Walkthrough - Guide for Half-Life
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Half-Life Walkthrough
By: S_T_A_L_K_E_R
I General Strategies
A The Armory
1 Weapons
2 Miscellaneous Items
B The Bestiary
1 Early-Game Enemies
2 Mid-Game Enemies
3 Late-Game Enemies
C General Strategy
1 Adjusting Initial Settings
2 Movement Fundamentals
3 Key Tactics
4 Matching Weapons to Situations
5 General Techniques
II The Half-Life Walkthrough
A Walkthrough Part 1
1 Black Mesa Inbound
2 Anomalous Materials
3 Unforeseen Consequences
4 Office Complex
B Walkthrough Part 2
1 We've Got Hostiles
2 Blast Pit
C Walkthrough Part 3
1 Power Up
2 On a Rail
D Walkthrough Part 4
1 Apprehension
2 Residue Processing
3 Questionable Ethics
E Walkthrough Part 5
1 Surface Tension
F Walkthrough Part 6
1 "Forget about Freeman!"
2 Lambda Core
3 Xen
4 Gonarch's Lair
G Walkthrough Part 7
1 Interloper
2 The End
III Multiplayer
A Multiplayer Half-Life
1 Preliminaries
2 Joining Up
3 Advanced Tips
IV Codes
V Credits
A Who Wrote the Walkthrough
B Contact Me
General Strategies
The Armory
Weapons
Rather than sort the weapons by category, I've listed them in
order of appearance in the single-player game. This corresponds roughly
to weapon power; in other words, you tend to receive the least powerful
weapons near the start of the single-player game, and the most powerful
near the end. This isn't strictly the case; however, as you'll see if
you read a bit further.
Weapons with the long name typically are referred to with an
abbreviated name throughout this walkthrough. In the descriptions that
follow, the abbreviated name appears in parentheses after the proper
name - for example, "9 mm Semi-Automatic Pistol (Pistol)." Later, when
you read "Pistol" you'll know I mean the 9 mm.
Crowbar
Damage: 10 pts per whack
Ammo: N/A
Max Ammo: N/A
The Crowbar is the first weapon you collect, and it's the only
weapon that doesn't require ammunition. It's fairly potent hand-to-
hand, but obviously you can't use it against medium to long-long range
targets.
You use the Crowbar in the following situations:
? To damage or destroy objects. Never waste valuable ammo destroying
crates, barrels, or other breakable objects if you don't have to.
The Crowbar is the weapon of choice against inanimate objects. Of
course, some objects are close enough to bash, and others are too
dangerous to sand close to (explosive barrels come to mind). Destroy
these objects with other weapons.
? To kill weak enemies. Some enemies, such as lone Mawmen, are easy to
dispatch with a series of swift Crowbar blows. To waste ammunition
on such enemies is foolish.
? In extremely tight quarters. The Crowbar often is the best weapon
for crawling through ventilation ducts and other close environments;
any enemy you encounter is likely to be at close range, and thus a
prime candidate for a Crowbar blow to the head.
? To kill small, swarming enemies. Fore example, when swimming
underwater, occasionally swarms of tiny, irritating Hagworms will
block your way. The Crowbar is the best way to kill these, and any
other tiny foes so close, or so agile, that shooting them is nearly
impossible.
? Whenever ammo is limited. If you can't afford to waste ammunition,
you must make do with the Crowbar.
9 mm Semi-Automatic (Pistol)
As you might expect, you don't want to use the Crowbar against
enemies that present a real threat. Engage truly dangerous foes at
medium to long range with the potent weapons; getting close enough to
use the Crowbar on these usually is a bad idea.
In multiplayer game, ammo typically is plentiful and heavy-
hitting weapons reign. The Crowbar is virtually useless in multiplayer,
unless you want to humiliate a truly inferior opponent.
Damage: 8 pts per shot
Ammo: 17-bullet clips
Max. Ammo: 18 bullets in gun, 250 bullets in reserve
Soon after collecting the Crowbar, you'll locate a Pistol. The
Pistol isn't a potent weapon, but it's ideal for picking off small
enemies from a distance, where they have a hard time counter-attacking.
The best creatures to fight with your Pistol include Mawmen, Headcrabs,
and Houndeyes. These creatures either possess no long-range attack, or
have long-range attacks that you can dodge. With these sorts of foes,
simply hang back and dodge, occasionally firing a few pistil rounds
until you're victorious.
The Pistol is one of the more accurate long-range weapons in your
possession. Thus, it's useful in extremely long-range duels where power
isn't a great concern.
On the downside, the Pistol lacks close-range power, even in
secondary fire mode, and isn't great fore destroying inanimate objects.
For a more effective close-range attack, try the Shotgun.
Semi-Automatic Assault Shotgun (Shotgun)
Damage (primary): 5 pts per pellet, 6 pellets per shot (maximum 30 pts
per shot)
Damage (secondary): 5 pts per pellet, 12 pellets per shot (maximum 60
damage per shot)
Ammo: Hand-loaded shells, up to 8 at once
Max Ammo: 8 shells in the gun, 125 in reserve
The Shotgun fires a tight cluster of lead pellets that gradually
scatter at long range. The weapon is most effective at medium range to
close range, where all the pellets are likely to hit their mark.
The Shotgun's secondary fire mode is arguably more useful that
it's primary one. In secondary fire mode, it fires two shells
simultaneously for twice the power; the drawbacks are its wider pellet
spread (fore decreased accuracy at long range), and slightly longer
reload time.
Because the Shotgun Fires in discrete, powerful bursts, it lends
itself to hit-and-run tactics where you leap out from behind obstacle,
fire a shell, and then duck for cover.
Use the Shotgun when you're likely to face close-range foes. Put
it away when you're likely to engage in long-range duel; even in
primary fire mode, it's less than ideal.
Reloading the Shotgun is always a matter of concern. Because each
shell loads separately, the reloading process is quite time-consuming
compared to that of other weapons. It's in your best interest to press
the "Reload" key during quite moments, so you'll have a full complement
of ammunition when the lead starts flying.
In multiplayer games, maximize the Shotgun's strengths and
minimize its weaknesses by lurking in small confined areas. Avoid open
areas, where players wielding other weapons usually can get the best of
you.
Fragmentation Grenades (Grenades)
Damage: 100 (less if the hit is indirect)
Ammo: You can only hold one at a time
Max Ammo: 10
Fragmentation Grenades are extremely potent, yet they're very
easy to misuse. Miscalculate slightly and you'll end up bouncing them
back into your own lap instead of depositing them at the enemy's feet.
Grenades blow up after a short delay, during which they tend to
roll around. Practice throwing Grenades at different angles and watch
how they roll; getting them to land where you want them to is something
of a fine art.
The Grenade's biggest weakness-slow and somewhat indirect
delivery-is also its biggest asset. You can lob Grenades over a low
wall or bounce them around a corner to damage an unseen threat; this is
an excellent way to clear out laser mines.
Grunts often use Grenades to flush you out from behind cover. You
can use them that way too, although enemies often will move away as
soon as they notice the Grenade.
Don't try to use Grenades in normal combat situations. A tough
enemy with a direct, straight-shooting attack can usually capitalize on
your delayed Grenades. Instead, use them for sneak attacks on enemies
that haven't discovered your presence, throw them into high-traffic
areas for cheap multiplayer kills, or lob them over obstacles to clear
out threats you don't want to fire at directly.
Combat Rifle with Grenade Launcher (Combat Rifle)
Damage (primary): 5 pts per bullet (maximum 250 damage per clip)
Damage (secondary): 100 (less if hit is indirect)
Ammo: 50 bullet clips, Combat Rifle Grenades
Max Ammo: 50 bullets in gun 200 bullets in reserve, 10 Combat Rifle
Grenades
The Combat Rifle is a great all-around weapon. Its rapid rate of
fire makes it a heavy hitter, and its precision makes it effective at
any range. The grenades it launches in secondary fire mode are
extremely potent, especially against multiple enemies or particularly
though foes.
The Combat Rifle shines when you're in unknown territory and
don't know what sorts of enemies to expect. Other weapons can be
awkward in this situation, because they aren't appropriate against
certain foes; just try entering a room full of Grunts with a Pistol
drawn.
You'll never have this problem with the Combat Rifle. It may not
me ideal against every target, but it's very good against most things.
Want to kill a Headcrab? Just fire sparingly, shooting one or two
bullets at a time to save ammo. How about a Grunt? Hold the trigger
down for fully automatic gunfire. What about a huge monster, or
multiple enemies in a tight formation? Use the Combat Rifle's secondary
fire mode to launch a Grenade.
Because the Combat Rifle deals damage in a steady stream rather than in
discrete bursts, it demands different tactics from, say, a Shotgun.
Although the Shotgun is ideal for hit-and-run, the best way to use the
Combat Rifle is to circle-strafe (see General Strategy for more info)
Use the Combat Rifle frequently, in both single-player and
multiplayer.
.357 Magnum Revolver (.357 Magnum)
Damage: 40 pts per shot
Ammo: 6 bullets, hand-loaded
Max Ammo: 6 bullets in gun, 36 in reserve
The .357 Magnum is a true heave hitter. Like the Shotgun, it
deals dame in discrete, powerful packages, making it a good hit-and-run
weapon. It holds two fewer rounds in it's chamber than the Shotgun, but
because the Shotgun must fire two shells at once for full impact, the
.357 Magnum compares in terms of ammo capacity.
The .357 Magnum. Like the Shotgun, is great for point-blank
attacks on enemies rounding a corner. The magnum is slightly less
potent than a double-barrel Shotgun attack at close range assuming the
Shotgun hits with all 12 pellets (it doesn't always). Also, the Shotgun
takes much longer to reload, which makes the .357 Magnum better against
multiple targets.
Adding to the .357 Magnum's versatility is its range: it's as
effective against distant targets as close ones. It's a highly accurate
weapon, great for picking Xen Masters out of the sky or shooting
distant snipers.
Once you get hold of a .357 Magnum, you'll want to use it all the
time in the single-player game. It's especially valuable when you must
dispatch multiple targets quickly. The limiting factor is ammunition,
which you'll go through fast.
The .357 Magnum isn't quite as potent in multiplayer games, where
incendiary weapons suck as the Combat Rifle Grenades and RPGs are so
plentiful, there's often no need to conserve them. But the Magnum still
has advantages over those weapons: its shots are instantaneous, have
unlimited range, and can't backfire. You'll use this weapon a lot.
Laser-Triggered Claymore (Laser Mine)
Damage: 150 (less if target isn't at point-black range)
Ammo: You can only hold one at a time
Max Ammo: 5
The Laser Mind is a sneaky weapon that's immensely powerful but
hard to use properly. Its value is much greater in multiplayer games
than in single-player, but it has its uses in both modes.
You can toss Laser Mines onto any nearby surface, including
walls, floors, and ceilings (if you're close enough to get them up
there). They stick to the surface you throw them at, and after a second
emit a laser beam. The Laser Mine detonates when someone or something
interrupts the beam or when the mine itself is shot.
In single-player games, you can use Laser Mines to kill pursuers
or lay them where you suspect your enemies will walk. Because the
mines' laser beams are highly visible, try to place them where your
enemy is unlikely to spot them until it's too late-around corners,
under drop-offs and at the tops or bottoms of ladders.
Satchel Charge
Damage: 150 (less if target isn't at point-blank range)
Ammo: You can only hold one at a time
Max Ammo: 5
Satchel Charges are small packs of explosives. When you pull the
trigger in primary fire mode, a Satchel Charge will slide onto the
floor if front of you. Pull the trigger a second time to detonate the
explosives.
In secondary fire mode, you can drop multiple Satchel Charges.
Then, press the primary fire button to detonate them all at once.
Like the Laser-Triggered Claymore, the Satchel Charge is
extremely potent but hard to use properly. Generally, it's easier to
use; however.
Use Satchel Charges against enemies that approach from around a
corner or down a long hallway: throw down the Satchel Charge, retreat,
and detonate it when the enemy gets close. Satchel Charges are also
good against massive, slow-moving enemies, such as Tanks, and durable
boss monsters.
In multiplayer game, you can get a lot of mileage out of setting
traps with Satchel Charges, watching from a hiding spot, and detonating
them with an enemy gets close. And Satchel Charges are better than both
Grenades and Laser Mines for killing pursuers because you can control
exactly when to detonate them.
Crossbow
Damage: 50 pts per shot
Ammo: 5-bolt clips
Max Ammo: 5 bolts in Crossbow, 50 in reserve
The Crossbow is far more potent than you might expect. Its bolts
deal massive damage-more than the .357 Magnum, itself a heavy-hitting
weapon. This power comes at a price; however, and thanks to certain
disadvantages, the Crossbow isn't ideal for all situations.
Crossbow bolts travel quickly, but they aren't instantaneous,
like bullets. This makes the Crossbow a bad choice against extremely
fast enemies, such as the Assassin, and against any moving enemy at
long range. Stationary, slow-moving, or reasonably close enemies;
however, are all fair game.
The Crossbow can hold only a small number of bolts at once, and
its reload time is agonizingly slow, much like the Shotgun. Thus, the
Crossbow is a bad choice in situations where you need firepower on
demand, and a single clip of bolts can't finish off all your enemies.
On the other hand, in addition to its great power, the Crossbow
has certain unique abilities. Its scope makes it good against
stationary, unwary foes, and you can fire it underwater, unlike every
other weapon except Grenades and the Crowbar. Thus, it's crucial for
killing Ichthyosaurs and underwater denizens.
Also, the Crossbow is quiet, and its secondary fire mode toggles
a zoom lens that magnifies enemies. This makes it perfect for sniping
immobile enemies from long range, often with a lethal shot.
Snark
Damage: 10 pts per attack (see description)
Ammo: You can only hold one at a time
Max Ammo: 15 Snarks
Snarks are small alien creatures you can collect and throw at
enemies. When released, Snarks scuttle around and leap at the nearest
enemy, dealing respectable damage over a period of several seconds.
Snarks die on taking any damage whatsoever, and the explode after
about 15 seconds. However, their tiny size and excellent speed make
them difficult to hit with non explosive weapons, so they-re seldom
killed.
Although Snarks are quite fast, they often lose track of their
prey if it runs around multiple corners and make a concerted effort to
flee. This is important to know, because if you throw down a Snark and
you're the closest target, it's likely to come after you. You'll
encounter a few enemy Snarks over the course of both single-player and
multiplayer games, and it's good to know that "fight" is your best
option.
Snarks are a good distraction weapon in multiplayer games,
damaging enemies and breaking their concentration. Snarks are slightly
less useful in single-player games, although you can use them to combat
other small enemies, such as Headcrabs, or any foes you want to damage
without exposing yourself to risk.
Note: If you throw a Snark without any enemy around, it will come
after you.
Tau Cannon
Damage (primary): 20 pts per shot
Damage (secondary): Variable (highly damaging)
Ammo: Primary fire mode uses 2 units of uranium per shot; secondary
fire mode uses up to 12 units of uranium per shot
Max Ammo: 100 units of uranium
The Tau Cannon is an extremely potent weapon with two very
different fire modes. In it's primary mode, it shoots laser-like energy
beams. These beams may not seem to deal that much damage on paper, but
you can shoot them in rapid succession-much faster than a .357 Magnum
or a crossbow. And because there's no need to reload, the weapon is
always at the ready, unless you're out of ammunition.
The Tau Cannon's secondary fire mode requires you to hold down
the button and charge up. When you let the button go, all the energy is
releases in a single, damaging shot. This mode is good against heavy
targets, such as Apache helicopters.
Bother fire modes are extremely accurate, and although the weapon
generates a beam rather than a bullet, the beam reaches its target in
no time.
The Tau Cannon has a few drawbacks; however. Fore one, you can
hold the button down for only a limited time in secondary fire mode,
and them the weapon overheats and it damages you. So be careful, and
once you see the weapon has used all the ammo it can use, fire it
within a couple of seconds. Also, the Tau Cannon packs quite a kick,
and moves you backward as you fire. Unless you're propped against a
wall, then, prepare to slide around.
Finally, ammunition is the constant concern. Although you can
hold 100 units of uranium at once, the Tau Cannon chews through ammo
quickly in either fire mode. To make matters worse, the Gluon Gun,
another high-powered weapon, also uses uranium. This is more of a
problem in single-player mode than in multiplayer, where ammo tends to
be plentiful.
Rocket-Propelled Grenade Launcher with Laser Designator (RPG)
Damage: 100 pts (less for indirect hits)
Ammo: Rockets; only one can be loaded at a time
Max Ammo: 1 rocket in weapon, 5 rockets in reserve
The RPG is a potent weapon. As the name suggests, its projectiles
are essentially Grenades attached to a high-speed delivery system.
In its primary fire mode, the RPG emits a read laser dot that
paints the target. You can "steer" the rocket in midair simply by
aiming the laser dot after you've fired; the rocket homes in on the
dot. The benefits are obvious: you can easily hit a moving enemy just
by keeping the red dot squarely on target.
Pressing the secondary fire button toggles the laser on and off.
When the laser is off, rockets are dumb-fired; that is you can't steer
them in midair. This actually can be useful. For example, if your enemy
is lighting your up with heavy gunfire, you can't afford to stand
around pointing a laser. Instead, disable the laser, take a quick shot,
and then get back behind cover without worrying about aiming the
rocket.
The RPG is no more powerful than a standard Grenade, so its main
asset is its ability to deliver a Grenade-like payload quickly,
accurately, and at long range. In the single-player game, save the RPG
for battles with Apaches, Tanks, emplaced Gun Turrets, and other big
threats. In multiplayer games, on the other hand, you can use the RPG
indiscriminately.
If you're a fan of other 3-D action games, be warned: although
the RPG is indeed potent, it's not the all-powerful weapon it is in
other games. It can chamber only one rocket at a time, you can hold
only a few rockets in reserve, and it has a lengthy reload time, so
it's risky for multiplayer use. Weigh the weapon's power against the
delay before you can get off a second shot.
Hivehand
Damage: 8 pts per hornet
Ammo: Hornets, generated within the hivehand itself
Max Ammo: Infinite
The Hivehand is a curious alien weapon that shoots the alien
equivalent of hornets. It's the weapon Alien Grunts are equipped with;
late in the single-player game, you'll get one too.
In its primary fire mode, the weapon discharges hornets that fly
slowly, but hone in on their targets. The Hivehand's rate of fire is
decent but not awe-inspiring. Secondary fire mode fires those same
hornets far more rapidly, and at higher velocity, but they don't home
in; instead they fly in a straight line.
The Hivehand always has maximum of eight hornets ready to fire.
It generates new hornets at a reasonable pace, so you can fire more or
less continual stream of Hornets at your foes-but the stream becomes
quite slow unless you allow the weapon to recharge. Experiment to get a
fell for what it's capable of.
Unlike other weapons you'll pick up this late in the game, the
Hivehand isn't terribly powerful. It deals moderate damage and is good
against small to medium-sized targets; but once it runs out of its
initial hornet supply, its rate of fire becomes too slow for genuinely
intense combat situations. In these cases, a faster-firing weapon might
serve you better.
Despite these drawbacks, in the single-player game you should
always use the Hivehand if you fell you can get away with it. To put it
another way, every enemy you kill with the Hivehand is an enemy you
didn't have to waste a bullet on-and that saved ammo comes in handy
later in the game.
During the game's later stages, then, try to use the Hivehand whenever
you don't fell genuinely threatened. Use it to pick off lone Vorigaunts
or packs of Headcrabs. Also, use it when you can hide behind cover and
prevent the enemy from getting a straight shot at you. Then you can
often use the Hivehand's primary fire mode to shoot homing hornets that
slowly kill your enemy while you sit in safety.
Gluon Gun
Damage (Primary): 14 pts per unit of uranium spent
Ammo: Uranium; how much is used depends on how long the trigger is held
Max Ammo: 100 units of uranium
The Gluon Gun is the last weapon you'll receive in the single-
player game. It has only a single fire mode, but it's incredible
potent: pull the trigger and hold it down, and a vortex of deadly
energy flies out in a straight line. The Gluon gun is highly accurate
and deals awe-inspiring damage.
The only downside is the Gluon Gun's ability to chew through
ammunition. The rate of ammo drainage is astounding, so that after only
a few seconds of continuous fire you can go from 100 units of uranium
down to zero.
In single-player games, you must hold onto the Gluon Gun and use
it only in times of dire need. It's ideal both for situations where
you're facing a single huge fore, and when you must cleat out multiple
smaller foes quickly.
Again, you needn't be quite so conservative in multiplayer games.
Use the Gluon Gun whenever you have the ammo and watch your enemies
dissolve.
Miscellaneous
Items
Here's a look at some of the miscellaneous items, both portable
and permanent, you'll encounter throughout the game.
The HEV suit
You collect the HEV Suit early in the game, and it never leaves you. It
provides you with certain baseline functions even when it doesn't have
any power, and it generates protective armor when it does have a power
supply. (Power comes in two forms, the HEV Station and Batteries, both
discussed later)
The HEV Suit give you a numerical readout of both your current
health status (from zero to 100) and the suit's power status (also zero
to 100). Power is equivalent to armor; the suit loses power as it
absorbs damage that otherwise would have injured you.
It's flashlight works regardless of whether the Suite has any
power left; it has its own power supply that slowly drains while it is
turned on, and charges back up while it's off. If you leave the
flashlight on too long, it runs out of power and turns itself off
automatically.
Whenever you're damaged, the HEV Suit flashes red damage
indicators that tell you where the damage is coming from. An indicator
on the lift side of your screen means that you were attacked from the
left; and indicator on the right means the damage came from the right.
A high indicator mans you were damaged from the front, and a low one
means you were damaged from the rear.
Finally, the HEV Suit icons explain what's damaging you. A
snowflake indicates cold damage; a radiation symbol means you're in a
radioactive area; a Biohazard symbol means your standing on something
toxic, and so on. There's no icon for creature attacks or weapon fire,
so if you see no icon you're probably being damaged by a creature, not
an environmental hazard.
Ammo
You'll find ammunition of many kinds as you progress through
Half-Life. Most of it is self-explanatory. Pistol ammo comes in clips,
Shotgun shells come in shell boxes, Crossbow ammo comes in arrow clips,
Tau Cannon ammo comes in a box marked with a radiation symbol.
The only confusing ammunition item is a "mixed ammo"
canister. Very late in the game you'll encounter several of these. They
contain various types of ammo, and you won't know what in them until
you pick them up.
First Aid Kits and First Aid Stations
You health is restored primarily via First Aid Kits, which you
must walk over to collect, and First Aid Stations, which are attached
to walls. Their healing value depends on the level of game difficulty.
At Easy and Medium difficulty, First Aid Kits provide 15 health.
They provide only 10 health at Hard difficulty. First Aid Stations can
bestow 50 health at easy difficulty, but only 40 at Medium, and a
meager 25 at Hard.
Late in the game, in alien territory, you won't find any first
aid stations. You will; however, find small blue pools and blue
structures that look a bit like phone booths. These restore health,
just like First Aid Stations.
Batteries and HEV Stations
Batteries and HEV Stations power up your HEV Suit, just as first
Aid Kits and First Aid Stations restore your health. As with healing
items, their benefits vary depending on game difficulty: Batteries
bestow 15 energy at Easy and Medium difficulties, and 10 at Hard. HEV
Stations bestow 75 energy at Easy, 50 at Medium, and 35 at Hard.
The Bestiary
You'll encounter a wide variety of enemies in Half-Life. These
rage from alien creatures to government troops, and all are capable of
making your life miserable and short. This section examines these
enemies, with information on their strengths, weaknesses, and
behaviors, and provides relevant tips on how best to beat them.
Read on, and learn about these creature the easy way-infinitely
preferable the hard way.
Early-Game Enemies
The enemies in following roster appear in the earliest stages of
the single-player game. They aren't too formidable compared to later
foes, but they're more then capable of taking you out, especially if
you approached them without first considering your strategy.
Headcrab
Health: 10/10/20
Damage: Bite, 5/10/10
Headcrabs are the first enemies you'll encounter in Half-Life.
These tine, scuttling creature look inconsequential, but don't ignore
then; if they latch onto your head and penetrate your brain, you'll
become a mindless Mawman. As you wonder the ruins of the Anomalous
Materials Lab, you'll encounter many examples of their handiwork.
Headcrabs aren't a major threat to an armed and vigilant player,
but because they're small, you may fail to notice them. Take care not
to let Headcrabs wear you down for your encounters with other enemies.
Headcrabs possess no long-range attack, but can leap at your face
from short to medium range. Shoot them from long range, then, so they
don't have a chance to strike back.
The Pistol is the ideal way to kill Headcrabs. It's accurate,
requires only a few shots, and can destroy them from ranges where they
can't retaliate. Using anything more than a Pistol to kill Headcrabs is
overkill, and a potential waste of ammunition.
In enclosed spaces, suck as ventilation ducts, the Crowbar also
is effective.
Barnacle
Health: 10/10/10
Damage: Falling Damage, instant death if it drags you all the way up
The Barnacle is a silent, deadly creature that attaches itself to
the ceiling and waists. When a roughly human-sized victim passes
beneath it, the Barnacle snatches it with its long tongue and pulls it
up to its waiting claws.
Barnacles typically hang in cluster or colonies; if you see one,
you can bet there are more nearby. They can be easy to miss, especially
where they're far above eye level.
Your best defense against Barnacles is to scan new areas
thoroughly as you enter them, paying close attention to the ceiling.
The Barnacles, stand back and dispatch them with multiple Pistol or
Hivehand shots (or any weapon you have the most ammo for). As long as
you don't stand directly beneath them, they can't counterattack.
Methodically clear all Barnacles from the area, even the seemingly out-
of-the-way places. You don't want to forget about them and run under
them later!
If you do wander beneath a barnacle you'll immediately be
snatched up and dragged skyward. When this happens, look straight up
immediately and fire your weapon rapidly. Kill the Barnacle before you
dragged all the way up, and you'll drop to the floor unharmed. If
you're slow; however, you will be damaged not only by the Barnacle's
sharp claws, but from a long dangerous fall.
Mawmen (Zombie)
Health: 50/50/100
Damage: Single strike, 10/20/20; Double strike, 25/40/40
The Mawman, created when a Headcrab latches onto a living human's
head, is a fearsome sight-a shambling monster out of a nightmare. After
fighting them a few times; however, the nightmarish quality subsides.
True, Mawmen can inflict serious damage with their long, razor-sharp
claws, but they possess no long-range attacks-and their slow foot speed
means they can't catch up to you if you make it a point to backtrack as
you fight.
Any weapon can make a short work of a Mawman, even the lowly
Crowbar. If you choose the latter, you'll succeed if you charge in,
swing the Crowbar a few times, and then dash back and wait for the
Mawman to swipe both arms at you. Then charge in again for another
swift attack. If you're good, you won't take any return damage.
You have noting to fear from a Mawman if you fight it in open
areas. It's in enclosed spaces that Mawmen require more attention. If
you get caught in a tight spot with a Mawman, consider fleeing to
familiar territory and confront it in a bigger area. There's no reason
no to pick and choose your fights.
Houndeye
Health: 20/20/30
Damage: Sonic blast, 10/15/15 (singly; increases with numbers)
Houndeyes are thee-legged alien animals with huge, sonic "eyes"
that they use for navigation and attack. Houndeyes aren't terribly
fast, but they possess a number of attributes that make them tough-
especially in packs.
The Houndeye's attack is a sonic blast. You can tell when it's
coming, because it "charges up" for a second to two before letting
loose. When you can, confront Houndeyes near a corner or large
obstacle, or fight in a large, open area where you can hide to avoid
the sonic blast or retreat to a distance where it does less damage.
Houndeyes prefer to hunt in packs, and it's in packs that they're
most dangerous. They tend to attack simultaneously, flanking their
targets to prevent escape.
Their sonic attacks increase in intensity with each additional
Houndeye. Thus, they actually gain strength in numbers, because their
attacks gain additional resonance and power. This makes packs of
Houndeyes tougher than they appear, especially if you're used to
encountering them singly.
A good policy is to retreat as you fight them, firing all the
while. Force them to approach you from a great distances, where you can
shred them with a Pistol or Combat Rifle, or from around a corner,
where you can dispatch them with a Shotgun blast.
Vortigaunt
Health: 30/30/60
Damage: Minor rake, 8/10/10; Major rake, 25/25/25; Electrical bolt,
10/10/15
Vortigaunts are low-caste aliens with powerful electrical
attacks. They usually aren't a major threat; however, because they
aren't terribly fast or durable. If you let them stick around, they can
deal significant damage. But by spotting them immediately and shooting
them with a reasonably powerful weapon, you can neutralize them before
they can get in a single attack.
