOR A SECOND. A SECURITY GUARD STANDS NEXT TO THE HELICOPTER MONITORING IT] ...if it is necessary to exit the train disabled persons should be evacuated first" DOUGLASS R. WOOD BILL VAN BUREN ROBIN WALKER BRETT JOHNSON "Please stay away from the electrified rails and proceed to an emergency station until assistance arrives" [THE TRAIN GOES THROUGH A LARGE, SECURE BULKHEAD DOOR. LOAD] "A reminder that the Black Mesa hazard course decathalon will commence this evening at nineteen hundred hours in the level 3 facility" SUBJECT: GORDON FREEMAN MALE, AGE 27 QUALIFICATION: Ph.D., M.I.T., THEORETICAL PHYSICS POSITION: RESEARCH ASSOCIATE [TRAIN PASSES A SCIENTIST LOCKED OUT OF A DOOR. HE IS DWARFED BY THE 2 IMMENSE GENERATORS OPERATING ON EITHER SIDE OF HIM] "The semi-finals for the high security personel will be announced in a seperate, secure access transmission. Remember- more lives than your own may depend on your fitness" ASSIGNMENT: ANOMALOUS MATERIALS LABORATORY CLEARENCE: LEVEL 3 ADMINISTRATIVE SPONSOR: CLASSIFIED DISASTER RESPONSE PRIORITY: DISCRETIONARY [INSIDE A LARGE STORAGE AREA HYDRAULIC WALKERS MOVE FROM ONE ENTRANCE TO ONE OF TWO OTHERS. HOWEVER, THE TRAIN MUST STOP AT A CROSSING BEFORE THE GOOD'S SHIPMENTS CAN GET PAST. THE BLOCKADE IS LOWERED AND THE TRAIN GOES THROUGH ANOTHER SECURE BULKHEAD] LOAD. "Do you have a friend or relative who would make a valuable addition to the Black Mesa team? Immediate openings are available in the areas of materials handling and low-level security. Please contact Black Mesa personel for more information. If you have an associate with a background in the area's of theoretical physics, bio-technology or other high tech disciplines please contact our civilian recruitment devision. The Black mesa research facility is an equal opportunity employer." "A reminder to all Black Mesa personel regular radiation and biohazard screenings are a requirement of continued emplument in the Black Mesa research facility." [ANOTHER LARGE CHAMBER. A WALKER IS CLEANING UP AN OBVIOUS SPILL AS ANOTHER TRAIN LOAD OF PASSENGERS, ON ANOTHER RAIL LINE, LOOK ON. IRONICALLY, AS THE ANNOUNCER TALKS ABOUT THE NEED OF TOXIC SAFETY, THE TRAIN RIDES OVER THE SPILL] "Missing a schedueled urine analysis or radiation check up is grounds for immediate termination. If you feel you have been exposed to radioactive or other hazardous materials in the course of your duties contact our radiation safety officer immediatly. Work safe, work smart. Your future depends on it" [THE TRAIN ARRIVES AT A BARE PLATFORM. AN ARMORED DOOR STAND'S FARAWAY WITH A GUARD MONITORING IT. BENEATH THE TRAIN EXIST'S NOTHING BUT A DEEP ABYSS. LOAD.] "Now arriving at Sector C test labs and control facility" "Please stand back from the automated door and wait for the security officer to verify your identity. Before exiting the train be sure to check your area for personal belongings. Thank you. And have a very safe, and productive, day" The kind security guard will open the door for you: "Morning Mr. Freeman. Looks like your running late." Walk with the guard to the door and wait for him to open it. Step on through. LOAD. --------------------------------------------------------------------------- 4.2 ANOMOLOUS MATERIALS --------------------------------------------------------------------------------- Walk forward and wait for the large door to open. The security guard behind the counter will start talking to you: "Hey Mr Freeman I had a bunch of messages for you but we had a system crash 20 minutes ago and I'm still trying to find my files...just one of those days I gss. They were having some problems down in the test chamber too, but I think thats all straightened out. They told me to make sure you head straight down there as soon as you get into your hazard suit" Turn right. See the green line? Follow it along the wall. LOAD After you've gone down the slope, turn right and follow the corridor down to the left. Go past the first doorway and enter the locker room. When you enter go straight to the end and turn left. Walk over to the control panel, activate the button, and walk down the stairs. Equip the H.E.V. suit and listen to the erotic commentary by the suit: "Welcome to the H.E.V. mark 4 protective system. For use in hazardous environment conditions. High - impact reactive armour activated. Atmospheric contaminant sensors activated. Vital sight monitoring activated. Automatic medical systems engaged. Weapon selection system activated. Munition level monitoring activated. Communications interface online. Have a very safe day." Now, head back the way you came and walk towards the other corner of the locker room. The last locker on the left says "Freeman" Open it up and collect the 15% charge unit. Leave the locker room and head back to the end of the corridor, turn right, follow that down, turn right again and follow the corridor in the 'U' shape to where the security guard will open the door for you. LOAD. As you make your way around to the other side of the column note the modern art on the walls. These are some destinations and adversaries you'll find yourselves up against latter. Press the lift button and walk in. Do a 180 and press the button in the left corner of the lift. When the lift reaches the bottom all you have to do is follow the corridor down and enter the room with the 3 scientist's. "AAAHHH Gordon, there you are. We just sent the sample down to the test chamber" "We boosted the anti - mass spectrometer to one-oh-five percent. Bit of a gamble but we need the extra resolution" "The administrator is concerned we get a conclusive analysis of todays sample. I gather they went to some lengths to get it" "They're waiting for you Gordon...in the test chamber..." A scientist will kindly open the door at the end of the control room and let you through. Walk past the 3 light-globes on steroids (don't mind the explosion) and enter the lift. When in the lift, and facing the door, press the button on the right. Walk down the corridor, turn right, and enter the pre-test-chamber-chamber. "I'm afraid we'll be deviating a bit from standard analysis proceedures today Gordon..." "Yes - but with good reason. This is a rare opportunity for us...this is the purest sample we've seen yet." "And, potentially, the most unstable" "Now, now. If you follow standard insertion proceedures everything will be fine" "I don't know how you can say that...although I will admit the possibility of a reasonance cascade scenario is extremely--- "---Gordon doesn't need to hear all this he is a highly trained professional [Breath] we've assured the administrator that nothing will go wrong" "[Sigh] Yes your right. Gordon- we have complete confidence in you" "Well, go ahead, lets let him in" After the door has been opened go straight ahead up the small stairs and follow the walkway, around to the right, to the ladder. Climb up it and walk over to the control panel. "Testing...testing...[Cough] Everything seems to be in order." "All right Gordon your suit should keep you comfortable through all this. The specimin should be delivered to you in just a few moments. If you would be so kind as to climb up and start the rotors we can bring the anti - mass spectromiter to 80% and hold it until the carrier arrives" The cover over the button should now be open. Press the button and run back to the ladder and descend it. Find yourself a spot where you can see all the rotor - system and enjoy the light show. "Very good..we'll take it from here" "Now to stage one emitters in three, two, one ... [An orange beam will stem from the middle] I'm seeing predictable phaser rays" "Stage two emitters activating now" [3 lighter-colored beams will jump out] "Gordon, we cannot predict how long the system will operate at this level nor for how long the reading will take place...work as quickly as you can" "Overhead capacitors to one-oh-five percent. AAHHH...its probably not a problem, probably, but I'm showing a small discrepancy...well...no...its well within acceptable bounds. Sustaining sequence." "I've just been informed that they sample is ready Gordon. It should be coming up to you any moment. Look to the delivery system for the specimin." Look over to where the red lights are flashing and wait for the cage the lower. Get behind the probe and push it into the nexus. Take a few steps back and enjoy the fireworks (and trippy locales) ---------------------------------------------------------------------------------- 4.3 UNFORSEEN CONSEQUENCES ---------------------------------------------------------------------------------- The exit is to the right of you. Go through it and walk to the retinal scanner. After pressing it (and recieving a response generally symbolic of what has happened to Black Mesa) step on through. Remember the security guard getting CPR. Follow the corridor (watch for the falling terminal) and go up the lift. Walk up to the 2 scientist's. "Why didn't they listen? We tried to warn them! I never thought I'd see a resonance cascade...let alone create one!" "Gordon! Your alive! Thank god for that hazard suit. I'm afraid to move and all the phones are out. Please, get to the surface as soon as you can and let someone know we're stranded down here. You'll need me to activate the retinal scanners. I'm sure the rest of the science team will gladly help you" After the end of the conversation press X on the scientist and run over to the door (don't worry about the killer chickens - they're trapped) The scientist will open the door. Walk in, just a little bit, and quickly backtrack when the green bolt enters the room. Wait for the opposing door to be destroyed and note the green-streamw hits 3 locations hen it hits the wall. Wait for it to hit the location furthest away and run across when it is nearly finished streaming against this location. LOAD. A chicken will spawn in. Run past it and open the door on the right. In the hall wait for the terminal to be cut by the laser and hug the left wall. Crawl under the laser. When your a safe distance away hug the right wall and go past the other laser. At the door equip the crowbar (if your really worried about ammo you can backtrack to the test chamber, where the guard that was being revived is now conscious, and kill him & take his ammo) Crouch where you found the crowbar and break the glass in the door with it. Go to the end and press the lift button. Laugh. Crouch and break the glass in the lift door. Turn right and go down the ladder to the wreckage for a battery. Go back up and take the other ladder to the top. When you come out of the door help the guard kill the zombie (with either the crowbar or gun) Leave him to kill the other one that comes from around the column. Get him to follow you and go through the double-doors. LOAD. Make sure the guard keeps up with you and as you come out of the U-bend get him to kill the zombie couple (getting him to kill them might make the game less fun, but it saves you ammo and, potentially, health) Run down the end, turn left, go to the end, left again and go to the end (phew) In the locker room run straight ahead to the last locker on the left and get the 2 ammo clips in Gutheries locker. Go to Freemans locker where 2 more batteries have mysteriously appeared. Leave the locker room, run to the end of the corridor (ensuring the guard is still with you if he isn't dead) Go right and go left up the gentle slope. LOAD. The pathway to the right has collapsed so go left and around to the entrance. After the explosion spot the chicken behind the vent gap. As you walk past the guard should see it and blast it away. Failing that, just crouch and take it out from a safe distance (If the alarm bugs you you can turn it off with the switch under the desk) Since the guard can't go through the vent, kill him with the crowbar and take his clip. Crawl through and kill the other chicken that is to the left of where you crawled in. In the opposite corner is a vent you can crawl through. Use the collapsed unit to climb into the corrior and note the eerie happenings in the rooms (if you stay for to long a chicken will jump out of the collapsed vent in the corner) When your done run to the end, watch the epic battle between the guard & zombie to collect his ammo, and crawl through the door. LOAD. Press the button on the left and time your way through the door. Kill the sound - hound when he spawns in and follow the path to the left. After going around 3 corners lock onto one of the sound-hounds and kill it. Walk backwards and wait for the other one to come around. Kill it also. Run to the end and turn right. Open the door (watch out for the chicken) Step though and slowly ascend the ladder. Peek over the the top and shoot at the cannisters. When they erupt go back down and wait for it to clear. Go back up and around to the right and note the scientist's location. Run around the pathway to the door, cannister and feeding zombie. Get his attention and get him to come at you- quickly going back and hiding around the corner (but being sure to keep a bit of the cannister in your targeting reticle) When the zombie walks past shoot the cannister and note the fact he has been killed (It may take some practice to get his attention, aim the cannister, shoot it without losing any health and not be attacked by him in the time it takes to charge you) Run back to the scientist, get him to follow you, and get him to use the retinal scanner opposite the zombies grave. Run in and acquire yourself some ammo and explosives. Now go all the way back to where you killed the 2 sound-hounds and equip the grendades. Go down the other path and throw a grenade at the door. Throw another grenade into the room and kill the lighteningainga. Get the 2 clips in the room and kill the chicken near the dumpster. Between the dumpster and the room with the lighteningainga there is a hole. On the other side is another hole. A zombie will crawl out (which you can't kill) However, you can kill the chicken that is directly below the hole you can fall into. Once in, turn right, go to the end & turn left just after the bend. Walk ahead, aim up and kill the zombie. Turn around, go left, and turn the wheel. Swim back to where you killed the zombie and go through the hole. Walk around the corner. LOAD. Walk around the industrial lift and collect the 2 clips from the security guards body. Pull the lever and run around to the lift. Run to the edge as it descends and stand in the middle. Equip the crowbar. Turn around and DON'T STOP SWINGING BABY!!! With any luck the chickens will just go straight past you and, when they do hit, they'll be knocked by the crowbar. When you reach the bottom equip the pistol and kill the sound-hound that spawns over the big box (There is a medi-kit on the other side of the platform) Go down the corridor and wait for the bridge to collapse. Walk onto the remnants and jump onto the pipes on the right. Walk across them and smash through the vent with a crowbar. When going through the duct ignore the first vent and go the the very end. Smash through that and walk to the end of the corridor, collecting a battey on the way, and watch the upchucker kill all the killer chickens for you. When his done (or you've had your fun) go through the door and down the ladder. After you've followed the corridor and opened the door, kill the upchucker. Turn left and walk to the end (if your captured by a tonguer just shoot up at it until it dies) At the end, jump into the water, follow it around to the right, climb the ladder, open the door, and go down towards the door on the left. Open it and step on through. LOAD. At the end, climb up the 2 ladders. Jumpy jumpy across (quicksave whenever your not sure about being able to make a jump or not) Once you've made is across go down the corridor, through the door, around the corridor, up the ladder and through some more corridors and doors. LOAD. Your now where you should be if the bridge was de-commisioned over the canal. Walk to the lift and go down. LOAD. ---------------------------------------------------------------------------------- 4.4 OFFICE COMPLEX ---------------------------------------------------------------------------------- As soon as the doors open, walk out and get the battery & health (if you need it) The double-doors straight ahead won't open, so break open the vent to the left and go down (don't try going down the hall) Use the torch to reach the end (ignore the room with the fan & the chickens) and break the grate open. From the top of the can-machine mourn the loss of your brother-in-arms and jump down. Stick to the right wall (don't go out the doors) and take it slowly to avoid being caught. Go into the side room (next to the 'DANGER - HIGH VOLTAGE' sign) and flick the switch. If you walk to the scientist opposite the door he'll say: "Gordon! If Id've known it was you I would've let you in. Everyone is headed for the surface. But I think their crazy not to stay put. Someone is bound to come by and rescue us" Go through the double doors and down the hall (where the vent was) Smash through the glass, next to the door, and run past the flooded room. Turn left at the end of the hall, and follow it all the way down to the boxes. Smash through them. LOAD. After you've smashed through, a chicken will be lurking around the corner of the big box (to the left) kill it. Turn right at the corner and pick up the shotgun on the green crate. Run down to the armory and help the guard blast the zombie when it appears. He'll open the door for you. Run in and collect some ammo and head back the way you came (there is some health & a battery in the boxes underneath the armory) Don't try to get the guard to follow- a game-bug stops him from going past the boxes. LOAD. As you make your way to the flooded room, turn right and walk right up to the plain wooden door. Walk RIGHT UP. When the zombie breaks through leave him alone. Let him do some laps in there and wait for him to break open the door completely. THEN blast him away (use the secondary shotgun fire) Go in & collect 2 clips on the bottom of the shelf (use the torch) Go to the flooded room that you passed and kill the chicken on the left. Jump onto the table infront of the window and then onto the sink. Follow it around the room (in a 'U' shape) and flick the switch that has the sparks coming from it. Jump into the water and walk up to the grate on the wall. Shoot the 3 chickens in there before you break the grate. Once your in crawl to the end, turn left and crouch under the fan. At the end, smash the vent and go forward. When you fall into the hall, turn around and kill the 2 chickens that are behind you. Use the boxes in the hall to climb up the ladder in the gap that the chickens came from (And no, you can't use the boxes to access the vent on the other side of the gap you originally came from) After climbing up the top, smash through the grate and drop down. Now, turn and smash the grate right next to you. As soon as you jump out, turn left and run like hell through the doorway. You might hear the gun still firing- don't worry, its a scientist dying a worthy cause. Pick up the shotgun & shells on the crates (the hall curves around to the area where you pushed the boxes) Wait until the "BEEP"ing stops and run across to the area you saw the scientist come from (use the boxes as cover if you want) There are 2 ways to deal with the half-dozen or so killer-chickens. You could grendade them, or you can lure them out to be mowed down by the turret (if you use the boxes as cover you can turn the turret off under the platform it is above) Either way, go past where the chickens were and up the stairs. LOAD. Watch the security guard do some work for you and smash the box opposite him for a clip. Around the corner, a chicken will fall into the alcove. Back off, and either take it out or let the guard do it for you. Get him to follow you and go down the hall (the