Half-Life Walkthrough :
This walkthrough for Half-Life [PC] has been posted at 08 Sep 2010 by lavergirl92 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up lavergirl92 and share this with your freinds. And most important we have 15 other walkthroughs for Half-Life, read them all!
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Walkthrough - FAQ/WalkthroughHalf-Life for the PC Full FAQ V1.1 NotoriousNick (Nicholas Rangel) *********************************************************** Table of Contents *********************************************************** 1.0 – Contact Information 2.0 – E-Mail Guidelines 3.0 – Version History 4.0 – Story 5.0 – Enemies 6.0 - Weapons 7.0 – Walkthrough 7.01 – Hazard Course 7.02 – Black Mesa Inbound 7.03 – Anomalous Materials 7.04 – Unforeseen Consequences 7.05 – Office Complex 7.06 – “We’ve Got Hostiles” 7.07 - Blast Pit 7.08 – Power Up 7.09 – On a Rail 7.10 – Apprehension 7.11 – Residue Processing 7.12 – Questionable Ethics 7.13 – Surface Tension 7.14 – “Forget About Freeman!” 7.15 – Lambda Core 7.16 – Xen 7.17 – Gonarch’s Lair 7.18 – Interloper 7.19 – Nihilanth 7.20 – Conclusion 8.0 – Copy Right Information *********************************************************** 1.0 - Contact Information *********************************************************** To contact me with any questions or information about this guide or game, email me at NotoriousNick500@Gmail.com. 08-28-07 – I have this game available so I am able to answer almost any questions you may have about the game. Please feel free to email me at anytime if you have any strategies you would like to add. If you wish to use this FAQ on your site, you may do so as long as: 1) It is used as-is - it should exactly match the version found on the allowed sites. 2) MY name and copyright must be included at the bottom. Please make sure all e-mails regarding this guide have the title in it. This gives you a better chance of me reading it. *********************************************************** 2.0 – E-Mail Guidelines *********************************************************** My email is NotoriousNick500(at)Gmail(dot)com. Feel free to email me anytime but make sure it follows the guidelines below. Subject: FAQ I will accept the email if: - The subject matter matches the one above. - The email is readable. - Any strategies you would like in my guide as long as you tell me your GameFAQs account name. Real names WILL NOT be accepted UNLESS it’s under personal circumstances (e.g. Real name is in your username). Also strategies will not be accepted if you have your own Guide or its already posted in someone else’s. - Any maps YOU made. If it is not your map contact information must be given for the person who made it. That way I can contact them and make sure it’s alright. - Any screenshot YOU or the company who made the game snapped. I will only except the company’s screenshot if THEY THEMSELVES released it to the public. Again if the screenshot belongs to someone else their contact information must be given to me including the company’s. - Any video YOU made for the game. It must be for your personal site, YouTube.com, or GameTheater.org. Again I’ll need contact info for someone else’s work. - The section of my guide that the strategies, maps, screenshots, or videos are for. - You want to use the guide on your site. A link must be included so I can preview the site. Only the guide in the subject box will be given. - If you want more than one guide put “Multiple FAQ” in the subject box. Emails with that subject matter must only be for requesting permission to post my FAQs. - If you want to request I make another guide for this game or others. The subject matter must be “FAQ Request”. - If you like my style of making FAQs and want to co-write one. The subject matter must be “Co-write FAQ Request”. It must be a game none of us have made a full walkthrough for, that I feel like doing, and work must be equal. Also we’ll need a way to communicate faster like through some form of chat. Gmail, AIM, or Steam are the preferred ones. Proofreading a FAQ I made is NOT co-writing. - Any noticeable errors I made. Errors like “to” should be “too” should not be pointed out. Errors like “It IS possible to get in ” or “You CAN’T do in ” will be accepted. - Any questions you have about the game or guide. The subject matter must be “ Question(s)”. Any questions about me WILL NOT be accepted. Anybody who doesn’t follow these guidelines well not get their e-mails accepted. People who spam me will be blocked. Also this information is for all my guides and not just this one. *********************************************************** 3.0 - Version History *********************************************************** V0.01 (8/11/07): I started the guide with all the enemies and weapons. V0.02 (8/12/07): I added the email guidelines section and started the walkthrough. I quit at the 3rd G-Man sighting during the Unforeseen Consequences chapter. V0.03 (8/13/07): I didn’t have enough time to finish Unforeseen Consequences but it got updated. V0.04 (8/14/07): I updated and finished through the “We’ve Got Hostiles” section. V0.05 (8/15/07): Updated a bit more and finished through the Power Up section. V0.06 (8/16/07): Finished the On a Rail section. V0.07 (8/18/07): Finished the Apprehension section. V0.08 (8/19/07): Finished the Residue Processing section. V0.09 (8/20/07): Finished the “Forget about Freeman” section. V0.10 (8/26/07): Finished