Vortigaunts "charge up" briefly before their electrical attacks.
This gives you time to duck behind a convenient obstacle. You're in
trouble if there are no obstacles at hand; though, because Vortigaunts
seldom miss a target that's out in the open.
Vortigaunt attack speed is up by 50% at Hard difficulty level.
The Shotgun is a good weapon for killing Vortigaunts, as the
Combat Rifle. The Pistol also works well, if you have sufficient cover,
and can afford to kill the Vortigaunt as a leisurely pace.
Using powerful weapons, such as the .357 Magnum or Crossbow, is
usually overkill, unless the situation is unusual-if there are
multiple enemies, for example, or there's no cover, and you must
eliminate the Vortigaunt quickly.
Midgame Enemies
These enemies appear near the game's middle stages. Generally
speaking, they're a much tougher crew than the foes you'll have
encountered up to then.
Bullsquid
Health: 40/40/120
Damage: Bite, 15/25/25; Whip, 25/35/35; Spit, 10/15/15
Bullsquids are squat, powerful alien creatures that can spit acid
or physically attack you at close range. The key to fighting them
successfully is to keep your distance: the Bullsquid's acid spit isn't
as bad as its close-range attacks. Also, the spit travels slower than
most projectiles, and you can dodge it relatively easily.
Bullsquids can be high-priority or low-priority enemies,
depending on their position. If you're far away from them and all they
can do is spit at you, the Pistol is sufficient for bringing them down.
You won't even need any cover, because their spit is slow enough to
dodge.
On the other hand, a Bullsquid that pops up a close range is a
genuine threat. Lay it low with a double-barreled Shotgun blast, or
perhaps a .357 Magnum shot. At hard difficulty level, it will take
multiple shots. Backpedal and maintain distance as you fire:
Bullsquids' close-range attacks are not only damaging, but they can
disorient you, making the fight that much harder.
Stationary Weapons
Health: Varies
Damage: Varies
You'll encounter a variety of stationary weapons throughout the
game. These include unmanned weapons, such as Tripod-Mounted Chainguns
(frequently deployed by Grunts) and Automatic Turrets (usually attached
to the ceiling; can be disabled with a switch).
This category encompasses unmanned weapons stations, such as
Tripod-Mounted Heavy Machine Guns and Rocket Launchers, Cannon
Emplacements, and Artillery Emplacements. You can use a few of these
weapon-notable, the Heavy Machine Guns-if you get close enough. Only
Grunts can use the others.
Strategies for dealing with these weapons vary. Tripod-Mounted
Chainguns are activated by red laser beams and proximity, so your chief
options are to destroy them with a potent weapon (preferably before
tripping the laser beam or getting too close, so you don't take return
fire), or to avoid the beams that trigger them. Ceiling-Mounted
Turrets, on the other hand, can be destroyed, avoid, or shut off with a
power switch (usually mounted on the wall somewhere nearby).
To deal with manned weapons, simply kill the Grunt in charge. The
best procedure for dealing with them differs for each weapon, and I'll
cover specific tactics in the actual walkthrough.
Stationary Weapons can be deadly if you approach them
thoughtlessly. However, a patient and methodical player will have no
problem.
Grunts / Squad Leaders
Health: 50/50/80
Damage: Kick, 5/10/10; Shotgun Pellets, 3/5/6; Combat Rifle, 3/4/5
Grunts and Squad Leaders (just tougher Grunts) are government
troops sent to contain and cover up any traces of the Black Mesa
incident. Grunts are tough enemies, especially in groups. They possess
a wide range of weapons, from Combat Rifles to Grenades to Shotguns,
and in some cases can operate heavy weapons, such as Emplaced Cannons.
Grunts fire Grenades faster at Hard difficulty level. They wait
at least sex second between shots on Easy & Medium, but only wait two
to five seconds on Hard difficulty.
Grunts aren't terribly durable, but they're crafty. They like to
run from place to place, using available cover, and attack from each
new spot. They also tend to approach aggressively, flanking you and
getting behind your cover to shoot at point blank. This makes it a bad
idea to remain stationary for long when you fight them.
Also, Grunts like to use Grenades to flush out their target. It's
a bad idea to remain behind cover that a Grenade can be thrown over-and
you can bet a Grenade is forthcoming.
Grunts usually attack you with Combat Rifles, but occasionally
use Grenades, Shotguns, or Combat Rifle Grenades.
Flush out Grunts using the reveal-and-retreat tactics discussed
in "General Strategy." Retreating as soon as they see you, and then
forcing them to approach you along a path you're familiar with allows
you to fight on your terms, no theirs. You're far less vulnerable to
Grenades and flanking tactics this way.
If possible, try to make Grunts approach you from around a
corner, and then let `em have it with the Shotgun's secondary fire
mode, or a .357 Magnum bullet (preferably to the head), or a Crossbow
bolt. All these weapons can kill a Grunt outright at Easy to Medium
difficulty.
If you're forced to face Grunts in an area where retreat is
implausible and cover is negligible, circle-strafing is effective for
minimizing the damage (again, see "General Strategy").
Note: Some Grunts have helmets, aim for the body on those that
do.
Tentacle
Health: Immune to conventional weapons
Damage: 300/300/300
You'll encounter a Tentacle in the game's middle stages, and
they'll pop up several times later on. Tentacles are massive and
deadly, capable of smashing you flat with one fast swat. Despite this
immense power, Tentacles are very limited: they have no long-range
attack,, and can't move from where they're rooted.
You can't kill Tentacles using conventional means. In other
words, you weapons are no use against them. The easiest way to avoid
damage from the Tentacle, then, is simply avoid it. This is usually
easy, as the Tentacle can't give chase. But avoidance isn't always
possible. Occasionally you must get within a Tentacle's striking range
to travel somewhere important.
If you must approach the Tentacle, remember two things: First,
Tentacles can't see you; they only hear you. If you crouch and crawl
along the ground instead of walking normally, the Tentacle is likely to
lose track of you. If you make noise by running or firing a weapon,
then you'll give your position away.
The second way to deal with a Tentacle is to damage it. Deal
enough damage, and it will withdraw into its hole. It only cowers for a
moment; however, so this isn't a permanent fix. If several Tentacles
emerge from the same hole, you must damage them all simultaneously to
reap any benefit from this technique.
Hagworm
Health: 2/2/2
Damage: Bite, 2/2/2
Hagworms, or "Leeches", are tiny, wriggling foes underwater.
Their bite doesn't miniscule damage, but if enough of them swarm you,
the damage can add up. Also, these creatures then to get in you way and
clock you as you swim.
It's usually a bad idea to attack Hagworms individually; there
are simply too many of the, and they're just not worth the effort.
Instead, carry the Crowbar while you swim, and swing it in front of you
continually. This will smash any Hagworms in you way, clearing a path
and reducing the damage they inflict.
Gargantua
Health: 800/800/1000
Damage: Slash, 10/30/30; Fire, varies (usually 25 on first contact;
more if you stand in the flames); Ground Fire, 50/100/100
A Gargantua is a massive creature that's surprisingly agile for
its size. It isn't the most observant foe, but once it catches sight of
you, it's relentless.
Gargantua can attack several ways. At close range, they blast you
with a stream of potent flames: if you stick around for more than a
second, they'll reduce you to a crisp. At long range, they can stomp
the ground and send a fire along its surface toward you. And at
extremely close range (where you never want to be), Gargantua can slap
you sill with their massive arms.
These creatures are fast-about as fast as you are, in fact.
They're too big to enter some areas you can get into easily; however,
and they have more trouble getting around obstacles on the ground that
you do. Still, never underestimate their power and speed.
You're never to expected to kill Gargantua using conventional
weapons. On two occasions, you must kill a Gargantua using large,
prominent features built into the level itself. On two other occasions
you expected to sneak past, evading the Gargantua but no killing it.
While it's possible to kill a Gargantua with conventional
weapons, it would be a massive waste of ammo. Instead, always look for
ways to run past it, avoid it, kill it with inherent features of the
level itself, or hide long enough that it loses interest and wanders
elsewhere.
Ichthyosaur
Health: 200/200/400
Damage: Shake, 20/35/50
The Ichthyosaur, a powerful and fast underwater dweller, is a
true nightmare. It wouldn't be so bad if you could use just any weapon
on it, but because most weapons don't work well underwater, you're
often forced to use the Crossbow. (The Crossbow usually is fine, but
it's better to use an explosive weapon and kill the Ichthyosaur
quicker).
Ichthyosaurs tend not to notice you immediately, especially if
they're in a large body of water; however, if you get to close, or if
they glimpse you from the corner of their eye, they'll come after you
in a split second. Attacking them also attracts their attention right
away.
Ichthyosaurs are very fast swimmers, so you're in trouble if one
comes after you. The two best responses to an Ichthyosaur attack art to
swim backward furiously, firing the Crossbow into the Ichthyosaur's
open maw to discourage to kill it, or to stay close to the surface and
jump out of the water before you get bitten.
Once an Ichthyosaur bites and shakes you, things go downhill
fast. Not only does the bite do massive damage, but the shake spins you
around and disorients you, leaving you uncertain what you're looking
at. You can always reorient yourself, but in the time that takes, the
Ichthyosaur is likely to have grabbed hold again.
Try to have a Crossbow with at least 10 bolts at the ready before
dive, even if this means conserving the Crossbow's ammo at other times.
Then, when you dive into a new body of water, always keep a sharp
lookout for this massive underwater predator.
If an Ichthyosaur does appear, follow one of the foregoing two
courses of action-attack from the surface, where you can hop out
quickly, or swim backward while firing the Crossbow.
Assassin
Health: 30/50/50
Damage: 8/10/10
Assassin are unique and deadly foes. They're unusual because
they're the only enemies in the game that are much faster and more
agile than you. Sure, a few enemies can keep pace with you, or even
move a bit faster than you, under ideal circumstances, but the Assassin
consistently can outpace you.
To make matters worse, on Hard difficulty, the Assassin uses a
cloaking field that makes her invisible when she's not moving.
This speed, combined with the Assassin's uncanny ability to sneak
up from behind or attack from where you aren't looking, might give you
the feeling you're being attacked by shadows. Trying to chase an
Assassin can be a frustrating ordeal. Besides leaving you in the dust,
Assassin can jump vertically when cornered, often lading right behind
you.
If your circle-strafing and overall movement skills are
excellent, you can chase Assassin around and beat them at their own
game. Use a potent weapon with fast projectiles; the .357 Magnum is
ideal.
If you're having trouble; however, retreat to an enclosed area
where you can't be attacked from behind. In other words, a dead end, or
with your back to territory you've already explored. It's imperative
Assassins attack only form the front.
Then, equip a potent weapon, such as the Combat Rifle or .357
Magnum, and wait for the Assassin to approach. If you're standing near
corner, a Shotgun also will work. (the Crossbow's bolts travel too
slowly to be accurate against Assassins). Or throw a Satchel Charge
past the corner and blow up the Assassin when she appears.
Above all, be patient. Running after Assassins can result in
disorientation and surprise attacks. Force Assassins to come to you,
instead.
Late-Game Enemies
This last set of enemies is truly formidable crew. They appear in
the game's middle to late stages, after your combat skills have been
honed in earlier fights. You'd better hope you learned something from
those early enemies; this last bunch will lay you low!
Alien Grunt
Health: 60/90/120
Damage: Punch, 10/20/20; Hornets (from Hivehand), 4/5/8
The Alien Grunt is an extremely tough customer. It's hulking,
armored alien equipped with a Hivehand-a weapon you'll find late in the
game.
Alien Grunts don't have the variety of weapons human Grunts game,
but the Hivehand's homing projectiles are very hard to avoid. Also,
Alien Grunts are considerably more durable and possess better armor
than human Grunts, so they can't be killed as easily with a quick
Crossbow bolt to the gut. Thus, you're more likely to take damage from
Alien Grunts than from human Grunts.
It's hard to escape damage from the Hivehand completely, even if
you hide behind corners or run away at full speed; however, this
doesn't mean you should fight Alien Grunts out in the open. It just
means you should fight them quickly. Try to kill them within a few
seconds, or they'll linger and continue to hit you with occasional
Hivehand-fired hornet.
Alien Grunts aren't terribly fast, but then again, they don't
have to be.
The Crossbow, Combat Rifle, and .357 Magnum are good weapons to
use against alien Grunts. Heavier weapons and explosives also work,
although usually you can't afford to waste these on lone Alien Grunts.
Lesser weapons, such as the Pistol and Hivehand, are definitely not
recommended.
The back and shoulders of the Alien Grunt, and the back of its
head, are heavily armored, so sniping possibilities are limited. Learn
to shoot for exposed flesh (usually the stomach), not armor.
The bottom line on the Alien Grunt is that there's no "clean,"
easy way to kill it without taking damage-except lobbing heavy weapons
such as Combat Rifle Grenades the instant you see an Alien Grunt, and
that's wasteful. All you can really do is attack Alien Grunts fast and
hard, dispatching them as quickly as you can.
Helicopters (Apache and Osprey Heliplane)
Health: Apache, 150/250/400; Osprey, 400/400/400
Damage: Apache Rocket, 150/150/150; Apache 12mm gun, 8/10/10 (10 rounds
per second)
The Apache is a high-powered attack helicopter capable of firing
both rockets and a Heavy Chaingun at land targets. Fortunately, you
face few of these menaces, and in at least one case, fighting is
optional.
The Osprey Heliplane is a combination helicopter-plane that also
launches rockets and fires a Chaingun, although it does so less
frequently than the Apache. Its main task isn't to attack you directly,
but to drop paratrooper Grunts.
The apache will fire its rockets at you only if you stand still
for quite awhile, and that's good, because a rocket hit will almost
always kill you outright. Instead, you'll usually find yourself dealing
with the Chaingun, a weapon that can tear you to shreds quickly.
The best policy against the Apache is to hide at almost all
times. Cling to a wall or hide under cover. Reveal yourself only when
you're just about to fire.
When you finally come out of hiding, try to pop up when the
Apache is flying away from you. This isn't too hard if you listen
carefully; the Apache fights by making multiple passes, and you can
tell by listening whether it's coming toward you or flying away.
If you come out of hiding as the Apache is flying away, you wont
get shot at. All you'll see is the back end of the Apache: now rock it
with a shot from a serious weapon. The RPG and the Tau Cannon's
secondary fire mode are really the only appropriate weapons; everything
else is too slow, too weak, or inappropriate for long-range combat.
After pasting the apache with either weapon, go back into hiding
and repeat the process when you have another good opportunity.
Tank
Health: Varies
Damage: Varies
You'll face several Tanks as you play Half-Life. They attack in
various ways, and have various characters. Some fire rockets, and
others artillery-style projectiles. Some have turrets that can spin all
the way around, and others can aim only in a narrow arc.
These Tanks all have several things in common, despite their
differences: they're all immobile, they all can take good deal of
punishment, and they're best fought two ways. First, hide behind an
obstacle at long range, and pip in and out of cover firing potent
weapons. Such as the RPG. Second run up close to them, where their
slow-moving turrets have a hard time training on you. Then keep moving
around so the Turret can't get a lock and pick apart the Tank at you
leisure.
Tanks are formidable only in the sense that they dispense heavy
damage if they hit you. If you're agile, and if you fight smart, they
won't get a chance to do that.
Snark
Health: 2
Damage: Bite, 10; Explosion, 5
Snarks are small, scuttling creatures. They deliver a nasty bite,
but almost anything can kill them. As you learned in the "Weapons"
section, they last only for about 15 seconds before they explode, but
their great speed, small size, and aggressive tendencies make them a
real nuisance for that 15 seconds.
The best policy with Snarks is simply to flee until they die of
their own accord
Xen Master
Health: 60/30/100
Damage: Zap, 15/25/35
Xen Masters are dangerous flying creatures that shoot strings of
potent fireballs. They're highly maneuverable and tend to attack from
medium to long range, so slow-firing weapons, such as the Crossbow, and
short-range weapons, such as the Shotgun, don't work well against them.
Xen Masters are surprisingly durable: even at Easy difficulty, a
single Crossbow bolt or .357 Magnum bullet won't kill them.
Xen Masters aren't too accurate with their fireballs, especially
if you keep moving or use cover effectively. Thus, you can afford to
spend some time fighting them if there are only one or two in the area.
This allows you to use the Hivehand; this weapon takes a while to kill
a Xen Master, but its accurate homing projectiles are still quite
effective.
If you're in a tense situation and must kill Xen Masters quickly
(if there are multiple enemies in the immediate area, for example),
.357 Magnum is a good choice for dropping them. Two bullets is enough
to kill a Xen Master at Easy or Medium difficulty.
Gonarch
Health: 2100/3150/4200
Damage: Slash, 50/60/70; Blast, 100/120/160; Radius Blast, 250/250/275
The Gonarch is a massive alien consisting mainly of four powerful
legs and a huge egg sac. It attacks by kicking, spitting acid, and by
spawning tine creatures akin to miniature Headcrabs.
Don't allow the Gonarch to get close enough to kick you. Its
kicks are extremely damaging. It's a fast creature when it gets up to
speed, but if you fun backward, strafe, and use terrain obstacles, you
should be able to maintain good separation.
The Gonarch's acid spit is easier to avoid than its kicks,
because it travels in a clearly visible arc. Seer well clear of it, or
you'll be splashed for serious damage.
The final Gonarch attack, and the hardest to deal with, is the
stream of tiny Headcrab-like creatures it spawns continually. These
creatures aren't durable, but they're fast, and small, and thus
extremely hard to hit. Your best policy against them is simply to keep
moving and leave them behind or make them mist you. Spending more than
a moment trying to kill them is a waste of time.
The Gonarch is a unique enemy, and you'll encounter it in a
unique environment. You'll find more information on beating the Gonarch
in when you encounter it in the walkthrough and in tactics.
Nihilanth
Health: 800/800/1000
Damage: Zap, 30/30/50; Teleport, actual attack, no damage
The Nihilanth is the final enemy you'll encounter. Beat it, and
you win the game. When you actually fight it in the walkthrough I will
give you more details, but I will cover some basics here.
The Nihilanth is a massive, floating being. Spheres of energy
orbit its head like a halo. It attacks two ways, the first attack is a
stream of deadly energy projectiles. A single projectile won't kill
you, but one hit virtually guarantees more, so the likely result is
death.
The Nihilanth's second attack is a huge, green sphere that
teleports you somewhere else. In some cases you might actually want to
be teleported, but usually it's just a nuisance.
Avoid the Nihilanth's attack with high-speed strafing, or by
hiding behind a large obstacle. Avoid the teleportation sphere by
hiding as well, but strafing won't work: the teleportation sphere home
in on you aggressively.
Note: You can destroy the teleportation sphere by shooting at it.
The most effective is the Hivehand because you won't waste ammo that
way.
Glowing beacons orbiting the Nihilanth's head provide it with
energy, both for attack and defense. When this energy supply runs low
(and it will, if you shoot the Nihilanth enough), the Nihilanth
restores itself by draining energy from one of three yellow "power
spikes" on the walls of ifs cavern.
Because these yellow spikes provide limitless amount of energy,
your primary task is to destroy all three spikes. Once they're gone,
attacking the Nihilanth actually means something, because it can no
longer heal itself at will.
After destroying the yellow energy spikes that feed the
Nihilanth, attack it in earnest. After dealing a substantial amount of
damage, the glowing spheres around its head disappear, and its attacks
become more and more feeble. Keep attacking! Soon thereafter, the
Nihilanth's head spontaneously peels open like a ripe banana.
At this point, you must jump high enough (using an alien
"trampoline") to get a go shot at the Nihilanth's brain, which looks
like a ball of pure energy. Deal enough damage to this brain sphere-
ideally with the potent Gluon Gun-and the Nihilanth will crumple.
General Strategy
Half-Life is a game of exploration and problem solving, as well
as a game of combat. The walkthrough section will help you explore and
solve problems. What they can't help you with; however, is combat.
That's where this section comes in.
The following pages cover combat basics, and a few non-combat
issues that directly affect your ability to stay alive. Most of the
advice in this chapter applies to both single-player and multiplayer
experience. Refer to the Multiplayer section for more specific tips on
succeeding in multiplayer games.
Adjusting Initial Settings
Regardless of your skill, you'll be at a disadvantage if you
don't adjust the initial settings like game difficulty and screen
brightness to optimal levels. Adjust the following settings before
starting to play.
Game Difficulty
Game difficulty doesn't affect your surroundings. Regardless of
whether you play at Easy, Medium, or Hard difficulty, you'll encounter
all the same walls, elevators, wall buttons, First Aid Stations, and
other key features you would on any other difficulty level.
Neither does game difficulty effect the total number of useful
items or monsters you encounter. If a monster is located in a given
spot on Hard difficulty, you can be sure it's also there on Easy.
So what does change? Your enemies tend to be ore durable at
higher difficulty levels, and easier to kill at lower ones. And enemy
attacks inflict more damage at higher difficulty levels than lower
ones. Enemies also become smarter and more aggressive at higher levels.
Difficulty levels make a vast difference on how the game plays.
Which should you pick?
If you're a relative novice at computer games in general, or 3-D
actions games in particular, consider Easy. This is especially true if
you don't like to replay sections of the game several times to get them
right. And Easy is good if you're more interested in Half-life's
narrative elements-the mood, the spooky environments, the story-than in
shooting monsters and humans.
If you have any experience with 3-D action games, of have played
lots of non-3-D action games, go with Medium difficulty level. Medium
starts out easy, in terms of combat, but the difficulty ramps up
significantly as you proceed. Medium difficulty provides a good
challenge for all but the most devoted action gamer.
Finally, if you're a real veteran of 3-D action games, of if
you're the sort of person who loves a challenge and doesn't mind
playing sections of the game again and again just to make it past them,
fell free to go with Hard. This difficulty level prepares you well for
multiplayer games, but beware: Some parts of the game are truly brutal
on Hard. Even if you have excellent reflexes and know exactly what to
expect, you still might get frustrated.
Brightness (Gamma Correction)
Game brightness, "Gamma" in the Video Options submenu, is
extremely important. Half-Life is much harder when you can't see
anything.
Finding the right brightness setting can take some experimenting.
On one hand, you want to see things clearly. On the other hand, some
areas of the tame are supposed to be dark-after all, you HEV Suit had a
built-if flashlight, and it isn't there just for appearance. Expect
certain areas to be brighter than others.
If you crank up the brightness too high, you'll make the make
look washed-out and pale. Half-Life is supposed to be dark, moody, and
even scary at times. Try to strike a fine balance; therefore, between
visibility and mood.
Controller Setup
Mastery of the controls is key to succeeding in Half-Life. The
mouse-keyboard combination is recommended because it's extremely
versatile. The mouse provides great control, allowing you to turn
quickly, slowly, or any speed between. The keyboard supplements the
mouse, adding enough keys to trigger all vital combat commands.
Set up a keyboard and mouse configuration that works best for
you. It can be anything you like, but bear the following points in
mind:
? All vital combat commands should be at your fingertips. Non-combat
commands (such as the key that toggles your flashlight on and off)
needn't be quite as handy.
? Use both mouse and keyboard. Theoretically you can be a good player
with the keyboard alone, but id doesn't allow you the fine control
over movement the mouse affords. Give the mouse a try; you'll learn
to love it.
? With any configuration you choose, stick with it. You'll be a far
better player when the commands are second nature.
Here's a sample configuration that uses three-button mouse and
keyboard. Try it out, but ditch it if it doesn't suit you. Some example
also could be the first letter in the word for a button (for example,
"D" for duck).
This setup assumes you have a Mouse Look from the Advanced
Controls menu turned on. With this setting enabled, the mouse controls
where you look instead of where you move.
Your right hand controls the mouse. Mouse buttons are set up this
way:
? Mouse movement controls your orientation
? Right mouse button make you move forward
? Left mouse button fires your primary weapon
? Center mouse button (assuming you have one) fires you secondary
weapon
Your left hand rests on the keyboard, with your index finger on
the "." key and your pinkie on the "N" keys are set up this way:
"/" Switches to the next weapon
"." Strafes to the right
"," Strafes to the left
"M" Moves you backward
"N" Crouches
"Spacebar" Jumps
This simple arrangement lets you handle just about anything you
might want to do in combat. The primary keys are all either under your
fingers or close at hand.
You might also want to assign your favorite weapons to nearby
keys (like the Num Lock keys) so you can switch to a favorite quickly
without having to cycle through weapon with "/".
Movement Fundamentals
Movement is the key to survival in Half-Life. You're faster than
most of your enemies, but you aren't terribly durable. You must learn
how to move to best avoid most enemy attacks.
Here are the basics.
Keep Moving
Beginners ten to stand still when they fight. That's the worst
thing you can do. Standing still make s you and easy target, and
ensures that 99% of the projectiles fired at you will hit. You won't
live very long if you take that sort of pounding!
The next few pages cover some common movement tactics, but first,
remember this: In combat, movement of any kind is almost always
preferable to standing still.
Strafe, Don't Turn
"Strafing," in action game terms, means press a key that moves
your character sideways. This differs from turning. Turning actually
turns you viewpoint around, whereas strafing slides your whole virtual
body sideways as you face the same direction.
Strafing is useful in combat because it allows you to dodge shots
without turning away from your enemy. Press the left strafe key and
you'll slide neatly out of the path of an incoming projectile; press
the right strafe key to slide right back to where you where before.
Strafing usually is preferable to turning in a fight because it
allows you to move sideways and dodge incoming shots while keeping your
eyes glued on your target. When you turn, on the other hand, you must
abandon the view of the target.
If you find yourself in a long-range firefight, you'll find it a
little bit of strafing goes a long way toward keeping you alive. Strafe
just a bit to either side to avoid incoming projectiles, and then
strafe back to center position and fire a few more rounds at the enemy.
Now strafe a few steps in the other direction, and return to cent to
fire again. This technique ensures that your enemy doesn't hit you with
everything it throws (or shoots) at you.
Strafe Around Corners
After you've figured out how to strafe, you must mater all-
important techniques of strafing around corners.
An average person in an everyday setting doesn't put much though
into turning into a corner. He or she generally takes a corner by
walking slightly past it, and then gradually turning toward the new
hallway while walking forward. If you're a 3-D action game novice,
you'll probably walk as you continue to walk forward, and stop turning
when you're completely pointed in the direction of the new hallway.
This is a bad way to turn corners in Half-Life. Unlike in
everyday life, in Half-Life you're likely to get shot when you turn
that corner.
The problem with this cornering method lies in that first moment-
the moment after you walk past the corner, but before you start to turn
in the new direction. For that split second, you don't see what lies
around the corner. But anyone waiting there can see, and can shoot at
you.
Get in the habit of turning toward the new hallway before
reaching the corner, and then strafe past the corner.
Learn to Run Backward
Though less critical than strafing around corners, running
backward can be a valuable trick. It's easiest to perform if you're
using a mouse to control your movement, and if you have a Mouse Look
enabled.
As you run forward (that I, hold down your Move Forward key),
simultaneously take your finger off the "Move Forward" key and whip you
mouse sideways, so you turn 180 degrees. Then, a split-second later,
press and hold down the "Move Back" key. You're now running backward.
When is this trick useful? Let's say you run into a group of
tough enemies. Standing out in the open would allow all these bad guys
to shoot at you all at once, and that's unacceptable, so you spin
around and start running backwards. As you do, you lob a Grenade back
at them, and it blows them up as they try to give chase.
Generally, running backward is most useful when you face smart,
aggressive enemies such as humans. Human opponents won't give up the
chase, and they can't run just a quickly as you can, so simply fleeing
doesn't often work. If you run backward; though, you can return fire as
you escape. This gives you the chance to kill your pursuers, or at
least slow them down: them must respect the threat of your Grenade,
Satchel Charges, or other potent weapons.
Key Tactics
You've learned the importance of staying on the move, and
acquired some basic, but highly effective, movement tricks. The combat
tactics that follow are among the most effective in Half-Life, and all
depend on movement.
Slide and Attack
Slide and Attack is the most basic combat style (other than
standing still - which, again, is a bad idea). It was mentioned in the
"Strafe, Don't Turn" section: it involves attacking your target from a
fair distance while continually strafing a few feet left, then a few
feet right, then a few feet left again.
When you use this technique, you aren't really going anyplace;
you're just sliding back and forth while keeping your target in view.
Your slight side-to-side motion is usually enough to keep some of your
opponent's shots from hitting you.
This technique works best against creatures with slow
projectiles, such as Bullsquids. These creatures fire projectiles that
you can actually see, and thus dodge with relative ease. Faster-
shooting enemies, such as Human Grunts, will have a moderately
difficult time hitting you if you use this technique, but ideally you
should use one of the more advanced techniques against them.