room on the left has a battery, health and a couple of scientist's meeting their demise) At the '+' section there are 2 lighteningainga's on either side. Get their attention, walk back, and take both of them out with the security guards help. Now go right and stick to the left wall. Around that wall's corner is a lighteningainga down a bit so kill it before it can inflict pain. Then go down the opposite way (there should be a reception area and a dark hallway on the left) Walk to the dark hallway, equip your shotty and blast the lighteningainga from outside (the hallway goes to the right, the lighteningainga is on the left) Go in, and kill the other lighteningainga. Enter the dark room and go to the scientist: "I'm not sure I want to go to the surface. What if the world finds out what we were doing down here?" Collect some goodies in the room and make your way back to the corner where you killed the faraway lighteningainga (There is a health machine in the reception area next to the darkened hall. But a chicken will drop down so be careful) Go to the room opposite that area and collect some ammo. The living area next to the office has a chicken, so kill it and go through the other entrance, do a 180 and wait. There is a lighteningainga next to the far away can machine so throw a grenade. This will get the attention of the other lighteningainga thats through the doorway. When it charges you, charge it and kill it. Down the hall is some health (in the box) Go left and listen to the naive scientist: "Hello. I just heard a secure access transmission. Soldiers have arrived and they're coming to rescue us. Of course, I had my doubts we would live long enough to see it" Run up the stairs and use the middle wall section as cover from the turret. The 3 chickens up the top should be shot or grenaded. Once their dispatched, run up to the wall where the turret is on and walk under it. Turn right, run down and kill the zombie (or use the explosive box) Run down, through the red arch, and around the left bend. Oh oh! Kill the 2 lighteningainga's and go further. LOAD. Going through the door at the end of the hall walk up to the guard: "Hey! What the hell are you doing down here? Get topside I heard some troops were coming to save us!" Heh. Whatever you say. Go down the ramp next to the door. Going around to the right a upchucker will be hidden behind the boxes. Kill it, and collect the ammo. When you go back 2 lighteningainga's will spawn in. Use the box as cover and take them out (there are grendade's down the bottom near the upchucker...why not use them?) Go back up the top and get the guard to follow you (trust me) and break the vent next to the door. Go down, around, up the ladder and time your way through the fan (it isn't hard- just go when the side that hasn't go a thingy comes around) Jump over the exposed wires and when you reach the grate kill 1 chicken through it. Break the grate and kill the other one (you might need to retreat around the corner) Go down the vent and break the next grate. Walk onto the girders. Look down to the right. Whats this? The guard has come down. Walk along the right girder and some chickens will break out of the wall. The guard can help you take them out (you might need to grenade the rest before they can see you) Go along the girder and through the next vent. Go around the 'L' bend, forward and kill the chicken directly across from you. Walk into the attic and to the back-left corner. You will fall through into a room with all assorted joyous items. Once you've picked them up, go out the door (and retrieve the guard) and go into the large hall (Can you access the observation balcony up there?) Kill the zombie feeding on the brains of the [not so] living and kill the 4 chickens that will fall down. Go straight ahead (from the stairs) and break through the wooden planks. Go down the hall. LOAD. At the end, kill the 2 zombies and use the health machine (if applicable) Flick the switch next to the door & go through (once your in there your stuck for the time being) Go down the arch on the left and kill the chicken that is to the right. In the forward arch a upchucker will be chasing a scientist so kill him and go to the large chamber they came from to collect some items. Go back through the arch & left, equip your shotgun and carefully approach the boxes. Kill the upchucker & pull the lever nearby. The other way just curves around, so go back to where you first came in and ascend the ladder on the shelf (opposite the door) Smash open the vent, go through and repeat the process. Walk to the end of the shelf and turn left. After going through this vent (you should be able to see the moving platform) turn left and go forward, and then right. Follow the 'L' bend and turn right. You should now be in one doozey of a pickle of a situation (not really) Time your movements and climb onto the platform when it comes past. While your waiting for it to go back, smash the boxes for some batteries. Walk onto the next side. Crawl down the vent and kill the chicken at the end (your elevated above him) Turn right and go to the end. Turning right will take you to a corpse, battery and clip. When done, go down the other way. Smash open the vent into the chamber of horrors. Turning left and walking around as soon as you exit will aquire you some shells, a battery and a clip. When your done with that jump onto the vent in the middle. Kill the mutated mouth that obstruct's you and jump onto the vent behind it. After you've climbed up twice turn around and go through the vent on the right. Once in, go down, left and follow it down (there is a chicken around the 3rd corner) LOAD. Smash open the grate at the end and ignore the running scientist. From the vent, help the guard dispatch the zombie that comes around the corner (staying in the vent means the guard won't accidentally shoot you) If you go down to the left, the door you go through should take you to a familiar area (helpful for backtracking) The guard will talk to you: "Hey don't count on the calvary finding us down here. Head for the surface. The elevators are out of order but we can still climb" Go up the stairs, ignore the door on the right (can you go through it? I'm pretty sure that access' the balcony that looked down on the large hall) and go down the hall. Gasp at the stunning display of bravery from the scientist and kill the 2 zombies. The room the scientist came from has health and shells. The room the zombie emerged from has some grenades. Walk up to the bloodstain on the ground and face the end of the hall. Run forward, and jump when you are on the browny surface (it is fairly small- just after the lift doors) It might take some effort, but you'll get there. Once you've landed on the ladder, climb up and onto the right ledge. Follow this around to the next ladder and climb up (when you get off the ladder don't face the ledge and just jump- your more likely to fall off. Instead, walk diagnolly upwards and land on the ledge) Walk around the ledge all the way and go up the ladder (And don't mind the truly CLIFF HANGING moment with the scientist! HAHAHA!) Once again, walk around the ledge and go to the middle. Face the ladder on the lift and jump onto it (this may take some work as well) Once your on the top of the lift there is a grate on the top left. Walk over and smash through it. Press the button. LOAD. ---------------------------------------------------------------------------------- 4.5 "WE'VE GOT HOSTILES" ---------------------------------------------------------------------------------- Going out the door, turn right and run up to where the frantic scientist is going: "For gods sake open the silo door! They're coming for us its the only way out! Oh my god we're doomed!" Observe the futile attempt's at sustaining life (on the guard's part) and use the H.E.V. machine & first aid behind yourself. Go through the large doors and right. Going through the red beams will activate the turrets. Unfortunatly, these one's can't be dodged. Facing the wire mesh screen you should auto-target something behind it. Shoot it dead and go through the beams. When you enter the room, a chicken will spawn in on the right. Move quickly to avoid it and shoot it dead (another one will spawn in close by as well) Pick up the MP5 from the grunt's corpse (and a battery from a box in-front of the mesh) 3 chickens will spawn in behind the mesh-fence further up so make quick work of them. Go down the hall and jump over the trip mine & go under the next one. Go down the hall but be careful- before you reach the drink machine's 2 lighteningainga's will spawn in. The tiled area straight-ahead has a health machine and [as of yet] inaccessable room. So go down the hall opposite the fallen table. Strafe left down the slope and take out the turret in the room. Then, quickly run down to the large green box up against the wall. As soon as you reach it, turn around and take out the lighteningainga's that has spawned into where you just were (the other turret will help you take them out) Right next to the box your hiding behind is a pillar. You can hide behind that to either shoot the turret or, if you prefer, use a well placed grenade (but crouch in the corner because it will set off some explosive barrell's next to you) Jump on top of the boxes but don't jump down. Drop a grenade into the back-right corner to destroy the turret. Climb off the boxes and break the wooden ones. Take out the other turret between the gap. Now, climb on top and jump straight down to the doorway. Press the button next to the door and go in (don't set off the trip wires) You will need to kill one killer-chicken because it will be able to get through before the door closes. When the door is down, walk to the left wall and crouch under the first laser. Walking between the pair of lasers, get to the right wall and jump over the next one. Press the crouch button a few microseconds before you land and you should be able to make it past the laser's without setting them off. Walk over the boxes dead ahead. LOAD. Be careful of the water. Slide into the corner next to the lift shaft (If you inadvertedly set of the sensor's just before then DO NOT do this or the turret's will cut you to pieces) Shoot one out from the corner (or with a grenade) and take out the other one by using the same process. Otherwise, if you did not set off the sensors, take out both quickly (you shouldn't loose to much health- there are batteries and a health machine up ahead anyway) Go up and smash the boxes for these and other goodies. Go up the ladders onto the catalk and walk into the chamber. When the scientist is murdered ("Thank goodness! Rescued at last!") get a lock onto the grunt with your MP5 (from up above) let 'er rip and the marine will be dead before he knew what hit him (make sure you have a full clip first) Go down the stairs, collect some ammo & health, and press the switch next to the elevator. Go in. LOAD. Exit the elevator and just stay around that area. Watch the scientist and kill the grunt that's in the distance. The rest of rico's roughnecks will probably charge you so stay behind the boxes, equip your shotty and blast them away when they come. Go to the end & up the stairs (watch for the mutated mouths) Turn left at the 'T' section (turning right takes you to a useless factory area) Crouch under the trip mines and stay at the top of the slope. Kill the faraway turret first with your MP5, and then the next one forward. Take out the final one (at the bottom of the slope) with a grenade. Run down the slope, through the beams and over the bomb and find yourself in another fire-fight. Laugh at the suicidal scientist (and even harder at the incompetence of the United States Marine Corp's [in this game] when the grunt is picked up by a mouth) A marine, around when all this is happening, should run up on the catwalk so take him out. Another marine should begin running through the boxes so run up to him and blast him away. Look around on the catwalk because there should be one more grunt to blast away. Running to the end, go up the stairs (blast the mouth blocking the way) and collect some shell's behind the sandbags. Opposite the sandbags go up the stairs, up again, around, around & up (go even more around for health & ammo) Otherwise, go left and kill the mouths blocking the way on the bridge. When you go up the slope equip your grenades. Put them on a short-fuse and throw some down (remember- the longer you hold the 'FIRE' button, before you let go to throw it, the shorter the fuse) With any luck these will kill 1 or 2 grunts down the bottom. Start firing at them to take them out (be careful- they will cover their soldier buddies as they climb up onto the catwalk) Once they have all been disposed of, walk down the stairs into the area (or jump onto the boxes from the catwalk to break your fall) Smash some boxes for ammo & health and go to the back. Use the health machine next to the lift and, when your done, go into the lift. LOAD. As soon as you reach the top, kill one marine outside the large doorway to the left. Run over to the health machine and equip your shotty. Kill the rest of the marines that charge you. As soon as a set of explosions end, run out and we've through the boxes to the bunker entrance on the left. Go down the ladder and open the vent on the right. Wait for an explosion and kill the marine down the bottom (or use a short-fused grenade or he'll have time to move away from it) 2 marines should abseil down. One will land on the same platform as you and another will land down the bottom. Stay outside near the HEV & health as they come down and blast away one marine with the shotty (he'll be right next to the entrance) repeat the grenade-trick on the marine down the bottom. Don't wait for the rest of the marines- jump down onto the ladder when all is done and go into the vent at the bottom. LOAD. When you reach the fan, jump onto the small ledge on the left. Crawl into the vent. The first grate on the bottom you crawl over can be opened but you can't fall through. The first grate on the right has some shell's beyond it (you'll find yourself in some fairly familiar area's now) Continuing to go down, a chicken will be down the junction on the right (going down takes you to some clips) if you keep going forward, however, you'll arrive in a room with batteries and ammo (forget about the grates further on) Go back to to the fan. At the opening, turn right and face the vent-wall. Move forward so that you are so-very-gradually strafing left. When you move onto the ledge, do a 180 and go forward. Repeat this process on the ladder (this technique ensures you won't accidentally fall onto the fan) At the bottom, go down the vent and up the ladder. Go down the vent in the middle (the top vent goes to a dead end) When you come to the end of the middle vent you should be in a fairly familiar area. The scientist will start talking to you: "Well so much for the government. Their idea of containment is to kill everyone associated with the project. Judging by your hazard suit I'd say you were a part of what went wrong right? Now look, if anyone can end this thing it'd be the science team at the Lambda complex at the opposite end of the base. With the transit system out I couldn't tell you how to get there. But there's an old decomissioned rail system through here, beyond the silo complex. If you can make it through the rocket test labs you might be able to worm your way through the old tunnels and track down whatever is left of the Lambda team. You can trust them. You can trust all of us. Good luck." Press the button on the console opposite the scientist and leave the room. H.E.V. & health yourself and leave through the large door. LOAD. ---------------------------------------------------------------------------------- 4.6 BLAST PIT ---------------------------------------------------------------------------------- Run up to the barricade and jump on top of the stripped roadblock. Smash through the boarding's with your crowbar. Don't mind the noise- its a upchucker killing all the chickens for you. When you break through, kill the 2 chickens on the left and use your MP5 to take out the faraway upchucker. As you go through the arch into the large chamber there are 2 chickens on both the right & left so back off and take them out. Run up to the command room on the right. When the zombie breaks through the door kill it with a shotgun and go into the room he came from for some grenades and health. Pull the lever on the console and climb down the ladder opposite the room. Get onto the platform and press the switch on the column. At the bottom, run onto the train (to the left of the switch) and set it to go as fast as possible (you might need to take out some sound-hounds as they'll get to you first) Run over all the enemies you come across and jump off when the train goes through a traffic controller. At the green-goo use the train wreckage to jump onto the ledge. Move around to the right (you'll need to jump over the corner) Go all the way forward and jump down onto the left. Kill the upchucker and climb the ladder near where it was (don't bother jumping on the boxes in the slime- there is nothing there) At the top of the ladder turn right and go onto the left pipe at the junction (and be careful- a upchucker you went past on the train may be at the wreckage now and "shooting" at you) When you get into the gap go straight ahead and follow the pipe. LOAD. As soon as you climb out onto the edge of the pipe, kill the upchucker on the bottom right (if you want to loose absolutely no health use a grenade) Jump onto the ladder on the left and climb up. Turn around and jump onto the pipe's above where the upchucker was. Follow the pipes around and kill the other upchucker in the slime. Jump onto the balcony & collect some stuff. Walk to the end of the hall & turn left. On the right side of the waste is a upchucker so kill it. Jump onto the pipe directly infront of the doorway. Walk along it to the end and then jump onto the submerged pipe on the left (There is an upchucker near the broken bridge) Walk onto the lift and press the button. You will begin to ascend. LOAD. Walk into the hall, peek around the corner & shoot the cannister. Walk over to the balcony and shoot the sound-hounds to the right before they can cause you any serious harm. Walk along, you will note another sound-hound is on the walkway between the edge & the middle pylon (the BIG pylon) Shoot him, but be careful not to hit the cannister's around him. If you do, jump from the horizontal (and vertical) right-edge of the platform to clear the gap (you might want to kill the 2 chickens on the other side before you do though) When you get across enter the small room and flick the switch. LOAD. As soon as the door opens blast away the zombie. Walk down the hall & around the bend to the dying scientist. "Rocket engine. Destroy the damn thing before it grows any larger..." A mutated-tongue is just after the scientist so be careful. Walk around the bend and into the room. After the gory, heart wrenching death go through into the next hall. Go up the ladder on the right (a tongue will be unfolding just before you climb so be careful) At the top of the ladder hear what the guard says- its a good clue: "Be quiet! This thing hears us!" Equip your crowbar, crouch and crawl into the chamber. You hear this- CRAWL. Crawl right & down the ladder. Crawl to the ladder to the left (facing the tentacles) and go down again. At the bottom, crawl left again and smash through the barricade (even though it makes noise, if you do it quickly, the tentacle won't reach you) Your now in the hall and don't have to crawl. Run down to the end and flick the switch in the small room. LOAD. If you shoot the upchucker as soon as the door opens you can just walk straight across the bridge. However, if you end up