the Lambda Core, Xen, and Gonarch’s Lair sections. V1.0 (8/27/07): Finished and submitted into GameFAQs and other sites. V1.1 (8/28/07): I added www.supercheats.com to the allowed sites. *********************************************************** 4.0 – Story *********************************************************** Gordon Freeman has a PhD as a MIT. Working at the Black Mesa Research Facility he has been assigned to an experiment in the Anomalous Materials test chamber. During the experiment portal storms open up and aliens from the planet of Xen arrive at Black Mesa. Now Freeman must get to the surface to warn someone that people are still alive in the facility. *********************************************************** 5.0 – Enemies *********************************************************** This is an alphabetical description of each enemy that appears throughout the game. I will describe their attacks and first appearance into the game. I won’t say what weapons to use because I want to leave that open for your own personal taste. =========================================================== Alien Controllers =========================================================== First Appearance: Lambda Core Controllers are levitating creatures that look like they have big brains. They float around and shoot electrical orbs at Freeman. =========================================================== Alien Grunt =========================================================== First Appearance: Questionable Ethics Grunts are huge soldiers sent down by Xen airships. They have a Hivehand which they use to shoot hornets at you and will punch you when you get to close. =========================================================== Barnacle =========================================================== First Appearance: Unforeseen Consequences Barnacles are creatures that attach themselves to the ceiling and use their tongue to hunt. When they sense a human on their tongue they will pull it up and start munching on it. The only way to escape is to kill the barnacle. =========================================================== Black Ops =========================================================== First Appearance: Apprehension Black Ops are female assassins sent in to kill Gordon Freeman. They use guns to fire at you and are very quick in attacking and dodging. =========================================================== Bullsquid =========================================================== First Appearance: Anomalous Materials Bullsquids are brown creatures with two legs, a tail, and three red tentacles coming from their mouth. They’ll shoot acid at you but when you get to close they’ll either tail whip you or ram into you. =========================================================== Carnivorous Leech =========================================================== First Appearance: Power Up Leeches are basically worms that live in the water. They’ll swim up and bite you. =========================================================== Gargantua =========================================================== First Appearance: Power Up Large blue creatures that are bullet proof. They can only be beaten by electricity or big explosions. =========================================================== Gonarch =========================================================== First Appearance: Gonarch’s Lair Gonarch’s are adult Headcrabs. They have three legs and an egg shack underneath them. There is only one in the game. It’ll shoot acid at you or produce baby headcrabs to attack from far away or will slash at you when up close. =========================================================== Hazardous Environment Combat Unit =========================================================== First Appearance: “We’ve Got Hostiles” Marines sent in to destroy any survivors of Black Mesa. They will usually attack in groups and wield Mp5’s, Shotguns, and Hand Grenades. Also they kick you if you’re to close. I will refer to them as Marines or HECU throughout the guide. =========================================================== Headcrab =========================================================== First Appearance: Unforeseen Consequences The most common enemy in the game. They walk real slowly but can jump far or high. They mostly reside in small groups or inside vents. In one chapter of the game they are actually baby headcrabs. They are also the cause of zombies. =========================================================== Houndeye =========================================================== First Appearance: Unforeseen Consequences Houndeyes are yellow-greenish in color and look kind of like headless dogs. They usually attack in packs and hurt you by emitting loud noises. =========================================================== Ichthyosaur =========================================================== First Appearance: Apprehension Ichthyosaurs are like sharks. They live in the water and swim around freely in their environment. They like to circle you at least once and then charge to take a bite. Sometime they’ll skim the surface making an easy kill. =========================================================== Nihilanth =========================================================== First Appearance: Nihilanth The final boss. He’ll be described later on. =========================================================== Snark =========================================================== First