Jack-in-the-Box
A technique we'll call "Jack-in-the-Box" involves bursting from
over just long enough to squeeze off a few rounds and then returning to
cover. Here are some examples.
You round a corner into a new hallway. Several Grunts stand a
long way down the hall. You fire several rounds at them, and then
strafe sideways behind the corner. Repeat. Essentially, you're using
the Slide and Attack technique, but you're doing it with benefit of
cover (the corner). This makes you a lot harder to hit.
Or say you shoot a few rounds at the enemy and then duck behind a
small crate. Moments later you pop up, shoot some more, and then crouch
behind the crate again.
You get the idea. Anytime you can move quickly from an attacking
position to a position of full cover, you can use this highly effective
technique.
This technique doesn't work when your enemies are so close they
can run behind your cover and attack you from point-blank range,
however. In that case, use Reveal and Retreat tactics.
Reveal and Retreat
The terrain in every Half-life level is either terrain you've
already explored or new territory. Terrain you've already explored
usually is safe. Sure, there may be a few environmental hazards, but
you've already killed all the bad guys you encountered there, and you
know what it looks like. Unexplored terrain, on the other hand, is
dangerous. There could be anything out there! Reveal and Retreat is a
powerful technique that helps minimize the risk of entering new areas.
You walk into a large room. It looks fine at first, but then a
squad of Grunts start shooting at you. Standing your ground will just
get you killed. Running around in the new room is risky, because you
haven't had time to really look at it yet and figure out where the best
cover is. In this case, your best option is to retreat back into the
hall you arrived through. Now you're back in familiar territory.
Now what? You have three options - Corner Ambush, Gradual
Retreat, or Reentry.
Corner Ambush
Ok, so you ran back into that familiar hallway. What now? Those
Grunts are likely to chase you. Any minute now they'll pop up around
the corner.
That's great! As we mentioned in "Strafe, Don't Turn," rounding a
corner toward a waiting enemy is very dangerous. The waiting enemy
usually has the advantage, especially if the guy turning the corner
isn't strafing. Because computer-controlled enemies in Half-Life don't
do a perfect job of strafing around corners (although they do turn
pretty fast); you'll have a split-second head start on attacking them.
Thus, it's usually advantageous to lure computer-controlled enemies
around corners.
To maximize the value of your corner ambush, equip a heavy-
hitting weapon that deals massive damage at close range (the .357
Magnum and the Shotgun's secondary fire mode come to mind). That way
you can shoot `em dead the instant they round the corner. Drop a
Satchel Charge or Grenade near the corner, or plant a quick Laser Mine.
Your enemies usually will be in such a rush, they won't notice the
explosives until it's too late (he he) - and if there are multiple
enemies, this technique will take out many at once.
Gradual Retreat
If there isn't a convenient corner to hide behind, or you enemies
are so potent you don't think you can kill them all with a close-range
ambush, engage in a Gradual Retreat.
The Gradual Retreat is just what it sounds like - a gradual
retreat through territory you've already explored. As you retreat, you
can damage your enemy using the aforementioned tactics. For example,
you can run backward as you fire, and then use the Jack-in-the-Box
strafing techniques when you reach a corner or other suitable cover.
You can even set up a Corner Ambush with explosives, and then continue
retreating if your enemies still aren't dead.
Reentry
The preceding two tactics cover most situations. But sometimes
your enemies refuse to chase you; instead, they stay put and force you
to come to them. Perhaps they're in a great defensive position and
don't want to leave it. Mabey they're up on a ledge and can't chase
you, or maybe they're operating a big machine gun they can't move.
Whatever the case, sometimes you have no choice but to go in there and
get `em.
But don't run in just yet. Here's the best procedure:
1. First, lure the enemies out using Reveal and Retreat tactics.
Sometimes none will budge, but often a few will give chase. Kill
those that do. Each enemy you kill in familiar territory is an enemy
you won't have to face in unexplored territory.
2. Approach the edge of the new area and see if there are any enemies
that you can kill using Jack-in-the-Box tactics. For example, you
may be able to kill enemies in a large room by popping in and out of
the doorway.
3. Locate the enemies you can't shoot directly, and then lob Grenades,
if you can. This works well against enemies positioned behind boxes
or sandbags.
4. Finally, after exhausting steps 1-3, enter the room and slug it out
with the enemies that remain, use any appropriate tactics to kill
the stragglers.
Circle Strafing
Circle Strafing is the most difficult tactic to master, but also
the most generally useful for both single-player and multiplayer games.
You'll find Circle Strafing and its variants effective in almost any
combat situation.
Basic Circle Strafing
Circle Strafing takes basic strafing one step further, but from a
conceptual standpoint it's pretty simple:
To circle-strafe an immobile target, hold down either left or
right Strafe key (either is fine) as you face the target. You'll slide
off in one direction. As you slide, your target will slip out of your
field of view. That's bad! You want to keep looking at the target as
you move, so keep holding down the strafe key, and simultaneously slide
the mouse sideways to turn your view back toward the target. If you're
strafing left, slide the mouse right to keep the target in view. If
you're strafing right, move the mouse to the left to maintain your
view.
As you continue strafing sideways, you must continue using the
mouse to turn yourself to keep the target in view; it's an ongoing
process. So make sure you have plenty of room to move your mouse to one
side. If you do run out of room than either move the mouse or change
strafing directions.
Keep this up for awhile and you'll realize you're moving in a
circle. Your constant efforts to keep the target in view have caused
you to fun circles around it. Congratulations, you're circle-strafing!
Of course, for this tactic to be useful, you must fire at the
target as you circle it. Aiming as you run takes practice.
Add Direction Changes
Basic circle strafing skill will take you a long way, but no all
the way to excellence. Your human enemies usually will circle strafe,
and computer-controlled enemies are often clever enough to lead you
properly. You must mix up the formula to stay one step ahead of them.
The most basic way to mix up your circle-strafing pattern is to
switch directions frequently. Circle-strafe left for a while, and then
circle-strafe right. Do this often to keep your enemy off balance.
Add Jumping and Ducking to the Mix
As you improve your circle-strafing skills, you can develop your
won variants. One way to do this is to add jumping and/or ducking to
the circle-strafing mix. If you're skillful or lucky enough, you'll
actually manage to jump over or duck under a few projectiles.
Matching Weapons to Situations
There's no one perfect weapon for all occasions. You'll become
far more skilled at Half-Life if you learn to choose the right weapon
for each situation.
Note: However, that there's never a single "right" way to
approach any problem. Don't feel obligated to follow a rigid code of
weapon use. Just be aware that certain weapons are easier to use in
some situations than others are.
Weapon vs. Enemy
In many cases, the enemy you face dictates the weapon you use.
Refer to the weapons section on which weapons to use on which enemies.
Generally, you want to use powerful weapon against dangerous
enemies and weak weapons against minor enemies. For example, a Headcrab
is a minor threat, and can be killed with a minor amount of damage.
That makes the accurate, fast-firing Pistol a good choice. The Pistol
lacks power, but against the Headcrab doesn't matter.
On the other hand, a Grunt can be a formidable enemy. You don't
want to confront a Grunt with a Crowbar; it takes too long to kill a
Grunt that way, and you'd have to get so close you'd surely take a
beating. Instead, use a potent weapon such as the .357 Magnum, which
(at Easy and Medium difficulty levels) often can kill a Grunt with one
good shot.
Weapon vs. Terrain
Another major consideration affecting weapon choice is terrain.
For example, the Shotgun usually is a good choice for killing
Vortigaunts, but its pellets dispense at long range, making it
inaccurate and not very powerful against distant foes. Thus, when
fighting Vortigaunts at long range, you might want to put away the
Shotgun and use the more accurate Pistol instead.
Ammo Conservation
You might deal with ammo shortages from time to time. Mabey you'd
love to use the .357 Magnum against a Grunt, but you don't have enough
bullets; this forces you to use the Combat Rifle, instead. Be prepared
to make weapon substitutions based on ammo availability.
General Techniques
It's easy to get caught up in the combat that figures so
prominently in Half-Life, but problem solving and exploration can be
equally difficult tasks. This section provides a few tips for meeting
those non-combat challenges.
Master the Moves
It's strongly recommended that you practice the Hazard Course
before starting the actual single-player game. If you complete the
Hazard Course twice or even three times before playing, you'll better
remember the crucial moves.
Moves that might throw even a veteran 3-D action gamers for a
spin are the jumps. The "jump and crouch," where you jump vertically
and press and hold the crouch button in midair, is rarely seen in other
action games. It prevails in Half-Life, though, where you'll use it for
everything from leaping over tall windowsill to jumping out of
radioactive pond onto a bobbing crate. It's easy to forget this move,
but if you do you'll have a difficult time in Half-Life.
The long jump, which you can perform only after you've collected
a special power-up item, also may be forgotten.
Finally ladders can be a little tricky at first. When in doubt,
use caution with ladders. Walking (default "Shift") or crouching and
slowly creeping onto a ladder may seem like overkill, but a few long
falls will convince you that you can't take your hold on a ladder for
granted.
Explore Thoroughly
If may seem obvious, but it bears repeating: many times you'll
think you're stuck, but the real problem is lack of exploration. If a
dangerous electrified wire blocks your path, you probably need to seek
the power source so you can turn it off. If a security door blocks your
path, chances are you must locate a switch that activates it. Exploring
thoroughly give you a full sense of your options.
Clear the Area
Be methodical. If there are multiple enemies in an area, kill
them all before moving on. In most cases this is required, as the bad
guys will kill you if you can't kill them first. But sometimes you'll
face immobile enemies, such as barnacles, you can avoid easily, or
enemies on distant ledges that can't reach you. Kill those enemies
immediately! If you leave a Barnacle, if might grab you as you walk
beneath it later on. If you leave a creature on a distant ledge alive,
you might find yourself confronting it at close range after taking an
elevator or corridor that leads you closer.
Be methodical in your quest for supplies. Leave no crates
unbroken and no lockers unopened. Ammunition and supplies are rare, and
you don't want to miss out just because you weren't thorough.
Check your Bearings
Half-Life levels can be complex. Move slowly through the levels, taking
time to check for exits, entrances, and distinguishing features. Even
though the walkthrough provides detailed instructions on beating each
level, you can still get lost if you failed to look around and get your
bearings.
Save Often
Half-Life saves the game for you automatically at certain
junctures, but you should save the game periodically, just in case.
This can be handy if, for example, you realize that you could have won
that last combat without wasting as much ammunition - and now you need
the ammo you wasted. If you save frequently, it's easy to go back and
do it over, this time conserving ammo.
Half-Life maintains two quicksaves. Therefore, even if you
quicksave at a bad spot, you can always return to a previous quicksave.
For added insurance; however, you should periodically do a full save by
pressing "esc" ONCE and selecting "Save" from the main menu.
Experiment
Finally, don't be afraid to experiment. What's over on that far
ledge? What's behind the shadowy door? Is there something under the
stairs?
If you're about to do something dangerous, by all means save the
game before trying it - but do try it. That's half the fun of the game,
and you'll miss some great opportunities if you play if too safe.
The Half-Life Walkthrough
Walkthrough Part 1
This and the next few chapters provide a complete walkthrough of
Half-Life, a guide to each level of single-player game. Rather than
read it word for word, following it to the letter, try to refer to the
walkthrough only when you get stuck to gain the satisfaction of
discovering new areas on your own. By exploring difficult areas before
you read about them, you'll become familiar with your surroundings.
You'll find these directions easiest to follow if you're familiar with
a level already.
Read chapters 1-3 before tackling the single-player campaign and,
at the very minimum, complete the Hazard Course before starting the
walkthrough. It's a great learning tool, and will prepare you for most
of the challenges ahead.
Black Mesa Inbound
As the game starts, your on a train bound for the heart of the
Black Mesa Federal Research Facility. The train makes no stops, and you
don't need to do anything in particular during the ride. Just make a
point of observing your surroundings as you cruise toward your
destination.
Eventually the train comes to a stop. A security guard approaches
and lets you out. Follow him to a large, sealed entry door. Wait as he
opens the door, and then go inside. The door closes behind you, and a
new door opens. Walk through it.
You're inside the Anomalous Materials Lab of the Black Mesa
Federal Research Facility.
Reaching the Test Chamber
1. Locate the Suit Room by follow the stripes on the wall.
2. Press the button on the computer console to lower the glass that
guards your Hazardous Environment Suit. Walk onto you suit to put it
on.
3. In the locker room just outside of the Suit Room, approach the
locker labeled "Freeman". Tack the Battery from inside the locker.
4. Leave the locker room and proceed to a checkpoint. Wait as the
Security Guard opens the door. Then go through.
5. Beyond the Checkpoint you'll come to a large elevator. Take it down
to a lower level.
6. Follow the corridor on the lower level. You'll pass through another
guarded checkpoint and into a room with three Scientists. Stop and
listen to what they have to say.
7. When the three Scientists are done talking, one will unlock a door.
Go through the door and follow another corridor. Then take the
corkscrew-style elevator at the end of the corridor.
8. Downstairs, go through the door labeled "Test Lab." You'll find
yourself in an antechamber with two more Scientists.
9. After speaking to you, the Scientists open the door to the Test Lab.
10. Enter the Test Lab.
Performing the Experiment
1. The Scientists tell you to start the rotors. That's your cue to
climb the ladder and press the button on the computer console on the
balcony.
2. Climb back down and watch the machinery spin. After a while, a metal
cage on one side of the room slides away to reveal a cart, something
like a futuristic shopping cart.
3. Push the cart into the machine in the center of the room. A huge
explosion ensues. Don't worry, back up and watch the machinery break
down from a distance
4. You'll teleport briefly to a couple of alien worlds before returning
to the Test Lab, but you won't be harmed.
Unforeseen Consequences
After the disastrous experiment, you reappear in the Test Lab.
Wreckage lies everywhere, and, as you'll soon discover, rifts have
opened between our world and an alien one. The result? Aliens are
prowling the Anomalous Materials Lab, and they aren't just looking for
"human" autographs.
Your first task is to return to the top level of the Anomalous
Materials Lab
Getting Back to Where You Started
You're standing inside the ruins of the Test Lab. Electricity
discharges into the air, and the entire Anomalous Materials Lab is in
utter chaos. It's time to get back to the main entrance.
1. Go through the half-open door into the Test Lab's antechamber.
There, press the box on the wall near the small door. The door
eventually will slide open far enough for you to exit.
2. Walk down the corridor (move slowly, or a bank of computer equipment
will fall and crush you). Return to the corkscrew elevator and ride
up.
3. Upstairs, a standing Scientist tends to an injured one. Approach
them and listen until they're done talking. Then use the standing
Scientist to have him follow you. The "Use" function is important
throughout the walkthrough. You can't get through the tame without
it.
4. Lead the Scientist to the door at the end of the hall. He'll look
into the Retinal Scanner on the wall and unlock the door.
5. Walk a step or two through the newly opened door on the far side of
the room. After the laser beam shoots out, cross the room and run
through the destroyed door.
6. Run through a hallway where a single Headcrab roams. You have no
weapons at this point so ignore it.
7. In the next hallway, you encounter a pair of laser beams. Avoid them
as you run to the end, where you'll find a Crowbar.
8. Use the Crowbar to smash the glass in the jammed door. Crawl through
the opening.
9. Walk through a hallway to the main elevator shaft. Smash the glass
door that leads to the shaft. A doomed elevator car plummets down
the shaft.
10. Enter the shaft. Descend the red ladder to the bottom of the
shaft where you'll find a batter in rubble.
11. Crawl back up the ladder, and then up a second ladder. Exit the
shaft.
12. Outside the shaft, and infected Scientist (Mawman) attacks a
security Guard. Either kill the Mawman with your Crowbar, or watch
as it kill the Guard - and then kill the Mawman. Take the security
guard's Pistol if he doesn't survive.
13. Kill a second Mawman nearby, and then make your way back to the
locker room (near where you first put on your Hazardous Environment
Suit (HEV)). You must kill two more Mawmen along the way.
14. A new locker has opened in the locker room. Take the Pistol Clips
you find in it.
15. Proceed to the Anomalous Materials Lab entrance. A new path leads
out now - a broken ventilation grate at the floor level.
New Territory
It's time to explore the rest of the Anomalous Materials Lab -
the parts you haven't seen before.
1. Crawl through the hole at the base of the wall. Move slowly, so you
can kill a Headcrab that lunges at you and avoid a falling bank of
computer equipment.
2. In the room beyond, kill a second Headcrab; then leap onto a series
of fallen computer towers and go through a hole in the wall.
3. Proceed through the hallway beyond the hole, noting the rooms to
either side, where Scientists try in vain to avoid Headcrabs.
4. The hall ends in a checkpoint where a dead Security Guard and a
Mawman lie on the floor. Take the Security Guard's Pistol and crawl
through the broken doors of the checkpoint.
5. Kill a pair of Houndeyes that teleport into the vicinity, and then
explore the area beyond the checkpoint. You'll get a another brief
glimpse of the dark-suited man looking down on you from a balcony.
He disappears before you can do anything about him, though.
6. Kill two more Houndeyes and look for a door with a yellow triangle
beside it. Go through the door and kill the Headcrab beyond.
7. Equip your Pistol, if you haven't already. Then climb the ladder
behind the yellow triangle door. As soon as you climb the ladder,
you'll see another Headcrab and Mawman. Shoot the explosive tanks
behind the Mawman and drop back down the ladder to avoid the
explosion. The blast will kill your enemies.
8. Climb back up the ladder. Walk along a balcony and locate a Mawman
feasting on a dead Scientist. You can kill the Mawman by shooting a
nearby explosive tank - but be careful to stand back!
9. Backtrack along the balcony and explore in the other direction to
find a Scientist. Lead him to the area where the Mawman was eating
the scientist, and he'll unlock the door. Go through the door to
gain access to a first aid station and Pistol Clips, plus a few
Grenades.
10. Go back downstairs. Investigate until you find a door that's
slowly bulging outward. The door busts open, revealing a Vortigaunt.
Kill it and collect Pistol ammo from the room it appeared in.
11. Nearby, a scientist hides in a Dumpster. A Headcrab lurks in the
area, as well. Kill the Headcrab and leave the Scientist. There is a
First Aid Station behind the dumpster if you need it.
12. A nearby barred gate stands behind a hole in the floor. If you
wait near it for a moment, a Mawman appears on the other side of the
gate. You must wait for it and kill it before continuing. After
killing the Mawman, save the game, then drop through the hole in the
floor. Watch out for the Headcrab at the bottom.
13. Now you're in a small network of tunnels ankle-deep sewage water.
Explore the tunnels. You'll find two open, unbarred holes in the
ceiling - the hole you fell through, and another. Note the location
of the second hole.
14. Locate a valve wheel. Turn the wheel to flood these corridors
with more sewage water, and then swim to the hole in the ceiling you
noted earlier (not the one you dropped into).
15. Now you're beyond the metal barred gate from step 12. Explore the
hallway. You'll find a large mechanical lift. Throw the lever you
find above the life; then board the lift as it slowly lowers into
new territory. Climb out.
16. As you descend, Headcrabs slide down to harass you. By no means
should you allow yourself to fall! Avoid the Headcrabs you can
avoid, and shoot the ones that get dangerously close.
17. You can wait until the bottom of the lift to get off, or, if
you're fast, you can get off on a raised area that has an extra
first aid station.
On to the Canal
Now you're at the bottom of the big mechanical lift; ahead lies a
deadly collapsing bridge and an alien-infested canal. I hope you're
ready!
1. Kill the Houndeye that materializes nearby; then go around a bend. A
metal bridge lies ahead. Approach the bridge slowly. A Bullsquid
suddenly materializes above it, drops, and breaks off a span
2. The remaining span is fragile. Tun across and leap from it to the
silvery pipes to the right.
3. Walk around the perimeter of the room on the pipes, jumping when
necessary. The pipes lead to a grate near floor level. Break it and
crawl into the exposed ventilation tunnel.
4. Crawl until you reach another breakable grate, this one beneath you.
Break it and fall through.
5. You're in a short hallway. Pick up a nearby Battery from the floor,
and break several crates to reveal more Batteries. Collect them all.
6. From here you can look out over a large, partially water-filled
canal with a Bullsquid and several Headcrabs on the ground and
Barnacles on the ceiling. Don't jump down, but do shoot the
Bullsquid and any Barnacles you can see from here.
7. Go through a labeled "Lower Canal." Go down the ladder beyond and
enter the canal area.
8. Shoot all of the remaining Barnacles in the canal area. Heal
yourself with a First Aid Station in a dark corner, and then dive
into the canal.
9. On one end of the canal you'll find a ladder leading to the other
side. Climb up the ladder, go through a door, and then locate and go
through a second door.
10. Travel through the tunnels beyond the second door, to a large
room filled with suspended boxes. Climb up two ladders and then
slowly, carefully, jump across the boxes to the other side of the
room. (You may want to save the game prior to jumping). Also when
you jump it may help to aim for the wires so you won't over jump or
not be able to stop.
11. From the other side of the box-filled room, go through a short
tunnel, up a ladder, and through a couple of doors. You'll find
yourself in an area where you can look over the canal again.
12. Follow the hallway to an elevator and get inside. Press the
button to ascend.
Office Complex
You've made it through the ruined lab, but now you've to face an
alien-infested office complex. The going gets tougher the farther you
proceed, but you're up to the task - aren't you?
Early Exploration
For a moment you get off the elevator, you've got you hands full.
Here's what you do:
1. Exit the elevator and shoot the nearby Headcrab. Note the locked red
doors nearby and the hod, sparking wires blocking the hall.
2. Break a grate near the floor, next to the electrical wires. Crawl
into the newly exposed ventilation duct and take a right.
3. Shoot out another grate and drop into a room filled with vending
machine, Barnacles, and frightened Scientists. Kill the barnacles,
and then go through a door labeled "High Voltage." Flip the lever
beyond the door.
4. Exit this area through the beg red doors that had been locked,
you're back in the corridor, near the elevator where you started
this section of the game.
5. Walk down the hall, past the new-dead electrical wires. the door at
the end of the hallway is locked, but you can break the large window
beside it and jump through by crouching as you jump. (This technique
was demonstrated in the hazard course. "Jump and while in midair
press and hold the "duck" button all the while pressing forward." It
sounds confusing when I say it but it is the part in the Hazard
Course where you have to go through all of those three pipes.
6. Beyond the window is a flooded lab, a big pair of locked red doors,
a wooden door leading to a small storage closet, and more corridors.
Approaching the wooden door; a Headcrab-infested Scientist (Mawman)
will break down part of the door; stand nearby and beat on the door
with the Crowbar until the Mawman breaks down the remainder. Then
kill it and take the Pistol Clips from inside the closet.
7. Locate a large storage area. You must break down a wall of boxes to
get there. Inside, you'll find a chest with a Shotgun on it. At the
opposite end of the room is a locked metal fence, with a Security
Guard behind it. A Mawman attacks him as you approach. Shoot the
Mawman as soon as he appears with your newly acquired Shotgun, and
the Security Guard will survive. Then he'll open the gate and let
you in.
8. Behind the gate is an armory packed with useful ammo and a First Aid
Kit. Take everything you can and return to the storage room. A
ladder leads downstairs. Take it, and in boxes downstairs you'll
find another First Aid Kit and a Battery.
9. Return to the flooded lab. Jump in through the window, using a
crouch-jump, and then hop across tables and countertops without
touching the electrified water on the floor. When you reach the
light switch on the wall, activate it. This turns the lights off,
but it also makes it safe to touch the water.
10. Turn on your flashlight and look around. You'll find a Battery in
a half-opened metal filling cabinet. There' also a ventilation grate
on the wall. Break it and get into the ventilation duct.
11. Save the game and move forward slowly with your flashlight on.
Hold down the Crouch key, even though it may seem unnecessary. Kill
three Headcrabs as you proceed.
12. Eventually the ceiling gets higher, but there's a deadly spinning
fan overhead. If you don't hold down the crouch key until you're
past the fan belt, you'll stand up and get decapitated!
13. When you reach a grate, destroy it and crawl past. The floor will
fall away beneath you, and you'll find yourself in a new section of
the main hallway.
14. Walk down this new section of the hallway; another section of the
ceiling falls just ahead. Shoot a pair of Headcrabs that come down
with it, and then arrange boxes on the floor so you can jump up to
the ladder in the ceiling.
15. Climb the ladder and break the floor grate you find upstairs.
Drop down, kill a Headcrab, and you'll se another grate. Break it,
but take care no to venture to close to it - an Automatic Turret
lies in the room beyond. Save the game.
16. Watch as a Scientist runs into the room beyond the grate and the
Turret guns him down. A Headcrab is the next to get shot. When the
Headcrab is dead, leap into the room below, run toward the Turret
(breaking wooden crates with the Crowbar to clear a path), and crawl
beneath the metal platform the Turret is mounted on. Flip a switch
below the platform to deactivate the Turret.
17. Explore a small storage room nearby. There you'll find Pistol
Clips, Shotgun Shells, and a Battery
18. Kill the Headcrabs guarding a stairwell, and climb stairs.
Administration, Level 1
The upstairs offices are as infested with aliens as the lower
ones; however, you have an advantage up here you didn't have downstairs
- Security Guards, on whom you can call for help by pressing the Use
button.
1. A Security Guard stands at the top of the stairs. Have him follow
you and provide fire support.
2. Destroy nearby crates for ammo, and then enter a long hallway.
Explore an office left of the hallway; you'll see a pair of helpless
Scientists begin dragged into a ventilation duct by an unseen
creature. Ignore them for now, and take the Battery and First Aid
Kit in this room.
3. Move farther down the hallway - but cautiously. When the hallway
broadens, several Vortigaunts attack. Fall back and gun them down.
4. Explore the area. More Alien Grunts lurk around here, and you'll
find both Pistol ammo and First Aid Stations in various offices.
Watch out for Headcrabs that burst from the ceiling
5. Locate a lounge with a couple of plaid sofas and bookshelf. Shoot
the ceiling above the sign that says, "Maintenance Access," to
reveal a ladder.
6. Climb the ladder and slide to the right. Nearby, an Automatic Turret
starts powering up. Quickly locate the metal fuse box mounted on the
wall nearby and flip the lever to disable the Turret. Also, collect
a Shotgun on the floor near the Turret. Climb down when you're done.
7. At the edge of the cluster of offices is a broad staircase. Kill the
Barnacle at the foot of the stairs and then go up, prepared to shoot
the trio of Headcrabs at the top.
Administration, Level 2
You're on the second floor of the administration offices. More
nasty surprises await!
1. Take the corridor at the top of the stairs. Destroy the lone Mawman
you find here, but avoid the nearby boxes: one will explode if you
damage it.
2. Proceed along the corridor, killing two Alien Grunts, and go through
the red door at the other end. Have the Security Guard on the other
side of the door follow you down a nearby ramp.
3. Downstairs you'll find a Bullsquid, Shotgun ammo and some Grenades.
Kill the Bullsquid and take the loot.
4. As you try to leave the area, two Alien Grunts teleport in. gun them
down as soon as they appear, preferably with the Shotgun.
5. Go back up the ramp.
6. Proceed to an area with a sunken floor. Down on the floor there are
several broken tables and Mawman. Shoot the Mawman and any Headcrabs
that drop down from the ceiling. Do this from upstairs, avoiding the
sunken area.
7. Go down to the sunken area and break apart the wooden planks nailed
over the doorway. Go through the doorway and down a dark hall.
8. You'll reach an alcove where two Mawmen feast on dead Scientists.
Kill the Mawmen and press a lever next to the door nearby. The door
opens, revealing a huge freezer. Go inside
9. Explore the freezer thoroughly, killing the scattered Headcrabs and
pair of Bullsquid inside. (If you shoot a hanging slab of meat, it
will shatter. And any nearby Bullsquids will eat the meat and
temporarily ignore you). Locate a glowing red switch on the wall and
throw it. This starts a big red cart moving back and forth overhead.
10. Return to where you entered the freezer. Climb the stepladder and
break open a ventilation grate up there. Crawl into the ventilation
tunnel.
11. Follow the tunnel to where you can both see and crawl onto the
big move cart as it slowly moves past. Get on the cart.
12. Break the crates on the cart and collect the Batteries. Then
crawl off the far end of the cart into a wall duct (opposite where
you got on the cart). As you enter the duct watch out for Headcrabs.
13. Crawl through the duct, collecting a Battery near a dead Security
Guard. Break another grate to exit the duct; you'll find yourself in
a large, blue ventilation junction.
14. Methodically kill all the barnacles there, and then jump up a
series of stair-like ducts into another ventilation shaft.