shooting the barrel's & blowing out the bridge- walk across the small pipe on the left (remember- keep your crosshair down on the pipe) Head straight down (kill the other upchucker or whatever it is behind the explosive box) at the end of the first hall note the red and blue pipe's and the section missing from them. Turn right and continue going down the hall. LOAD. Turn right at the column and go down the ladder. When your about one-third down turn around (facing away from the ladder) and shotgun the 2 zombie's that are waiting for you. Walk over to the vent and stand ontop of the ladder (its a small silver section) Crouch and smash the grate. Go down the ladder and when you reach the bottom go straight ahead (don't go under the ladder) turn left when you reach the 'T' section. Follow the pipe around until you reach the ladder and go up. Break the grate and climb out. Scramble for the nearest corner (your crosshair will probably still be facing up) and blast away the zombie. Get the grenades in the side room and head for the door. LOAD. When the door opens kill 2 zombies and head around to the ladder on the walkway. Go down the ladder and run to the other one that is opposite. Go down that. Walk over to the switch and pull it. Go back up the ladder, wait for the fan to get some speed, and jump off the walkway into the fan. At the top, smash through the fence-posts with the crowbar. The entrance has a chicken in it so be careful. Drift over to it and climb in (you can get extra elevation by jumping if you have problems) Once your in, crouch and head over to the boards on the right. Break them & kill the chicken. Walk down to the right and break the boards as well (you might be able to kill the chicken through them first) Crawl down. LOAD. Go around and break the vent. Go down the ladder and kill 3 zombies in the room. There is also a chicken on the green power box to the right so kill it. Now, on the console next to the power-box there are 2 buttons (A bracket won't appear around them unlike the other switches in Half-Life) Press the 'Oxy On' and 'Fuel On' buttons. Go up the ladder in the alchove and press the switch at the top. This area SHOULD be familiar. Head back the way you came (down the hall) LOAD. Remember the pipe's I told you to note earlier with the gaps missing? Look at them. Liquid should be flowing through both of them. If there isn't, you've done something wrong, so go back and make sure the buttons were pressed. Otherwise, go over the bridge and into the small room. Pull the lever. LOAD. When you reach the doorway to the tentacles turn left and go down the ladder. Crawl down to the barricade on the right and smash through it. Turn right when your in and go down the hall. When you go through the first doorway clear the gap by jumping across its far left. When you go down the second doorway go slowly. When you hear a munching sound stop and walk back. Clear the new gap and walk up to kill the zombie. Enter the alchove and pull the lever. LOAD. Once again, if you inadvertantly shoot the explosives on the bridge then jump onto the pipe on the right and edge your way across (on the way shoot the explosive box) When you reach the other side, head down the hall and kill the sound-hounds on the way. LOAD. After killing the upchucker in the corner, kill the mouths. Walk over to the edge and press the button. When the lift comes, go in and face the balcony. Get onto the the left guard. When the lift stops jump onto the ladder in the left corner of the shaft. Climb down to the bottom and get onto the pipe. Climb onto the platform and walk to the scientist (there is a health machine in the corner opposite him) "I hope no-one expect's me to start the generator. Smithers went down there and never came back" Go down the hall opposite him (jump over the leak by hugging the right wall) Around the corner, kill the zombie and get onto the horizontal lift. Press the button and when it comes to its only "stop" ascend the ladder. At the top of the ladder, wait for the lift to move off away from you and make a run for the next ladder. When you climb up it go up to the top of the large contraption. The scientist will talk: "This is my hiding spot and I'm not oving until the situation is drastically improved. Now go away and don't tell anyone I'm here!" There are 2 concrete ledges that connect to the central structure you are on. Jump onto the them and press the button's that are on the contraption (and quickly back up onto the contraption when you press them or your in for a nasty shock) When both have been done your access to the concrete ledges will be blocked by the cables. So, in between these 2 connections is a very small pipe that connect's to the center junction. FALL onto it (don't jump) Turn around, and walk into the new area that has opened in the contraption (don't worry- you won't loose any health) On the other side, at the opening, you'll see a ladder down a bit. If you fall onto that you won't loose any health- so do that. Climb down onto the lift and go back to the main area. Jump over the leak & to the scientist: "Excellent! Someone has restored power! We'll have the engine back up again in no time!" Climb up the ladder you came down on and jump onto the break in the pillar. Fall down onto the platform (you'll loose some health- use the health machine that is in the corner) and head down the corridor. The water is electrified so you'll need to run and launch yourself into it, jump and get out (you'll loose some health & H.E.V.) Go over the bridge and into the small chamber. Pull the lever. LOAD. Go down the corridor all the way back to the tentacle chamber. Ascend the ladder's all the way back to where the guard and room of explosives were (don't try and enter the control room from the chamber- there is glass blocking it) In the room leave, go down the ladder, over the gap, and into the room on the left (this is the room where you saw the scietist die at the hand [not literally obviously] of one of the tentacles) Press the 2 switches on the console. As fun as it would be to watch the tentacles suffer, you'll loose a fair bit of health, so run into the corner and crouch. When its over, run back to the chamber and all the way to the bottom. Jump into the hole and walk through down the tunnel. LOAD. When you fall into the water, surface where you fell in and collect a magnum from the guards body (there are some bullets for it opposite him as well) Go down the 2 holes near the body of the Goberfish. Now, you'll need to surface around the sides of the chamber (NOT the sides with the blue lights, the other side) When you've surfaced, go down the ladder for health and H.E.V. Otherwise, walk across the pipe dead ahead. At the turn, jump onto the double pipes and when you come to the stone arch jump onto the pipe down on the right. Follow that around (going parallel to the pipe on the left) At the large chamber jump onto the lowered pipe and then onto the big one. On the top of the large pipe, turn the wheel (you'll have to HOLD the use button) and go down the ladder. Walk across the gap and through the broken mesh. Go down the pipe. LOAD. Watch your step! Keep walking...walking...woah! Watch for chickens in the new room and smash some boxes for explosives and ammo. When all is done go down the hall and over the rubble. LOAD. ---------------------------------------------------------------------------------- 4.7 POWER UP ---------------------------------------------------------------------------------- Run down the hall and into the rail junction. Rico's roughnecks will be fighting a big blue bastard so run down the hall on the left (you shouldn't loose much health) Run down the hall on the right and kill the lighteningainga that spawns in. Now go down the other hall & hug the left wall to avoid the fire trap. Carefully approach the balcony and kill whatever is down the bottom (a few chickens) You now need to get over to the door. Walk across to the right...ouch. OK, walk over to the ladder & climb up. Smash through the boards and H.E.V. yourself (there are some shell's over near the console if you go quickly) The security guard will say: "Mister! You can get the power on. That train will take you straight to the surface. I would try it myself but its a long way down to the generator room and there are things in the way" Leave the room and go down the lower hall. Kill some chickens and the lighteningainga that is around the bend. When you go past the area where the rubble collapsed, turn around and shoot up at the chicken that is hiding. Continuing to go down, 2 chickens will jump out near the first aid machine. Kill them and go down the hall. LOAD. Go to the doorway on the right. JUST the doorway. When you get the 2 lighteningainga's attention move out of the way and listen to the 2 of them kill themselves. Go into the now empty room and turn the wheel at the end. Go up the ladder on the left & turn around. Look up and take out the marine (the M15's grenade launcher is the best tool to use in this instance) There are more grenades in the small room off the balcony (don't worry about killing the upchucker in the crack) Go up the ladder and to the doorway of the command center. There is a turret in the top left so make quick work of that. A marine should now come from the other direction so shotgun him before he can do you any harm. Smash the boxes in this room for some items and then head down the hall (don't worry about the shakes or groans) LOAD. When you come towards the end of the hall some explosives will be directly infront of you. Don't shoot them. Instead, turn right and destroy the faraway explosive boxes. Now, back off to the corner (near where this area loaded) and wait for a grunt to come around the corner. When he does, shoot the boxes at the end. Run down now to where you destroyed the faraway explosives. Turn around, and shoot the marine dead on the left balcony (magnum is a good weapon) Go up the 2 slopes and into the room. Shoot some soldiers on the left & retreat to the corner outside. Wait for some more grunts to come and shoot them dead when they come around the corner (if they hesitate, entice them with some hand grenades) When they are all dead go in and smash the boxes down the stairs for a fair bit of ammo. Once the whole area has been cleaned go to the lift in the top area. Press the button and go down. Geez this should be fun. A sleeping sound-hound will be waiting at the bottom. Climb onto the side (be careful of the mines), wait for the lift to go back up and get the sound-hounds attention by shooting him (DO NOT kill him) Quickly jump down into the water (in the gap where the lift arrived) and run as far away as you can (into the water down the hall) When you make it to a corner crouch. With any luck the sound-hound detonated the trip mines and you didn't loose any health. Climb up the ladder and shoot the distant barrel's to kill some more sound-hounds. Go to the end of the hall and turn left. There will be 3 or 4 more sound-hounds in this chamber so make quick work of them. Down the hall to the left there is a circular staircase so run all the way to the bottom of that and equip your shotgun. When you go through the doorway double-blast the zombie away and continue down (you might want to jump as you run to avoid the leeches) as you make your way further equip the crowbar. When you reach the hydraulics smash the boxes to get the machine going. Now go back up the stairs to the middle level and run all the way to the end. Press the large button on the left (next to the meter) Turn around and time your way through the sparks. Go back to the lift where the tripmines were. As you come around the final bend 2 marines will come down the lift. Use your M15 grenade launcher to kill them both. Get on the lift and go back up. When you reach the top magnum the grunt that is waiting for you. Another one will come so use the pillars next to the lift as cover (if you can't see him he can't shoot you!) Kill him and H.E.V. yourself at the machine down the hall. Continue down to the balcony on that side and blast the marine that is near the hall you have to go down to get back. Now go to where you killed him (either jump off the balcony or go all the way around) and go down the hall. LOAD. Go back to the toxic waste chamber and down the 2 ladders. Go through the room, down the hall and past the health machine. LOAD. A new lighteningainga will be in the hall so kill it. Go back to the room with the collapsed balcony and climb the ladder. Follow it around and jump the gap where the walkway fell. Run past the broken gas main and to the doorway where the big blue bastard is. Get his attention and RUN. Go down the large hall to the left. If you run he'll have a hard time keeping up. Turn left at the end and enter the electric chamber. Run to the end, up the small stairs on the left, and to the end to the console. Pull the lever (he'll probably be in the area with you now) and turn around. Run across the walkway, down the small stairs, and enter the small hallway. Listen to the gleeful explosions. You may have lost some health and H.E.V. but that doesn't matter as there's a heap of sustanence upahead. Run back to the rail junction and get on the train that is straight ahead. Drive it forward as far as it will go. Now go back to the room with the injured guard and pull the large lever on the window sill (use the H.E.V. machine as well) Climb down and onto the train and drive it forward and through the highway barriers. LOAD. ---------------------------------------------------------------------------------- 4.8 ON A RAIL ---------------------------------------------------------------------------------- This is a big and confusing section ladies and gentlemen. Alot of the places in this part of the walkthrough are not "quest" areas (you don't have to go there to progress in the game) but are being included for the sake of completedness. Also remember ladies and gentlemen that this is section is alot easier if you don't use the train and just walk along the sides of the tracks. In any case, take the train to the end and get off. You'll probably need some health so collect that and listen to the security guard: "Freeman! I've been waiting for you! One of your scientist pals said to give you a message. Your supposed to take this old rail system up to some kind of shuttle delivery rocket. I don't know where it is exactly and the old guy was so worried about getting out of here alive he didn't tell me. Main thing is the military aborted the launch. So when you do find the rocket, you'll have to get up to the control room and launch it yourself. He said something about a Lambda team needing the satelite in orbit if they were ever going to clean up this mess" Pull the lever next to the guard and get on the train. Drive it onto the lift and go down (you can kill some mutated mouths for kick's if you want) When you reach the bottom don't go in the water, its electrified, just drive forward at full speed. LOAD. Time your way through the electricity and after going around the 3rd bend duck (electrical wires) Note the sign on the left. You will drive past 2 of these. If you leave them as-is you'll be doing laps. Leave the first one as something is blocking the way. Keep going down (kill an upchucker and 2 sound-hounds as you drive past) When you come to the second sign leave it alone as well and stop at the station just after the bend that was after the sign. Kill 3 sound-hounds and go down the corridor. LOAD. Go into the large chamber on the left and kill the upchucker hidden behind the red pipe. There is a fair bit of ammo here so collect that and go back up the corridor. At the top of the stairs kill 3 sound-hounds and watch out for an upchucker that silently spawns into the 'T' section. Kill the chickens and upchucker in the toxic lake and pull the lever. Across in this area is some more ammo and explosive charges. Now, go back to the train. LOAD. Get on the train and do a complete lap until you come around to the second sign (or just reverse the train) shoot it so your going straight ahead. Drive the train down and go as slow as you can. After the 'U' bend shoot the mouths that are hanging onto the track. Slow down and kill the upchucker that is to the right. Stop the train and jump off to collect some health and ammo. There are 2 batteries here- one in the water and another in the crates opposite. Get on the train and drive around the next corner. Stop at the platform and shoot the sound-hound and chicken. Collect some ammo and go up the stairs. Stay to the left wall and throw a grenade into the gap on the right of the crates (at the end of the hall) The turret should be destroyed, so smash the boxes and pull the lever. Go back to the train and ride it back to the first sign. Shoot it, and go down the new track. LOAD. This bit is a bit hard. Approach the train quarter-way onto the lift. Use your M15 launcher to shoot the grenade up and ahead (shoot it into the doorway- the range should be adequate to gib the marine) There is another on the top right so take care of him as well (you were in range for the front grunt but not the one on the right, so you'll need to edge around the corner) Jump off the train and climb the ladder straight ahead. Collect some ammo and health. Jump back down onto the lift and drive the train onto it. As the lift ascend's jump onto the elevator raising next to it. Use the H.E.V when you reach the top and kill 2 chickens. Walk down the small stair's and kill the grunt that is on the wooden section. Go back to where you look down onto the the train and jump down onto the control panel of it (this is the highest surface you can fall onto and you won't loose any health) By now the battle you have heard unfolding should be finished. So when you reach the tracks abandon the train and walk to just-before the corner at the end of the tunnel (the sign doesn't work) Peek around the corner and take out the marine behind the sandbags. Then run over and press 'X' on the turret. The tool is hard to pick up, but the lighteningainga's are far away and your out of range of their attacks. So use the infinite-ammo weapon to blast at least one of them away. When you get bored turn around and go up the stairs. Near the top there is a grunt that you can blast through the railing and there is another one in the faraway doorway. Don't bother with the room opposite the stairs- its got no items except a marine hidden in the corner. Go down the hall. LOAD. When you go around the corner don't shoot the lighteningainga's. Their back's will be to you and you'll see them fight a bunch of rico's roughnecks. With any luck all of the marines will be killed and 2 lighteningainga's will be killed as well. Dispose of the last one and go down the hall (the storage room has nothing in it) Go around and down the stairs. Listen to the battle unfolding and when the fighting has stopped grenade the last grunt's on the right. If you head down the tunnel to the left, with the tripwire, you will end up where you abandoned the train. So head down the door to the right of the 'SECURE ACCESS' bulkhead. Climb ontop of the red barrel, then on the shelf, and break open the grate. Climb down the vent and into the new room. Make your way to the door. LOAD. When you go out the door 3 grunts will be to the left. The best tool is the M15 grenade launcher. This should kill a couple of the guards leaving the last one to be shot (watch out for their own grenades) When their dead and you go down to the doorway on the right you will hear some lighteningainga's spawn in. Leave them and go up to the trio of corpses and collect their ammo. Go back to the doorway and shoot the lighteningainga to the left (use the doorway as cover) Head down and kill another one to the left. There is another one as well hidden near the vending machines to the right. When you go