Appearance: Questionable Ethics. Tiny little bugs that appear from egg sacs and attack anything living. They will chase after their prey until their dead or the snark’s 20 second life span ends. =========================================================== Tentacle =========================================================== First Appearance: Blast Pit Tentacles are green creatures that are blind. They rely on sound to sense anything living. Best to crouch and use grenades to distract them. =========================================================== Turrets =========================================================== First Appearance: Hazard Course Just regular turrets places around. This are very annoying. Take them out as quickly as possible. =========================================================== Vortiguant =========================================================== First Appearance: Anomalous Materials Brown humanoid creatures that can shoot electricity or scratch you with their claws. =========================================================== Zombie =========================================================== First Appearance: Unforeseen Consequences Zombies are former humans that were killed by headcrabs. The headcrab attaches to a human head and feeds on their brain to control them. They are really slow and dumb but will scratch you if you get close. *********************************************************** 6.0 – Weapons *********************************************************** Here are all the weapons from Half-Life with their basic info. The number in “()” is how many times you press that button in order for it to appear on the equip menu. For example the handgun is weapon number 2(1) and the magnum is weapon number 2(2). The weapon you equip will be highlighted in red. =========================================================== Crowbar 1(1) =========================================================== First Found: Anomalous Materials Clip: NA Reserve Ammo: NA Primary Fire: Slash Secondary Fire: NA A standard melee weapon that can deal pretty decent damage and is best used as a tool more then a weapon. It can slash pretty quickly inflicting some damage at a fast pace. =========================================================== 9mm Handgun 2(1) =========================================================== First Found: Unforeseen Consequences Clip: 17 Reserve Ammo: 250 Primary Fire: Standard Fire Secondary Fire: Rapid Fire A standard handgun that can be found on any security guard. If you come across a dead guard walk over him to take a full clip of ammo. Also you can kill them yourself for the ammo but be quick so that he doesn’t shoot you. This weapon shares ammo with the Mp5 Sub Machine Gun. =========================================================== .357 Magnum 2(2) =========================================================== First Found: Blast Pit Clip: 6 Reserve Ammo: 36 Primary Fire: Standard Fire Secondary Fire: NA A more powerful weapon then the pistol. It can kill almost anything in 1 or two shots but has a small clip and a slow reload time. The ammo is also more scarce then other weapons. =========================================================== Mp5 Sub Machine Gun 3(1) =========================================================== First Found: “We’ve Got Hostiles” Clip: 50 Reserve Ammo: 250 and 10 Primary Fire: Rapid Fire Secondary Fire: Grenade Launcher A somewhat weak weapon that deals damage quickly but eats up ammo. The secondary fire is useful for crowded areas because of the splash damage. It has the same ammo as the handgun. =========================================================== Shotgun 3(2) =========================================================== First Found: Office Complex Clip: 8 Reserve Ammo: 125 Primary Fire: Single Shot Secondary Fire: Double Shot A pretty good all around weapon. The primary fire shoots one at a time and pretty quickly while the double fire is vice versa. Also you can fire this weapon while reloading which means you can hold down the fire button when you’re under pressure. =========================================================== Crossbow 3(3) =========================================================== First Found: Apprehension Clip: 5 Reserve Ammo: 50 Primary Fire: Fire Arrow Secondary Fire: Snipe A great weapon to use. It’s powerful and fires tranquilizer darts. However it takes a while to load one dart in and even longer to load a new clip. Also the ammo is scarce. =========================================================== Rocket Propelled Grenade 4(1) =========================================================== First Found: Surface Tension Clip: 1 Reserve Ammo: 5 Primary Fire: Dumb Shot Secondary fire: Guided Shot The most powerful weapon in the game and the most fun. The primary fire makes the grenade jet in a straight line till it hits something and the secondary lets you guide the path with a laser. Just move the laser along to have the grenade follow the path. The ammo is very rare so make sure to save it for the heavy machinery. =========================================================== Experimental Gauss Gun 4(2) =========================================================== First Found: Questionable Ethics Clip: NA Reserve Ammo: 100 Primary Fire: Shoots 2% Secondary Fire: Can be charged up to 13% The Gauss Gun is another powerful weapon. Instead of clips it has a percentage. It fast and powerful even if you’re only firing 