15. Inside the new ventilation shaft, take a left and proceed until
you hid another grate. Shoot if and drop out; you'll find yourself
at the foot of yet another broad staircase. Nearby, a Security Guard
crouches over a dead comrade.
16. Shoot the approaching Mawman, and then have the Security Guard
follow you up the stairs. At the top is a locked door with a small
window. Watch the window: the dark-suited man appears again, but you
can't get at him through the locked door.
17. Proceed down the nearby corridor and watch as a Scientists leaps
through a window to escape a Mawman. Hot both nearby Mawmen and jump
through the window to collect some ammo.
18. Walk to the edge of the empty elevator shaft at the end of the
hallway and look up to see a helpless Scientist clinging to a ledge.
19. Save the game, and then run and jump to catch the ladder mounted
on the far wall of the elevator shaft. Climb to a ledge, and then
climb a second ladder to another ledge, and a third ladder. (The
scientist falls to his death; it's unavoidable).
20. From the top ledge, jump to a ladder hanging from the elevator
car in the center of the shaft. Climb that ladder and you'll find
yourself atop the elevator.
21. Break the ventilation grate atop the elevator car and drop in.
flip on your flashlight and move toward the elevator door. Prepare
for the next level.
Walkthrough Part 2
You've made it through those confusing early stages, but now
you're in for a rough ride. You enemies up to this point have been
scattered. They weren't to tough, once you leaned their tendencies. But
the stakes are higher now.
In the next few levels, you'll encounter human Grunts there to
cover up what happened in the Anomalous Materials Lab. That means
killing anything that lives - including you. The government want to
keep its top-secret experiment top-secret, and you've already seen far
too much
Prepare for a firefight
We've got Hostiles
The new level starts when you get out of the elevator. Right
away, you confront the Laser Mines and emplaced defenses government
troops left behind.
A key to beating this area is to move slowly. If you don't watch
where you're headed, you'll end up in a trap.
Storage Areas
Your first task is to make your way through a series of Cold War-
era storage rooms. You'll get your fist taste of the government troops'
automated defense there.
1. Exit the elevator and take a few steps forward. Watch the panicking
Scientist bang on the window of a guardroom, and then run headlong
onto a laser mine.
2. Charge up your health and HEV Suit at a nearby First Aid Station and
an HEV Station.
3. Walk down the corridor. Around a corner a pair of red laser beams
block your path. Beyond them lies a stockroom filled with crates.
Save the game before crossing the beams.
4. Dash through the beams and hide behind the crate at the far right
corner of the room. While ducking behind the crate, lob a Grenade in
the direction of the Chaingun, concentrate on the Headcrabs.
5. A Combat Rifle lies on the stockroom floor; you may have unknowingly
walked over it and picked it up as you fought the Chaingun. Take the
Combat Rifle, if you haven't already, and then destroyed the crates
in the room for a few supplies (such as a Battery). Avoid the
explosive crates. A few extra Headcrabs teleport is as you explore,
but they'll pose no problem.
6. When the stockroom is clear, find a hall out the other side. Move
slowly! A blue-green laser beam blocks your path. This beam is
attached to a Laser Mine, which will explode if you disturb the
beam. Throw a Grenade so it lands squarely under the laser beam. The
Grenade will explode, taking out the Mine in the process. (Stand
back to avoid the blast).
7. When the Grenade explodes, a heavy fire door descends automatically.
Dash forward under the fire door before it closes all the way.
You're now in unexplored territory.
8. Around a corner is a second Laser Mine. You can destroy this one by
lobbing a Grenade at it or shooting the mine itself from as far away
as possible (use your Pistol).
9. Proceed along the hallway. A Vortigaunt teleports in up ahead. Kill
it, and any other Vortigaunts that warp into the same place. Use the
First Aid Station on the wall nearby, if necessary.
10. Proceed along the corridor and down a ramp. At the base of the
ramp is a red laser beam at the floor level, with two Tripod-Mounted
Chainguns in the room beyond. Throw a Grenade at the Chaingun before
crossing the laser beam.
11. Beyond the beam lies a crate-filled room. A Vortigaunt teleports
in behind you as you enter; kill it, and then jump on the top of the
pile of crates.
12. From the top of the crates, you could jump down to the other side
immediately. But before you do, shoot the two Tripod-Mounted
Chainguns on the floor.
Further Exploration
The traps and Mines get thicker as you proceed through more
storage areas. Keep you cool!! If you move cautiously and take out
threats early, as I explain in the following pages, you'll be fine.
And remember, SAVE OFTEN.
1. When both Chainguns are gone, equip you Pistol and drop down to the
new area. Several Headcrabs teleport into the vicinity; shoot them
with your Pistol.
2. Walk through the nearby web of red laser beams (they triggered the
two Tripod-Mounted Chainguns you already destroyed). Use the First
Aid Station, if necessary.
3. Jump up on a pile of crates, and then down the other side. Ahead
lies a pool of water on the floor and an open elevator shaft. Save
the game before proceeding because it's slippery and you might
accidentally slide into a Laser Mine.
4. The water will cause you to slide, and falling down the shaft is
deadly, so walk onto the water very slowly. As you move forward
you'll see a pair of red laser beams and two Tripod-Mounted
Chainguns. Lob a Grenade so it lands just behind the first tripod,
and then backtrack. The Grenade should take out both Chainguns so
you can cross the red beams.
5. Go through the laser beams. Ahead you'll see another storage area
with some red laser beams, two Laser Mines on the walls, and a red
wall-mounted ladder. Overhead, the dark-suited man appears on the
catwalk. You can't shoot him. All you can do is throw a Grenade
towards those two Laser Mines, and stand back while they detonate.
6. When the Mines are gone, explore the storage room and destroy all
remaining boxes to collect ammo. When the room is clear, climb the
red ladder to a platform, and from there climb a second ladder to
the catwalk the dark-suited man stood on.
7. Cross the catwalk to another platform. A Scientist runs down a
flight of stairs, saying, "Thank God you're here!" but moments
later, the sound of gunfire tells you the Scientist was badly
mistaken: the human Grunt at the bottom of the stairs was there to
kill him, not rescue him.
8. Save the game and approach the top of the stairs, Combat Rifle at
the ready. Kill the Grunt you see down there.
9. Go downstairs and destroy the crates. Avoid the explosive barrels,
or detonate them from a distance. When you're all done, press the
button near the elevator and get inside.
Things Get Rough
You've already killed one Grunt, but there are more where he came
from. The following states familiarize you with your human enemies.
1. At the top, you'll find yourself in a large storage area. A metal
platform looms overhead. Several Grunts wait here, and you'll do
best if you hang back and duck in and out of cover, firing a quick
Combat Rifle busts whenever they're in your sights.
2. When the Grunts are dead, destroy the crates in this room for extra
supplies, and use the First Aid Station and the HEV Station built
into the wall.
3. Climb the stairs to the metal platform.
4. Follow the platform to a room with barnacles hanging overhead. Kill
the barnacles with Pistol fire and proceed.
5. Past the Barnacles area is a T-junction. To the left are a pair of
Laser Mines, and beyond them lie a red laser beams and three Tripod-
Mounted Chainguns. To the right is an open corridor. Detonate the
nearby Mines with Pistol fire from a safe distance, and then take a
right.
6. You'll come to a room with boxes on the floor, Barnacles overhead,
and a conveyor belt on the floor. Kill the Barnacles and get on the
conveyor belt. Follow it into the wall.
7. You'll come out in a room with a First Aid Station, HEV Station, and
a pile of boxes. Jump up on the boxes (don't destroy them). From the
top you can locate another conveyor belt, this one high off the
ground. Jump onto the new belt and follow it into the wall.
8. Follow the new belt to a small room with a Grunt. Kill the Grunt and
use a nearby First Aid Station, if necessary.
9. From this little room, you can look down on a corridor filled with
Laser Mines, Chainguns, and laser beams. Save the game. Throw a
Grenade down there and clear out the nearest Mines, and, with luck,
destroy a couple of Chainguns. Then jump down and go through the
fire door that descends automatically.
To the Surface
Once you get through the fire door, you'll find yourself in a
corridor to big storage room, where Grunts are busy gunning down
helpless Scientists. You're almost at the surface!
1. Get away from the closing fire door and look down the hallway toward
the big area. Grunts appear at long range, intent on killing
Scientists. Shoot the Grunts whenever they appear. (Remember,
Scientists can heal you if you have taken serious damage, so save
them with every possible change you get).
2. When you see no more Grunts ahead, advance. Climb a flight of stairs
to a platform, and then climb a second flight of stairs. Follow a
catwalk to a third flight, and climb them.
3. At the top, you can go two ways: to the right catwalk leads to a
First Aid Station; to the left a ramp leads down. Use the First Aid
Station, if necessary, wary of the Barnacle above it, and then
descend the ramp.
4. The ramp leads across a bridge with dead Barnacles over head (you
should have shot them earlier) and onto a catwalk overlooking new
areas. Look over the edge of the catwalk and shoot a pair of Grunts
down there.
5. Break the boxes on the catwalk nearby to collect a Battery, and then
descend the ramp to the main floor.
6. Downstairs, break more boxes and collect another Battery. Then
locate the Surface Access elevator and press the button to open it.
Get inside and press the button to ascend.
Helicopter Madness
Take the elevator to the surface, where a circling osprey
helicopter drops government troops into the area. Long-range mortar
fire periodically rock the area.
You task is to kill few nearby Grunts and beat a hasty retreat to
a fortified concrete bunker, where the Helicopter can't get you at all.
(Alternatively, you can try to kill the Osprey before you enter the
bunker.
1. Leave the elevator. You're in a small concrete structure that's
missing one wall.
2. Look out through the open wall and kill several Grunts running
toward you. Strafe as you fire, but don't leave the shelter of you
building.
3. When the Grunts are dead, heal up at a nearby First Aid Station.
4. Run out into the open
5. Locate the sunken concrete bunker and run inside. Turn on your
flashlight. It illuminates a ladder leading down. Crawl down
immediately.
6. Downstairs, the ground still shakes from the mortar attacks but
you're safe from the Osprey, temporarily. Charge up your health and
the HEV Suit at nearby stations.
7. Approach a door labeled "Vent Access." Open it but don't go through
it immediately; instead, stand back as an explosion drops tons of
debris down the vent.
8. Go through the door. You're in a vertical vent shaft that's open at
the top. If you look up you'll see the osprey hovering overhead and
occasionally dropping paratroopers (Grunts) down the vent to attack
you.
9. Look down. You'll see several ledges or platforms. Jump to a lower
ledge, and then jump to a still lower ledge. At the bottom ledge,
you can crawl into a wide ventilation duct.
10. Crawl into the wide ventilation duct and follow it around the
corner.
Backtracking
You've just crawled into a set of ventilation ducts that winds
through places you've already been, described in the foregoing "Storage
Areas" and "Further Exploration." You're free to explore these ducts
fully. If you do, you'll find some extra ammo and a First Aid Station
in a previously inaccessible room.
When you're done exploring, follow this path to the next level.
1. Proceed down the dark ventilation duct to a small vertical shaft
with a fan near the middle. This shaft has four exits, including the
one you approached through. You want to reach the bottom exit.
2. Drop to the bottom of the shaft without getting hacked to bits by
the fan. Do this by crouching, and then inching forward and right
until you fall onto a very narrow ledge. Then creep farther to the
right (still crouching) until you fall to the bottom.
3. Crawl into the ventilation duct at the bottom of the shaft. Follow
it.
4. This shaft opens into yet another vertical shaft. This shaft,
mercifully, doesn't have any dangerous fan in it. What it does
contain is a pair of platforms you can reach only by climbing
ladders.
5. Climb the first ladder, but not the second one. You're about halfway
up the shaft. Enter the ventilation duct you find there.
6. The duct is a short and opens into a room with a Scientist. The
Scientist tells you about an old rail system you might be able to
use.
7. In the same room with the Scientist is a console with a big red
button labeled "Silo Access." Press the big red button, and a huge
door opens nearby.
8. Go through the newly opened door, down a short corridor, and around
a corner. A new level will load.
Blast Pit
You're now in a new and dangerous area. You're the ultimate goal
is to destroy a huge Tentacle that's taken over a nuclear silo. But
getting to the silo is a test in itself! Prepare again, remember to
same the game often.
Approaching the Silo
The government's clean-up squads haven't located this area, yet,
so you won't have any human enemies to fight for a while. You will;
however, find yourself battling increasingly fierce aliens and some
truly dangerous environments. You'll need complete mastery of skills to
surmount the obstacles ahead.
1. As the level starts, you face a barricade passage. Use your Crowbar
to break down the barricades and boxes.
2. Beyond the barricades are a few Headcrabs. Kill them and look out
over the large loading area. There's a Bullsquid out here you can
kill easily with your Pistol.
3. To the right lies a ramp. Go up the ramp to find yourself at a
control panel with a lever. Throw the lever to summon a freight
elevator. As you do, a Mawman bursts from a door to your right; kill
it.
4. Enter the room the Mawman came from. This room is packed to bursting
with explosives, so don't fire your weapons. Just take the ammo and
First Aid Kit you find there and get out.
5. Descend a ladder to the loading area's lowest level. Get on the big
freight elevator you just summoned with the lever, and press a
button to descend into darkness.
6. Downstairs, you'll find yourself in an abandoned rail tunnel.
Several Houndeyes scamper below you. Shoot any that gets too close,
and jump onto the rail cart.
7. Press the "Use" key to activate the rail cart's control panel, and
then press the Forward key several times to make the rail cart blast
forward at full speed. Press the "Use" key one final time when
you're at full speed.
8. Stand still as the rail cart hurtles along the tracks. Don't bother
shooting the Houndeyes and Bullsquids you pass; they'll attack but
you're moving too fast to hit.
9. Eventually the cart will approach a green, radioactive lake. Before
you reach that lake, leap up onto the elevator ledge to the right.
You can reach it if you crouch after you jump.
10. Follow the ledge. You'll find yourself approaching the green
lake.
11. Jump across the water onto another ledge. This one leads to the
other side of the lake.
12. On the other side of the lake, climb a ladder to the top of a
giant pipe. From there, walk onto a somewhat smaller pipe with a
hole in the top. Fall into the hole and crawl forward in the dark.
13. When you reach another hole in the pipe, you'll be tempted to get
out immediately. Instead, hop up and down in the hole to spot a
Bullsquid just outside. Shoot the Bullsquid every second or two,
while avoiding the return fire.
14. When the Bullsquid is dead, jump out of the pipe using the jump-
and-crouch technique. This area features several pipes and a pool of
radioactive water.
15. Get back atop the pipe you entered though (if you fell off), and
jump from it to the topmost of the other two pipes in this room.
Line yourself up carefully for the jump, or you'll find it very
difficult.
16. Walk along the new pipe. Shoot a Bullsquid in a nearby toxic pool
as you balance on the pipe, and then leap down to the balcony.
17. Beyond the balcony is a large room with Batteries and First Aid
Kits. Collect as many as you can, and then continue.
Entering the Silo
You're on the threshold of a missile silo that's been taken over
by a giant Tentacle. Entering the silo is the easy part; defeating the
Tentacle is another matter.
1. Go through the doorway from the room with the First Aid Kits and
Batteries to a ledge overlooking a lake of toxic slime. A missile
silo lies beyond the lake. Kill a Bullsquid in the water below.
2. Hop on a pipe that leads out across the water towards the silo.
Before it reaches the silo; however, this pipe nearly intersects
another pipe that leads to a lift. Hop down onto the new pipe and
make your way onto the lift. Watch out for another Bullsquid hiding
in a corner of the toxic lake.
3. Press the button on the lift and ride up.
4. Upstairs, walk slowly down a corridor. As it broadens, you'll find a
Bullsquid to you right, near a pair of explosive barrels, but stay
well away from the barrels. If you shoot them they will explode.
5. Follow a catwalk, killing Houndeyes as you progress, to a bridge.
Collect a pair of First Aid Kits near the bridge before crossing.
6. A single Houndeye is trapped between barrels of explosives on the
bridge. You can either shoot the Houndeye and just run past the
explosives once the Houndeye is dead or you can shoot the
explosives, kill the Houndeye and jump over the gap; either works.
7. Kill a pair of Headcrabs on the other side of the bridge. Then enter
a small room with a security door and throw a wall switch. The door
you entered through closes, and a new door opens. You've reached the
missile silo's inner chambers.
8. Kill a Mawman on the other side of the door and walk along the hall.
Listen to the dying Scientist on the floor. Then kill a Barnacle on
the ceiling and keep going.
9. Go through another security door to see a Scientist standing in the
missile silo's control room. After a moment, a massive Tentacle
bursts through the window overlooking the missile chamber and grabs
the Scientist.
10. After the Tentacle has dragged the scientist away, cross the
room, go through a doorway, kill a Barnacle overhead, and climb a
ladder. A Security Guard upstairs tells you to be quiet.
11. Pass the Security Guard into a small room with explosive crates
and Grenades. Another Security Guard stands here; as soon as you
enter, he runs toward the Tentacle and tries to shoot it. Ignore
him; the Tentacle will eventually kill him.
12. Collect the Grenades and crawl out into the silo's inner chamber,
where the Tentacle waits. Crawl down a ladder to a lower platform.
13. Destroy a ring of boxes around a ladder leading down, and then
descends quickly.
14. At the bottom, look for a boarded-up door. Destroy the boards and
go through the doorway.
15. Walk down a corridor to a security door. Throw the wall switch to
close the door you entered by and open a new one.
Activating the Air and Fuel
Your master plan to kill the Tentacle requires to restore the
power, fuel, and ventilation to the missile silo. You'll do the second
two first.
1. Beyond the security door is a bridge with a Mawman on it. The Mawman
is trapped between two explosive barrels. You can either run up past
the Mawman or shoot the barrels. Shoot the barrels to destroy a
section of the bridge; cross by walking on a thick blue pipe to its
left. Using the Pistol, you can kill the Mawman without disturbing
the barrels. Make sure you have the crosshairs turned on and destroy
the non-explosive crates on the other side of the bridge for two
First Aid Kits.
2. Follow the corridor to an area with a locked door labeled "Fuel
Room" and a ladder leading down. Don't descent down the ladder.
Instead, turn on your Flashlight, jump down without using the
ladder, and then turnaround quickly to destroy the Mawmen lurking
beneath.
3. Down here, you'll find a circular grate in the floor, destroy it and
climb down the extremely long ladder below.
4. At the bottom you'll find yourself standing on a rusty pipe
suspended above shallow water. Walk along the pipe, talking care not
to fall off. (There's nothing of value underwater, and Bullsquids
can attack you down there).
5. Take a left at a T-junction.
6. Follow the pipe to a ladder leading up. Climb the ladder, shoot out
the grate at the top, and kill the Mawman you find standing up
there.
7. Upstairs, collect Grenades from a small alcove, and then follow the
only available corridor to a door. Press a button near the door to
open it, and shoot two Mawmen on the other side.
8. Beyond them is a huge vertical shaft with a massive, motionless fan
in it. Climb down two red ladders to reach the fan's level.
9. Walk up the base of the fan and press a switch to activate it. Then
turn and climb back up both ladders as quickly as you can.
10. When you reach the top of the second ladder, jump onto he shaft.
That's right - leap right into the void. The fan is blowing so hard,
the force of the air propels your body straight up, and you'll come
to rest against some wooden planks. Destroy the planks with you
Crowbar to float to the top of the shaft.
11. There, destroy a metal grate in the wall
12. Go through the destroyed metal grate. You might need to crouch to
do this. You also must be high enough. If you aren't, steer yourself
to the middle of the shaft, where the fan blows you higher, and then
make a beeline for the blasted-out metal grate.
13. Kill a Headcrab in the ventilation duct. Proceed forward,
knocking out grates and killing Headcrabs, to a ladder down. Take
it.
14. Proceed to a room with three Mawmen in it. Kill all three Mawmen
and approach a console with buttons labeled "Oxy On" and "Fuel On".
Press both buttons, you'll know they're on when a light turns on
near the button.
15. Climb the ladder to the right of the console. Press a wall button
upstairs to trigger a door.
16. Beyond the door, you're back in a familiar territory. Make you
way along the corridor toward the central part of the silo - the
part with the Tentacle.
Restoring Power
You've restored fuel and airflow to the missile silo, but you
still must turn the power back on. Here's how:
1. Return to the large room with the Tentacle. Locate a ladder leading
down (remember to crawl), and take it. You should be at the bottom
of the silo, next to the hole the Tentacle emerges from.
2. There's a boarded-up door down there. Smash the timbers blocking it
and go through.
3. Walk down the corridor to a hole in the floor. Save the game, then
leap across.
4. Continue down the corridor until you find a Mawman feasting on two
dead Scientists. As you do, a section of the corridor collapses
behind you. Ignore it. Just kill the Mawman and go through the
security door.
5. Cross a bridge with explosive barrels on it (as usual, you can cross
via a handy pipe if you manage to blow up the bridge). Kill a
Bullsquid on the other side, and a trio of Houndeyes in the corridor
beyond.
6. Proceed to a large, dark room with Barnacles on the ceiling and
Bullsquid eating a dead Scientist in the corner. Kill the Bullsquid,
and then the Barnacles.
7. Walk out on a platform and press a button to summit an elevator.
Board the elevator when it arrives. As the elevator descends, turn
on your Flashlight and scan the wall around you for a ladder.
8. About halfway down, the elevator stops abruptly. At this point, one
possibility is to jump to the rim of the elevator, and then leap
over to the ladder. If you jump correctly, you can catch the ladder
and sustain no falling damage. If this is too difficult for you, let
the elevator fall and leap onto the lower level just before it hits
the water.
9. Downstairs is a platform with a Scientist. Listen to him, and then
follow the only corridor leading away from the platform.
10. Proceed the corridor, jumping up on a large pipe to avoid a spill
of toxic sludge about halfway along.
11. At the end of the corridor, kill a Mawman, and then walk forward.
You're in the silo's power core. The only alien in here is a
Bullsquid at the bottom of the core. Throw a Grenade down to kill
it.
12. Walk out onto a mesh basket overlooking the core. Press a button,
and the basket will whisk you to the other side. From there, climb a
ladder to a catwalk around the core's perimeter.
13. The haywire basket up here is like the one you just rode in, but
it moves by itself and will squash you if it touches you. Walk
around the catwalk to a ladder up, careful not to let the basket hit
you. Climb the ladder.
14. At the top, a beam leads to the center of the power core. Walk
along the beam and press a button on the core itself. A red light
comes on.
15. Jump on the core and walk across it. Press an identical button on
the other side. A second red light will come on. Make sure you're
not on the core or you'll be fired.
16. Make your way back down to the room's entrance by descending a
ladder and riding the basket again. From there, return to the large
shaft with the elevator you jumped out of.
17. Climb the same ladder you climbed down originally.
18. Proceed back to the room with the Tentacle. Along the way you
will find an electrified puddle. Arrange metal crates (found in the
previous room) into a crude bridge to cross the puddle.
Killing the Tentacle and Escaping the Silo
You've restored the air, fuel, and power. Now you're ready to fry
the Tentacle and get out of this place. Here's how:
1. Climb all the way back to the top of the Tentacle room. Remember to
crawl to cut down on noise, or you'll get smacked!!! Also, use
Grenades to distract the Tentacle.
2. From the top, return to the silo's control room. Note that the
console's Oxygen, Fuel, and Power lights all are now on.
3. Press the "Test Fire" button at the center of the console, and stand
somewhat back from the window. Watch as the Tentacle is burned to a
crisp by a booster-rocket ignition.
4. Enter the room where the Tentacle used to be. Climb down to the
bottom, and descend a ladder into the hole where the Tentacle
sprouted.
5. Proceed along a series of nearly vertical tunnels. Eventually you'll
find yourself falling into a pool of water. Make sure you hit the
water when you land.
6. Swim to the surface and investigate: you're in a small room with a
Scientist and a Security Guard, both dead. A .357 Magnum lies near
the guard, and bullets for it are scattered on both sides of the
room. Take this stuff, and then dive back into the water.
7. Swim straight down toward two circular openings. One is partially
covered by Tentacle remnants. Line things up with the Tentacle-
covered opening on your left and the other on your right. Then swim
straight down through the clear opening, and then go forward. Swim
up again to the surface near a platform overlooking a radioactive
lake.
8. Descend the nearby ladder to a lower platform with First Aid and HEV
stations. Return when you've powered up.
9. From the upper platform, walk along a big pipe that leads out across
the radioactive lake. Drop from this pipe to a lower one, and follow
it to a concrete wall. Then turn right and drop onto a third pipe.
10. Following along into an even larger pipe. This one has a valve
wheel on it. Turn the valve wheel (hold it down for a while), and a
section of the pipe will extend across a chasm. Walk through the
newly made pipe bridge to a mesh-covered tunnel, and through a small
hole in the mesh.
11. Crawl through the new tunnel until you approach a very rusty
section, visibly different from the rest. When you walk on this
section it gives way beneath you and dumps you on the floor, hurting
you a lot. (If you jump back s the tunnel begins to fall, you can
avoid the fall. Then you can walk along ceiling supports and drop
down without taking as much damage). Immediately kill any Headcrabs
you find downstairs.
12. You're in a crate-filled room. Take the First Aid Kits from the
floor and then brake every box here. You'll collect more First Aid
Kits (you should now be near full health again), and some handy
explosive.
13. When the room's empty, proceed through the only available
corridor to the next level.
Walkthrough Part 3
Killing the Tentacle was difficult, but don't spend too long
congratulating yourself. The next few levels are rough, both because of
their complex architecture and their deadly foes. Combat intensity
rises to a new high as you proceed through these areas, and you'll need
to draw on all the skills you've learned to this point, and some new
ones, just to make it through alive.
Power Up
This level features a giant alien, Gargantua, that you can't kill
by conventional weapons. You'll have to jump through several hoops to
kill the thing and get out in one piece.
Getting Started
You'll meet Gargantua right at the outset, but you don't want to
get too acquainted. Just sneak past and leave it alone for right now.
1. Proceed through the corridor. It opens into a huge room with several
exits. As you enter, a massive alien (Gargantua) emerges from one of
the doorways, and a pair of Grunts try in vein to shoot it dead. Run
straight past this firefight to the exit just left of the one
Gargantua came through.
2. The corridor quickly forks. Take a right. You'll encounter two
Vortigaunts, some explosive barrels, and the dead end an earthquake
created. Kill the Vortigaunts; then return to the fork and go left.
3. Proceed past a broken pipe sticking out of the floor, careful not to
get caught in the flame jetting out of it. Kill two Vortigaunts
beyond the pipe.
4. A walkway crashes to the ground in front of you, leaving you with no
choice but to jump down. Shoot the Headcrabs on the lower level
before jumping.
5. Downstairs, destroy some crates for ammo, and then climb a ladder to
a boarded-up door labeled "Track Control." Destroy the boards with
your Crowbar.
6. Beyond is a room with a dying Security Guard and a big switch lever.
A window gives a view of the room with the Gargantua. Listen to the
dying Security Guard, but don't throw the switch just yet. Just note
the room's location.
Starting the Engine
The dying Security Guard made it clear what you must do. It's
time to restore power to the rail system in this area, so you can
continue your long escape route via train. Here's how to locate the
engine and turn it back on:
1. Return through the door you entered by (the one labeled "Track
Control"). Descend down the ladder to the lower level. And take the
only available corridor.
2. Follow the corridor cautiously. You'll encounter several more
Headcrabs and a couple of stray Vortigaunts along the way, and then
a room with Vortigaunts and explosive barrels. Kill all enemies, and
stand well back from those barrels!!!
3. The corridor ends in a door. Open it by turning a valve wheel in the
wall nearby, and walk into the new area - a vertical shaft with
toxic goo at the bottom. Equip you .357 Magnum.
4. Climb a ladder to the shaft's second level. Immediately turn around
and look up. Shoot a Grunt standing on a higher level. Then collect
some ammo from a small room nearby.
5. Climb a second ladder to the top of the shaft and slowly go through
a doorway. You're now in a small Grunt bunker. Yeah!!!! What fun!!
Kill the Tripod-Mounted Chaingun and the lone Grunt in here, and
then smash boxes to collect gear.
6. Follow the corridor leading away, as you round a corner you'll see
some explosive crates. Approach them and round a corner to see a
large room with two small balconies and some Grunts at the far end.
Fire a single shot into a pile of explosive crates near the opposite
end of the room to kill several Grunts.
7. Kill any visible remaining Grunts, and then enter the large room.
Note the ramp leading down to Grenades and a First Aid Station.
Slowly approach the other end of the room, killing newcomers.
8. Go up the ramp at the other end of the room to a T-junction. Kill
any Grunts nearby and take a right. This corridor leads to a dead
end, but it has a lot of gear if you break boxes along the way.