in there there is a health machine hidden behind the boxes (and some chickens) Smash your way into the boarded up room and kill the lighteingainga that spawns in behind you. Smash the boxes for some magnum bullets. Now leave this room and go around the corner. Use the large boxes as cover from the bunker and jump across the tracks. Walk up to the large red door and back off. Shoot the trip mines from a safe distance and go in. The platform below you has a marine (to the left of the doorway) So use the gap between the rocket and the walkway to shoot him dead. Once you go down the ladder and into the new tunnel collect some magnum bullets from the side room and use the H.E.V. unit behind it. Its your decision now whether to use the train or not- you don't have to use it. If you want you can just walk along the sides of the tracks. In any case, go to the tunnel, stick to the right side and crouch under the beams. If you use the train be careful of the beams and crouch under them as well. Use the corner as cover and kill the upchucker on the left. Kill the turret on the right, using the corner as cover as well, and then kill the other turret on the left. Climb the stairs on the right and kill the upchucker further down. Walk to where you killed it and take out the turret near the door in the tunnel. Now go to that door and go in. Kill the upchucker thats dead ahead and the chicken in the corner (there is a mutated mouth in the corner opposite as well) Collect an armory of ammunition and note the premonition on the wall next to the door. Go back out and go down the tunnel- either on the sides of the tracks or on the train. LOAD. If you run down the tunnel jump from one side to the next, as you make your way down, to avoid the rockets. Crouching as you make your way down isn't a good idea because while the rocket can't hit you, it can hit the wall behind you- and thats just as bad. When you reach the rocket shoot the trip mines behind the rocket to kill the grunt or, alternatively, just shoot him (he's so occupied at shooting where you were he doesn't notice you sneak right up on him) If your on the train, just crouch and let them fly over you. Take it real slow though because of the trip mines after the launcher. Use the same technique on the guard when you reach him. Keep going down. Stop the train before you reach the open area and sneak around the corner. Grenade 4 lighteningainga's. If you decide to use the machines to the left be sure to watch out for 2 more sneaking up on you. If you don't, go down the hall and kill these 2 lighteningainga's. Shoot the tripmines behind the boxes and climb over them. At the top of the stairs go around and blast the marine and the small-hall away. Wait for the other one to come and blast him as well. Press the switch in the console in the room and go into the chamber next to the balcony (don't worry about bringing the old train around- it just goes on the closer track to a dead end and a booby trap) Take the train on the further track down the tunnel, or run, and around the 'U' bend. Just before you reach the open area stop. It is HIGHLY recommended that you just get off the train and run past the barricade. But if you INSIST on raising it and INSIST on taking the train all the way go around the corner and watch for the turret on the right. Use your M15 grenade launcher to blast the marines behind the wooden boxes (straight ahead and on the left) Don't aim FOR the boxes- aim for above and behind them. When 2 guards are gone, jump across the line of sight of the bunker and to the wall opposite the ladder. Climb up and use the boxes as cover (you'll probably loose some H.E.V. and health- but serves you right for not just abandoning the train!) Walk around to the turret and lob a grenade on the side of the "window sill" of the bunker. If this doesn't work try and rebound a grenade onto the wall behind the turret (it may take some practice) When done, pull the switch next to the bunker and destroy some crates for ammo and health. Go down the tunnel. At the end- DO NOT ride the train onto the lift. If you do you'll be ambushed and loose ALOT of health and ammo. Smash the boxes next to the lift for some charges. Throw one into the lift and run in. Push the button and reverse yourself out (so it goes up without you in it) Trigger the charge when it reaches the top and listen to the huge explosion (there is another charge at the bottom on the shaft) Call the lift back down and go up in it. When you reach the top go down the ladder and blast the grunt in the back. NOW you can take the train up, or just go up the ladder. When you reach the top destroy the crates for ammo and go down the tunnel. Duck under the electricity and shoot out some tripmines before you reach the corner. LOAD. Crouch underneath the boxes slowly. Either grenade or shoot the soldiers that will emerge from some crates in the back right. If your using the train flick the switch behind them. Go down the tunnel, up the slope and around the corner. Shoot out the turret on the left in the new conveyor room (its hidden in a small alcove) There is also another one at the end. When you go down the next tunnel, whether your on the train or on foot, repeat the previous process for dodging the rockets. Kill the grunt and go down the tunnel. Shoot the sign and, after going around the bend, stop the train & go down the ladder on the right. LOAD. In this area there are 2 ways to deal with this. The first strategy is to jump down and avoid the tripwire. Go into the side room and blast away the 2 zombies. Shoot the tripmines from a safe distance and go down the hall. Another way is to jump down and set off the trip laser. The turrets will activate and take out the 2 zombies for you. You'll need to jump down and run into the small room and take out the turrets from there. Stay in the line of sight of the JUST one and crouch. Spring up ever-so quickly and lock onto it. Its now just a matter of quickly perking up and taking it out. You'll need to repeat this on the other turret. Go down the hall and use the boxes as cover. You'll need to grenade the soldier behind the sandbags first because he can grenade you as well. When that has been done, run down to the large box on the right. Use that as cover. Jump over to the sandbags on the left then. Use that as cover. Finally, jump across to the command room. Your safe. Collect some health and go up the hall: "Sssooo...who is this Freeman guy?" "They say he was at ground-zero" "Science team? You think he was responsible? Sabotage?" "Maybe...all I know is that he's been killing my buddies" "Oh yeah...he will pay...he will definitly pay" Introduce yourself to the representatives of the U.S. government by grenading both of them into thin air. When you go down the stairs, turn left and run to the very end. At the large door there is a camo net erected in the canyon wall (it is on the outer wall near the top) Use your M15 grenade to kill the occupants (or you'll be ambushed later) Now go to the red bulkhead in the middle. Open the door and go in. LOAD. Stick to the right wall and launch a grenade towards the sandbags near the building. The grunts are tough here so take care of them with your magnum (Don't bother trying to use the turret [unless your the patron Saint of First-Person shooters]) When the guards are dead go into the door and down the hall. Push the barrel on the right against a sloped surface, climb onto the barrel, and climb onto the stairs (past the trip lasers obviously) When you enter the room, throw a grenade around the corner. The 2 guards should be dead. Avoid the room on the right (unless you need health) and walk into the launch room. Press the big button. After the "ooh" and "aah"ing is complete leave the launch compound and go back through the double doors to where you heard the 2 guards talking. LOAD. Enter the new room on the left and go down the ladder. Collect a heap of goodies and get on the train. Go down the tunnel at the slowest speed (trust me) ---------------------------------------------------------------------------------- 4.9 APPREHENSION ---------------------------------------------------------------------------------- As you slowly make your way down the tunnel turn around and walk off the train. Don't let it crush you (if you stay close to it when it goes around the corner) Stay behind it as it makes its way down the tunnel and move into the large area when it suddenly speeds up. Then go into the water-chamber behind where the train crushed the trio of marines. Go around to the left and fall through the gap onto the next level below. Jump into the water and swim down the hall that is opposite the wall that separates the 2 sides. LOAD. When you swim down the hall you can stop in the room on the right for breath. Otherwise, go past the cave in, under the girder and into the hall with the windows. Around to the right there is a grate in the floor (next to the window) that goes absolutely nowhere. So go around to the left and up the next hall (its opposite the door) When you surface go down the hall and into the large metallic chamber. DO NOT go in the water (the dying scientist should entice you not to) Walk around the perimeter killing the mouths as you go. Around the other side go up the ladder and speak to the scientist: "Did you see it? They said it was hauled from the challenger deep...but I'm positive that beast never swam in terrestrial waters until a week ago. Theres a tranquilizer gun in the shark cage but I'm afraid it might not work on that species. Your welcome to try" Turn around and health & H.E.V. yourself (if you so desire) and walk out onto the crane. Look down onto the cage and fall into it. When it falls into the water, get a lock onto the goberfish as quick as you can and either tranquilize him or use your handgun (if you use the latter, you'll be at around 20% health when its dead- and thats if you use secondary fire!) When its dead quickly surface and get yourself some much needed air. Go back down and find yourself a iron-bar door. Turn the wheel next to it (you'll need to hold it down) and, when you have enough room, go through. After you surface go up some stairs, around the bend, and up some more stairs. When you come to the door throw some kind of explosive in and wait for it to go off (from behind the door) This will cause a chain reaction that will kill most of the mutated mouths, destroy the other explosives, and spawn in 2 lighteningainga's. Kill the one that is in front of you, in the middle of the platform, from the relative safety of the doorway. When you walk in kill the remaining mouths and the last lighteningainga that is below you (underneath the platform) Going down the red hall and into *gasp* *shock* *horror* another metallic chamber with water and Goberfish! Walk into the right corner and jump the gap. Turn left and look at the metallic walkway. See where it is slightly sloped? This will collapse when you walk over it. Equip your shotgun, jump over this section, and blast the lighteningainga that will spawn in directly infront of you. Turn left and run to jump over the gap in the water (land on the foundation that protrude's out from the platform- it is tricky, but the only way) Should you land in the water there is nothing in the abyss (except some pipes) but there is a ladder that is on the wall parallel to the back platform. Jump through the gap in the wire mesh fence (in front of the 'GENERATIR ROOM' sign) After you've swum down the hall kill the 2 upchuckers when you surface and head down the hall that is opposite where you came up. After climbing the ladder, press the button on the far left of the console. Then head down the hall opposite the ladder. The side room has a fair few items so pick them up (don't forget the all-too-important ritual of smashing the boxes) Go down the hall and collect some darts next to the water. Now go back to where you pressed the switch. Next to it is a gap in the railing- jump across onto the piston when it is below the level of the platform you are on. Jump onto the next piston and then, when it is up enough, jump onto the small balcony on the right to collect some charges. From here you can take care of the chicken that has spawned in where your destination is. Jump back onto the piston and from there onto the last one. Proceed to jump onto the balcony where you killed the chicken. Turn right and go to the end. Now, turn around and walk down the hall backwards. When the upchucker spawns in blast it away and go down the hall. LOAD. Don't go past the doorway- kill the chicken that slowly approaches from between the 2 large computer terminals. Don't go in- just turn right (so your facing the wall before the doorway) and slide in to kill the lighteningainga convieniently hidden in the corner. There are 2 or 3 more lighteningainga's in the back of this room so throw a grenade in to kill a couple and finish the last one off with bullets (if you H.E.V. yourself watch out for a chicken hidden between a terminal and the wall) Once your done, enter the room with the scientist: "Gordon Freeman it is you isn't it? The science team has been tracking your progress with the Black mesa security system. Unfortunatly, so has the military. That suit of your is full of tracking devices. Still, it is better than going naked in this place. Its cold in there and you'll have to hurry. It could sap your suit power in a matter of moments. If your bent on reaching the Lambda complex you'll want to keep to the older industrial area where the security system is full of holes. Its worked for me so far" Here are some things to note for this section. Equip your magnum- this will kill the enemies the quickest and from a safe distance. Secondly, do NOT pause the game. You will continue to loose H.E.V if you do. Thirdly, you should only need to kill 3 lighteningainga's. Ignore the chickens. Now that thats out of the way, walk over to the door and press the button. When your in, stick to the wall on the right and kill the faraway lighteningainga. Run down to where he was and turn left- kill the next lighteningainga in the small hall. Run past where he died and turn left. Run down the middle, between the large columns, and kill another lighteningainga on your way down. Run to the end and down the ladder to the left. Once your at the bottom jump off the platform and run down the hall straight ahead. When your at the end turn left and shoot some lighteningainga's that are alternating positions. When your down the middle be careful- 2 lighteningainga's will spawn in behind you. When all 4 in the hall are dead (the 2 there originally and the 2 that spawned in) Destroy the boxes for some supplies and go up the lift at the end. When you reach the top your welcomed by a guard: "Freeman right? I got a message for you. Make your you don't---aargghh!" Strange. Equip your magnum again. Walk forward warily. Your probably feeling very edgy now...very...very edgy...BOO!! HAHAHA! There is no definite strategy for this area as the cat burgulars are very unpredictable. There should be one in the hall that curves around to the right so kill her. The cat burgulars will never get up close and personal so the magnum is the best weapon to use against them. Keep moving and get a lock onto them whenever you can (there is a room in the hall, next to where you came up in the lift, that has many an ammo and health) There should be 3 cat burgulars in this area. When they are all dead go up to the top platform and pull the large lever. Now go back down and through either of the large doors. When you go in go to the middle of the hall and go into the room with the first aid machine: [BLACK OUT] *THUD* *THUD* *THUD* "I see it...alright we go 'im" You'll regain consciousness for a second to see yourself being gingerly escorted by 2 marines down a hall. "Where are we taking this Freeman guy?" "Topside for questionin'" "What the hell for? We got 'im! Let's kill him now!" "Eerr...and if they find the body?" "Body? What body? HAHAHA!" "HAHAHA!" When you wake up run forward as far as you can and do a 180. There is an elevation of boxes on your left that you can climb up on. Climb up and forward on these until you reach the top ledge (Take your time and don't panic- if this was hard I wouldn't have been able to get it first go with my un-developed fine motor skills!) When you reach the concrete ledge wait for the 2 "walls" to meet and walk across to the ledge on the other side. Collect the crowbar there and go down the far wall with the ladder. At the bottom, smash the grate and fall down. LOAD. ---------------------------------------------------------------------------------- 4.10 RESIDUE PROCESSING ---------------------------------------------------------------------------------- As soon as you slide out into the water turn right and go down the cavern (there is nothing to collect in this area) When you reach the open area stay to the right cliff face and run past all the chickens that will spawn in. Run around to the ladder that is on the silo and climb up it onto the rim of the large column. When your on the rim jump onto the large ledge that is on the right. Run down this ledge to the body of the guard to collect 2 clips. See that section of water below? Jump down into that to break your fall. Climb out of the water and dodge the chickens. Run to the wheel on the right side of the silo and turn it all the way. Then climb up the ladder and fall straight down (don't hesitate) When the platform reaches the bottom go through the only opening there is. LOAD. Around the right bend smash the grate and walk on through. Follow the guard, after he kills the 2 chickens, and collect his gun from where the mouth caught him (However, when you get the gun shoot the mouth that will inevidibly catch you) Further on is nothing except some stairs, chickens and a H.E.V. machine so go back to the grate you emerged from, turn left and ascend the ladder into the toxic waste "tub". Jump onto the rock that is straight ahead, then onto the one that is left-ahead (NOT direct left) and, finally, from that position jump into the vent (don't forget- if you overstep your jump you can stop moving mid-air by moving backwards mid-flight) If you land ontop of the pipe, and not in the pipe itself, then slowly, very slowly, edge your way onto the bottom section (it protrudes out a little bit more than the top) Go down the pipe, turn right, and emerge at a new obstacle. When the piston directly ahead is emerging, out of the goo, jump onto it. From there jump onto the next one straight in front (it is lowering) And then go straight for the pipe. (If you need H.E.V. there is a unit in the stairwell to the left, on ground level, of where you did the first jump) When your past the pistons you'll be in a small section with 2 pipes running parallel to each other. Walk along the right p--HHHHMMMMM. OK, go back up the ladder and walk along the left pipe as far as you can. From there, jump onto the right pipe. In the new goo-land, jump onto the middle of the first stirrer. Face the vent straight ahead. When the stirrer's are JUST ABOUT to line up, run forward and jump the gap (in the time it takes to run to the end the 2 stirrers will line up) From the last stirrer jump into the vent and go down the pipe. LOAD. When you emerge into the conveyor room, jump onto the middle conveyor and launch yourself off that. Smash the boxes for some [useless] ammo and then jump back onto the center conveyor. When you land in the water get out as quick as you can and head down the tunnel opposite the fan. Jump back into the water and surface just before the grinder. Go left or right and jump back in, down and through 2 doorways and around to the left. Take a breath, stay under the water to avoid fire damage, and go under the grinder (there is plenty of room- if you crouch!) Continue to swim and ignore the small alchove