2% at a time. It shares ammo with the Egon Gun. =========================================================== Experimental Egon Gun 4(3) =========================================================== First Found: Lambda Core Clip: NA Reserve Ammo: 100 Primary Fire: Shoots Beam Secondary Fire: Hold Beam (Must be executed during primary fire). Just like the Gauss Gun, the Egon Gun is fun and powerful. Also it shares the same ammo. Unlike other weapons the secondary fire button must be pressed and held after the primary fire button is being held. This lets Gordon keep the beam going without using up any ammo. =========================================================== Hivehand 4(4) =========================================================== First Found: Surface Tension Clip: NA Reserve Ammo: 8 Primary Fire: Single Fire Secondary Fire: Rapid Fire The Hivehand is the standard weapon used by alien grunts. It shoots hornets at the enemy and has slight homing capabilities. Also it has unlimited ammo because after you stop firing it’ll charge right back up. The primary fire shoots one hornet and short of homes in while the rapid fire shoots them rapidly in a straight line. =========================================================== Hand Grenade 5(1) =========================================================== First Found: Unforeseen Consequences Clip: NA Reserve Ammo: 10 Primary Fire: Throw Secondary Fire: NA An explosive weapon that’s better used as a tool. They have a 5 second delay when thrown and are easily avoided by some enemies. Also some HECU members throw or place grenades. =========================================================== C4 Explosive 5(2) =========================================================== First Found: On a Rail Clip: NA Reserve Ammo: 5 Primary Fire: Throw a bomb / detonate Secondary Fire: Throw more bombs after the first one is thrown. Another weapons used as a great tool. When you throw a C4 Gordon will pull out a remote which you then use to detonate. Also while you hold the control you can use the secondary fire to lay down any additional C4 so that you can blow up a few at a time. C4 will only blow up only when the button is push. Bullets will not detonate them. =========================================================== Tripmine 5(3) =========================================================== First Found: Blast Pit Clip: NA Reserve Ammo: 5 Primary Fire: Set down Secondary Fire: NA This weapon, like the other two explosives, is a great tool. This one can be used as a trap. Just lay a couple around in areas you know enemies will pass and just keep going. Make sure you put them in tight areas because although the laser can go pretty far then explosion is always near the mine. Also you’ll see these set up more often by the HECU to take care of Gordon. =========================================================== Snarks 5(4) =========================================================== First Found: Questionable Ethics Clip: NA Reserve Ammo: 15 Primary Fire: Throw Snark Secondary Fire: NA The only enemy in the game that can be used as a weapon. Whenever you throw one it’ll attack the nearest living thing, including you, so make sure you only deploy them in crowded areas and make them land near something or someone else. They have a 20 second life span after they are thrown. During the 20 seconds they will run around and jump all over their target then explode when their life is over. The explosion can also harm their target. *********************************************************** 7.0 - Walkthrough *********************************************************** Here is the main section of my guide. I hope you find this useful. *********************************************************** 7.01 – Hazard Course *********************************************************** The hazard course is a training area for anyone new to this game. I recommend it for anyone new so that they can get use to the basics. Room 1: Basic movement forward, backward, and strafing. Also teaches how to use objects. Room 2: Introduces the hazard suit. Room 3: Basic jumping. Room 4: Crouching. Room 5: Jumping and crouching. Room 6: Crouch jump. Room 7: Ladders. Room 8: Jumping over average size gaps. Room 9: Jumping module and long jumping. Room 10: Elevators and falling damage. Room 11: Wall mounted med-kits. Room 12: Turning wheels. Room 13: Pushing boxes. Room 14: Pulling boxes and making stairs out of them. Room 15: Introduces crowbar and how to use it. Room 16: Introduces flashlight and battery cells for armor. Room 17: Introduces guns and ammo. In this case it’s the Mp5 sub machine gun. Room 18: Introduces primary and secondary fire along with reloading. Room 19: Swimming. Room 20: Charge unit for hazard suit. Just like wall med-kits. Room 21: Different types of hazard damage. Room 22: Introduces how to recruit and use security guards. Room 23: Introduces how to use trams and completes the course. Optional: In room 22 you can have your first battle if you want. Just attack one of the guards or scientist. Both guards and two ceiling turrets will start firing at you. Also never hinted at is that soda from the vending machines can heal 1HP per can. *********************************************************** 7.02 – Black Mesa Inbound *********************************************************** After you pick a difficulty you’ll appear in a tram. It’ll take a few minutes but you can scope out the environment. Near the