9. Return to the T-junction and take a left now. Break boxes and look
for a lift.
10. Place a Remote Mine on the lift, and then activate the lift.
Don't get on, just watch it descend. When it hits the bottom, back
up slightly and detonate the Mine. This destroys some Laser Mines
planted down there.
11. Now summon the lift and ride down. Kill any Houndeyes that bother
you, and advance along the only available corridor.
12. Proceed to a large gallery overlooking an engine room. Kill any
stray Houndeyes and take a left. A staircase spirals down to the
engine room. Take it all the way down, not halfway. You'll know
you're at the bottom when you reach a basement area where you stand
in ankle-deep water.
13. Equip you Crowbar and wade through the water. Kill a Mawman and
numerous Hagworms in the water as you proceed.
14. You'll find a large engine down here. It's stalled because a
couple of boxes are jammed in it. Break the boxes with your Crowbar.
The engine will start, and the water will drain slowly from the
room.
15. Go back up the spiral staircase, but just halfway. Approach a
large console labeled "Power Generator." These are buttons on both
sides of the console. Press the button on the left to restore the
power to the engine. It hums to life, and a sign above the console
now reads "On."
16. Return to the spiral staircase and climb to the top. From there,
backtrack to the big lift. But take care! As you approach the big
lift, a pair of Grunts descend in it. A single Grenade will kill
both.
17. Ride up the lift. Kill a Grunt at the top, and another waiting
nearby.
18. Backtrack all the way to the big room with Gargantua, but don't
enter yet.
Killing Gargantua and Escaping
Now that you've turned the engine back on, you must kill
Gargantua. Conventional means won't work, so try to unconventional.
Here's how to kill it and escape:
1. Save the game and run into the big room with Gargantua. Look for the
two largest exits. Only two are large enough for Gargantua to get
through. Take the leftmost of these exits.
2. Running down the large corridor. If you took the correct one, you'll
enter a room you with two honeycomb type things on either side. Run
to the end of this room, go up a ramp, and throw a lever at the top.
The lever activates a pair of huge Tesla coils in the middle of the
room. If Gargantua followed you all the way in here, the Tesla coils
will fry him instantly.
3. Don't approach the active Tesla coils. Instead, take a small door.
It leads to a tunnel that terminates at the other side of the coils.
4. If Gargantua is dead, skip to step five. Otherwise, run back into
the tunnel leading toward Gargantua. Fire at it and retreat; it will
chase you. Duck into the side door nearest you, and follow the
tunnel until you come out on the other side of the Tesla coils. The
Tesla coils now lie between you and Gargantua. Gargantua will
approach to try to kill you, but as it does, it runs between the
deadly coils and kills itself.
5. Return to the big room Gargantua used to occupy.
6. There's a rail cart in a corner of this big room. Get on it,
activate it's control panel, and drive forward onto a circular
switch plate at the center of the room.
7. Go back to the Track Control room with the dying Security Guard and
the big switch lever. Throw the lever; the rail cart spins until
it's lined up wit ha new set of tracks.
8. Get back on the rail cart and turn it on again. Crank it up to
maximum speed. Hold steady as it smashing through a barricade into
new territory.
On A Rail
The next level is extremely difficult. The combat here is far
more grueling than what you've experienced up to now; instead of
isolated enemies or occasional pairs, you'll face teams of Grunts,
Vortigaunts, and other deadly foes.
This level is also difficult from navigational standpoint. The
rail tunnels twist and bend in many directions, they're riddled with
dead ends and tunnels that loop back into themselves, and they tend to
look very much alike. Put it all together and you've go a recipe for
confusion.
To beat this level, you can either stick with your rail cart as
much as possible, or abandon the cart at certain points and traverse
the level on foot (avoiding the tracks' electrified center rail, of
course). This walkthrough involves a little of both.
Early Exploration
The first part of this level is very inhospitable if you're on
foot, so remain on your cart for any travel that takes you along the
rails.
For some reason you must walk along the rails, always remember
the middle is the electrified part. Walk along the edges to avoid
shock.
1. Your rail cart hits a barricade where a Security Guard stands.
Listen to the guard; then get off and press a wall lever to raise
the barricade. Get back on the card and send it forward.
2. The card lowers to a new area. Start it up again and slowly ride it
through a watery section of the track.
3. The cart passes over some wooden planks. One has a Battery sitting
on it. You can stop and pick up the Battery, or just keep moving.
4. At a fork in the tracks, you can stop the cart, go on foot to break
some crates at the end of the fork to collect ammo, and then get
back on.
5. Dodge or duck as the cart passes a dangerous wire hanging over head.
6. You approach an open area to the left that holds Houndeyes and a
Bullsquid. Stop the cart from time to time to gun them down when
they come into view. When all the creatures are dead, get the cart
moving again. (That's right - don't get off the cart, you'll return
here later).
7. As you approach a rail junction, you'll spot a Junction Switch on
your right (a revolving sign). Stop the cart before if reaches the
junction and shoot the junction and the switch once. The arrow
pointing right swings away, replaced by an arrow pointing straight
ahead.
8. Start the cart again and get moving. It will go straight through the
junction instead of turning right, thanks to the switch you just
shot.
9. You'll pas an area where a bull squid perches on a platform to your
right. Kill the Bullsquid and collect a First Aid Kit nearby, or
drive right on past it.
10. Just beyond the Bullsquid, you must shoot a Barnacle on the
ceiling over the track. You also can stop the cart here and destroy
two crates on your left for a Battery and Grenades.
11. Next, your cart approaches an open area on the right. A lone
Bullsquid stands over the body of a Grunt, and a short staircase
leads up. Stop the cart and kill the Bullsquid, and a Headcrab that
emerges from underneath the stairs.
12. Upstairs, break a box and kill the Tripod-Mounted Chaingun behind
it. Then flip a red lever. This moves a hanging hook out of the way
of a section or track.
13. Return to your cart and get moving again.
14. After passing under a dangerous hanging wire, you'll approach the
area with the Houndeyes and a Bullsquid. Stop the cart before you
get there. Shoot the Junction Switch on the left to point the arrow
left.
15. Restart the cart and start moving slowly. Equip your .357 magnum.
16. The cart approaches a lift. Several Grunts attack as you ride up
the lift. Target and shoot them down methodically with your .357
Magnum as you ascend. You can crouch and take cover behind parts of
the train if necessary.
Upstairs
You've reached another level of tracks. Up here, you can either
abandon you rail cart and proceed on foot, or use the rail cart to
advance, getting off periodically. Although the following steps are
optimal, there are other ways to beat the level but I chose to post
these.
1. Descend the red ladder near the lift to an area with a First Aid
Station. Then return and get on the cart. There may be a Grunt at
the bottom of the ladder. If so, dorp a Grenade on his head. He he.
2. Move the cart forward very slowly. You'll pass a Junction switch and
a section of track leading left; you can hear the sounds of battle
come from that direction. Ignore the Junction Switch and keep riding
forward.
3. Past the junction, you track veers left. Stop the cart until the
sounds of battle subside; then creep forward on foot into a large
area that's open on both sides. Kill several Grunts here with you
.357 Magnum.
4. Stop the cart and get off in this area. Note the heavy Machine Gun
you can fire. This area also contains boxes with equipment.
5. Stairs lead up from both ends of this large area. Opposite where you
came in (where the Vortigaunts were positioned in the big shoot-out
you heard), a staircase leads up to an HEV Station. Take it, and
charge up your suit.
6. Now return to the large area and climb the stairs on the other end -
the end near you rail cart.
7. You're now in a small administration area. In addition to the alcove
near the stairs, you'll find an office with another Grunt in it and
a storage area with racks of supplies. Break boxes on the floor of
this room (the ones on the racks yield nothing) and proceed.
8. At the other end of this area, a stairway leads down. Throw a
Grenade down the stairs to kill a Grunt at the bottom, and then
descend. Break a box beneath the stairs for supplies. Underneath the
box you just broke is a grate that leads to a duct with several
items, including two Satchel Charges. Just watch out for the
Headcrab.
9. At the foot of the stairs, you can go left or right. Take a right,
and proceed slowly with your .357 Magnum equipped. Wait until the
sound of gunfire subsides before proceeding. Three Grunts guard an
open area bordering the railway. Kill all three, and then jump
across the rail to collect supplies from the boxes.
10. Now jump back across the rail, take a left, and walk along the
rail, if you walk in the wrong direction, you'll stumble across two
Laser Mines. If this happens, turn around and follow the rail in the
other direction.
11. Eventually you'll see a sandbag wall ahead. Three Grunts stand on
a raised platform left of the sandbag wall. Kill them and collect
gear from the platform.
12. Take the exit across the room from the raised platform. Around
the corner several Grunts and Vortigaunts engage in close combat.
Let them fight, and kill the survivors when the gunplay stops.
13. Round the corner and approach a bordered-up doorway. Break down
the boards to find a Security Guard in a small office, alone with
some small crates. Take ammo from the crates.
14. Across from the small office in an alcove with soda machines and
a First Aid Station, plus a Battery in a crate. Kill the Headcrabs
in here and take the loot.
15. Save the game and round another corner. A fortified Gun
Emplacement has been set up across the rail from you. Kill the Grunt
manning the Emplacement.
16. Now proceed through a pair of big red doors labeled "Caution:
Blast Danger." Before you do, note the ramp-like ledges on either
side of this door. If you jump and crawl up them, you can collect a
Battery located jut above the red doors.
17. Open the red blast doors and note the pair of Laser Mines just
beyond. Back up and shoot the mines with your Pistol. Then walk
through the doors to find yourself next to a rocket you'll fire
later in the level.
18. Go through the blast doors to a walkway around the rocket. Look
down and shoot a Grunt through the floor grate; then descend down a
ladder and go through a second set of red blast doors.
More Rails
You've just emerged on a new level, and there's another rail cart
here for the taking. In this walkthrough, you'll leave the cart behind
and travel the remainder of the level on foot. (You're free to use the
cart if you want to; however).
1. Ignore the new rail cart. Instead, take some gear from the office
nearby and follow the rail under a pair of red lasers. Because you
aren't on the cart, you're too low to trigger them - a good thing.
2. You appear in an open area inhabited by Bullsquids and Tripod-
Mounted Chainguns. Approach slowly and cautiously, killing the
Bullsquids first. The Chainguns won't activate unless you walk right
up to them, so ignore any you don't need to pass.
3. Proceed a little farther along the rail. An open area to the left
contains another Tripod-Mounted Chaingun and a door. Destroy the
Chaingun and go through the door. You'll find a Bullsquid, Headcrab,
a Barnacle, and some ammunition.
4. Return to the rail and keep going. Eventually you'll round a corner.
Open space lies to your left. Up ahead, a Grunt manning a huge
Rocket Cannon fires at you. Crouch. The Rocket Cannon is an amazing,
deadly weapon that can kill you in one swift second, but here's one
thing it can't do - aim down.
5. Crawl toward the Rocket Cannon. When you're as close to him that
you're near the end of the wall on the left, aim for the legs of the
Grunt firing the cannon. Alternatively, shoot the Laser Mine behind
him to destroy it, taking out the Grunt with it.
6. Destroy a Laser Mine just beyond the Rocket Cannon and proceed along
the tracks. Destroy a second Laser Mine you find around a bend.
7. Follow the racks still farther. Up ahead on the right is an area
packed with Vortigaunts. Kill them all, healing yourself at a nearby
First Aid Station, if necessary.
8. Also in this area is a staircase partially blocked by boxes. Shoot a
pair of Laser Mines on the staircase; then jump over the boxes and
walk upstairs.
9. You'll come to a control room with a pair of Grunts and a switch
lever. Throw the switch; a barricade rises on the floor below. Go
back downstairs.
10. Downstairs, continue exploring the new area. It terminates in a
double rail track. On the track farthest from you, another brand-new
rail cart awaits you.
11. Jump across the rail and get on the new cart. Start it up and get
it moving.
12. Eventually, the cart approaches another barricade. Near the
barricade, an opening leads to the right. Stop the cart well before
the barricade.
13. Get off on the left side of the rail and run along the tracks
past the barricade. A few shots will be fired from the right, but
nobody pursues you. Just keep running.
14. Eventually the track ends in a big lift used to move the cart
rails up and down. To the right is an elevator. Break some nearby
crates to reveal Remote Mines.
15. Place a Remote Mine in the elevator and press the button to send
it upstairs. Do not go up with the elevator. When you hear that the
elevator has reached the top floor, detonate the Remote Mine.
16. Press the button to summon the elevator back down to your level.
Get in and ride up.
Rocket Launch
It time to launch to rocket and finish this level. Prepare for
more intense combat, and some extremely delicate acrobatics.
1. When you reach the upper level, get off the elevator. Shoot a lone
Grunt on your right and break crates for gear. Then climb a ladder.
2. Upstairs, break more crates for gear. Then walk along the new
railway you find up here. Pay attention to the electricity bolts
across the tunnel. Watch your timing and you should pass these
obstacles without getting hurt.
3. You'll reach a spot where crates are being hoisted back and forth
across the tracks on mechanical rails. Take care as you pass this
area; the crates can smash you into the wall, and a pair of Grunts
bust from boxes on the right as you go by.
4. Proceed past this area, following the rail. The ground slopes up as
you go. At the top you'll find yourself at a rail intersection. Take
a right.
5. Almost immediately you'll find yourself standing at a second
intersection. Take a left.
6. Walk along the rails until they terminate in a lift. Near this lift
is an alcove with a ladder in it. Start descending down the ladder,
but go slowly.
7. Before you reach the bottom, you'll notice something's up. A red
laser beam down there will set off several Tripod-Mounted Chainguns,
and a pair of Laser Mines lie nearby. The key here is to jump off
the ladder before you reach the bottom, avoiding the lasers.
8. Walk into a dark alcove nearby. Kill two Mawmen in there, and
collect some Grenades. Then break the windows and destroy all four
Tripod-Mounted Chainguns in the room beyond the windows; either
shoot them through the window or door or throw Grenades at them.
9. When the Chainguns are gone, throw a Grenade into the Laser Mines
and stand as far back as you can. When the Laser Mines are
destroyed, you finally can move freely.
10. Follow the rail tracks to a straight section with tall crates on
either side; a Grunt and a Gun Emplacement are positioned somewhat
farther along the tracks. You must run like crazy toward the Gun
Emplacement, killing the lone Grunt as you run. Then get up close to
the Gun Emplacement and kill the Grunt manning it by staying inside
the gun's firing radius.
11. The tracks end at the Gun Emplacement, so follow a corridor to
the right.
12. You emerge in an outdoor area. Kill two Grunts out here, and then
run up to the red blast doors. Open them with a wall mounted
console, and go through.
13. Pass through a second set of blast doors into a launch area. Kill
three Grunts in here, and go through a new set of blast doors.
14. Three red laser beams crisscross the stairway beyond the blast
door, and dynamite lines the walls. Save the game. You can't trip
the red laser beams with Grenades or other explosives. You must
simply avoid them. To do this, find a tall, metal crate to the right
of the staircase. Push it into the position to the right of the
staircase in between the two farthest laser beams.
15. Now crouch and crawl up the stairs. Crawl under the first two
laser beams and stop before the third. Stand. Jump onto the tall
metal crate, which should be very close.
16. Jump from the metal crate to the top of the stairs, clearing the
third beam in the process. Save the game immediately.
17. Go through the door at the top of the stairs and kill two Grunts
in the hallway beyond.
18. Two doors lead from this hallway. Open the closest one to find a
room full of dead Scientists.
19. Go through the unlocked door into a small launch chambers. Press
the rid button labeled "Launch." Blast shields drop down to protect
you, and the rocket launches.
20. When the rocket's gone, the blast shields retract. Jump out the
window and backtrack through two sets of blast doors to the outer
area. A large arched doorway has opened in this area.
21. Go through the newly opened door to a small room with a ladder.
Break some crates in here for supplies, and then take the ladder
downstairs.
22. Downstairs, break more crates for supplies. The rail cart down
here differs from others. It's red and looks almost like a fire
engine. Get on and start it up to blast into the next level.
Walkthrough Part 4
These next few levels offer a diverse set of challenges.
"Apprehension" requires you to navigate an extensive set of underwater
environments, and requires agility, especially as you slide on wet
surfaces. It also introduces the Assassin, a particularly deadly foe
unlike anything you've encountered before.
"Residue Processing", as the name suggests, take place in a
massive processing plat. You'll ride on conveyor belts and swim through
sewers (yeah) - and nimble acrobatics are a must.
Finally, "Questionable Ethics" introduces new alien life, and
forces you to do some problem-solving to make your way out.
Apprehension
This level isn't too difficult if you know what you're doing.
Remember to keep you wits about you underwater, and that's not always
easy. Your air supply is limited, and it's easy to panic. Learn to keep
track of the easiest path to an air source, and you'll have fewer
worries.
Also, remember that, even if your health starts to drop because
you've been underwater too long, you'll regain it all if you just reach
the surface and breath for a few seconds before if gets down to zero.
Into the Drink
As this level starts, your red rail can't suddenly accelerates to
high speed and you can't slow it down. Don't worry; just sit back and
enjoy the ride!
1. Your rail cart approaches an open area to the right. Crouch down in
the cart to avoid weapon fire from the Grunts in this area.
2. The cart goes off the tracks, plummets down a vertical shaft, and
crashes into a pool of water. You won't be harmed if you crouch as
it falls. And then stay inside until it comes to a full stop
underwater.
3. Swim out of the cart and get some air at the surface. Then swim back
down and look for a bunch of barrels trapped in a cage underwater.
Break the lock of this gave with your Crowbar and the barrels will
bob to the surface.
4. When the line of barrels bobs to the surface, jump on them and
stand. Run and jump from the line of barrels toward the red doorway.
5. Beyond the red doorway, approach a stairwell. You'll see a Mawman
eating a dead Grunt beneath the stairs, and another Mawman in the
middle of the stairs. Kill both, collect nearby ammo, and walk
upstairs. Break a crate up there for a Battery, and then walk out
onto a ledge.
6. Break a crate for some ammo. Then look down from the ledge; a wall
halves the pool below. You just came from the left half,
distinguished by the floating barrels. The right half is new
territory. Jump into the right half of the pool.
7. Underwater, locate a passage out of this area. Follow it through a
small room filled with rusty barrels, and then through a winding
underwater corridor. Watch for a metal door on the right; it leads
to a small room where you can take another breach of air.
8. Take a breath of air in the small room, return to the underwater
corridor, and keep following it. You'll come to a pile of broken
beams and debris you must crouch to swim under.
9. Swim under the beams. Soon you'll reach a small corridor with grates
on the wall and floor, a blocked metal door, and two corridors
leading away (you just arrived through one). Get some air.
10. Break the grate on the floor (crouch) and swim through it.
Downstairs is a tunnel. Follow it, taking a right when it forks, and
swim up into a vertical shaft. Break another grate to swim to the
surface.
11. You're in a room adjacent to the corridor - the one behind the
blocked metal door. Collect Combat Rifle Grenades and crossbow bolts
from the floor in here; then swim to the computer bank blocking the
metal door. Push it over. The door will swing open and admit you
into a corridor.
12. Swim through the door and continue down the new corridor beyond.
It leads to a hallway that rises from the water - and now you're
back on land.
Dangerous Waters
The next phase of your journey starts with a dangerous encounter
with an Ichthyosaur, and it doesn't get any easier!
1. The hallway terminates at a room with a pool in the center, a
catwalk around the edge, and barnacles on the ceiling. You enter to
see an Ichthyosaur killing a helpless Scientist in the water.
2. Follow the catwalk around the room. Don't take the first exit on the
left; it leads to a sunken hallway that takes you into the pool with
the Ichthyosaur! Instead, follow the catwalk across the room to a
ladder.
3. Climb the ladder to a small room with a Scientist. He tells you
there's a shark cage and a tranquilizer gun nearby.
4. Walk out of the room's only exit onto a cross-shaped ledge
overlooking the water. Slowly walk off the end of the cross to fall
onto a large cage. Drop down into the cage, where you'll collect a
Crossbow (Yay).
5. The diving cage lowers. Shoot the Ichthyosaur with the Crossbow
repeatedly from inside the diving cage. When it's dead, swim up and
out of the cage and get some air.
6. Dive back into the water and locate a large metal grate with a valve
wheel nearby. Turn the valve wheel to raise the grate high enough
for you to swim under.
7. Swim under the grate and up to the surface. You're in a hallway
leading to some stairs. Climb the stairs, past a metal door (that
leads back to the room you were just in), and up more stairs. Take
the metal door at the top.
8. Beyond the door lies a room filled with crates and Barnacles. Go
downstairs and start breaking crates, ready for a pair of
Vortigaunts that warp in as you do this. Kill both.
9. Take the corridor out to emerge in a large room filled with water.
Narrow, wet catwalks ring the walls, and Ichthyosaurs swim in the
dark waters at the center.
10. First you must jump across a gap in the catwalk. Carefully come
to a dead stop after this leap; the wet floor underfoot makes this
tricky.
11. Follow the catwalk around a corner, sticking to the dead center.
A section of catwalk breaks apart under your feet as you cross, but
a beam in the center will remain - so keep to the center and you
won't fall in. As the catwalk breaks, a Vortigaunt teleports in just
ahead. Shoot it dead and continue.
12. You'll come to another big gap you must jump over. Leap, and when
you reach the other side, do you best to come to a stop despite the
water underfoot. (You can kill the Ichthyosaurs if you find this
jump is too difficult).
13. A choice confronts you. To the left is a doorway to jump through,
but a hanging electrical wire partially blocks it. To the right is a
metal wall with a gaping hole in it. Take a running leap into the
hole at the right.
14. You'll land in the water on the other side of the wall, but the
Ichthyosaurs can't get you here. Swim through an underwater hallway
and climb a ladder to a big generator room.
15. Kill a pair of Bullsquids in this room; then take a hallway to
the right. The hallway leads to a ladder, which in turn leads to a
balcony overlooking the generator room.
16. You'll find two metal boxes up here on the balcony. Push them off
the edge (there's a break in the railing you can push them through).
Then drop down to the main floor.
17. Push the metal boxes to the other side of the room, where an
immobile crate partially blocks a ladder. Arrange the two metal
boxes so the bigger one is touching the wooden ones and the smaller
metal box is touching the bigger metal box to make a step-like
thing, forming a crude stairway to the hard-to-reach ladder.
18. Jump on the metal boxes and break a wooden crate blocking the
ladder. Then climb the ladder to a catwalk and follow it.
Frigid Welcome
You're beyond the dangerous waters that characterize the first
part of this level, but you're in for many more interesting
experiences, including a fast trip through a cold storage area.
1. Follow the catwalk into a hallway, where a Bullsquid suddenly
appears. Kill it and continue until you reach a computer-filled
room.
2. Kill a pair of Vortigaunts and Headcrabs in this room, and then
charge up your HEV Suit at the HEV Station on the wall.
3. The room nearby has a Scientist in it. Listen to him, and then press
a button on the control panel nearby to open the door to a freezing
cold storage unit.
4. Save the game and enter the cold storage area. Run through as
quickly as you can, using a Combat Rifle or other high-powered
weapons to efficiently mow down Vortigaunts and Headcrabs that
appear in front of you.
5. When you find a hole in the floor, drop down into it quickly.
Descend a ladder to a platform, and another ladder to ground level.
6. Round a corner to find yourself in a long, crate-filled hallway.
Vortigaunts materialize both ahead and behind you as you advance.
Kill them, and break crates for gear. Take the life at the end of
the hallway.
7. At the top, a Security Guard tries to give you a message, but unseen
forces kill him before he can finish.
8. Arm yourself with a potent weapon (the Combat Rifle works, as does
the .357 Magnum) and walk down the hall until you can see a big,
open area to the right. Then backtrack and watch the corner. There
are three Assassins in this large area; the easiest way to kill them
is to wait in a safe area (where there's only one exit, so they
can't sneak up behind you) and shoot them ass they appear.
9. If all three Assassins don't appear, cautiously walk around the
large area until you find them all. Then retreat and fight them from
a position of relative safety. (Chapter 2 provides tactical advice
for dealing with these deadly foes.)
10. Collect ammo and gear from this area by breaking crates and
investigating a small room off to one side. Then go up the ramp at
the center of the area.
11. At the top, throw a lever labeled "Surface Access." Go back down
the ramp.
12. Two large doors labeled "Surface Access" have opened. Take
either; they both lead to the same place - a small room.
13. When you enter the small room, the light go out: you've been
captured. (He he he he he).
Escape
Ok, so a bunch of Grunts knocked you out cold, took all of your
weapons, and dragged you away, and threw you into a massive trash
compactor. And that wasn't very nice. But you're a tough guy (or girl),
and you'll get out of this jam, right?
1. You wake up at the bottom of a trash compactor. The walls start
closing in just moments later. Immediately start climbing the
mountain of boxes, jumping from the lowest to the highest.
2. From the top box you can leap to the trash compactor ledge. Stand up
and watch the compactor slowly crush all the boxes.
3. Walk across the metal crushing arms of the compactor itself, all the
way to the other side of the room.
4. Pick up a Crowbar on the ledge you just walked to; then descend a
nearby ladder to the floor of the compactor.
5. Break a floor grate and drop through into a tunnel. Walk toward the
light at the end of the tunnel. (What do you know, you might
actually be dead!?).
Residue Processing
You've escaped from the Grunts' clutches and stumbled into an
industrial section of the Black Mesa Facility. That's the good part.
The bad part is you're practically weaponless, and it will take awhile
to replenish you (formerly) awe-inspiring arsenal.
Into the Fire
Your first step is to infiltrate the industrial complex.
1. The tunnel carries you out into a rocky valley. Proceed through the
valley, killing or avoiding Headcrabs as you go.
2. Locate the valve wheel labeled "Flow Control," it's stuck to the
side of a silo-like structure. Turn it fully, and then climb a
nearby ladder as quickly as you can. Leap down onto a descending
platform.
3. At the bottom, leap into a dark tunnel and proceed to the end. There
you must break a grate to enter a big room with a vat of toxic
waste. You'll see a Security Guard shoot some Headcrabs, and then
flee through a doorway.
4. Follow the Security Guard. A Barnacle snatches the Guard. Wait as
the Barnacle digests him, and then spits out his Pistol.
5. Collect the Pistol from the floor, careful to avoid the Barnacle.
6. Return to the room with the vat of toxic waste, and climb a ladder
to the top. Jump across the floating chunks of who-knows-what inside
the vat, and crawl through the pipe on the other side.
7. You emerge atop a vat in a room full of vats. Hydraulic presses move
up and down above them. You must jump from vat to vat, straight
across the room, into a red-tinged tunnel on the other side.
8. Through the red-tinged tunnel you find yourself in a room where two
pipes lead down a long corridor. Walk along the right-hand pipe and
it will collapse.
9. Climb a ladder and follow the left pipe. Leap from the left pipe to
the far edge of the right pipe (beyond the broken part), and follow
the right pipe around a corner.
10. You're in a room with two vats. Jump across them by leaping onto
the mixers stirring them. Then crawl into a pipe at the other end.
11. Follow the pipe to a room filled with crates and conveyor belts.
Jump down into this room and break crates to collect ammo; then jump
back up to the conveyor belts and let them carry you through a hole
near the ceiling.
12. The conveyor dumps you into a pool of water. There are catwalks
on both sides, but for now, ignore them and allow yourself to be
dragged down an incline into another pool. A grinding rotor lies at
the far end of this new pool. Get out of the water before you get
sucked in and crushed.
13. You're now on one of two short walkways that flank the rotor.
Walk to the other side of the rotor, and then reenter the water.
Swim under a low wall, and then back up. Surface on the other side.
14. You're in a n area with a spinning rotor to the lift and an open
waterway on the right. Follow the open water, ducking under when
flame jets singe you from above.
15. Follow the underwater tunnel until you get a chance to surface.
Machine Madness
The next few areas are almost cartoon-like: you'll travel through
new areas on conveyor belts, avoiding giant steam hammers that threaten
to smash you flat. You skill in moving quickly and effectively will
determine your fate.
1. Get out of the water. Behind you is a small guardroom with a
Bullsquid in it. Kill the Bullsquid with a .357 Magnum you find of
the floor, and pick up the Batteries, Satchel Charges, and other
useful items here.
2. Walk along a patch to the right to a bank of three levers labeled
"Conveyor Control." Flip the middle lever so that all three are in
the "up" position. Also, shoot a Bullsquid in the water on the left.
3. Return to the guardroom where you found the .357 Magnum. Locate a
wall button that faces three conveyor belts. Press it to temporarily
halt the steam hammers smashing the conveyor belts: try to press it
when the hammers are above one of the conveyor belts (it doesn't
matter which one) are at their highest point.