on the right. Keep going and, when you surface, climb the ledge on the right. Go into the room and kill the upchucker, collect a magnum and other stuff. Head down the other way to the 3 lever's and make them all pushed upwards (I originally thought it was a puzzle...until I realised they controlled the direction the 3 conveyors went!) Then go back to the room and press the button that is smack-bang in the middle (on the window sill) Make sure when you press it the pistons on the middle conveyor are atleast somewhat up. When the button has been pressed climb onto the window sill, get into the water, and swim to the conveyor. Jump onto it, crouch, and go underneath all of the pistons (move forward if you want to get through quicker) Let the conveyor do the work for you and go around the bend. When you fall down onto the next conveyor don't bother checking underneath- there is nothing there. Instead, head down towards the hydraulics. When they emerge, move forward against them as they move sideways, when they spring back you should go straight past. Repeat this twice and go around the corner. For the potatoe mashes, wait for them to ascend, THEN move under them. Wow- this area should be fun. Before you reach the vat jump onto the conveyor on the right. Ride this down and repeat that process at the end. Quickly duck under the small hall and at the end jump onto the next conveyor. Follow it down, around to the right on the 'L' bend and run through the furnace. Drop, once again, onto the conveyor on the right. Do this, yet again, at the end and then drop onto the first conveyor when you reach the pair (its the one going left) The rolling pins aren't hard- just jump onto the left conveyor, then the one on the right (be careful not to overjump) When you reach the end it doesn't matter what side you take. Jump ontop of the "munching" doors or the sloped surfaces around the edge (don't try and fall straight through- you'll either be munched or, even if you do, you'll loose a fair bit of health) When your in the chamber, watch for chickens, and fall through the "munches" when you get the chance. From the conveyor run forward and launch yourself onto the platform ahead. Watch for tongues and go up the ladder. Turn the wheel next to the door (all the way) and go down the red hall. LOAD. ---------------------------------------------------------------------------------- 4.11 QUESTIONABLE ETHICS ---------------------------------------------------------------------------------- Go down the hall & up the ladder. Smash the grate with the crowbar. Equip one charge and throw it upwards (it will probably land only on the edge- as long as it goes up) Climb back down, detonate it, and climb back up. Its succesfully killed most of the sound-hounds in there and the explosion has whiped out the generator that was electrifying the fence. Walk down the hall and equip your magnum. When you come to the room with the column, walk around to the other side and shoot dead the Arnie when it smashes through (use the column as cover) When he is dead press the button on the console to the right of the column. Walk through the room (if you go into the room & enjoy the light show 2 marines will spawn in) and into the hall. Walk up to the guard: "Hey- its no good up there its all sealed off. The only way would be to find someone with scanner access who could open the front door. I'm pretty sure theres a few scientist's hiding somewhere in the labs. Maybe with both of us looking we can track them down and they'll let us out" With the guard in tow make your way down the hall. LOAD. When you come into the foyer don't venture in. You'll note there are 4 guard's in the faraway corridor straight-ahead (their not all there at once) Lock your magnum onto them and kill them all from a distance (the guards spud-gun might help piss them off some more) When their dead, go down to where they were (use the H.E.V. on the left next to the front door) and collect their guns and ammo (SCORE!!) Go down the hall, around the bend, up the stairs on the right and across the balcony. Go around the 'U' bend and through the door. Walk through the room to the next door and go down the stairs. At the bottom, take it slow and be wary of a pair of grunts. Take one by surprise with a double-blast from a shotgun or kill them both with some explosives. When their dead, turning left will take you back the way you came, so go right and turn right again at the bottom of the slope. In the high-tech room collect 2 trip mines at the end on the left. See the corner with the mines set? Shoot them, run to the diagnally-opposite corner and place 2 mines in the entrance to the hall. One Arnie that follows you will be killed while the other will be occupied by Uncle Sam's boys. Reward whoever wins the battle with a live grenade (from the viewing area at the top of the slope where you placed the mines) Go down the new metallic hallway and be careful of a marine hidden on the immediate left after you go through the arch. Walk past the cutting room and turn right before the room filled with crates (its booby trapped) In this hall stay back and kill the half-dozen or so chickens that will jump from either side (they'll break the glass first) When you've killed them all go up the stairs in the middle. LOAD. At the top watch the upchucker battle away with the grunts. Kill whoever the winner is from a safe distance. When they're all dead, run down the hall and into the 1st room on the right. Collect the batteries and press the big red switch. Go back out and down the first hall on the left. Stay away from the explosives. WELL away: "What is this thing? Some kind of weapon?" "Put that down. Its a prototype" "Man...why aren't we using it?" "Its much to unpredictable...don't let it overcharge" "What do you mean overcharge?" KKKKAAAAAAA BBBBOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMMM!! Walk down into the newly-opened room and collect the laser. Press the big red button and go back out into the hall. Walk down and take out the marines that are behind the boxes at the end. Run down the next hall on the left and into the room. Back off quickly and kill the sound-hounds as your running back. When they are dead go into the room they emerged from and press the button. Finally, go down to the end of the hall (where you just killed the guards) and smashy smashy the boxes. Collect some ammo, go into the room and collect the uranium and press the big, red button. Now go into the large, center room (between the 2 halls) and push the box along the back wall into the corner where the floor is slightly elevated infront of the industrial laser. Go behind the console in there and press the button. The shield will lower but be stopped by the box & the laser will blow a hole in the hall. Climb out onto the ledge outside and jump down onto the piping on the left (its running parallel to the wall) See where the 2 boxes are below? Well, fall onto the ledge that is to the left (its shaded the same as the wall- hard to see) and from there fall down...LOAD. ...and land on the box. Walk up and into the strobing room. "A scientist! Thank god. Get us out of here before those military drones figure out where we're hiding!" "We all have retinal scanner access. Escort us to the lobby and we can get out of the lab" "But you'll have to shut down the surgical unit first. Peter switched it on but I'm afraid he never made it back" This bit isn't hard. Just wait until the blades will crossover and move into the middle as soon as they begin to separate. Repeat this process from the middle and use the console on the right to turn the unit off ("Here's one bit of the game they should have left on the CUTTING ROOM floor!!! HAHAHAHA!") Open the door and run back to retrieve ONE scientist. Leave the cutting room floor and turn left. Run down the hall, through the chicken booby-trap (there may be some left over) and go straight down (don't go up the stairs) You may be moving to fast for the scientist so make sure he stays behind you and go up the stairs and through the door. Walk up to the retinal scanner right next to the front door and the scientist will open the door for you: "Well, I'll let you out, but I'm warning you, its all hell out there. Its completely under military control. You'll have to sneak and fight your way from one end to the other. And I don't think you'll meet many of our peers along the way. But, if you do survive and somehow make it across the base, you'll end up at the Lambda complex where the rest of the science team has taken shelter. I wouldn't venture there myself, but I will let them know you are coming" Walk through the door and around the revolving door. Stick to the wall! Go around to the right and double-blast the marine. Equip your M15 and aim upwards. Slowly back away and kill the turret on the top. Then, kill the other one that is above the door you emerged from (don't worry if you loose health of H.E.V.- there are some batteries down the driveway) Throw a grenade to destroy the explosives and smash the boxes on the right of the driveway. Walk to the door. LOAD. ---------------------------------------------------------------------------------- 4.12 SURFACE TENSION ---------------------------------------------------------------------------------- Get ready for the biggest (and hardest) section of the game ladies and gents (most sections of the game took 6-8 pages of notes to do the walkthrough of- 'Surface Tension' took 16!) Press the button next to the door and walk through them (but not out into the open) Walk around to the left and double-blast the marine waiting after the door. Collect the health (behind the barricades) and go down the cavern. Kill the marine down there (Bug- he never started shooting at me no matter how close I got) and contiue down to shoot the marine at the bottom of the slope to the right. Walk down this slope and you'll hear a chopper. You'll see some marines running and see an explosion (thats just the marines taking out a bridge) For gods sake stay behind the rock and stay out of the view of the chopper. When its hovering over the water equip your pistol and run down (it shouldn't be able to shoot at you) When you land in the water a goberfish will be in the distance. Its hard to kill this monster without losing any health, but try this: ================================================================== X <---- Goberfish's rough location when you land in water _______ / \-------------------------------------------------- / \----------------------------------------------| | | | X - YOU NEED TO BE HERE | | \ /-------------------------------------------- | | \_______/----------------------------------------- | | | | | | | ^ | | | | | | | | | | OBVIOUSLY NOT TO SCALE | | | | | | | | | COLUMN YOU NEED | | | | TO ASCEND | | | | -------------------------------------------------------------------- DAM WALL --------------------------------------------------------------------- ========================================================================== See the 'X' and 'YOU NEED TO BE HERE' Well...you need to be there. From that location your on the bottom and the pipes are on your sides. This means the goberfish's range of attack is much more limited. You should be able to take it out from there without losing much (if any) health. However, if you don't and you try the simple continually-moving technique I can GUARANTEE it will munch you atleast once. Use the pistol to kill it- and use secondary fire! . When all is done swim up when the chopper is the loudest (that means its going to move off soon) and ascend the ladder on the column you need to ascend. A marine may be taking pot-shots at you so be careful and get to the top of the ladder. Manuever around the column so that the chopper cannot shoot at you (take out the marine if some of the chopper's rockets won't do it for you) and go into the room. Health yourself and press the button. Run out and jump back into the water. Swim down to the dam wall and turn the wheel in the middle for exactly 10 seconds. When you have done so swim down the open grates. You'll emerge in a pipe- stay in it (press the back button on the D-pad so the current doesn't push you out) Collect your breath and swim underwater the whole distance to avoid the helicopters attacks. Climb up the ladder at the end and go down the pipe. LOAD. Once your at the end of the pipe wait for the chopper to fade away and go straight ahead (there are 2 chickens and a health pack to the left) Destroy the boxes for some much-needed ammo and climb the ladder. Run around the 'L' shaped ledge and climb the ladder again. Watch for the helicopter! Between the yellow sign and the green cactus "rods" you can jump down to collect some batteries and ammo (that were on the ledge opposite the first ladder you climbed) Its an idea to go and get them and repeat the whole process of getting up to the top. When your once again facing the sign and cactus. Beneath the wooden tower, further down on the left, is a boulder- run to the left of that and crawl around it (it should NOT LOAD and you should come to a sign that says 'STORM DRAIN HATCH') Wait until the helicopter has gone and run down the left wall to the end (Once again, if it LOAD's you went the wrong way) Shotgun the marine hidden in the left alcove and then run down the small hole to the right of where he was. Go to the end and turn around. From there, you can blast all the marines away that come to your position (from the small entrance) Of course, this tactic is TOO easy and the game is much more fun if you work out your own technique. When the chopper is gone, crawl out of your hiding space and go to the tower on the left (there may be some marines you missed) Turn the 'STORM DRAIN HATCH' wheel and go all the way back to the sign (which said the same thing) and go down the small gap next to that. LOAD. When the sand rises kill the chicken (you need to crouch to avoid the chopper fire) Stick to the walls- everywhere else is no-mans land as there are mines EVERYWHERE. To the right of where the sand rose there is a small rock-gap. Climb behind that and use it as cover from the chopper (if you can see a square-inch of it it means it can shoot you!) When the chopper is gone, stick to the wall and go along to behind another rock (you should be near the barb wire now) If the chopper launches some rockets it will detonate most of the mines around you however, if it doesn't, use the alien-cockroaches and throw them down towards the open area in front of the barb wire (there are 2 mines there) When they have been detonated, and the chopper is gone, run in front of the barb wire and go up the slope (towards the right) to the top. Turn around and jump into the area (don't jump straight down the storm drain or you'll loose 50% health) Crawl down the man-hole and smash the grate at the bottom (the whole technique of jumping into the area and down the manhole, with the helicopter pestering you, is very hard) Walk down the tunnel. LOAD. At the end of the tunnel, wait for the jet to go past and face to the right. Slide out (slowly) and kill the turret that is in the middle. Equip your tranquilzer gun and kill the marine all the way down the bottom-left (he is just a spec- use the zoom) Fall down onto the ledge and move as far left as you can, then look down. Right next, to the next ledge down, you should see the shoulder of a grunt. M15 grenade him. Climb down to the marines ledge and move along it. Go around the pipe and past the gun turret wreckage. Directly after this is a grunt at the top of the pipe. Kill him. Walk to the top of the pipe and look at it so it stretches out in front of you. To the right, all the way down the bottom, is another marine so kill him. Walk onto the pipe and STAY IN THE MIDDLE. Also crouch as you make your way down and you should reach the bottom without loosing any health. Jump onto the platform and go around the side opposite of where you killed the marine. Walk on the rope on the bridge to collect a battery. Then, go the other way. Directly around the corner is a grunt. Either double-blast him away, or throw some cockroaches in his direction. Either way- do NOT keep going along the ledge. Go into the stronghold he was protecting. Collect yourself the rocket launcher and some ammo. Now you'll hear the chopper approaching (on normal and hard difficulties) There are 2 strategies to try: 1) Collect all the ammo and the launcher as quick as you can. Run out and face right- the gunship should be approaching from the clifface. Shoot the gunship (towards its left side) and it will try to dodge. Laugh histerically as it crashes into the cliff! (I DID do this, but its a matter of luck as well as skill) 2) Otherwise, 3-4 rockets will destroy it. When you shoot the rocket you'll need to keep your crosshairs aimed on the helicopter (the rocket goes towards wherever your crosshair is facing) Try to shoot at it when its hovering and not just flying around being an annoying bastard. When its destroyed, collect whatever ammo you missed (smash the boxes) and continue to go along the ledge. Go up the ladder and to the end of that ledge and do a 180. Go up the slope and up 3 very small ledges. Go up the ladder, walk to the end, and kill the chicken in the pipe (it'll probably get you once) Go down the pipe. LOAD. This bit is HARD. Turn right at the junction. Go into the water and go down the pipe on the right. Go all the way to the end, ascend the ladder so your only PEEPING over the top and blast away the marine. Now that all of them descend into the chaos- heres what I did (it gets very unpredicatable) Run back to the water, turn right, and go down the next pipe. Turn right at the the 'T' junction and kill the marine in the garage (after you have climbed the ladder) Go back down the ladder as soon as he is dead. Equip your tranquilizer, run back to the water, and climb the lader on the immediate right (as soon as you get out of pipe) Run to the bunker on the left as use the sandbags as cover to kill the 2 last marines (use the zoom) Collect 4 M15 grenades and head over to the tank. Behind it collect charges, health, rockets and a battery. Run to the shanty to the left of the tank and press the button. Go through the large doors that have opened. Zig-zag down the path to avoid the attacks of the rocket launcher (it rest's at the bottom of a slope so it can still get you if you crouch) If you want, you can get the tank to destroy all of the boxes to attain 3 batteries and some grenades. Otherwise, go through the large hole to the right of the tank. Crouch, approach the edge, and wait for the marines to group under the netting. Throw a charge down there and finish them off. Fall down and pick up some batteries, charges, ammo and health in the boxes. Then, climb back up, and go through the roller door behind the APC. LOAD. As soon as the door opens run out and throw a charge behind the sign to the left. Run back to the roller door and detonate it when the alien dropship has flown past. You've now killed a arnie. Go around to the right, kill the lighteningainga and take out the tripmine behind the girder. Go obver it, down the stairs, jump over the mine and over the next one (at the base of the stairs) The poor guard out in the middle is obviously suffering but it is a trick to lure you out. Next to the tower, with the door that is blocked by rubble, is a camo nest in the wall. M15 grenade there to kill the grunts and walk the other way to the mines sign (DO NOT walk past) Throw a 2 grenades behind the sign to detonate the mines and walk over. Don't go around the bend- use another grenade or a alien cockroach to destroy the other mines. Walking forward, there are some more mines infront of the barb wire- take them out (and stay well back) There is another camo nest in the wall opposite the wire, so take them out (its tricky this time- use some