end of the tram ride you’ll be stopped by a robot getting ready to go into the chemicals. Look to your left to see the G-Man for the first time. In the final area, just wait for the security guard to let you out of the door and into the main lobby. *********************************************************** 7.03 – Anomalous Materials *********************************************************** You should start off in the main lobby. Go over to the desk and the guard will tell you that you’re wanted in the test chamber. Go down the hall and at the junction keep going straight. Look through the first window you come across to see the G-Man arguing with a scientist. Now head back over to the junction and go down the other hallway. Take a right and keep going till you get to the locker room. Go over to the left and use the console to open up your hazard suit. Grab it and then go over to the locker that says “Freeman” to get an armor battery. Now head back to the hallway and keep going until another guard opens the door for you. Loop around in the next hallway and go down the elevator. Now keep following the straightforward path till you get to a room with four scientists. Three of them will talk to you and then eventually let you through the next door. Now keep going. In front of the elevator to the lower level you’ll see an explosion. Ignore that and go down the elevator. Keep going and eventually you’ll get to the entrance to the test chamber. Let the two scientists talk to you and wait for them to unlock the door. Go into the test chamber and wait for further instruction. Eventually a scientist will start talking. When he asks you, climb up the ladder and flip the switch to get the rotor started. Now just wait until the sample appears. When it does push it into the center and everything will start going haywire. Just back off and watch as your teleported between Earth and Xen. This’ll end the chapter. *********************************************************** 7.04 – Unforeseen Consequences *********************************************************** You’ll reappear in the test chamber. Go into the entrance and use the retinal scanner by the door. The door will slowly open and you should see a guard getting CPR. Wait about 20 seconds for him to be revived then go up the elevator. Go forward and the scientist will tell you to head to the surface. Have him follow you to the door so that he can open it for you. Go through and wait till the electrical energy blows up the other door then head through. Keep running and a headcrab will appear. Ignore it and go through the door. In the hallway dodge the 2 lasers. After the second laser, watch it split a guard in half. Anyways after your done being amused grab the crowbar by the door then head back to where the guard was getting CPR. Kill the guard and take his handgun. Now head back to where you got the crowbar. Break the glass on the bottom of the door and crawl through. Go down the hall and watch as the elevator crashes down with some people on it. Again break the glass and then climb the ladder in the shaft. At the top help the guard kill the two zombies then kill him for more ammo. From here head back to the locker room. On the way you’ll have to kill two zombies. Anyways once you get their go inside the locker that says “Guthrie” for two clips of ammo then inside Freeman’s locker for a battery cell. Now head back over to the main lobby. You’ll see an explosion come from the vent. Crawl through but stick to the right so that you don’t get smashed. Kill the headcrab and use the med-kit to heal yourself. Now use the control panels to make your way through another vent across the room. In the hall watch as a scientist kills a headcrab. He’ll start celebrating his victory by dancing. Good for him.....oh never mind. Didn’t think there was a second headcrab. Apparently he didn’t either. Well anyways continue down the hall and you’ll hear gunshots. Run forward to see a zombie die in the corner. In the other corner grab the handgun on the floor as the guard reaches to you for help. He’ll die so crawl through the broken door ahead. Hit the switch on the wall then go through the door. Save the scientist by killing the Houndeyes. Keep going down the hall and then look up at the catwalk. You’ll have your third G-Man sighting. He’ll just look at you then walk off. Go into the hall area and kill the two Houndeyes running around. Next go through the steel door on the right. Follow the hallway till you reach a ladder. Climb it and then shoot the flammables to blow up the zombie and headcrabs. Take a right until you find a scientist. Recruit him and then run along the catwalk in the opposite direction. Kill the zombie eating the dead body and have the scientist unlock the door. Go inside for some ammo and health. Now head back to where the Houndeyes where. If you need more health then jump through the window into a tiny room. Anyways when ready run down the hallway. You should hear a monster teleport. Look at the steel door in front of you and you should hear something breaking it from inside. Kill the vortiguaunt that appears and go inside for some ammo. Run over to the dumpster in the corner to see a hiding scientist. A headcrab will now jump at you. Kill it then restore your health behind the dumpster. Now head to the center of the hallway where a gate is blocking your path. Kill the zombie that crawls out of the tunnel and then drop into the hole in front of you. Kill