4. Quickly jump onto the conveyor belt with the hammers frozen at their
highest. Crouch as you ride under the hammers and through a tunnel
into a new area.
5. The conveyor belt takes you into an area where massive metal pistons
slide in and out of the walls. Avoid them as you move down a belt.
6. Past the pistons is a row of steam hammers. Do your best to avoid
them and continue down the conveyor belt.
7. The belt carries you into a large room and approaches a vat of toxic
waste. Below is another conveyor belt. Drop onto it.
8. Let the new conveyor belt carry you through a red-hued tunnel. Past
the tunnel, you'll approach another conveyor belt. Drop onto it.
9. After passing through a shot tunnel (you must crouch to get
through), drop to yet another conveyor belt.
10. This one takes you through a red-hot tunnel, where you'll take
fire damage. Run along the belt to get past the flames quickly. At
the other end, drop to another conveyor belt.
11. Drop from this belt to another belt beneath you.
12. You'll approach a spot where there are two conveyor belts beneath
you, and you must decide which to drop onto. Drop to the first belt
you pass over.
13. This belt tries to drag you into a tunnel with a Laser Mine in
it. Slowly walk backward as you face the Laser Mine and shoot the
Mine with your Pistol from a safe distance. This is easier if you
turn on your flashlight, and if your Crosshair is enabled.
14. Now drop a Satchel Charge onto the conveyor belt and continue
walking backward periodically, to hold ground. Watch as the Satchel
Charge is carried into a tunnel and disappears around a corner.
Detonate it when it disappears to take out a second Laser Mine.
15. Now let the conveyor belt take you into the tunnel. Around the
bend is a section of belt with massive rollers. Jump back and forth
between the two conveyor belts to get past them.
16. The belt you're on terminates above a massive cutting device.
Drop onto the area beside the cutter, and then jump through the
cutter itself. (Time your fall so you don't get sliced in half).
17. You'll fall onto another belt that leads to a pit of waste with
Barnacles overhead. Leap from the end of this belt to a ladder of
the opposite wall.
18. Climb the ladder into a red-hued hallway. Follow the hallway to
the next level.
Questionable Ethics
As you progress through this level, you learn the government-
founded research taking place at Black Mesa goes well beyond what you'd
expected. Here you find a facility devoted entirely to the hands-on
study of alien creatures.
This isn't an overwhelming level if you take it slowly and
exploit all the advantages your environment provides.
Early Findings
You appear in this level via gage full of Houndeyes. Prepare to
slug it out.
1. Follow the red hallway to a ladder. Climb it and smash a grating at
the top.
2. Upstairs, you find yourself in a room fill with Houndeyes. Kill them
however you like; the best choices are the Pistol or Satchel Charge,
combined with fast footwork to minimize damage.
3. When all the Houndeyes are dead, look for the electrified metal
fence that serves as one wall of this cage. At the top-center of the
fence is a knob with an electrical wire attached to it. You can
either shoot the knob or the control panel on the other end of the
electrical wire.
4. After shooting the knob several times, a door in the fence slides
open. Walk through it and regain any health needed from a First Aid
Station.
5. Follow a corridor to a room with an Alien Grunt trapped in a
containment tube. Break the glass protecting a red button on the
wall of this room; the Alien Grunt will escape. Kill it swiftly with
.357 Magnum shots.
6. When the Grunt is dead, go through the newly opened door into a new
hallway. You'll arrive in a room with a small pen of Headcrabs in
the center and a booth in the corner.
7. Enter the booth and press the button. Watch as the door to the booth
seals shut, and an emergency pulse kill the Headcrabs.
8. When the Headcrabs are dead, approach the exit to this room. A Grunt
stands in the doorway. Immediately turn and run back into the booth
and press the button again. The energy pulse manifests, this time
killing the Grunt.
9. Collect the Grunt's Combat Rifle and proceed down the new hallway.
10. Around a corner, you'll find a Security Guard. Listen to him, and
then have him follow you.
To the Entry Hall
You'll make your way to the main entry hall of the alien research
facility.
1. Follow the corridor into the main entry hall of the alien research
labs. Kill a pair of Grunts standing in the foyer (perhaps with a
Grenade from the Combat Rifle), and then kill two more Grunts than
run into the area, get their weapons; on has a Shotgun.
2. Charge up at an HEV Station, and then proceed across the entry hall.
Take a corridor up a shot flight of stairs to a balcony overlooking
the entry hall.
3. Upstairs, walk into a room - but make sure you leave the Security
Guard behind (that is, don't let him into the room just yet). Press
a wall button to release a bunch or Headcrabs, and then enter a
booth in the corner and press a button to fry most of them with an
energy pulse.
4. Kill any remaining Headcrabs with your Pistol, and then enter the
two chambers they occupied originally. You'll find a Crossbow in
one, and some Snarks in the other. Take both.
5. Follow a new corridor (take along the Security Guard if you left him
behind earlier) and descend some steps to a T-junction. Take a
right, and kill a pair of Grunts.
6. Proceed to a large room with computer banks. Laser Mines guarding a
corner, and some interesting alcoves. Take a pair of Batteries from
one wall, and then follow a small corridor to a balcony overlooking
the room. Don't disturb the Laser Mines set up in the corner of the
room.
7. When you're up on the balcony, take out your Pistol and shoot one of
the Laser Mines on the other side of the room. Slide back from the
balcony as the explode. Two Alien Grunts and several human Grunts
now enter the room separately, and they'll slug it out. Try to go
unnoticed while this is happening.
8. Kill any survivors that try to climb the ramp to your balcony; then
descend back into the large room. Walk through the doorway the Laser
Mines guarded.
9. Proceed down the corridor, wary of the Grunt that will try to ambush
you. Eventually you'll come to a junction with a room full of crates
ahead and another hallway to the right. If you enter the crate room,
save first and then break the crates slowly and carefully: a Laser
Mine here will detonate if you destroy the crate it's aimed at.
10. Now take the hallway to the right. Beware the four glass-walled
alcoves flanking this hallway. Headcrabs burst from behind glass to
attack as you cross. Kill all of them.
11. When the Headcrabs are gone, take the hallway that intersects
with this one between the two sets of Headcrab-filled alcoves.
12. As you climb the stairs, you can hear breaking call and the
sounds of fighting. Peek into the long hallway at the top of the
stairs and then duck back into the stairwell. Grunts and Bullsquids
are fighting in the long hallway. Stay back until the fighting dies
down.
Powering up the Laser
The next stage of this level requires you to turn on four power
sources for a powerful red laser, and use the laser to carve through a
wall.
1. Enter the long hallway and take the first right. You'll enter a
small lab room. Kill any enemies you find there, take two Batteries
from a ledge, and press a red button to send a white energy beam
into the ceiling.
2. Return to the long hallway and take the next left. Explosive crates
lie ahead. You'll hear a conversation between a Scientist and a
Grunt. Stand well back from the explosive crates. After a moment,
the crates explode, and a moment later a second explosion take place
ahead.
3. Walk forward, toward the source of the explosions, into another lab.
Collect a Tau Cannon from the floor, and press a console button to
activate the second white energy beam.
4. Reenter the long hallway. Ignore the next right (it leads to a laser
you'll fire eventually) and take the next left into another lab,
this one infested with Houndeyes. Kill them all and activate a third
white energy beam.
5. Return to the long hallway and enter the final lab. Collect some Tau
Cannon ammunition from a wall, use a First Aid Station, if
necessary, and turn on the fourth and final white energy beam.
6. Investigate the crates stacked at the end of the long hallway. There
are probably a few Grunts holding out back there, but you'll find
valuable Combat Rifle Grenades in the crates.
7. Return to the lab you skipped in Step 4 and enter it. Slide the
metal crate all the way against the wall - flush with the wall,
under a sign that says "Do Not Obstruct Laser Shield."
8. Press a red button on a console at one side of the room. A laser
shield tires to descend from the ceiling, but if you positioned the
metal crate correctly, the shield is blocked and forced to go back
up. The red laser beam shot the wall instead of the shield, blasting
a hole.
9. Jump down through the hole the laser made. It's a long drop, so save
the game first.
10. Then leap onto a pipe located about a third of the way down. From
there, drop onto a lower section of the same pipe, and from there to
the floor.
Escape
Now you're in a position to find a Scientist and get the hell out
of here! So get to it!!!
1. Walk into a small room with three Scientist. Listen to them, but
don't have any of them follow you, yet.
2. Approach an adjoining room with spinning metal blades mounted on
swing-arms. Cross through the blades to the other side of the room.
3. Activate a console on the other side of the room to stop the blades.
Stop them so the walkway across the room is clear. If the blades
block the path, start them again with the console and then stop them
again at the right moment.
4. Retrieve a Scientist and have him follow you across the room,
through the motionless blades.
5. Open the door on the other side of the room by pressing a nearby
control panel. Go through the door.
6. In the corridor beyond, take a left and then a right. You'll run
through a corridor where Headcrabs attacked you earlier. Go all the
way to the end of this corridor, round a bend, and pass through a
door.
7. You're back in the entry hall to the alien research labs. Run to the
Retinal Scanner and let the Scientist open it for you. List to him,
and then exit.
8. Pass through a revolving door to an outside area. Kill a nearby
Grunt and two Tripod-Mounted Chainguns on a rooftop.
9. Shoot a pile of explosive crates from a safe distance. Go through
the tunnel they blocked.
10. Break crates in the tunnel for gear. Approach a large door to the
end the level.
Walkthrough Part 5
This massive level introduces you to a slew of deadly outdoor
environments. Your enemies throughout this area are mixed groups of
aliens and government containment troops, and both parties will be
slugging it out as you seek and escape route. You'll need a lot of
skill to not get caught in the middle.
Surface Tension
You've heard it before, but it's especially true here: combat
difficulty reaches up another notch in this level. Many situations you
confront here demand excellent combat and decision-making skills.
Instead of merely dispatching enemies, you must give more consideration
to how you kill them: do you use the big guns and kill them quickly, or
conserve pervious ammo and use lesser weapons?
Trouble at the Dam
Your first taste of combat may leave you wishing you hadn't
eaten: An epic showdown at a dam pits you against an Ichthyosaur, an
Apache Helicopter, and an Artillery Gun. You can destroy both the
Helicopter and Artillery Gun, but I recommend against it. The path
outlined here is one of avoidance and ammo conservation.
1. Press the button and walk just through the sliding doors, but no
farther. You're looking at a canyon where fuel barrels lie scattered
in clusters. Grunts wait in ambush to the left and right and several
more hide farther down the canyon.
2. Kill the Grunts to your right and left (the .357 Magnum is a good
weapon for this). Then turn your attention down the canyon. Instead
of shooting the grunts, you can shoot the fuel barrels they're
standing next to and clean them out quickly.
3. Pick up the ammunition and First Aid Kits left behind and advance
down the canyon. Walk beneath a rock arch to where you can see a dam
ahead and hear an Apache Helicopter flying above. Stop.
4. Remain in this semi-protected rock alcove while the Apache flies
back and forth overhead.
5. After hiding in the alcove for a couple of minutes (don't rush! The
Apaches can kill you before you know it!), equip the Crossbow, save
the game and dash toward the dam where the Apache isn't pointing at
you. Run straight for the reservoir and jump into the water. The
Helicopter and Artillery Gun will fire at you. Bu you'll be more or
less unscathed if you get into the water quickly.
6. Underwater, swim down several feet, out of sigh of the Apache.
Immediately look for the Ichthyosaur and shoot it with multiple
Crossbow bolts to kill it. If you allowed the Apache to soften it up
earlier, is should take much.
7. Look for the underwater ladder. It's attached to a tower. Climb the
ladder when the Helicopter isn't too close. Hurry - you're exposed
when your outside.
8. At the top of the ladder, run into a small room that has a First Aid
Kit and a wall button labeled "Turbine Control." Press the button.
Then, when the Apache isn't too close, leap from this room back into
the reservoir.
9. Underwater, locate a valve wheel. Turn it to open a pair of
underwater grates. You must turn the wheel several seconds to open
the grates wide enough to swim through.
10. Swim through either grate and duck pas the stalled turbine rotor.
You'll be swept into a small river. Collect a Battery from a nearby
rock, and then proceed downstream, ducking underwater when the
Apache gets close.
11. The river terminates at a ledge. Climb a ladder to the ledge, and
enter either of two pipes there. (Both lead to the same place).
Fortifications in the Sand
It's time to explore several sandy gulches. The first step to
making your job easier is to destroy the Apache overhead; once that's
accomplished, the rest should be manageable.
1. Follow the pipe until it terminates in a steep, artificial canyon.
You can either take a left or go straight ahead; an Apache still
buzzes overhead.
2. Take a left, kill three Headcrabs, and collect a First Aid Kit near
a dead Grunt in a dark cave. Then backtrack to the pipe and go in
the other direction.
3. You'll find a ladder and several crates. Break the crates for ammo,
and ten climb the ladder to a ledge. Leap across the ledge to a
broader, sand-covered ledge that hold a dead Grunt, a cactus, and a
lot of supplies. This is where you'll make your stand.
4. Get out the Tau Cannon and charge up is secondary fire mode when you
hear the Apache coming. Give the Apache a highly charged Tau Cannon
blast. If this doesn't bring it down, give it another, and another.
5. After downing the Apache, jump back to the narrow ledge and follow
it around a corner. You'll come to a ladder near the end. Climb it
and walk forward until you see the scene of wavy sand and a tower.
6. Two paths lead through the rocks. Both lie on your left. Approach
the rocks and take the closest path to find yourself in a sandy
gulch with a Tentacle emerging from the sand, much like the one you
killed in the "Blast Pit."
7. Draw your Pistol and fire several rounds into the Tentacle. It will
rise straight up, then the sand once, and then hide for a few
seconds. Run close to it as it hides, and you can collect valuable
gear strewn on the sand. Quickly get back before it emerges.
8. Shoot it again, and make another mad dash if you missed anything
needed.
9. Backtrack to the area with two paths and take the other through the
rocks. This path lead to another sand gulch - but instead of another
Tentacle, this gulch contains three Grunts. Kill them all.
10. After killing the Grunts, enter a small structure with a valve
wheel labeled "Storm Drain Hatch." Turn the wheel.
11. Investigate the gulch. The rocks have several cervices you can
crawl through to get supplies. Beware the Grunts' hideout; however,
there's a Laser Mine set up inside. Proceed with caution and you'll
be fine.
12. One of the cervices leads to a new area - filled with mines.
13. You goal is to reach a storm drain surrounded by barbed wire.
14. To get past the barbed wire, climb up on a sandy hillock right
beside it (there are no mines on the slope) and jump over. Climb a
ladder down the drain, smash the grate at the bottom, and crawl
through a tunnel.
Vertigo
If you're afraid of heights, you won't like this stage. It takes
place on the face of a sheer cliff, and you must exercise extreme
caution to keep from falling.
1. As you approach the end of the tunnel, a jet flies past in from of
you. Halt and watch it go by. It's only scenery. It can't harm you.
2. Don't drop out the end of the tunnel. Instead, peek out and to the
right. Shoot a Tripod-Mounted Chaingun on a distant ledge by popping
in and out of the tunnel, firing periodically. Also, kill a Grunt to
the right this way.
3. Now drop out of the tunnel to a small ledge. You're standing on a
sheer cliff wall.
4. Look over the ledge. Below you lies a narrow ledge, and below that a
broader ledge with a Grunt on it. The Grunt is barely visible; shoot
him. Then drop down the narrow ledge, and from there drop to the big
ledge with the dead Grunt on it.
5. Look down from this ledge. Below, you'll see two more ledges - a
long narrow ledge, and a wider ledge farther down. Drop to the
narrow ledge.
6. A crevice in the cliff wall near the narrow ledge contains a dead
Grunt and some First Aid Kits. Jump over some rocky debris to claim
the First Aid Kits.
7. Get back onto the ledge. Look down from the extreme left-handed side
of this ledge, where it gets very narrow, and you'll see a series of
narrow ledges leading down - almost like stairs. Leap down two of
these steps, and then jump to the broad ledge below them. Make that
last jump a long one.
8. Approach a rickety bridge. Save the game, and then run across. The
wooden planks tend to fall apart as you cross the bridge, so it's
easiest if you line yourself up on the metal cables supporting the
planks on either side, and cross on that.
9. Round a bend to see a big metal platform. Ignore it. Keep following
the ledge, killing a Grunt as you go.
10. You'll round another bend and find a cave with a Grunt guarding
it. Kill the Grunt and enter the cave, quickly. Smash crates and
collect gear, including a Rocket Propelled Grenade Launcher (RPG)
and several rockets. You'll hear an Apache hovering outside.
11. Wait in the cave entrance for the Apache, and then shoot it with
the RPG. Keep the red laser dot on the Apache until the rocket hits.
If this doesn't destroy it (and it won't at Medium or Hard
difficulty), hide in the cave until the Apache makes another pass,
and then shoot it again.
12. When the Apache's gone, make sure you have everything from the
cave, and then continue along the ledge. You'll find a ladder. Climb
to a higher ledge.
13. Follow the higher ledge to a ramp. This, in turn, lead to a short
series of ledges, like stairs. Jump up these steps to another
ladder.
14. Climb this ladder to another ledge, and onto a pipe sticking out
of the cliff wall. Approach the pipe, kill the Headcrab inside, and
follow the pipe into the cliff.
Combat
If you've been dying for more combat with teams of Grunts, we've
go good news for you: you'll get your chance now. If you haven't been
dying for more combat; however, too bad.
1. The tunnel eventually reaches a T-junction. From there, the tunnel
branches into a complex network of foxholes that riddles a fortified
area filled with Grunts and a single tank. You can take any path
into this enclosure, but Step 2 provides a recommended one.
2. From that first T-junction, take a right. Follow the runnel as it
curves left and drops you into a trench with shallow water. Wade
forward, ignoring a path that leads to the right. Jump into another
tunnel at the end of the trench. When this tunnel reaches a T-
junction, take a right. Follow the tunnel to the end, climb a
ladder.
3. Now you're in the fortified Grunt compound, behind the Tank, don't
worry bout it as long as you're behind it. Just concentrate on
killing Grunts.
4. When all Grunts are dead, break all the crates bending the Tank and
heal yourself at a First Aid Station in a garage. You'll collect a
lot of great stuff from the crates, including more RPG rockets and
some Satchel Charges.
5. Destroy the Tank with a Satchel Charge (save the RPG rockets,
they're most useful), and scour the fortified compound for ammo.
6. Locate a small shed with a wall button in it. Press the button to
open a big door leading out of the compound.
7. Exit through the door, into a long street with crates on both sides,
and a Tank that shoots rockets at the far end. Destroy the tank
(explained in the "enemies section") and then break all the non-
explosive crates along the street for Batteries and Grenades.
8. Leap through a hole in the wall beside the dead Tank.
9. On the other side, kill a pair of Grunts standing at the bottom of a
sandy ravine. (as usual, watch out for Grenades). When both are
dead, go break boxes at the bottom of the ravine. There's a lot of
useful gear down there!
10. Return to the street with the burning Tank. Walk to the end of
the street and go through a big garage-type doorway into an alcove,
and then through a second garage-type doorway.
Ordnance Storage Facility, Exterior
Your next task is to sneak into an Ordnance Storage Facility.
Beware of snipers, landmines, and other sneaky traps!
1. Pass through the second big door to find yourself in an enclosure
around an Ordnance Storage Facility. An alien craft flies overhead
and drops an Alien Grunt and a Vortigaunt.
2. Kill both aliens and take a right. (Going left is pointless; it
leads to a minefield and an impossible chain-link fence).
3. Round a corner and destroy a Laser Mine stuck to the wall. Then
advance to a small stairway. Stand back as some rubble falls from
above, and then go down the stairs.
4. There's a Laser Mine at the foot of the stairs, and on another small
staircase leading up. You can jump over both (recommended, but save
the game first), or destroy them with Grenades.
5. Past the Laser Mines, you'll come across a dying Security Guard
lying out in the open. He cries for help, but don't approach him.
Instead turn around. Look up to see a partially camouflaged hole in
the wall that's partially camouflaged - and if you look very
closely, you'll see a gun sticking out. Throw a few Grenades up
there and kill the sniper before proceeding.
6. Approach another sign that warn of a minefield. Throw a Grenade into
the minefield to detonate mines, and then advance to a corner.
7. Throw another Grenade around the corner to detonate more mines. Save
the game and move forward. There's another sniper in a hole in the
wall up ahead; you must take him out with a Combat Rifle Grenade.
8. Throw one more Grenade to endure there are no mines ahead. Then walk
up to a section of barbed wire so low you must crawl under it.
(There are no mines under there).
9. Two metal towers stand on the other side of the wire; one leans
against the Ordnance Storage Facility. Some explosive barrels lie
beside a pair of power converters. Shoot the explosive barrels from
a distance, destroying the converters and "de-electrifying" the
towers.
10. Jump up on the leaning tower and walk to the roof. Locate a
gaping hole in the roof there. (You must jump over a rooftop fan to
reach it.)
Ordnance Storage Facility, Interior
You're inside the facility now, but it's filled with Laser Mines
and giant rockets: it's a bomb waiting to explode. If you trigger any
Laser Mines (or allow Headcrabs to trigger Laser Mines), the whole
place will go up in flames. Save the game after every successful move
you make in here.
1. You fall into a room with a Scientist. Listen to him, and then break
all the crates in the room and walk out the door.
2. Outside, you'll see a hallway filled with Laser Mines. Jump over the
first Laser Mine and save. (Save after every success jump, craw,
etc. over a Laser Mine).
3. Push a wooden crate to the foot of a short staircase. Jump onto the
crate, and then jump from there to the top of the staircase, thus
avoiding a second Laser Mine.
4. Jump across a third Laser Mine and proceed, ignoring a metal door to
the left. You'll approach a big, open area.
5. Crawl under a Laser Mine into the open area. Look for a pair of
Headcrabs in the middle of this area and shoot both with your Pistol
before they trigger any Laser Mines. Take a left.
6. Approach the boxes. Destroy the leftmost box, but stay well away
from the box with the laser shooting at it.
7. Walk around the laser, through the area you just opened by
destroying the box. Approach another box, destroy it, and jump over
a Laser Mine behind it.
8. Proceed to the concrete wall, take a left, and climb a short, red-
tinged staircase. (Duck under a Laser Mine just before the stairs).
9. Upstairs is a small control room. Kill a lone Headcrab in here with
your Pistol, and then jump over a Laser Mine to reach a wall button.
Don't press it yet.
10. Turn left from the button to see the top of a crate that is on a
lift. Shoot the crate and it will crumble.
11. Now turn back to the button and press it, summoning a lift to
your left.
12. Board the lift. Then jump down another lift surrounded by metal
bars and Laser Mines. It's a tough jump, but you can make it.
13. Press a button to descend.
Downstairs
You made it out of the highly explosive area, but now you have
some tough combat. Prepare!
1. You descend into a room filled with crates. Collect a Hivehand on
the floor and goodies from the crates; then get moving down a
tunnel.
2. As you walk through the tunnel, a Security Guard runs past, pursued
by two Grunts. Kill the Grunts, preferably y shooting the explosive
barrels near them.
3. Proceed along the tunnel, leaving the Security Guard behind. (Take
him along, if you like, but he's likely to get killed if you do).
You'll encounter a truck.
4. Destroy a Tripod-Mounted Chaingun Machine Gun in the back of the
truck. Then jump inside, collect dome ammo from the crate, and get
moving again.
5. You'll enter a basement area. An explosion rocks the place. Save the
game and run up a ramp, out of the basement, and into an open,
outdoor street area. Immediately run either back into the basement
area or up the ramp to the right.
6. After the bombs drop, peek around the corner to see a pair of Grunts
and an artillery-firing Tank at the end of the street. Hide and let
the Grunts come to you; then destroy the Tank with your Tau Cannon's
secondary fire mode.
7. After destroying the Tank, walk up to it. Then follow the street to
the right. You'll enter an ally. As you do, turn around and throw a
Grenade up into a hole in the wall behind you to kill a sniper.
8. Walk down the alley and enter a door to the right. You'll enter a
small room with two Grunts. Kill the Grunts and climb a short flight
of stairs.
9. Upstairs, walk up to a Security Guard and have him follow you to a
locked door labeled "Storage." He'll open the door.
10. Beyond lies a veritable candy store of ammunition. Collect ammo
from racks and break boxes. Be thorough! By the time you're through,
you'll be at or near maximum ammo capacity for almost every weapon.
11. Exit the storage room and walk back to the stairs. Don't go down;
however. Instead, approach a window and walk out on the window
ledge.
12. Take a right on the window ledge and follow it back into that
ally you were in earlier. Drop onto a pair of electrical converter
boxes just below the ledge.
13. Jump from the converter boxes onto a second pair of converter
boxes across the ally. Jump from them onto a piece of red ladder
nearby. And climb the ladder.
14. Climb a second ladder to the top of the wall.
Bigger Guns
If you're itching to get your hands on some heavy artillery,
you'll be pleased with the next few stages, where you'll get to operate
several emplaced guns (?).
1. You stand on a platform above a maze of twisted an broken walls. Go
to the right side of the platform, near a beam that descends
diagonally to ground level. Equip your Crossbow and look over the
edge. Kill a Grunt down there.
2. Slide down the beam to ground level. (Jumping only gets you
injured). Kill two more Grunts on the lower level, collecting some
First Aid Kits from a dark alcove, and then walk back up to the
beam.
3. Cross the maze to a doorway out of the area: first walk out to the
lone piece of ceiling; then leap from there onto some broken walls,
and from there to the doorway.
4. The doorway leads to a big open courtyard. Two Alien Grunts will
materialize as you start to cross this courtyard. Hang back and let
the Osprey circling overhead drop two human Grunts that will attack
the Alien Grunts. Then clean up the survivors.
5. After killing the human or Alien Grunts, cross the courtyard. Go
through a tunnel and take a right to confront another Alien Grunt.
Kill it and then leap up a series of nearby crates.
6. Upstairs is an Artillery Gun. Use it to blast a hole in the
compound's front gate. Send a couple more shots in the same
direction to kill two Alien Grunts behind the door.
7. Run through the door you just blasted open, and down a corridor
beyond. You'll come to a hallway with several Vortigaunts and a
Heavy Machine Gun. Shoot the nearest Vortigaunts with your Combat
Rifle, then slide up to the Machine Gun and use it (?).
8. A series or Vortigaunts will now teleport into existence down the
hallway. Use the Machine Gun to mow them all down. Be patient, as
there's a slight delay between Vortigaunt appearances.
9. When all the Vortigaunts are gone, and no more seem to be
forthcoming, proceed to the end of the hallway.
10. There you'll find what looks like a giant, spongy growth on the
floor. Step onto it: it's sort of an alien trampoline. Use it to
jump up to a crumbling ceiling level.
11. Approach the edge of the ceiling; several Grunts will shoot at
you. Back off and take shelter. The Grunts will battle an Alien
Grunt and a Vortigaunt. Approach the edge again and kill the
stragglers.
12. Drop to where the Grunts and aliens were and collect First Aid
Kits from a tack of crates. Shoot out a small grate near the floor
and crawl through.
13. As you follow this tunnel, a pack of Snarks spring toward you.
Retreat when they appear and deal with them using either a rapid-
fire weapon (such as a combat rife) or explosives. The Hivehand is
also very good for eliminating Snarks.
14. Go to the end of the ventilation tunnel and smash the grate.
On the Run
More Grunts, more crumbling structures, and more firefights await
you. Don't worry, you're nearing the end of this sort of terrain.
1. After smashing the grate, back up immediately. A pair of Grunts
below shoot out a section of the ventilation duct, which falls to
the floor; you won't fall if you backed up far enough. Shoot the
Grunts from up here, and then drop to the floor.
2. You're in a small garage. There's a metal door on one wall. Open it
and then back up quickly. An explosion blocks the doorway and rips a
hole in the wall.
3. There are two lifts in this garage, but only one has a vehicle on
it. Press a button hanging from the ceiling near the lift without a
vehicle. That lift descends. Press the button a second tome and
hurry onto the lift, which rises. Now you can see through a big hole
near the top of the garage wall. Shoot two Grunts through this hole,
and then jump through it.
4. Outside, there's an artillery cannon. Use the cannon to blast a hole
in a big door ahead. Keep shooting through the ruined doorway:
several Alien Grunts behind the door will try to emerge.
5. When all of the Alien Grunts are dead, go through the doorway you
just blasted open. The hallway beyond leads to a balcony above a
huge warehouse. A big fight is going on down on the main floor -
aliens vs. Grunts. Stay back as the fight rages, allowing both sides
to weaken.