kind of explosive) Crawl under the wire and throw a grenade into the barrel's on the immediate left. Get back quickly and, after the fireworks, run up the fallen tower onto the roof. Traverse the right edge and go over the fan. Walk to the end and down the smoldering hole. LOAD. "Your heading for the Lambda complex aren't you? I was heading there myself until I wound up here and, well, simply lost my nerve. Take one look through that dor and you'll see what I mean. I'm just going to wait out the catastrophe in here. If your going to go on, then I bed of you, proceed with extreme caution" Smash some boxes in the room to collect health (if you lost some in the fall) and go out into the hall. Oh oh. If you set off ONE, just ONE, trip mine in this hall all the others will detonate. Go into the room on the left and smash the box for a tripmine (how ironic) Jump over the first tripmine in the hall and push the box to the bottom of the stairs. Climb onto that and jump over the tripmine at the top. There is nothing in the room to the left, so continue down the slope. Crawl under the mine at the bottom of the slope and walk to the guards smoldering corpse. Kill 2 chickens that a slowly-but-surely approaching you (be careful- be sure to auto-aim THEM and not the tripmines) To the right there is a trip laser between the barrel and the box- crawl under that. Walk forward and smash the crate on the lift. Run to the red corner and crawl under the mine in the small hall. Walk down and kill the chicken in the command room before it sees you. Jump over the mine and press the switch. When the lift reaches the top climb onto it and use it as a run off to access the other lift in the middle of the room (its tricky- but you'll get there) When your in the middle, take the lift down. Once your at the bottom run down the hall. Let the guard run past (what a pussy) and kill the trio of marines (use the corner as cover and try using some explosives) Run down the hall. LOAD. Run to the back of the truck and kill the turret before it can come online. Run into the carpark and up the slope. Run down the road and ignore the stingray. At the end go up to the right and go to the very end (there is a camo nest you need to avoid) In the time you have done this the stingray has dropped 2 arnies, a jet has bombed them to hell, and a tank has emerged with 2 marines in escort. You've managed to get to the end before any of them noticed you (including the marines) Take out the gun nest with a grenade (you'll know when they are dead because you'll hear a gurgling sound and blood will appear on the rim) Run down this passage and go into the room on the left. 2 marines are in there. Due to the proximity of your adversaries, I recommend a double-blast shotgun. When the [no-longer] happy couple are dead, head up the stairs and have the guard open up the door to storage for you. Go in- SCORE! (Reminds me of the movie 'Virus' - "You can never be to rich, to thin, or have to much ammo!") When you've completed your spree walk over to the opening in the wall. Down below kill the 2 marines next to the tank (use the window sill as cover) The tank can't aim on a Y-axis, so climb onto the ledge and navigate yourself down the passage the gun nest was in. At the end of the ledge, climb onto the green power box. Use that to jump onto the next one across (on the left) From there, jump onto the ladder hanging from the fire escape, climb up onto the platform and get into the ruins. Walk around the sub-station and look down the sloped timber. Slightly to the right of that is a marine. Make quick work of him with a magnum & run down the timber. Directly infront, at the bottom, is a wall. Strafe around it to the right and kill the marine behind it (his back should be turned on you) This will lure out another marine that will come out from behind the sloped girder. He may grenade you, or use a mine, so take care of him from a distance (keep moving as well) Go through the green door on the wall and get yourself back to the armory to replenish your items. Go back to the girder you climbed down on and climb back up that (at the top of the girder climb up, don't jump, onto the level) Infront of the substation is a very thin section of steel. Walk along that to the blue surface. With your back on the substation, there is a destroyed section of wall down to the bottom-right (there is another level at the bottom of it) Jump down onto this destroyed section of wall, crouch, and land on the next level (don't worry about coming to a complete stop on the ledge) Walk across the beam to the next pillar and jump onto the ledge on the doorway. Walk out now onto the heliport. When you hear the helicopter retreat to the doorway you came through. Equip your rocket launcher (its the only thing that will work) You can kill the ghastly machine with 3-4 rockets (and you can kill the marines, when it hovers, if you shoot the rockets when they are starting to rappel down) When the copter-thing is dead, equip the charges. Run out and lay some infront of the arnies when they burst out of the door. When you detonate it you should kill one and weaken the other. Finish the last one off and run through the blasted door! Magnum the last arnie that comes running around the corner and run down to where he came from. Open the doors and run to the storage area and collect the guard. Now, run back to where the arnie came screaming around the corner and get the guard to open the door nearby. H.E.V. and health yourself and run back to the corridor that leads to the double doors (helipad side) Climb on the boxes next to it and use the cannon to destroy the large door on the helipad (it takes 2 shots) Run to the destroyed door and head down the hall. LOAD. Run around the corner and note the approaching lighteningainga's. Use your M15 to kill the close ones, and the tranquilizer to kill the faraway ones (and use the corner as cover) When you kill one batch, another will spawn in. About a dozen will appear before they stop coming so kill them all. Run up the slope (and don't even THINK you could use the turret you run past) and use the alien-popper to ascend to the next level. Listen to the battle and wait for it to finish then walk to the edge and kill whatever is left with grenades. Fall down into this area and smash open the grate. Turn on your torch, equip your shotgun, and crawl down. When the end burst's open kill the cockroaches as you walk backwards (you'll loose some health & H.E.V.) When their dead, crawl in to collect some cocky-egg's and go up the vent in the turn just before the end. Go left again up the top and equip your crowbar. As you crawl towards the grate you should notice a signifigant drop in frame-rate. Go and smash the grate and retreat back to the corner then kill the 2 marines in the garage with your magnum. Fall down, collect the batteries and use the the health machine. Walk over to the door and open it. Get away from the small room as soon as you open it and wait for the explosion's to cease (there will be 2) Walk over to hanging switch (near the missing wall section) and press it. When the platform lowers, press it again and climb onto it. When you've ascended, kill the 2 marines, drop down and run over to the cannon. Use this to shoot out the door. Depending on the variables, 2 arnie's may run out straight away, or you may have to lure them out. Either way, kill them with the cannon. Run down the hall and listen to the battle. Kill one arnie, then the marine with the M15, and finally the marine with the shotty (the other arnie should be dead by the time you've killed those 3) Run over to the ladder at the end of the catwalk and climb down. Run to the side room (underneath the catwalk you just ran across) and collect some plutonium & batteries from there. Ascend the ladder again and walk over to the gap in the middle of the catwalk (against the back wall) Jump onto the middle section, and then onto the other side (no matter how small it seems you can't clear the gap in one leap) Continue on to the doorway (there is health on the left when you go through) After the marine has epitomized 'overkill' lay a charge in the doorway just ahead of him to kill the arnie that will run through. Walk through the doorway and M15 grenade the 2 marines down the gap to the left. Stay up the top and walk to the gap in the wall- wait for the battle to finish and kill the remaining aliens when it does. NOW get down onto the roadway and walk to the alien-ascender just before the checkpoint. Equip your shotty, jump up, and blast the marine that is hidden on the roof (behind the airconditioner unit) Just behind where he was is a grate so smash that and fall down into the water. Climb up into the pipe and walk down. As soon as the door opens, walk backwards into the water, and stay under. Look up and wait for the fireball to go, then surface and continue down the pipe. At the end kill the marine & run out of the room. While the chickens and marines are fighting each other you can kill all of them with one explosive. If you need health you can climb down and use the machine, otherwise, go to the end of the catwalk and turn the wheel. Go up the ladder and down the vent. At the end, poke your head out and kill the marine on the right (magnum recommended) Climb out, down the stairs, past 2 shelves, and double-blast the marine. Go back up the top, kindly ask the guard to follow you, and get him to open the door opposite the bottom of the stairs. With him continuing to follow you, grenade 2 lighteningainga's at the bottom of the slope and run to the checkpoint. Get the guard to open the door (in the small command room) and go down the hall. LOAD. Run into the carpark. Hello Mr. Big Blue Bastard! Just turn right and keep running, turn right again and go down to large hall to the left. If you move quickly he probably won't even notice your there. Use the alien ascender to get onto the large wall, and then use the other ascender down below to access the silo that has the command station on top: "Come in...Cooper...do you copy? Forget about Freeman- we're abandoning the base. If you have any last bomb targets mark them on the tactical map. Otherwise, get the hell out of there. Repeat, we are pulling out and commencing air strikes. Give us targets or get below!" Oh yeah! You'll give 'im targets all right. First off, aim the reticle for the top-left (press the 'horizontal' button once to move left, and again to move right. The same applies for the 'vertical' button) The square in the top-left comprises of 2 sides- aim for the right side. Keep aiming until the wall is destroyed, then aim for the large door blocking access to the underground. When that is destroyed, move to reticle right and make the radio tower (directly infront of the targeting screen) topple. For kicks, you can try to lure the big blue bastard out into the open (from the carpark) and get the planes to drop bombs on him as well (its the only way to kill him) If you can't be fudged doing that, get off the silo, go down to the radio tower, across that, and run to the entrance to the underground compound. Running down that breathe a sigh of relief- you've just finished one bugger-long section! LOAD. ---------------------------------------------------------------------------------- 4.13 "FORGET ABOUT FREEMAN!" ---------------------------------------------------------------------------------- Run to the end of the hall, onto the walkway on the left, and down the hall. As the room rumbles, move onto the right section (between the 2 large doors) and wait for 3 pieces of rubble to fall onto the walkway. Quickly climb ontop of this rock and navigate over it to the small hall. As you come into the room... "Forget about Freeman! We are cutting out losses and getting out. Everyone locked down there is on his own. Repeat, if you weren't already you are now!" Check all your weapons and make sure you have full clips for everything. Behind the radio is a switch for the turret- don't bother using it at all as it won't do squat. Run out onto the balcony and into this area. Behind the box, under the turret, is a guard. Get him to run into the middle of the room before the doorway then leave him there and go through it. M15 grenade (or use the charge) the arnie and run to the corner where he was. Behind the boxes, to the left of the ramp, is another arnie. Kill him quickly. In the time you have done this another arnie and a lighteningainga has spawned in near the doorway and the guard has kept them distracted so they don't kill you. Now that the guard is dead, kill the 2 aliens using the boxes, and doorway, as cover (losing no health or H.E.V. in this small battle is nearly impossible) Go down the ramp. If you decide to go left you will be following a non-quest path to collect some items (and have some fun) If you want to "get on with it" then turn right and skip to the next paragraph. Otherwise, going left run up to the cockroach nest. As soon as it burst's turn around and run all the way back to the room where you heard the radio (its the only way of escaping the cockies) When you can't hear them anymore, run back to where it exploded and smash through 2 flesh-mesh's and repeat the process. When you come to the 3rd one, walk to the far left & crouch, and smash the mesh. Lay a charge down next to the orange box, get a safe distance back, and detonate it. The room on the left has some cockie egg's and a rocket launcher. Go down the slope, smash the flesh mesh, and retreat from a final batch of cockies. Directly infront of where the nest was place a tripmine (trust me) Run into this warehouse and kill the arnie behind the first batch of boxes. When he dies, a arnie will spawn in where you placed the tripmine and he will be killed instantly. Use the alien jump pad to access some cockroach egg's and health (and also to get on top of the crates for ammo) Under where the egg's were are some more ammo and batteries. Run back into the hall and turn left at the end. Go straight ahead and turn left. 3 lighteningainga's await you so take care of them with your tranquilizer gun (use the zoom) Run up to the hatch, over the water, and smash the cockie nest. When you've retreated and ran back jump into the water and collect a battery behind the island. Climb out, turn the wheel, and climb down the shaft. LOAD. When you enter the chamber turn around halfway down the ladder and kill the chicken in the pipe (the gun won't autoaim) Get off the ladder and shoot out the turret there. Walk down the tunnel but watch out- as you begin to exit there a chicken will ambush you from the right. Kill it and jump onto the middle section between the water canals. 2 chickens are hidden on either side (behind the boxes) so kill them. When all is done push one of the boxes into the far canal. Kill the mouth on the other side of the mesh and climb over. Collect a battery at the 'T' section, go to the end, and climb out on the left. Face the large lake. To the left is a small water channeling-area-thingy-place and go down there (there is no point in killing the goberfish in the lake as he is protecting nothing and you don't have to kill him to progress in the game) Go down the channel and turn at the corner. The gaps in the gears might look small but its easy to get through. Crouch and crawl through the gears as they are near the middle of their turn. Stay in the water and swim through the leeches. Surface again and go through the spinning thing (stay as far forward as possible and you won't get crunched) Just after this is a small surface you can climb on- do that and kill the turret. Try and launch a M15 grenade (or equivalent explosive) down the tunnel. Kill the remainder of the marines. Climb up the ladder and use the rocks as cover. Equip your magnum and kill 2 marines. The tank can't be killed so just run to the far left corner and then directly infront of it. Behind the tank kill the turret on the left and go down in the lift. LOAD. Run down the hall, jump over 2 spills and turn left. Run over the toxic spill to the left of the machine and collect the battery. Use the fallen pillar as a run off to jump over this same spill and run back the other way. Around the corner a grunt will have his back turned, equip your shotty and double-blast him (as there is a railing in the way the gun will not auto aim) Before going up the stairs you can continue going down the hall for another battery and some health & shells in the crates. Go up the stairs, listen to the battle, and kill whatever is left (most probably an arnie) Walk on the platform and take the ladder down. Smash the boxes for ammo and get into the tank. In the hatch press 'X' to blow out the door, and press it again to kill one lighteningainga. The other 2 can be killed with your M15 (crouch to avoid there attacks) Once again, don't bother trying to use the turret to the left of the hatch. Get out of the tank and walk through the door you blew open. Kill the lighteningainga on the right and take out the arnie on the left (use the magnum) Go down the side the arnie was on and go through the double doors. LOAD. ---------------------------------------------------------------------------------- 4.14 LAMBDA CORE ---------------------------------------------------------------------------------- Finally. After all the bitching and moaning and whining from the scientists about how you must reach the Lambda Complex- your finally here! Run into the control room and press the red button. Walk around to the left side of the industrial-lift and jump down to on top of the truck (when it is lowering) From that position, when you reach the bottom, kill some chickens and an upchucker in the hall. Smash all the boxes in this storage area and go up the ladder. Collect some health, shell's and grenades then make your way through the door. Down the hall and through the door, prepare for another fight with the assasin-ninja-catburgular-leather jumpsuit people. Remember, they are un-predictable as hell. After the door, strafe right and use your M15 grenade to destroy the explosives down the hall- this should kill one. Run down to where the explosives were and locate another assasin. Get a lock and keep it- your gonna have a bugger hard time locating them again. When 2 or 3 are dead move to the boxes in the side room and smash them good. When you begin to reach the stairs in there run to the wall next to them and double-shotgun blast the inept assasin that comes running down the stairs. Run up them and kill one last assasin that is on the catwalk (listen to her footsteps) When your looking at the entryway from these stairs, the left doorway goes to health & H.E.V. and the right entryway goes to the elevator. Do what you must, but go down the lift. LOAD. When you reach the bottom step out into the roadway & turn right. 