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 STALKER@kickassmail.com