6. Kill any survivors, and then descend a ladder to the warehouse
floor. Collect gear from a small room off to one side, plus any ammo
from the dead Grunts. Climb back up the ladder.
7. Leap across a gap in the balcony and proceed through a door on the
other side.
8. Take the hallway beyond, past an Alien Grunt that knocks a hole in
the wall to get at you. Kill it, and then look out over an open
outdoor area. Kill any enemies you can see from up here, and then
drop onto a pile of crates.
9. Downstairs, scour the outdoor area for more enemies; then jump onto
a rooftop with a giant alien "trampoline."
10. On the roof, you'll find a grate. Smash it and drop through the
floor.
Inside
You must get through a checkpoint in the outdoor area, but you'll
need a Security Guard to open it. You'll find one in here:
1. Drop through the grate into a shallow pool. Follow a tunnel away
from the pool. When a Grunt at the far end of the tunnel opens a
hatch and drops in some explosives, back up all the way to the pool
and submerge during the explosion.
2. Again, enter the tunnel. This time, go to the end and kill the
Grunt.
3. Proceed to a balcony overlooking a room where Grunts battle
Headcrabs. Let both sides slug it out, and then advance along the
balcony.
4. Jump onto a pipe with a valve wheel on it. Turn the valve wheel and
then back up as the hatch opens. Go through the newly opened hatch.
5. Follow the pipe beyond the hatch until it ends in the middle of the
staircase. Kill a Grunt, and then go upstairs. You'll find a
Security Guard up here. Have him follow you.
6. Go downstairs. Kill another Grunt, and have the Security Guard
waiting upstairs open a door.
7. Pass through the doorway and walk down a hall. You'll find yourself
back in the open area.
8. Approach the checkpoint and run inside the small guardhouse, keeping
the Security Guard with you. Have him press a console button in
there to open a metal door.
9. Go through the metal door and into a packing garage.
Incoming!
You've operated a lot of heavy weapons. After you finish this
section, you can add air strikes to the list.
1. As you enter the parking garage, a Gargantua appears to your left
and smashes a pair of Grunts. Flee to the right. Don't wait for the
Gargantua to start coming toward you: just go!
2. Eventually the parking garage gives way to an enclosed outdoor area.
There's a big wall here, and an alien "trampoline." Use the
trampoline to jump across the wall and steer yourself into a
convenient water storage area on the other side.
3. Climb the rim of the water storage area and walk along a narrow pipe
to the top of a high tower. (You also can use another trampoline to
reach the top of this tower).
4. Atop the tower is a radio and map of this outdoor area. The radio
informs you that you can call in air strikes with the map. Play with
the map's controls to see how the move the targeting crosshair.
5. If the Gargantua followed you out here, it will approach the wall
and stand there for a while trying to smash through. Using the
controls to either side of the map, move the crosshair until it is
over the spot where the Gargantua stands.
6. Press the central button several times to unleash air strikes on the
targeted position. Watch where they fall. If they don't hit
Gargantua, move the crosshair and try again.
7. Now move the crosshair at the top left box on the screen. Launch an
air strike. It should break a wall protecting a corner of this area.
If it misses, tweak the crosshair and try again.
8. When the wall is demolished, place the crosshair in the position in
the very top left white area then launch an air strike. It should
break open a large door beyond the broken wall. As always, adjust
the crosshairs and then try again if the first strike misses.
9. Call in an air strike on the large radio tower. When it falls, it
makes a bridge across the moat. (It may require more than one air
strike to take out the tower, depending on your targeting skills).
Cross the moat and go through the door you destroyed earlier.
10. Follow the corridor beyond to a short stairway. Go up the stairs
to another corridor, and the next level will load.
Walkthrough Part 6
By this point, you've made it past armies of Grunts, legions of
aliens, and a number of difficult environments. You're probably
wondering what could possibly be next.
The following three levels are about as different as you could
imagine. "'Forget about Freeman!'" take you through crumbling
facilities as government troops withdraw before onslaught. "Lambda
Core" features not only a nuclear reactor, but a whole area dedicated
to teleportation experiments. And "Xen" - well, you'll see.
"Forget about Freeman!"
This level continues several themes from earlier levels. Grunts
battle aliens, massive emplaced guns let you inflict damage, and you
must navigate numerous difficult environments.
Turret Troubles
The first order of business is not to get crushed by falling
ceiling blocks. After that, things get only marginally easier.
1. Immediately after this level loads, move to the right down on the
garage floor. Wait for rubble to fall on the walkway. As soon as
rubble covers the whole walkway, quickly jump on the rubble and
proceed to the exit on the left. (Watch the ceiling: you can see it
crumble before a chunk falls).
2. Jump over the debris and go out the room's only exit.
3. You arrive in a guardroom elevated slightly above a large open area.
A radio spouts messages, and you'll find a wall-mounted lever and a
computer here.
4. Jump down to the main floor. Note that you can get back into the
guardroom by leaping on a broken piece of concrete near the wall.
5. Locate a Security Guard and have him follow you farther out onto the
main floor. You'll encounter some Alien Grunts. As soon as they
engage you, run back to the guardroom mentioned in Step 3. Throw the
wall lever to activate a Turret on the ceiling of the main floor.
Then remain near the wall by the lever, crouching to avoid enemy
fire. The Turret will destroy some Vortigaunts and Alien Grunts
entering the area.
6. When no more enemies are visible, turn off the Turret (if it hasn't
been destroyed) and return to the main floor. Kill any aliens down
here, or, optionally, scamper back to the guardroom and turn on the
Turret to kill them.
7. Down on the main floor, you can jump on a pile of crates to get over
a railing to a First Aid Station. Jump back down when you're
through, and walk into new territory.
8. Follow the main floor to a T-junction with a stop sign. To the left
is an alien sphere that holds hostile Snarks, and a wall of alien
gunk. If you want to kill the Snarks and go through the gunk, you'll
find some extra supplies in the rooms beyond - but it's probably not
worth it unless you really need supplies bad. Take a right when
finished.
9. After taking a right, you'll pop up in a hall with some Vortigaunts.
Kill the Vortigaunts with the help of an explosive crate, and then
walk out onto a small bridge over water. Kill the Snark that pops
out of a sphere on the bridge (or better yet, flee the Snarks and
return in a minute).
10. Walk across the bridge the bridge and turn a valve wheel. A hatch
opens. Descend the ladder beneath the hatch.
Underwater
This area mixes damaging environments with dangerous foes. Follow
these instructions to stay alive!
1. Downstairs is a small room with a Headcrab. Shoot it before if
triggers a laser beam that activates a Tripod-Mounted Machine Gun,
and then destroy the Machine Gun. Go through a short tunnel.
2. You'll emerge in a room with two shallow canals. Break a crate in
the middle of the room for a First Aid Kit, if necessary, and then
jump over a low grate guarding one of the canals. You'll land in the
water on the other side. (Use the crouching jump).
3. Swim down the canal and take a left onto a small walkway. Follow the
short walkway to another watery area. Beware of the Headcrabs as you
jump onto the walkway.
4. Now you can jump into the water again and go either left or right.
Go the right is deep water with an Ichthyosaur; avoid it. Go left
instead, into a shallow water section.
5. The shallow section leads to a massive gear. Swim under and go
through the gear, and then through several underwater pipes. As you
swim past the obstacles, watch out for the Barnacles hanging from
above the water's surface.
6. You'll come to another gear. Swim under it to approach a small area
with a Tripod-Mounted Machine Gun and a Grunt behind. Destroy both
and get back on land. In a small alcove, you'll find several RPG
rockets and a ladder leading up.
7. Climb the ladder to an outdoor area with two Grunts and a Tank.
You'll have a tough fight: gill the Grunts first, while hiding from
the Tank and dodging Grenades. Then take out the Tank with several
RPG shots.
8. Walk past the ruined Tank into an alcove with an elevator and a
Tripod-Mounted Machine Gun and descend in the elevator.
Tank Commander
Getting past the next area requires heavy use of a stationary
Tank's weapons, so prepare for some gunnery.
1. The elevator takes you down to a corridor covered with radioactive
waste. It ends in a T-junction. Take a left there, hopping over
waste to collect a Battery. Then return and take the other path.
2. You'll approach a platform with two Grunts on it. Kill both and
collect a First Aid Kit from a nearby alcove.
3. Get on the platform the Grunts were on and go down a short hallway
to a warehouse. There, an immobile Tank and several Grunts are
fighting Alien Grunts. Hide as the two forces slug it out; then kill
the survivors and jump down to the main floor. Collect ammo from
crates.
4. Climb a short ladder up onto the Tank. Use the main Tank Gun once to
fire it and blast away a door. Then use the Tank's Machine Gun to
gun down a host of Vortigaunts and Alien Grunts that appear near the
ruined door. Cautiously walk through the door you destroyed with the
Tank Gun, and then run backward when several Alien Grunts from the
hallway beyond start shooting at you. Dispatch the Alien Grunts with
conventional weapons or Tank weapons.
5. There are still Alien Grunts both to the right and left of the
hallway beyond the door. Return to the hallway and kill a lone Grunt
to the right; then focus on both an Alien Grunt and Energy Cannon to
the left.
6. Walk pas the destroyed cannon and operate a wall panel to open a
massive sliding door.
7. Walk through the door and press a button on the other side to open a
second door. Walk through it.
Lambda Core
You're getting ever closer to the nuclear reactor. These next few
steps will get you very close indeed.
Entering the Core
Here's how to reach the nuclear reactor.
1. You appear in a room with a truck on a lift, and a control booth to
the right. Enter the booth, press the button, and ride down on the
lift with the truck.
2. Downstairs, kill several Headcrabs and Bullsquids. Break crates for
ammo and climb a ladder to a raised platform. Go through a small
metal door labeled "Hazardous Material Handling Bays."
3. The corridor beyond the door leads to a massive room filled with
explosive barrels and crates. A big catwalk looms overhead. For
Assassins inhabit this room, so you should spend a while cautiously
exploring, and killing anybody or anything that you find. Try not to
expose yourself to fire from above, because two of the Assassins
tend to stay up on the catwalk. (Your Laser Mines and Shotgun are
effective against Assassins).
4. On the right side of the room, several breakable crates block a
corridor. Break the crates, go upstairs to the catwalk, and dispatch
any Assassins you find up there.
5. From the catwalk you can locate a stairway leading down. Take it to
gain access to First Aid and HEV Stations. Go back upstairs when
you're through.
6. Follow the catwalk into a dark area with an elevator. Take the
elevator. Take the elevator down.
7. Downstairs is a massive, semicircular tunnel. Open the big doors at
one end, leading to an area with a ramp in the middle. An Alien
Grunt appears behind you as you open these doors; another appears in
front of you. Kill the Alien Grunt behind you by shooing explosive
barrels near it, and then take on the one in front. Two more Alien
Grunts appear in the same general area after you kill this one.
8. When the Grunts are all dead, climb a ladder on the other side of
the room. This leads to a small room with a Scientist. Listen to
him, and watch as he uses a Retinal Scanner to open a door.
9. Go through to door. Use the First Aid Station and a HEV Station
beyond, and then go up a short lift.
10. Upstairs take a right at a T-junction. Enter a lab with a Gluon
Gun and a Scientist. You can press buttons to release monsters and
test the Gluon Gun on them, or simply take the Gluon Gun and ammo,
and leave. The second choice is wisest, if you want to conserve
ammo.
11. Return to the T-junction, and this time take the other path to an
elevator. Take the elevator upstairs.
The Core
Lambda Core contains numerous aliens, mainly Alien Grunts and
Vortigaunts; a few rooms also feature Barnacles and Headcrabs. Plus,
several Alien Grunts and Vortigaunts teleport in from time to time.
Watch for these enemies as you follow the next few steps, and kill them
as soon as you see them.
1. The elevator takes you to the core of the Lambda reactor. You appear
on a balcony overlooking pools of coolant. The hallways here are
conveniently labeled; follow the corridor with a blue sign that
says, "Coolant System 01."
2. Follow the corridor down a ramp and around a bend. Take a right and
cross a bridge over a pool of coolant; another blue sign that reads
"Coolant System 01" tell you you're headed in the right direction.
3. The corridor leads to a big coolant chamber with three Alien Grunts
in it. Kill all three, and them climb a ladder to a catwalk. Follow
the catwalk to a room labeled "Pump Station 01."
4. In the Pump Station, kill Headcrabs and Vortigaunts, and then
activate a lever labeled "Pump 01." A large reservoir below fills
with water.
5. Return to the main balcony. Follow the yellow signs leading to
Coolant System 02.
6. Follow the rubble-filled hallway to Coolant Station 02, a large room
that looks much like Coolant Station 01, except for the Barnacles on
the ceiling and a crane hoisting a heavy pipe. Kill the Alien Grunts
and Barnacles, and then climb a ladder to the catwalk.
7. Follow the catwalk to a hallway to Pump Station 02. There's a
dangerous steam lead in this hallway; turn a nearby valve wheel to
stop the steam so you can cross freely.
8. Kill the Barnacles and assorted aliens in Pump Station 02, and press
a lever to fill a reservoir below you with water.
9. Again, return to the main balcony. A sign on the wall should now
indicate, with lights, the pump stations 1 and 2 are operational.
Flooding the Reactor
The next stage of your journey involves flooding the reactor with
coolant.
1. Locate a hallway leading to a T-junction where sings read
"Maintenance Area" and "Aux. Tank Reactor Access." Take a right,
into the Maintenance Area.
2. Descend a flight of stairs to a small room with lots of ammunition
and a Scientist who urges you to hurry. Collect ammo return to the
T-junction, and this time take the hall labeled "Aux. Tank Reactor
Access."
3. This hall leads to a room with several Alien Grunts and a deep pool
partially filled with coolant. Kill the Alien Grunts, and then
descend a ladder into water. Swim through a tunnel labeled
"Maintenance Access to Main Reactor."
4. Halfway through the tunnel you come to a small chamber where you can
stop for air. Surface, and then proceed through this chamber to the
main reactor core.
5. There are two valve wheels underwater near the main reactor core.
Turn one, and the water level rises. Swim to the surface and shoot a
Vortigaunt prowling the upper levels of the reactor.
6. Save the game and then turn the second valve wheel. This sends the
water level high enough that you can swim to a ladder. It leads to a
series of platforms connected by ladders. You goal is to ascend to
the door at the top of the reactor.
7. Follow the corridor to a door labeled "Supply D-301." To get
supplies from this room, and then climb a ladder in a nearby
elevator shaft.
Teleportation
You're about to stumble on an elaborate lab filled with
teleporters. You must learn to use them if you're to make it through to
Xen.
1. Upstairs, take a right at the sign that says "Lambda Reactor Core
Level B." Get supplies from another supply room, and then return and
take a left.
2. Walk past a room with a Security Guard in it. (Use a First Aid
Station in there, if necessary). Take a left at a T-junction to
catch another brief glimpse of the dark-suited man.
3. Return to the T-junction and take a right. Alien Grunts teleport in
ahead, and a Vortigaunt appears behind you. Retreat to familiar
territory and kill them all as they give chase.
4. A valve wheel in this hallway controls a steam leak farther down the
hall. Turn it to turn on the steam. It will damage any Alien Grunts
that try to get through it.
5. Before you reach the steam leak, there's a room on the left with two
teleporters in it. Walk into the yellow sphere and you'll reappear
in the green one.
6. When you're done experimenting, go past the steam leak (turn it off
with the valve wheel first) almost to the end of the corridor. If
you see Alien Grunts, backtrack and turn the steam back on to kill
them. Proceed when the coast is clear again.
7. Down the corridor and to the right you'll find a door that leads to
a room with a fence surrounding a teleporter. Read the "Notes" to
know how to teleport.
Note: Behind the fence is a column with nine little doorways (called
"Ports") cut into it. Each Port teleports you to a different location,
and each is numbered. Ports 1-3 are on the lowest level of the column,
4-6 are in the middle, and ports 7-9 are at the top of the column.
Note: Floating platforms circle the column. You must stand on them to
jump into the Ports.
Here's how to start: Walk onto the yellow teleporter sphere in
this room, and you'll reappear near the green sphere next to the
column. Time it so that one of the floating platforms will be below
your feet when you arrive at the green sphere, or you'll fall and have
to start all over again. Watch those moving columns before walking into
the teleporter!
Once you've teleported onto the moving platforms, ride it around
and enter the column through ports 1, 2, or 3. Each leads to a
different location.
To reach the next level of the moving platforms and gain access
to ports 4, 5, and 6, enter Port 2, which teleports you up to the next
level of moving platforms.
? Port 1 leads to a small area with Headcrabs and radioactive waste.
You can collect Grenades here, but unless you're especially keen on
Grenades, avoid it.
? Port 2 teleports you up to the next set of moving platforms, so you
can enter ports 4-6.
? Port 3 leads to a small room stocked with Batteries, Satchel
Charges, and other great stuff. Highly recommended.
? Port 4 teleports you to the top set of moving platforms, so you can
access ports 7-9.
? Port 5 sends you to a room with three Scientists. You can collect
lots of gear if you do a little exploration; this, too, is highly
recommended. (Remember, if your severely damaged, Scientists can
heal you).
? Port 6 leads to a damaging fall. Avoid it.
? Port 7 sends you to the next phase of this level, so take this Port
only when you're ready to move along.
? Port 8 takes you to a small room overlooking the reactor you
recently flooded. A couple of Vortigaunts will harass you, but an
HEV Station and some ammo for your Tau Cannon might make this worth
the trip.
? Port 9 kills you. Avoid it like the plague.
8. visit any of the nine ports, using the information listed in the
notes. Bear in mind that whenever you use Ports 2 and 4 (which send
you up to the next level of Ports), you should leap in from near the
front of your moving platform when you teleport, and take a nasty
fall.
9. When you're through experimenting and collecting gear, go through
Port 7. (Do this by teleporting onto the lowest row of moving
platforms, taking Port 2 to the middle level, taking Port 4 to the
highest level, and then entering Port 7).
10. You see a bizarre teleportation core.
Beyond!
After unlocking the teleportation core and moving to the final
part of this level, you'll find a giant teleporter that sends you to
the alien homeworld, Xen.
1. Save the game. The teleporting core in front of you consist of a
central core, two sets of small, fast-moving platforms, and a ring-
shaped platform that constantly moves up and down.
2. Make your way onto the ring-shaped platform, using the outer set of
small platforms to get there. Walk along the ring until you see an
alcove with a button labeled "1." When the platform is high enough
that you can easily jump there, do so, again, using the outer
platforms to assist you.
3. Return to the ring-shaped platform and walk around it until you see
another alcove, with a button labeled "2." Cross into the alcove and
press the button. Return again to the ring-shaped platform.
4. The blast shields guarding the central teleportation core now have
slid back far enough that you can jump inside (if you crouch as you
jump). Jump over to the central core and hop inside to teleport.
5. You materialize in a small room. Go out through a doorway. (Ignore
the yellow teleportation sphere).
6. Enter a corridor blocked on both sides by rubble. Climb the ladder
in an alcove.
7. Upstairs you'll find a set of glass doors. A Scientist admits you.
Listen to the Scientist and Security Guard on the other side of the
doors.
8. Collect lots of gear from the rooms on the other side of this door.
Be sure to collect the Long Jump Module, which allows you to take
those long jumps you practiced in the Hazard Course.
9. When you've got all the gear you can carry, go through the door into
the amphitheater-like main teleportation chamber.
10. Inside, locate the ledge you must run onto to teleport. It's
distinguished by its guardrail, and by the fact that it extends
almost into the middle of the teleportation device.
11. The Scientist in charge explains that he mustn't be distracted,
or the teleportation procedure will fail. As he speaks, look for a
ladder to a tall ledge overlooking the area. Climb it and get out
your Gluon Gun.
12. As the Scientist starts the procedure, several flying Xen Masters
or Controllers teleport in. Methodically kill them with the Gluon
Gun, staying up on the platform and dodging slightly to avoid Xen
Master shots.
13. If you aren't fast enough, the Xen Masters will either kill you
or the Scientist; if the Scientist dies, the whole room explodes. If
you're fast, eventually the Scientist will tell you it's time for
you to go. When he does, quickly descend the ladder and run out on
the platform and jump into the teleporter.
14. Leap into the yellow sphere in the center of the room, and
teleport back to Xen.
Xen
Xen is a strange, disorienting world. It has less gravity than
Earth, and its flora and fauna can be intimidating. Take things slowly,
and be sure to explore. You can be effective only when you're familiar
with your surroundings.
Culture Shock
You first task on Xen is to get off the tiny chunk of rock you
appeared on. At first, this may seem impossible, but it's not: you
should have the Long Jump Module.
1. You appear on a small chunk of rock floating in the sky. (Hey, it's
Xen, don't ask question)! Far below is a huge floating rock you'll
want to visit eventually.
2. There are two other chunks of stationary rock floating in the sky
nearby. Use your Long Jump to leap to the first rock; then shoot a
Vortigaunt on the second rock and jump there.
3. Another Vortigaunt and Houndeye materialize on the second rock after
you jump there. Kill both, and then study the numerous moving
platforms floating above the massive central rock.
4. From the third rock, you must leap to the closest moving platform,
and then from platform to platform until you can safely land on the
giant rock below. Remember, you can jump extraordinary distances now
that you have your Long Jump Module.
5. When you've reached the top of the giant floating rock, you'll
notice there isn't much to do there. That's because all the action
is inside the rock! Look for a moving platform hovering slightly
below the top of the giant rock, and jump down onto it.
6. From the platform you just jumped to, you can see the interior of
the rock. Jump to it and start exploring.
7. Eventually you come to a healing pool (just like a First Aid Station
on Earth). Nearby is a hole in the wall. Crawl in, stand up, and
break a wall of moss over a larger hole. Jump into an inner chamber.
8. Inside, three small column pedestals stick out of the ground.
Approach each and use it. A diamond-shaped object atop each pedestal
will open.
9. Look for something resembling a cage of moss, with three flickering
specks of light flying around in it. Smash the moss cage with a
Crowbar to release the specks (which look like animate, shining
leaves).
10. The three specks eventually settle on the three pillars you just
used. A pillar in the center of the room energizes, in essence
becoming a teleporter. Walk into the newly created teleporter.
Gonarch's Lair
The first level wasn't so bad, but if you think Xen is
hospitable, this level should disabuse you of the notion. The next area
features an epic battle with a horrific alien - the Gonarch.
Early Fight
Soon after you teleport in, the Gonarch attacks. You must find
cover quickly.
1. You appear in a large, open area. Nearby is a dead man in an HEV
Suit. Batteries and a case of assorted ammunition lie beside him.
Take the Batteries, but not the ammo; immediately look for a place
where a tall rock rises, near the "edge of the world."
2. When you find this rock, you'll see a narrow space between it and
the edge of the world. Walk behind the rock so that you're protected
from the Gonarch. You should be able to see a healing pool long jump
to it whenever you're injured.
3. Start shooting at the Gonarch from behind the rock. If you're lucky,
and the Gonarch stands in the right spot, you can shoot it through a
crack in the rock, where you're extremely hard to hit.
4. Eventually you'll deal enough damage to the Gonarch that it flees,
breaking through a wall and running down a tunnel. Collect the ammo
from the dead man in the HEV Suit, heal yourself in the healing
pool, if you need it, and follow the Gonarch down the tunnel.
Collect a Battery and some ammo along the way.
5. Eventually the tunnel ends in another open area. Stay back in the
tunnel, avoiding the small, whipping Tentacles, and shoot few RPG
rockets into the Gonarch. It will charge down the tunnel toward you.
Do you best to leap aside, and run out into the open area.
6. Circle-strafe around the open area, firing Combat Rifle Grenades and
other high-powered ordnance at the Gonarch. Note that there's a hole
in the middle of the combat area, partially obscured by vines. Take
care or you'll fall right through!
7. Eventually you'll deal enough damage to the Gonarch that it breaks
down another wall and flees. Don't follow it yet. Instead, look for
a small hole in the ground - not the larger, vine-covered hole in
the center of the area. Drop down the small hole and walk into a
central area with a hole in the middle and two other ledges.
8. Jump to the left of the ledge and heal yourself in a healing pool in
a chamber beyond it. (Watch out for Headcrabs that perpetually show
up down here). Return to the central area and jump to the other
ledge, where you'll collect some ammo and find a trampoline that
takes you back to the main level.
9. Approach the hole the Gonarch ran through. Jump down into it, but
take care to leap to a ledge on the other side of the hole, instead
of dropping all the way down in a single fall and injuring yourself.
10. Drop down into the pit. The Gonarch sits above, like a spider on
a web. Circle-strafe around the pit, firing RPG rockets and Combat
Rifle Grenades at the Gonarch, avoiding miniature Headcrabs.
11. When you've shot the Gonarch enough, it drops from it's web. Let
`er have it with more heavy-duty weapons; if you have any ammo for
the Gluon Gun, that's ideal. A few second of the Gluon Gun fire
should do the trick.
12. As the dead Gonarch crumples to the ground, a hole opens in the
floor. You can leap right down into a teleport to the next level, or
look into it first and locate a ledge above the teleporter. If you
leap to the ledge instead of all the way to the bottom, you can use
a healing pool. Jump into the teleporter when you're done.
Walkthrough Part 7
You've come to the game's final stages. These levels represent
your greatest challenge, and require not only excellent combat skills,
but also great coordination. You must navigate dangerous environments
with skill and dexterity, often while tying to avoid enemy fire.
Even with this chapter's help, you may have to try some parts of
these levels several times; even when you do everything right
strategically, the extreme difficulty can still lay you low.
Save the game frequently to make your job more manageable, and be
prepared to try any part of a level over if you take too much damage.
If you save the game and proceed despite extremely low health, you'll
only make the next stage that much harder.
Interloper
Interloper comprises several distinct environments connected by
teleporters. These environments range from small to massive, and the
only thing they share is their extreme difficulty.
Early Troubles
You appear on a ledge above a big rock. The skies are filled with
Xen masters and kite-shaped aliens; the ground is littered with
Vortigaunts. Your first priority is to get inside, where these alien
can't hurt you.
1. The ledge you appear on starts to crumble. Before it does, quickly
look around. Note the floating platform with the teleporter on it.
That's your eventual destination, but you can't get there yet.
2. Now turn in the other direction. Note that, although this world is
mostly flat, there's a big ridge in the distance. Run toward that
ridge.
3. Tun toward the ridge, ducking in and out of the cover of the giant
columns. Vortigaunts pose you greatest threat, not you enemies in
the sky. Kill any Vortigaunts that get too close, but don't try to
kill them all; just use the columns for protection, and run as fast
as you can when you aren't behind cover.
4. A cave entrance lies on one side of the ridge. Run into the cave and
kill a Vortigaunt. There's a healing pool just inside the cave. Use
it, and then drop into a tunnel.
5. Break some vines covering a nearby hole, and then fall down the hole
into a horizontal tunnel. Take this tunnel to a room where massive
spikes will trap you momentarily and damaging green gas clouds will
discharge from the ceiling.
6. Proceed through a tunnel to a large cavern with Barnacles over had
and a Bullsquid in a corner. Kill the Barnacles and Bullsquid, and
then examine the room. You'll encounter First Aid Kits, a dead man
in an HEV Suit with some ammo nearby, and a walkway in another
chamber (destroy some vines to get there).
7. The new chamber contains a curious-looking partially obscure vines.
Shot away the vines and the column starts to descend. Save the game.
8. When the column reaches the bottom, get onto it and ride it back up.
You'll be carried up into the sky.
9. Shoot any nearby Xen masters on your way up. At the top, immediately
look for the nearest moving platform and drop down onto it. Be sure
it's the highest platform available, or you'll take falling damage.
10. Continue dropping from moving platforms. After dropping to the
fifth moving platform, pay close attention to the kite-shaped alien
creatures that glide across the sky.
11. As you draw close to one, jump onto its back. Position yourself
squarely in the middle and crouch, making it difficult for the
Vortigaunts on the ground to hit you.
12. The alien glides slowly toward the teleporter. Shoot any Xen
Masters that appear overhead, and any Vortigaunts that have a clear
line of sight at you.
13. Eventually you'll be close enough to the floating rock with the
teleporter that you can hop on. Do so, and enter the teleporter.
Caverns
This next area is tricky, but there's abundant ammo and an
infinite supply of healing, so if you're careful and methodical you'll
do fine.
1. You appear in a cave. Walk to its exit. To the left is a wide-open
area with two Alien Grunts overseers stand of a pair of hills, and a
few working Vortigaunts mill around beneath them. To the right is a
Tentacle in a pit, and beyond that, a cliff wall with a hole in it.