2 sections (a section being a texture before its repeated again) to the left of the doorway place a tripmine. Now, go down the tunnel and run back when the arnie opens the door. When your faraway enough (but not near the tripmine) M15 grenade it. Now, the arnie that spawned in has been destroyed by the tripmine as well. For the next 2 arnies (when you kill one the other will spawn in) Charge your laser and blast them away with that. Run into the warehouse and go up the ladder and into the newly opened room in the top-right: "I apologize Mr. Freeman. But I couldn't risk opening that door until I was sure that you'd secured the area. This is the last entrance to the Lambda complex. Every other has been sealed off to contain the invasion. When we realised that you might actually make it here we drew straws to see who should stay behind to let you through. Obviously, I drew the short one. My colleages are waiting at the top of the Lambda reactor. Waiting for you I mean. The reactor is shut down right now but you could activate it on the way up. You'll have to flood the core anyway to get into the teleportation labs. Your not authorized to know about those but I can see you already know a great deal more than any one man is supposed to" Collect some darts on the green boxes and wait for the scientist to open the door. Health & H.E.V. yourself and go up the lift. Go into the room on the right: "Were you in weapons research to? I built the gluon gun but I just can't bring myself to use it on another creature. You don't look as if you have any trouble killing things" Pick up the gluon gun and also some plutonium on the shelf. If you want you can open the shutters and have some target practice. Otherwise, go back out into the hall, to the end, and take the lift down. LOAD. From now on the game becomes a REAL challenge. To put it in cliched-laymans terms "the party is over" Run out, left, and left again. Blast away the lighteningainga. Turn around and note the big 'LAMBDA' sign. An arnie will spawn in on the left and a lighteningainga will spawn in on the right. Kill both of them. Turn around and go to the 'MAINTENCE STATION' (look at the sign) Go past the boxes, guard, and down the stairs: "Freeman isn't it? You'll need to activate both pumps to flood the reactor and then that access pipe down there will take you to the core- time is short!" Collect the ammo and, once again, take the option of H.E.V.ing and healthing yourself. Go back up the top and to the main junction where the 'LAMBDA' sign is. Go down the left, blue 'COOLANT SYSTEM' side (another arnie and lighteningainga may spawn in) Go over the water, down the hall (remember- it should be blue) When you get to the last, long, hall turn around and walk backwards. Kill the lighteningainga the second it spawns in. Equip your laser and charge it to the max. Open the door and blast away the arnie on the far left. Then, repeat this process on the arnie on the direct left side of you. Kill the final one up the top on the catwalk. Climb up the ladder that is opposite the door and go through the door at the end. Go up the stairs and kill the chicken making its way (slowly but surely) towards you. Walk out and kill another one down near the blue thingamajig. Walk out, wait for a few secs, and a lighteningainga will spawn in near the ladder. Kill it and also kill the other lighteningainga that has spawned in behind the machine. Go down, and press the switch on the unit. Kill the lighteingainga that spawns in to your right, hide behind the machine, and kill the lighteningainga up on the platform. Go back up and out of the room, into the large chamber, down the hallway, and into the central area. Go down the other (orange) side. Run through the rubble and to the door. Once again, charge the laser and blast away 2 arnies. There is health to the right. If that doesn't tickle your fancy, then go up the ladder on the left. When the arnie spawns in it won't see you so drop a grenade (on short fuse) down on top of it. When its dead crawl onto the track the crane is going on (next to where the platform collapsed) Crawl along the crane, under the platform, turn around, and climb up onto it. Go through the door and turn off the steam with the wheel (right next to the door) Up the stairs, kill the chickens before they can reach you and completely annihilate (HHHHMMMM...this whole guide for a game where you kill stuff and thats the first time I've used that word. Now where was I...) the mutated mouths. Fall down next to the machine, collect the batteries and pull the switch. Now, go all the way back to the maintence station to health and H.E.V. yourself (C'mon, admit it, you lost some health in all those battles) Also listen to the scientist's devine advice: "Don't linger Mr. Freeman! You've turned on the pumps. Now take the access pipe, flood the core and get on up to the labs without delay!" Go up the stairs, ignore the guard if you haven't already, and go straight down the hall (to "AUX TANK REATOR ACCESS") Open the door. If you can't be fudged fighting, just run straight into the room and into the pool in the middle (or just kill the arnies) In either case, swim down the small pipe under the water. Equip your peashooter and, at the end, kill the mutated mouths from under the water. Surface and make your way along the catwalk. LOAD. Kill 2 mouths again and jump into the water. Swim into the large chamber and turn the wheels that are next to the pipe entrances (they are opposite each other) When the water level has risen surface and blast the lighteninainga's opposite the ladder. Climb up the ladder (the beams may kill the lighteningainga's for you) On the first level, there is one beam doing a constant oscillating motion, and another that ignites between the ladder your currently on, and the next one along, every 4 seconds. So, jump up, run behind the oscillating beam and jump over the beam that is stabbing out. At the next ladder climb up but don't go onto the level. Just look up. 2 beams are oscillating but one is quicker than the other. Wait for 2 beams to pass in quick succession and climb up. Turn right and run along the rim. Avoid the stabs of electricity and jump the gap. In the alcove where the door is stand right next to it (whatever you do not in front of it) When the beam that is emmiting to the door stops open the door (crawl under it as it opens) and get right as soon as possible. Go down the hall. LOAD. At the end collect ammo and batteries in the supply room. Go into the elevator shaft and up the ladder. Climb to the very top, turn around and jump down onto the fallen door (nothing to it) Go into the door on the right for health and some shell's then go to the security room with the guard. Crawl through the window, open the door up and get the guard to follow you into the hall. Place a tripmine just to the left of the door to the security room. Equip your M15 and blow up the arnie that will spawn in next to the pipe on the right. Then move on to kill the arnie that will spawn into the middle of the hallway. The room on the left is pretty much useless (it will be refered to as 'the useless room' for future archival reference) Equip your charges and throw one between the lighteningainga and arnie that will spawn in further down the hall. Be sure to get well back before you detonate it. Another pair of them will spawn in, either repeat this or run into the useless room and take them out one at a time (from the corner next to the doorway) When all is done (and all is dead) Run to the end of this hall (DO NOT turn the wheel's on the pipes) and go down the ladder. LOAD. In this room climb over the fence with the boxes. On the bridge over the toxic slurry crouch on the right side and crawl under the diagnol girder. Collect some health, plutonium and make your way back up the ladder. LOAD. At the top take the first hall on the left and go through the door [which says 'CORE LEVEL B'] Stand in front of the orange portal and quicksave. Step through. If you land on the spinning platform- great! If not, quickload, count to 3, and step through. NOW you should land on the platform (this technique should be used when going through ALL the portals) Each portal does the following things: PORTAL 1: Large chamber that you saw in the side room off the first corridor. There are many, many chickens in here so kill them all (watch out from the side) In the main area don't walk on the grating- walk on the edges of it. If you fall down quickly move over the spill & up the ladder. Step on through the nexus. PORTAL 2: Progress to next level up PORTAL 3: Go into an item area under the side-room of the useless room. PORTAL 4: Progress to next level PORTAL 5: Area accessed by side-room at top of elevator shaft (do down the ladder next to where you warp into and you'll know where I mean) Collect batteries and health at the end and step through. PORTAL 6: Nothing but a ride. An exceptionally fun ride- but still nothing more than that. PORT 7: LOAD. See paragraph after 'PORT 9' PORT 8: LOAD. Viewing room of area accessed by PORT 7. Collect some plutonium and use the H.E.V. unit (a lighteningainga may spawn in for good measure) PORT 9: Death. End of life. Non existence. Nothingness. Leaving this mortal coil. Becoming more powerful than you could possibly imagine. Saying 'goodbye cruel world!' After going through PORT 7 you'll arrive at the main port to the Lambda reactor. Run across a spinning section to the portion that is steadily rising up & down. Turn left and navigate across this (if its lowering you have plenty of time as it doesn't dip into the murk) When you see the balcony with the '01' button jump onto it and press the switch. Wait for the lowering section to start lowering again and jump on. Walk around to the '02' switch, jump onto the balcony and press it. Jump onto the riser, the mid-spinners and, finally, the portal in the middle (it doesn't matter which one) LOAD. Turn around and go through the door. LOAD. In the hall turn left and go up the ladder in the right alcove. Go to the end of the yellow hall and wait for the scientist to open the door: "Gordon Freeman you finally found is!" "So this is the guy? We thought you'd never make it" "This is the supply depot for our first survey team. Quite a few handsome specimins were collected from the border world and brough back this way. Uuuhhh... before the survey members started being collected themselves that is. We suspect there to be an immense portal in there created by the intense concentration of a single poweful being. You will know it when you see it. I hate to say this Gordon...but you must kill it" "Yeah...you'd better kill it" "Of course, you owe use nothing Mr. Freeman. But you've come this far, you know as much about these creatures as anyone" "But enough to know that if you don't wipe it out there won't be much for you to come home to" "Yes...so...if your willing my colleage is waiting for you at the main portal controls. He will open the gate for you Mr. Freeman. Do hurry." "Don't forget to gear up and I'll cover you while your waiting for that portal to warm up" Turn around and start stocking up on supplys. But the crowning tool is at the end of the hall: "This Mr. Freeman is a long jump module created expressly for navigation in the world beyond. I certainly hope you recieved long jump training. Because once your in Xen you will need it. I would advise you to practice before crossing over" Collect everything that is in there (make sure your clips are full as well!) and fully H.E.V. & health yourself. By the time your in the Lambda reactor you should be 100% ammo and body condition. "Hello Mr. Freeman! I'm up here! Practice your long jump if you must- but hurry up!" So do a few quick jumps, for practice, then walk over to the ladder against the large section protruding from the wall. At the top watch the scientist: "Alright...I can open the portal now...but the process if complicated and once its begun I must not be interrupted or I will have to start all over again. Don't enter the beam until I give the OK. Understand? I will begin" This bit is difficult and you'll lose a fair bit of health. The Archangels will start spawning in and you have to shoot them dead. You could just run around in circles to dodge their attacks but unfortunatly they also have the balls to go after Professor Frink who's trying to arrange your travel plans. From the viewing platform kill the that spawn in (the guard will kill a few as well) A good method is either using charged laser blasts, or using the magnum. From the platform you have a good view of all the threats to you and the professor- but kill the Archangels that are harming him before worrying about the ones attacking you. After, like, forever he will tell you jump in. So fall down, run around to the left and jump into the bright nexus...LOAD. ---------------------------------------------------------------------------------- 4.15 XEN ---------------------------------------------------------------------------------- There is nothing to rocket jumping in Xen. As well as the rocket pack, you also have the bonus of Xen's lessened gravity to make air movement easier. Turn left and rocket jump to the faraway platform suspended in mid-air. Collect the health and battery that is here and equip your tranquilizer. Use this to snipe the lighteningainga that has spawned in on the next platform, then jump across to it. A sound-hound and lighteningainga will spawn in behind you which common sense dictates you should kill. Once that is done look around for a spinning platform that level with your position. Rocket jump onto that. Repeat this process 3-4 times until you are on the bottom, immense formation. Walk around the edge of that until you see one (of the many] spires that protrude from the bottom level. Fall down onto that, turn around and shoot all the sound-hound's that are on the bottom level. When all the one's you can see are dead climb up and walk around the rim of the "island" You need to stay away from the bug-zapper's as they launch lightening at you. Opposite the healing pond is a small gap. Walk through this and smash the flesh-mesh that is on the left. Climb up and into the surreal chamber. There are 3 toadstool switches in this room- 2 against the left wall (facing away from the entrance) and one opposite the entrance. When these have been pressed walk into the corner of this room and smash the cylinder to let out the 3 moths. When they land walk into the newly opened portal in the middle of the room. LOAD. ---------------------------------------------------------------------------------- 4.16 GONARCH'S LAIR ---------------------------------------------------------------------------------- This is the first of the big boss battles of the game. To make things easier for both you and me I'm going to summarise and make notes of this battle in point form: *. Don't attack Gonarch when he's casually emerging from the tunnel & walking into the middle of the field. Although this is a prime opportunity to attack him, as he won't fight back, I'm pretty sure there's a bug in the programming that makes him invulnerable at this stage (don't attack until he starts attacking aggressive [and you'll know when he is]) *. Gonarch has 3 attacks- swipping his legs at you, toxic wasting you (which is very harmful) and launching munchkin's at you. Here's a general rule (really common sense) DON'T LET HIM HURT YOU. *. Attack him first with the rocket launcher. The trick is to rocket jump as far away from him as you can, avoiding both him and his munchkins, and then turn around and let off a rocket at him. As he charges you you may have to rocket jump twice to get a good distance. Repeat this process until all your rockets are exhausted. *. Aim only for his abdomen (the sack) This is the only part of him that isn't immune to attacks. *. Behind the rockface in the corner of the field is a healing pool (suspended on a rock in the air) When you feel that his little munchkin's are getting to many rocket jump onto that and take them out with your pea-shooter from there (they are very small and it may take a few bullets to kill even one) *. This rockface also act's as good cover from Gonarch. Equip your magnum. Go around the right side. Peek around, let off a few shots, and go around the left side. Repeat until he buggers off. When he is gone run out into the field (rocket jump over the munchkins) And collect the various batteries and healths in the area. Then go down the tunnel he went down. LOAD. *. Collect the ammo at the end and the battery (note its location) When you go around the bend after these items Gonarch may be charging you. Rocket jump past him on the right side and fall down the middle section (onto one of the pillars) *. Quickly scramble for one of the gaps. With any luck Gonarch has decided to follow you. Aim up at him and let off a few more bullets into his sack (if you can't see him then move to one of the other pillars) There is a healing pool opposite the gap with the body, batteries and alien launch pad. *. When he moves off after coping some flak go to the alien launch pad. Walk onto it and ascend- but don't climb off. Instead, aim for Gonarch and let off about 12 shell's into him (thats one per elevation- so your basically bopping up and down 12 times) If the shell's don't work try explosives as well (if you use charges make sure you detonate them when your towards the bottom and if you use grenades put them on a short fuse) *. Eventually he will move off. Collect all the batteries (and the one back up the tunnel if you didn't earlier) and heal yourself in the pond. Walk down the tunnel he ran down and fall onto the ledge underneath the yellow crystal (opposite the ledge) Jump across to the other side so your falling against the cliff face...LOAD... ...and its gentle slope has helped break your fall. *. Don't try rocket jumping from the ledge onto one of the pillars suspended on the roof of this large chamber (that are protruding from the wall) Yes, you can get onto them. Yes, you can rocket jump from one to the other. Yes, you can only aim straight down on him- which is his armor shell that is inpenetrable. *. Jump down and land on one of the foundations of the bottom chamber (these are sloped and will also break your fall) Use these as cover to take shots at Gonarch. *. Don't worry about killing Gonarch with flying colours, if you loose alot of health & H.E.V don't sweat, just keep enough to get through the damn battle! *. Yes, the munchkins are very annoying, there are very many of them, and they are making defeating Gonarch very hard. The trick is to rocket jump, let off one or two shots into Gonarch, then rocket jump away again. When you feel that there are just TOO many off them then lay a charge at your feet. Rocket jump away and detonate it. This will kill most of the munchkin's attacking you. *. Eventually, when you pack enough heat, Gonarch will fall down. Here, this boss becomes VERY unpredictable. Sometimes you can lay a dozen tranquilizer dart's into him and he'll run over and collapse. Other times you'll empty every bit of ammo you have (including your underwear) at him and he won't even sweat. Hell, sometimes he'll just STAND THERE no matter what you do. The amount of ammo it takes to kill him, and to get him to fall down to where you are, is generally dicatated by what ammo's and the amount of it you used against him up until that point. *. The general tips are to keep moving (to avoid the munchkins), use the foundations as cover and, most importantly, empty everything you have into him. Eventually he will fall over (with any luck) and the munchkin's will come in droves. Fall down the hole he creates (ignoring the healing pool) LOAD. ---------------------------------------------------------------------------------- 4.17 INTERLOPER ---------------------------------------------------------------------------------- If at this point you have less than 30 or 40 H.E.V and even less health don't stress. From here there aren't very many things that can cause you harm until you find some replenishment. Run to the back-left corner of the island (jump over the iris door's in the ground) and go into the cave. Kill the lighteningainga and heal yourself in the large chamber to the left (collect a battery in the back corner) Fall down the hole behind the lighteningainga and crawl down the cavern, through the red muck & smash through the flesh mesh at the end. Run through this cavern quickly so the spire's don't trap you in and knock you out with gas. Kill the 3 mutated mouths and collect the ammo pack that is opposite the corner with the health. Just next to the ammo pack is a section of flesh mesh- smash that and go into the small room. Wait for the spire to get to the bottom and equip your magnum. After you've climbed ontop and your ride has reached its destination (level 10 to the power of 9) rocket jump across to the platform that is level with your