2. Take a right and approach the pit with the Tentacle, but don't get
so close that the Tentacle can slap you. Shoot the Tentacle once
with the Crossbow to make it sink from view momentarily. While it's
down, long jump across the pit it's rooted in. you'll land on a
small ledge beneath a cliff wall. There's a hole in the cliff above
you.
3. Turn around and shoot the Tentacle a second time with your Crossbow,
just to keep it down. Then jump up into the hole in the cliff wall.
Crouch at the top of the jump to get a little extra height.
4. The tunnel beyond the hole leads to a small cavern with a waterfall,
a healing pool, and two Barnacles overhead. Heal yourself in the
pool. Then jump up onto a ledge on the side opposite where you
entered. Follow a short tunnel.
5. The tunnel leads to a new cavern we'll call the middle of the
cavern. Look carefully at the screenshot of this new area. On the
extreme left is a narrow ledge you can jump to and climb up (it's a
difficult climb). Do so, and you'll collect some ammunition.
6. Go back down the ledge. approach the exit on the right-hand side,
but don't go through it. It leads back outside.
7. From this exit you should be able to see a Vortigaunt or two on the
ground and two Alien Grunts standing on low hills, like overseers.
Use the Crossbow's zoom feature (in secondary fire mode) to snipe
the Alien Grunts.
8. An alien craft is likely to drop two more Alien Grunts outside at
this point. Kill both and proceed outside.
9. There, you'll notice a mouth of a cave in one of the hills the Alien
Grunts were standing on. Equip your Shotgun and go inside. You must
kill several Vortigaunts in there, but you'll also collect lots of
valuable ammo.
10. After collecting all the ammo, go back outside and return to the
middle cavern. From there, either return to the healing waters of
the waterfall room (if you're injured), or proceed through the
cracked, narrow entrances.
11. This entrance leads to a tunnel blocked with boulders. Jump up on
the boulders; a Gargantua charges toward you. Instead of retreating,
run pas its legs and take a right, dart into a hole in the wall,
where you'll be safe. There's a Battery and some First Aid Kits in
here, as well.
12. Look out from your hiding place. You'll see the pacing Gargantua
- and a hole to the outside. Wait for Gargantua to run to the left,
away from the hole; then dash out and approach the hole.
13. Jump on the low rocks of the hole. Then long jump from here
across a chasm. This is a tricky jump if you rush, because you fear
the Gargantua, so try to keep your movements calm and smooth. You
have more than enough time to make the leap.
14. Across the chasm is a semicircular ledge. a pair of Tentacles
emerge from the ground nearby. Shoot the Barnacle overhead.
15. Drop a Satchel Charge into the Tentacles' hole and detonate it as
they both retract. Then follow the ledge, using the long jump to
cross a broken part. Continue past a third Tentacle (which you
should avoid rather than shoot).
16. The ledge leads to a small cavern with a teleporter and two Alien
Grunts. One of them is hidden behind a rock at first. Kill the first
Alien Grunt with a surprise attack; then locate and kill he second.
17. Collect Satchel Charges and Laser Mines from the floor of this
cavern, and then enter the teleporter.
The Mines
You transport to a mine area, where Worker Vortigaunts labor. The
Vortigaunts aren't hostile at first, so you can get past this area
without a single shot fired.
1. You appear in a small room with broken machinery. Take the only
tunnel out.
2. The tunnel leads to a massive mine chamber, where Vortigaunts labor
to move huge barrels around.
3. Explore the lower level of the mine, collecting a stray of Pistol
Clips and First Aid Kits. Then board a massive lift that continually
travels up and down near the center of this room. Ride up to its
first stop and get off.
4. On this level you'll find an alcove with a blue, phone-booth-like
structure in it. Get inside to heal yourself.
5. When you're at full health, return to the giant lift. You want to
ascend farther, but don't get on the actual lift part. Instead, jump
onto the top of the ring that supports the lift.
6. Ride this ring all the way to the top, where you'll see a pair of
conveyor belts with barrels on them. Jump to the nearest conveyor
belt. It carries you toward a central span that connects to the two
belts.
7. Cross that span to the other conveyor belt and let it carry you into
a hole on the wall. Stand close to the nearest barrel in from of
you.
8. You'll fall off into a shallow pool of water. Immediately scramble
out of the pool and drop to the floor, or the barrel behind you will
fall and crush you.
Multiple Targets
There are no more docile Worker Vortigaunts from this point on.
They're all looking to kill you.
The multitude of Vortigaunts and Xen Masters in the next few
areas mean you must exercise extreme caution. Enter new areas gradually
and slowly, and don't hesitate to retreat to familiar ground.
1. Kill a Vortigaunt and Xen Master hovering nearby, and then
investigate the floor. You'll find an alcove that leads to a ledge
overlooking a big chasm, with blue a healing cubicle you can restore
your health in.
2. Near the spot where you fell into the water, you'll find a small
lift that takes you up a floor. Ride it up, and you'll be in a
totally new area.
3. Walk along the conveyor belt here into a new area. Several Xen
Masters and Vortigaunts attack from the new area; stay back and
fight conservatively, proceeding only when the coast is clear.
4. Follow a balcony where a huge, piston-like column rises and falls
repeatedly from a hole in the floor. Ride up on this column.
5. Upstairs is a roughly circular balcony. Both ends terminate in a
long hallway filled with barrels, but one end is blocked. Take the
unblocked path into the hallway, and kill several Vortigaunts and
Xen Masters in there.
6. Walk down the hallway. Several Vortigaunts hide in nooks and
crannies, and Xen Masters fly overhead. Proceed methodically.
7. After turning a corner, you'll reach a spot where you must break a
barrel to proceed. Do so, quickly kill the Alien Grunt inside, and
enter a new room.
8. It contains several Xen Masters and Vortigaunts. Kill them, and heal
yourself at the blue healing station.
9. Locate three reddish ducts near floor level. Enter one and follow
the tunnel beyond.
10. The tunnels end in a vertical shaft with horizontal bars shot
through it. Drop down this shaft from bar to bar. Follow the tunnel
at the bottom.
Ascent
You're almost through with Interloper. Continue to be patient and
look for enemies before entering new territory and you have a good
chance of making it.
1. Eventually you confront two holes on the floor. Save the game, load
a potent weapon (such as the .357 Magnum), and drop through either
hole. You'll drop to a ledge overlooking a huge abyss. Xen Masters
float overhead, and Vortigaunts walk on ledges.
2. Do your best to avoid shots and return fire. You can move off to the
right and hide in a corner, if you'd like; this cuts down on the
number of enemies that can see you.
3. When all visible enemies are dead, follow the ledge to a short ramp
up. Take the ramp and kill more Vortigaunts. You'll find a blue
healing chamber on this level, and a disc-shaped lift mounted on a
pole. Get on the disk and ascend.
4. Upstairs, get off the lift and kill more Vortigaunts and Xen
Masters. Then look for a spot where two sections of balcony enter
the wall with a slight space above them.
5. Take another pole-mounted lift up to another set of ledges. Kill
more Xen Masters and Vortigaunts. From here you can follow the ledge
to a side room and enter a blue healing chamber.
6. When you're fully healed, take a final pole-mounted lift to the top
of this massive cavern. Jump off into the flowing green teleporter.
7. The teleporter deposits you in a bizarre landscape of floating
rocks, with gnarled, evil-looking structures in the distance.
8. Jump from floating rock to floating rock to the evil-looking red
structure. Jump to the rock supporting it.
9. Jump into the glowing red teleporter at the center of the structure.
You'll whisk away for a final showdown with Nihilanth. (Dun, dun
dun)
Nihilanth
A bit of explanation is in order before you face the Nihilanth.
This entire level is one big fight with the Nihilanth, so numbered
steps aren't enough to help you. Combat tents to be free-flowing, and
it's hard to follow any sequence of steps when you're under heavy fire.
Most of this level's walkthrough simply explains what you'll face and
how to stay alive. Read it all before moving on to the numbered steps
at the end of the chapter.
About the Nihilanth
The Nihilanth is a giant, floating being that occupies the arena
you just appeared in. you can't kill it by conventional means - at
least, not right away - so firing at it nonstop won't help you.
Instead, killing the Nihilanth is a multistep process, covered later.
The Nihilanth's second attack is a huge, glowing green sphere
that homes in on you. This sphere teleports you away from the Nihilanth
into one of three special areas, covered later in the walkthrough.
Like the damaging globes, the teleportation sphere is neutralized
it if hits a spike. Unlike the globes, the teleportation sphere tracks
you so well that strafing won't help you escape it. If you don't want
to teleport, therefore, your only recourse is to hide behind the spikes
at the edge of the arena.
About the Arena
The arena, where you face Nihilanth, is a unique place. Knowing
it inside-out will be helpful in beating the creature.
The arena is covered in ankle-deep with water. You can't take
falling damage by landing in it, no matter how far you fall. Dropping
from a high spot, therefor, isn't a concern.
Two ragged rows of spikes rise from the water. The outer row of
spike (the spikes closest to the arena walls) are the most useful. Hide
behind them to avoid the Nihilanth's attacks. (You'll spend a lot of
time doing this).
There are two ledges high up on the walls of the arena. Each
holds a bit of ammo, a healing pool, and a trampoline. The only way to
reach the ledges is to jump on one of three trampolines dotting the
arena floor. Each throws you to a different height. Two of these
trampolines lie more or less beneath the tow ledges.
Three brightly lit yellow spikes stick out of the arena walls
high above. These are important to the Nihilanth (detail follow).
Finally, note that Vortigaunts and Xen Masters appear in the
arena occasionally and harass you. Kill them quickly whenever they
appear - especially the Vortigaunts. There's a fairly constant supply
of these enemies, but they won't reappear right away, so if you kill
them you'll usually have a grace period before more show up.
The Special Area
The Nihilanth's teleportation attack sends you to one of three
special area. The first time, you teleport to Area 1, the second, to
Area 2, and the third time, to Area 3. Every time after that you go to
Area 3 again, but now a Gargantua is lumbering around in there, just to
make things more difficult.
Teleporting to these special areas isn't necessarily a bad thing.
It can be annoying if you don't want to go, but it gives you the
opportunity to heal yourself and get more ammo.
Hare's a look a all three:
Special Area 1
The first special area is a tall vertical shaft with a bizarre
color scheme. You drop to the bottom of this shaft and must jump and
climb all the way back up to the top to return to the combat arena.
Several Xen Masters will harass you as you climb, but kill them
quickly and they'll pose no major difficulties.
You'll find ammo, a few Batteries, and a few First Aid Kits
scattered on the ledges. Collect them as you ascend. You might want to
save the game often as you go, because you must make several tricky
jumps from ledge to ledge.
From the top of the shaft, jump into a glowing green teleporter
to return to the combat arena.
Special Area 2
The second special area is even simpler than the first. It, too,
is a tall vertical shaft with a teleporter at the top.
When you first drop in, kill Xen Masters flying around you head;
then collect gear and ammo from a ledge. when you've got it all, turn
your attention to the small, roughly spherical rocks moving up and down
through the shaft. Jump onto one of these and ride it to the top, where
you can jump into the teleporter and return to the combat arena.
Special Area 3
The third and final special area is bigger than others. It's a
roughly circular cavern, and, as in the other two area, the teleporter
back to the combat arena is near the ceiling.
There are two trampolines in here. One launches you high enough
to fly into the teleporter; the other lets you jump to a ledge with a
healing pool and some useful items.
The floor of this area is solid ground, but it's dotted with
water holes. Al these holes lead to an underground lake spanning the
length of the floor. Multiple ammo canisters lie underwater - as well
as an Ichthyosaur. Kill the Ichthyosaur and you can collect canisters
without worries.
When you first enter this area, you must kill a few Vortigaunts.
You also should kill the Ichthyosaur underwater. These aliens won't
reappear later, but the second time you teleport in (and ever time
thereafter) there'll be a Gargantua in here.
This special area is very useful. The healing poll is easy
access. If you find yourself battered by the Nihilanth, be glad of the
opportunity to teleport here and heal up.
The Gargantua is intimidating, but it shouldn't pose a threat. It
can't run through water holes, so you can get lots of mileage out of
keeping a hole between it and you. A great trick is to dive into a
water hole, swim under the floor to another water hole, and resurface.
The Gargantua won't realize you're long gone, and will continue staring
at the hole you dove into.
Killing the Nihilanth
Killing the Nihilanth probably will take you awhile, although it
doesn't look to tough on paper. Here's the basic procedure. (The
walkthrough section elaborates).
Fist destroy all the three yellow, glowing spikes sticking out of
the walls of the combat arena. Any weapon will do this; the Crossbow is
recommended.
These glowing spikes energize the Nihilanth. It uses this energy
both to protect itself from harm and to attack you. Once the yellow
spikes are gone; however, it can't continue drawing on that source:
when the spike are gone, the Nihilanth is vulnerable.
Second attack the Nihilanth. RPG rockets and Crossbow bolts are
good. As you attack, the number of glowing spheres around his head
decrease. This tells you you're making good progress.
After you deal a severe amount of damage to the Nihilanth, two
things will happen. First, no more glowing spheres will circle its
head. It still can attack you, but now it can shoot only one pitiful
energy sphere that doesn't do much damage. When its attack becomes this
feeble, you needn't worry as much about dodging it.
Second, and more importantly, the Nihilanth's head will open,
revealing a flowing sphere-sort of a brain. You must damage this sphere
to kill Nihilanth, but you don't have a very food angle of attack from
the ground.
To damage the brain, walk onto the trampoline and launches you
the highest in the air (the one nearest the highest ledge). launch
yourself skyward, equip a potent weapon (the Gluon Gun is ideal), and
fire continuously on the brain from above Nihilanth.
If this doesn't kill Nihilanth, continue launching yourself from
the trampoline and shooting the brain when you have a clear shot. When
you've dealt a good deal of damage, the Nihilanth dies and the game
almost ends (see "The End" for details).
Walking Through It
Here's the step-by-step formula for killing the Nihilanth. Be
sure to read all the proceeding text before referring to this.
1. You appear in the arena. Drop to floor level and hide behind a giant
floor spike - one close to the wall, not the center of the arena.
2. Behind the spike you an avoid Nihilanth projectiles. Occasional
Vortigaunts and Xen Masters might show up to attack, but you can
kill these easily from back here.
3. Shoot the three glowing yellow spikes out from the walls above. If
you can't get a good shot at all three from your current position,
quickly run from one position of cover to the next, always just
after the Nihilanth attacks. Eventually you'll reach a spot where
you can see the third yellow spike, and destroy it.
4. Hammer the Nihilanth with concentrated weapon fire, ducking in and
out of the cover of a big spike as you do. Conserve you Gluon Gun
ammo, but feel free to fire other weapons. The RPG and the Crossbow,
both of which deal great damage, are recommended.
5. After you've damaged the Nihilanth quite a lot, no more glowing
spheres will revolve around its head. Continue picking away at the
Nihilanth with the Crossbow or other, lesser weapons. Eventually the
flesh of its skull will peel back like the skin of a banana,
revealing a flowing sphere that is its brain.
6. Run to the trampoline beneath the higher of the two ledges on the
wall. This trampoline will get you the most lift. Use it to jump
high in the air. The Nihilanth instinctively will try to rise and
match you height, but a few moments later you should be higher, with
a direct view down onto its brain. Hose down the brain with
continuous Gluon Gun fire.
7. If this doesn't kill the Nihilanth, use the trampoline again and
shoot the brain some more. Repeat, if necessary. Eventually, you'll
deal enough damage to be lethal.
The End
You might expect that you've won when you kill the Nihilanth.
That's mostly true; you've almost won. I won't ruin the ending for you
(hey, you've go to play to find out!), but I will offer a bit of
advice.
Most of the endgame sequences are non-interactive; that is, you
can't affect it one way or the other. But at the very end you have a
choice: Either jump out into the darkness, or stay in the vehicle
you're standing in. just for fun, you'll probably want to see what
happens as a result of both choices. But the "correct" thing to do -
the choice that give the you the closest thing to a happy ending - is
to jump.
Congratulations! Half-Life is a hard game, and it took skill to
complete it even using this walkthrough. Now go forth and play
multiplayer Half-Life - after reading the next chapter's advice, of
course.
Multiplayer
Multiplayer
Half-Life
It's difficult to explain multiplayer Half-Life in a walkthrough.
That's because, unlike the single-player game, multiplayer is a
completely free from. On a macro level, no one can predict what game
variant you'll play, who you'll play against, whether you'll play on
LAN or on the internet, or how you'll respond to other players' various
tactics. On a micro level, I can't tell you what to expect around every
corner, as we can in the single-player game. And, unlike single-player
mode, you can't save the game or pause it to refer to this book.
What follows, the, is not so much a walkthrough as a set of
guidelines. Only experience will make you a better player, but if you
follow these guidelines as you play, you'll continue to grow and learn.
It's when you stop thinking about the game - when you stop looking for
new techniques, analyzing what the other guy did to beat you, and
looking for new ways to fight - that you'll stop improving. Multiplayer
Half-Life is partially a game of reflexes, but the more you play, the
more you'll realize that it's also a game of decision-making. And
making the right decisions will make you a better player.
Preliminaries
First, lets look at what you can do to improve before you even
join a multiplayer game. You might think it's silly to prepare for a
game. After all, games are supposed to be fun - this isn't an exam or
job interview. But if you jump right into a multiplayer game without
preparing, especially if it's an Internet game or a LAN game against
people who play multiplayer action games often, you risk being
outclassed that you hate the experience. Preparation cuts down on
frustration and makes it more likely that you'll enjoy yourself.
Play Single-Player Half-Life
Play single-player Half-Life all the way through before
attempting multiplayer games against experienced opponents. Human
enemies the toughest enemies of all - and if you can't beat single-
player Half-Life on at least medium difficulty, you're in for a rough
time in multiplayer.
You single-player experiences will teach you any number of basic
things, such as how to use the crouching jump techniques, how each
weapon works, and how to switch weapons on the run. These all should be
second nature by the time you play against other humans.
You can get away with not beating single-player Half-Life if you're
already very experienced with 3-D action games, you if your opponents
are also novices; otherwise, do yourself a big favor and play the
single-player game.
Lean the Controls
In Chapter 3, you read that the keyboard and mouse combination is
a very versatile and powerful way of controlling your character in
Half-Life and learned the value of the Mouse Look option, which allows
you to look up and won with ease. I'd like to stress these aspects
again.
There always will be the occasional player who manages to do well
with the keyboard alone or perhaps with a joystick-keyboard
combination. Bu they are exceptions. The very best players, by and
large, use the mouse-keyboard combination and enable the Mouse Look so
you can fire up and down without effort.
A bad control setup is limiting and can put a ceiling on your
abilities. Don't restrain your left that way. Use the mouse or
trackball, even if it feels awkward at first. It will pay dividends
down the road.
Learn the Maps
If you aren't intimately familiar with maps, you're at a huge
disadvantage. Even if your skills are marginally superior to your
opponents', they'll have a vast edge on you if they know the map you're
playing on.
If you join a multiplayer game and find that a certain map is
popular, but unfamiliar, consider quitting. It's very hard to lean
anything while other players are distracting you. Instead, familiarize
yourself with the map by hosing your own multiplayer game (see the game
manual for details). You don't need any other players; just run around
the level on your own. Learn the architecture, look for secret areas
and good sniping spots, and remember where the best gear is. Once
you've go a handle on the level, go back and join that multiplayer game
again. You'll notice a difference.
Why is it so important to know the level? Weapons and equipment
make the difference between life and death, and if you don't know the
map, you won't be able to collect high-quality gear regularly. With
intimate knowledge of the map, you'll find yourself developing a
"beat," or pattern of movement, through a level. A typical beat takes
you past lots of high-quality gear, allowing you to collect the best
stuff available. It also gives you a sense of purpose and familiarizes
you with the areas you're passing through.
The best players have their beat down cold.
Know the Rules
There are numerous variants of Half-Life, all with their own
rules. Before you join a game, be sure you understand the sort of game
you're joining.
This may seem obvious, but, in fact, not knowing or not really
considering the rules is a problem that plagues many players. For
example, if you're playing in a purely everyone-for-themselves
deathmatch, you must consider how the score it kept. Is it reduced when
you're killed, or is there no penalty? If it's the former, you must
exercise caution. If it's the latter, throw caution to the wind and
look for cheap kills at any price.
Always take a moment to think about the rules, and develop your
strategy based on them.
Joining Up
Ok, so you're prepared for multiplayer. It's time to venture
forth and find a game to play in. consider the following as you start
to play.
Understand Latency
If you're playing on a local area network, chances are good that
everyone's on equal footing. You might be a terrible disadvantage on
the internet; however.
Typical modem connections to the internet suffer from latency,
the delay in back-and-forth data transmission between your computer to
the host computer and other computers on the internet. Ideally, you
want a fast, latency - free connections to the host computer (also know
as the sever).
A player with a direct connection to the internet - say, a T1
line at a university - usually has very little latency. Players with
ISDN and cable modems also avoid latency problems. Modem players
usually get stuck with the worst latency, although various factors such
as modem quality, line quality, and ISP quality all factor into modem
latency.
If you're playing on a modem, be sure to connect to a sever that
offers minimal latency. Extremely high latency can make the game
virtually unplayable. Also, consider the latency of your opponents -
moderate latency isn't so bad if all your opponents also experience
latency. But you're in trouble if they are all virtually latency-free.
You can sometimes improve latency by getting a better modem and
optimizing your dial up internet connection with various utility
programs. But often latency is affected by the quality of your phone
line.
The bottom line is that you should understand what ping is and
how it affects the game. Seek games where you have low latency, and
understand that guys who keep beating you might not necessarily be
better players; they might just have lower latency. If that's the case,
look for a different game you can connect to faster, or that has
players connected at speeds near or below yours.
Play Against Equals
Playing weak opponents boost your ego and make you feel good, but
it ruins your game. You lose your edge playing inferior foes; you
develop bad habits, such as standing still or failing to collect the
best weapons. Then, when you finally meet someone with real skills,
you're helpless.
On the other hand, getting crushed isn't much fun, and you
generally don't learn much from it. If your opponents' skills are
vastly superior to yours, you'll usually be killed so quickly, you
won't know what happened.
Ideally, you opponents will range in ability from somewhat below
your level to slightly above. That way, you can look at bad players and
see what they're doing wrong ("There's that guy who doesn't move around
enough"), and you can also look at good players and see what they're
doing right ("He used a weapon that's ideal for the big, outdoor
area").
How do you know when it's time to quit? If one of your opponents
is so good that you find yourself genuinely hating him/her, you're
probably outclassed and should look for another game. Similarly, if
you're mowing down your enemies like ripe wheat and marveling at their
inability to perform basic tasks (like running and firing a weapon at
the same time), it's time to move on.
Keep Moving
Never succumb to the desire to stand still. The only time you
should stand still are when you know you're alone, when you're in a
great hiding spot, or when you're shooting at a distant for who doesn't
know you exist. Otherwise, you should continually strafe around at top
speed.
Even experienced players sometimes let their guard down and stand
still so they can get a better shot, especially when playing against
weaker opponents. Don't do it! As you gain experience, you'll learn to
shot on the run as accurately as you can from a standstill.
Also, resist the temptation to watch for the results of you
attacks. A classic example of this is a player who watches his Grenades
until it explodes, instead of simply lobbing it and moving on. Break
yourself of the need to see every last splatter of gore. If you
continually watch the results of your attacks, you'll become immobile
and lose your edge.
Equip Yourself
Half-Life is a game of skill, but it's also a game of equipment.
The player with the best equipment won't necessarily win - but he or
she has a much better chance of winning than the next guy.
You already know you should keep moving in multiplayer games. If
you aren't performing some specific action (such as chasing a foe), you
should put this movement to good use and tour locales where weapons and
equipment are likely to pop up. Continue to do this even after you've
go a reasonable supply of gear.
Be greedy! Even if you have a great weapon, go look for another
great weapon to supplement it. Grab Batteries and other useful items
whenever possible, and try to keep yourself in peak condition. Keep
collecting ammo to replace the old stuff.
This all sound obvious, but it's amazing how many new players
(and some veterans as well) will rush into combat without equipping
themselves properly.
Look at it this way: if you're facing an opponent who's as good
or better then you are, you'll need every advantage you can get. And
having full health and fully charged HEV Suit, not to mention a deadly
weapon or three, is a definite advantage. Always strive to be the best-
equipped player in the game.
If you're killed, don't fall into the habit of running toward the
nearest enemy and swinging your Crowbar. Be patient and re-equip
yourself first, even if you reappear in any area with multiple targets.
Otherwise, you'll get caught in an endless cycle - die and reappear.
That's no way to succeed.
Run Away!
Running is a valuable, but overlooked skill. If you consider all
the time you put into collecting weapons and gear, you'll realize that
you should always trice to preserve what you've got. Sure, you enemy
may have blasted away all your HEV Suit armor and brought your health
down to almost nothing, but it took some time and effort to collect
your Combat Rifle, your RPG, and your Tau Cannon. You don't want to
have to collect them all over again, do you? Of course not.
In Chapter 3, running backward was mentioned as a useful
technique. That skill comes in very handy in multiplayer games. By
running backward and firing weapons, you can discourage pursuit and see
everything that's fired at you.
Advanced Tips
You'll be surprised how much you continue to lean, even as you
play multiplayer Half-Life for the 50th or 100th time. There are
countless small techniques that make a big difference in the game, and
you'll only learn them with experience. The following tips will guide
you toward that advanced knowledge.
Learn Situational Weapons Use
When you first start playing, it's fine to pick a favorite weapon
and stick with it. As you get more experienced; however, you should
select a weapon based on your current situation. For example, the .357
Magnum is great for picking off moving targets from long range. The
Crossbow, on the other hand, usually is a bad choice for this (despite
its magnifying scope) because it's hard to hit distant moving targets
with its slower bolts.
If you're sticking with a single weapon, either by preference or
because it's the only weapon you've got, hang around where it will be
most effective. For example, the RPG is most effective in mid-sized
spaces where there's enough room to fire without injuring yourself, but
there's not enough room for your targets to maneuver out of the way.
The Shotgun is best in extremely tight quarters, where you can hit
enemies with all its pellets, and enemies using explosive weapons must
either hold back or risk injuring themselves.
All this illustrates a general principle of weapon use: Weapons
that fire a single, instantaneous shots are a great long range; weapons
that fire explosives or scattered projectiles are better in semi-closed
areas. This is easy to understand in theory but applying it in combat
is harder. You may tend to use only a single weapon because it's what
you're most familiar with or what you think is most powerful. Try to
break this habit, and use the weapon the situation dictates.
Learn Weapons Nuances
There's an endless parade of little tricks associated with
weapons, and you'll learn them only by watching, learning, and playing.
Here are a few:
? Fire RPG rockets at you opponents' feet, not near their midsections.
That way, even if you miss, you'll hit the ground and deal splash
damage.
? Attach Laser Mines to walls in spots where enemies frequently drop
from above. And stick them behind closed doors and around extremely
sharp corners, where they're unlikely to see the beam in time to
stop.
? Charge up the Tau Cannon before any enemies appear, in anticipation
of their arrival.
? Use Satchel Charges in multiples, or together with Laser Mines, to
create webs of explosive destruction.
Many more such tricks exist, some so subtle they're difficult to
explain. Keep playing and paying attention, and you'll learn them.
Learn From Defeat
This is probably the most important "rule" of all. You must watch
and learn to improve your game. It's hard to make yourself think
rationally when you enemy is beating you, but try. You won't learn that
much if your opponents' are so good you never see how he kills you. But
if you play against opponents who are somewhere near you skill range,
and perhaps a little better, you'll learn a lot.
If you get the opportunity to watch a good player in action, do
so - preferable by standing behind him or her during a game and taking
it in firsthand. Watch for movement patterns; watch for weapon use. If
it's a level you're familiar with, keep asking yourself: How is this
different from the way I play the level? How is it better? Do I need to
learn new skills to play this way or simply adjust the way I approach
the level?
Often, you'll be surprised at what you see when you watch
superior players. Sometimes they capitalize on superior reflexes, but
often their reflexes are no better then yours. Instead, they use their
knowledge of the level to collect great stuff and hand around in
advantageous positions. As you watch them mow down opponents after
opponents, you'll realize better weapons made the difference, or the
fact that they stood where they could get in the first shot, or they
used weapons more appropriate for the area.
You'll find yourself saying "Hey, I could do that." And, in fact,
you can.
Codes
For codes go to:
http://sages.ign.com/codes/14/3107.html
Credits
I, S_T_A_L_K_E_R, wrote this hole entire thing.
If you would like to contact me, my icq number is "20941806" or
you can e-mail me at [email protected]