position. Around 3 Archangel warriors will be hovering around so kill them. What you need to do now is fall down onto the spinning platform's as they travel below you (don't rocket jump- you loose health) After falling onto around 5 platform's (and killing about as many Archangels) you'll find you can rocket jump onto the stingray's that are flying across. When your onto one of these wait until you are close enough to the teleporter that they are flying towards and rocket jump to the rock (the stingray's will fly off if you don't). Step into the vortex. LOAD. There are 2 batteries in here- one behind you and one to the left. Collect both and go down to the end of the cavern. Hello! Crawl around to the left, making little or no sound, and walk up the gentle slope on the left. Equip your tranquilizer and shoot the Arnie in any organic bit (non-armored) on his body. On the immediate right, on the ridge, is another Arnie. Snipe it to. If you hear a fire-alarm that sound's like it was made with bell's (and the radio tower's blind red lights at their tips) Then equip your M15 and wait for the Arnie to drop in (HAHAHA!) in between the large spires & grenade him. Once again, equip your tranquilizer and snipe the lighteningainga tending to the machinery. Run down to there and into the cave on the right. As you go through the entryway blast the lighteningainga huddled in on the right & kill the other one hidden in the corner of the right room. Collect the ammo, health and batteries from here and go out the way you came (back to the machinery) Keeping going down the tunnel only takes you to another lighteningainga and an ambush from 3 Archangels. Go down the tunnel opposite the good's tunnel. Before it curves around to the right go through the entrance way on the left and into the large healing cavern. If you don't need health continue to go down the tunnel. After you go through the first gap on the right there is a small rock on the left. Climb ontop of that and rocket jump towards the right (otherwise the flesh-mesh will stop your momentum) and squeeze past the Big Blue Bastard. Run down this field and rocket jump over the rocks to the left and over the chasm (it doesn't matter if you land on the top or bottom level) Crawl past the long-arms of the Xen law and behind the rock to collect some batteries and grenades. Climb up the rockface (near the drop from the first level) and crawl around on the walkway. At the end poke your head around the corner and snipe the Arnie standing oblivious to your presence & blast the other one hidden behind the rock. Reload your ammo (so the chambers are full) and collect the ammo pack next to the vortex. Then step on through. LOAD. Before you go anywhere your going to hear some very mysterious urging from an unknown source. This is Nihilanth, the grand master of all things Xen, communicating with you. If you decipher the slurred speach and heavy accent you'll find that he is basically saying "...YOU ALONE...YOU ALONE..." Feel free to e-mail me if you think differently. Anyway, walk off the transporter and down the hall. How would you like to loose no ammo or health? Nothing to it really. Ignore all the monsters and don't fire a single bullet. Wait for the lighteningainga directly infront to come & go then walk through the chamber to the lift in the top left. Get off at the next level, wait for it to go down, then climb ontop of the support section running up the column. At the top rocket jump onto the far conveyor & fall down the gap (make sure your pressing against the far wall...LOAD... ...so that you land either on the ledge of the vat, or in the water close to the edge so you have no trouble getting out. This is a prime ambush and you WILL get zapped atleast twice. In the middle of this large area are 2 pillars- hide next to the left one. Equip a devestating weapon & make quick work of the patrolling Archangels. When it is dead a lighteningainga has un-doubtly charged you so make sure you kill it quickly. Kill the other lighteningainga that is up on the first level. Behind where you have taken cover is a large barrel. Don't shoot these or detonate explosives near them as they contain Arnies that are in stasis (you'll find these containers everywhere in this area) Before you go up run into the dark section (under the balcony) and collect the battery hidden in the corner. You can also go through the opening and use the health machine next to the chasm. Go up to the next level on the small lift next to the vat of chemicals (where you fell in) and shoot the lighteningainga that will run out on the slightly-elevated left balcony (use the tranquilizer zoom) Run down the side of the right conveyor and blast away the lighteningainga before he knew what hit him. Go through the gap into the left chasm and kill both an Archangels and lighteningainga, move along the balcony and shoot another lighteningainga near the ramp. Run up this way, around the corners, and blast the lighteningainga away that is on the top balcony (behind the fast moving pistons- you'll see it running out) Then, use these pistons to access the next balcony up (you may need to rocket jump from the last piston to access it) Also be on the look out for 2 lighteningainga's which will spawn in. Going around the corner, into the "warehouse" you'll get the attention of 2 lighteningainga's. Back out and stay within close proximity of the door. Equip your shotty and blast them, one at a time, when they come running out. Proceeding in, the first alcove has a lighteningainga and some charges so kill & collect these (respectively) 2 more lighteningainga's await further on (and some more items) when you do a 180 and come to a new corridor rocket-jump over the container at the end and shoot dead the lighteningainga from next to the tub. Then, proceed to exterminate the 2 Archangels in the chamber. When they are dead use the health machine, collect the ammo pack next to it and go down the red "vent" LOAD. Crawling down the vent use the strut's to break your fall at the drop. Crawl along and fall into the unknown at the end. Don't move from your position- stay where you are. One Archangel should be down in the chasm so make quick work of it. Watch out for 2 more of them and a lighteningainga running out along the balcony on the left. Kill these 3 and then run along the left balcony (watch for another lighteningainga at the end) Up the ramp use your tranquilizer to snipe around 2 more on the various balconies around the chasm. Then, ascend on the spinning platform on the left. Before the lift comes to a complete stop, however, rocket jump towards the right (next to the barrel) to avoid the lighteningainga's attack. Blast it away and proceed to kill 3 more Archangel warriors from above. If you want some more challenges and items them go through the red corridors otherwise skip to the paragraph after next. Go through the red hallway on the left and throw a charge down, onto the lower level, next to the barrel in the large chamber. This will kill the lighteningainga and the Arnie that emerges from it. Next, equip the tranquilizer and shoot dead the lighteningainga that is level with the doorway (you can only aim for his arm) Walk down to collect health and charges then make your way up, down the red hall and down the red corridor on the right. Face straight ahead at the entry way to the chamber and aim your M15 up on an angle of 45 degrees. There are 2 poles in the middle- aim for the left one. Fire a grenade and kill the lighteningainga that you can't see. The first platform has shells, tripmines and grenades (fun for the whole family) run up and around the central structure some more with your tranquilizer gun's zoom on- you should spot the head of one last lighteningainga which you can make quick and painless (for you anyway) work of. Run up to its level and collect health, an ammo pack and batteries. Now would be a good chance to run- unless you want to waste your newly acquired ammo and batteries on killing a trio of archangels. Going through the red area and into the large chamber run to the end and up the lift. Run into the blue area and from the relative safety of there kill another trio of Archangels. When they are dead and buried run to the last ascender and kill the lighteningainga on it then take it up. At the top, jump into the spinning portal. LOAD. Not yet...soon...very soon. Jump (no need to rocket) across 4 - 5 boulders until you are at the altar. No rest for the wicked, nothing to collect here, jump on through...LOAD. ---------------------------------------------------------------------------------- 4.18 NIHILANTH ---------------------------------------------------------------------------------- *. Scramble for the spire's around the exterior of the cavern. These are the safest as they are the biggest and furthest away from Nihilanth. If you stay completely behind them Nihilanth also can't teleport you to his various challenges. *. If he does get you there are one of 3 area's you will go- to a tall, green chamber, to a red chamber that is exceptionally small, and to a red chamber that is expectionally big. *. In the green chamber you first must shoot up and kill a Archangel. Then, rocket jump from one ledge to the other to reach the top (whenever you get to a structure that extends from one side to the other an Archangel will come from above) Be sure to collect the batteries & health in here. *. The small red chamber is filled with 3 Archangels who want nothing more than to make your colour match the same one as the chamber. Don't think you can grenade them due to the close proximity of the battle- they are to fast. Kill the 3 with bullets, collect the verious prizes on the side shore, and use the ascending sphere's to access the teleporter at the top. *. The big red chamber is has a healing pool, alien ascender and an ammo pack. If your chucked in here later on a Big Blue Bastard will be there to welcome you. The water has some Goberfish and another ammo pack. Use the ascender to access the teleporter at the top. *. Like I said, you need not be teleported at all if you stay behind the spires. Use the rocket launcher to destroy the 3 large crystal's on the walls (these are small- keep the crosshair on them until they have blown up) You can probably shoot 2 from behind one spire, but will need to rocket jump to behind another spire to destroy the last crystal. *. When that is done the fun is to be had. Let all you rockets go into him. Then, let your magnum into him. Then the laser. BLOODY EVERYTHING. Whenever a lighteningainga or Archangel comes your way swat them off and keep letting 'er rip in Nihilanth. *. Nihilanth has 2 attacks- the green orb, and the very devestating ball lightening. If you get hit by that start all over (because the game basically IS over) *. Forget what you heard about needing to shoot Nihilanth in the head. I'm not sure how to get above him as he ascend's with you and by the time your at the top you have no H.E.V. and 10 health. Just let all you have into him, from the cover of the spire at the bottom, and eventually he will climb up and explode in a blaze of glory...LOAD. ---------------------------------------------------------------------------------- 4.19 END GAME ---------------------------------------------------------------------------------- [XEN ELEVATOR TRAVELING AT ENORMOUS SPEED. THE MYSTERIOUS ADMINISTRATOR STAND'S IN FRONT OF YOU] "Gordon Freeman in the flesh, or rather, in the hazard suit. I took the liberty of relieving you of your weapons. Most of them were government property. As for the suit...I think you've earned it..." [FLASH. BATTLEGROUND. TANKS, BARBWIRE, CORPSES AND EXPLOSIONS ENVELOP YOU] "The border world, Xen, is in our control for the time being thanks to you. Its quite a nasty piece of work you've managed over there. I'am impressed" [FLASH. CLIFF AT XEN. A FLOCK OF WINGED CREATURES MOVE IN THE DISTANCE] "That is why I'am here Mr. Freeman. I have recommended your services to my..err..."employers" and they have authorised me to offer you a job. They agree that you display limitlesssss potenstial" [FLASH. TRAIN. STARS MOVE BY OUTSIDE] "You've proved yourself a decisive man so I don't think you'll have any troubles in deciding what to do. If your interested just step into the portal and I will take that as a yes. Otherwise, well...mmmmm...[BREATH] I can offer you a battle that you have no chance of winning. Rather an anti-climax after what you've just survived." [TRAIN STOPS. A GREEN PORTAL APPEARS OUTSIDE THE DOOR] "Time to choose..." [IF "NO" & YOU REMAIN IN THE TRAIN] "Well it looks like we won't be working together... [FLASH. YOU WILL BE TELEPORTED INTO AN ARENA WITH DOZEN'S OF ARNIES STANDING AT ATTENTION] "No regrets Mr. Freeman..." SUBJECT: FREEMAN STATUS: OBSERVATION TERMINATED POSTMORTEM: SUBJECT DECLINED OFFER OF EMPLOYMENT [IF "YES" AND YOU STEP INTO THE PORTAL] "Wisely done Mr. Freeman! I will see you up ahead..." SUBJECT: FREEMAN STATUS: HIRED AWAITING ASSIGNMENT [FINAL CREDITS] ---------------------------------------------------------------------------------- 5. CHEAT CODES ---------------------------------------------------------------------------------- "Cheat. v.t. deprive of by deceit, defraud; impose upon. - v.i. practise deceit.-n [See Also: Fraud, swindle, deception] That'd be you then... UNLIMITED AMMO: Down, X, Left, Circle, Down, X, Left, Circle. INVINCBILITY: Left, Square, Up, Triangle, Right, Circle, Down, X. INVISIBILITY: Left, Square, Right, Circle, Left, Square, Right, Circle. SLOW MOTION: Right, Square, Up, Triangle, Right, Square, Up, Triangle. XEN GRAVITY: Up, Triangle, Down, X, Up, Triangle, Down, X. UNLOCK ALIEN MODE: Up, Triangle, Up, Triangle, Up, Triangle, Up, Triangle. --------------------------------------------------------------------------------- 6. "THE ADMINISTRATOR" ---------------------------------------------------------------------------------- This mysterious figure is seen throughout the game and his identity & motives are never explained, eluded to or implied. Even by the end of the game we know nothing about him except that he is the representative of a "company" and he has this knack for being able to survive impossible situations and control space-time as we know it (he magically can "warp" himself, and you, from one place to another) Who's he's "employers"? What has it got to do with the incident? What has it got to do with the United State's government and Black Mesa? What will Freeman do when he is hired? Why did you need to launch the satellite in 'On a Rail'? Why Why why?! The ending really does make me mad. We had this great 10 minute opening sequence, at the start of the game, complete with character & setting introductions as well as the interactive elements. Of course, we battle for 15 hours through the game to try and find out what the hell happened and all we get is a 3 minute cinema that doesn't explain ANYTHING (except what the administrator sounds like) and add's about a dozen question's to the hundred's we had been asking throughout the game. You see- everybody gets to see the intro. But only the dedicated get to see the ending. It really is a let down after putting in all that work. Why didn't they just give us a crappy VGA-resolution picture and a 2 sentence epilogue instead? Whinging aside (I'm sure you all agree with me) With any luck a sequel will be made for Half-Life. If it isn't then the ending of Half-Life was just a stupid & crazy thing to do. Imagine if George Lucas decided to stop making Star War's after 'The Phantom Menace' We'd have this big plot gap. Thats what Half-Life could leave us with. Back to the Administrator. He is seen throughout the game. You can shoot at him & he is invulnerable to harm. No doubt the reason he is standing in one area, you go up there and he isn't there, even though you took the only route is because he can appear and disapear as he pleases. Feel free to e-mail me if you've seen him somewhere I haven't, but here is a list of where he is seen in the game: BLACK MESA INBOUND: On the other train next to the spill with another scientist. ANOMALOUS MATERIALS: Seemingly in an argument with one of the scientist's in the office rooms. UNFORSEEN CONSEQUENCES: On the balcony, near the storage room, after you encounter the first Sound-Hounds. OFFICE COMPLEX: On the other side of the door, at the top of the stairs, in the final corridor to the elevator shaft. "WE'VE GOT HOSTILES" - On the balcony, walking across, in the large storage area after the water spill and the open lift shaft. BLAST PIT: [Not seen] POWER UP: Looking down, from the control room, on the marines battling it out with the Big Blue Bastard. ON A RAIL: [Not seen] APPREHENSION: Walking along the balcony when you surface infront of the 3 pistons RESIDUE PROCESSING: [Not seen] QUESTIONABLE ETHICS: [Not seen] SURFACE TENSION: [Not seen] "FORGET ABOUT FREEMAN!" [Not seen] LAMBDA CORE: Walking into a vortex in storage area accessed by PORT 1. He isn't seen from that point on. ---------------------------------------------------------------------------------- 7. PC VERSION VS PS2 VERSION ---------------------------------------------------------------------------------- I haven't played the PC version for years but me, and other people, have noted the following differences between the original PC Version (released in November 1998) and the PS2 version (released in November 2001) PC VERSION PS2 VERSION --------------------------------------------------------------------------------- M15 is chubbier & looks more "plasticy" | M15 resembles a M16 assault rifle --------------------------------------------------------------------------------- Health & H.E.V. machines are a basic square| Health & H.E.V. unit's have "arms" which you walk up to and magically | that extend out to replenish you. replenish your health & suit power with | --------------------------------------------------------------------------------- After the warehouse full of tripmine's in | A guard stands outside the 'Storage' 'Surface Tension' the guard, fleeing from | room who can open the door for you. marines, must be used to open the door to | the storage area. | ---------------------------------------------------------------------------------- Because of the point above, the tank is not| The tank is there. present on the roadway on the surface after| the stingray drops in the arnie | ---------------------------------------------------------------------------------- Mechanical walkers in 'Black Mesa Inbound' |Mechanical walkers move at much slower move very smoothly and look smooth too |frame rate and have distinctivly |more "dirty" texture on them. ---------------------------------------------------------------------------------- No bonus missions but separate add-on's | Bonus mission, created specifically include Blue Shift (in which you play a | for the PS2 version, called 'Decay' security guard) and Opposing Force (in | where you play one of two female which you play one of the troops sent in | scientist's who's actions in-directly to 'clean up' the mess) | affected Freemans ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- 8. CONCLUSION & CONTACT DETAILS ---------------------------------------------------------------------------------- Thank you to all for taking some time out to read my FAQ. I'm hoping that it assisted you with whatever you needed help with or simply provided you with some good reading material. No more grand update's will follow this posting of it (as of March, 2002) But my e-mail address is here if you need some one-on-one help with some portion of the game. I've got to move on now to other FAQ project's now! CONTACT: ZEOBRIA@HOTMAIL.COM SEE YA! ---------------------------------------------------------------------------------- COPYRIGHT 2002. GRANT MORRISSEY. ----------------------------------------------------------------------------------