the headcrab then travel the tunnel till you find a wheel. Turn it to raise the water level then swim to the hole that the zombie came out of. Continue down the new hallway. In the open area take the ammo from the dead guard then pull the lever. The lift will start lowering and two headcrabs will appear. Jump on the lift and look in the direction of the headcrabs. As the lift is lowering keep strafing to dodge the unlimited supply of headcrabs that come jumping down. At the bottom are two wall med-kits. Jump off to reach the upper one and only use the lower one in the corner if you need it. Next go to the boxes and a Houndeye will appear. Kill it then break the boxes for ammo. Go down the hallway and a Bullsquid will appear breaking the walkway. Jump onto the pipes to the right and use them to reach the vent shaft. Travel the shaft until you get to the end. Break the vent to drop into the hallway. Break the boxes to get some health and battery cells then stand at the edge of the hall and watch as a Bullsquid kills some headcrabs. Now backtrack till you reach a door. Go through it and use the ladder to get down. Go through the hallway till you get to where the Bullsquid is. Kill it then head to the right for some health. Next jump into the water and swim towards the open holes. Take a right and use the ladder to get out. Heal yourself then go through the doors. Now that your on the side that Bullsquid was on, break all the boxes then head through the door. Keep traveling down the hallway to the end. In the open area climb both ladders you see then use the hanging boxes to get across the room. Keep following the hallway till you get to a ladder. Climb it and then keep going. Eventually you’ll be in the hallway right above where the Bullsquid was. Keep going and use the elevator you come across to beat the chapter. *********************************************************** 7.05 – Office Complex *********************************************************** Leave the elevator and look to your left. Some headcrabs will spot you and start coming. Just stand there and wait for all of them to be shocked to death and then climb into the vent shaft on the wall. Take a right to get to the next room. In here ignore the barnacles and scientist and go into the metal door. Turn off the power then go through the other door in the room. Run to the end of the hallway and break the window so you can crawl through it. Take and left and follow the hallway littered with boxes. Break all of them to clear your path. Kill the headcrab behind the big box and keep going. Grab the shotgun and ammo then run over to the gate. Kill the zombie that comes around the corner so that the guard can let you through. Kill him for ammo then go through the door for more ammo and health. Kill the headcrab then head back to where the zombie was. Drop to the lower area and break the boxes for a battery cell and health then climb the ladder. From here head back to where you broke the window. Crawl through the window leading to the flooded office. Kill the headcrab and use the tables and counters to work your way around. Charge your health and then hit the light switch. Turn your flashlight on and break the vent shaft. Kill all three headcrabs then crouch under the fan. Keep going till the end. Break the vent and go through. You should drop through the ceiling. Turn around and two headcrabs will break more ceiling. Use the two metal boxes to make some stairs so you can reach a ladder. Break the big vent to drop down and the small one to enter the shaft. Follow it to the end but wait. A scientist will come running out only to get shot by a ceiling turret with a headcrab to follow. Now quickly jump out and run towards it. Crouch underneath the landing and turn off the turret. Now break all the boxes and push a big metal one next to the landing. Go through the small doorway to break some boxes and grab some ammo. Go to the end of the hall and open up the door. Now push the small metal box over to the turret landing. Use the staircase you made to get to the top and heal yourself. Now drop down and enter the big doorway. Kill all 5 headcrabs and keep going. Head up the stairs and you’ll hear some gunshots. Keep going to find a guard and some dead headcrabs. Recruit the guard and go into the next area. Here you and the guard will have to fend off a lot of vortiguants and a few headcrabs. When everything’s dead find a door being guarded by a barnacle. Go inside and hit the light switch. Take the health and then leave the whole area near some vending machines. If any vortiguants are still living make sure you silence them. Go through a door and heal yourself next to the scientist while he tells you about the military. Continue up the stairs and a ceiling turret will start. Keep going and kill the headcrabs and then the turret. At the top enter a hallway. Wait for the zombie to start walking and when he’s next to the explosive box blow it up. Continue down the hall and kill the two vortiguants around the corner. Go through the door to find a guard and a wall kit. Recruit the guard and heal yourself. Head down a ramp into an open area. Kill the Bullsquid that appears and restock on ammo. As you try to leave two vortiguants will appear so kill them. Now head back over to the door you came through then climb through the vent shaft. At the end climb the ladder and wait for the broken part of the fan before you cross. Break the floor vent to drop down then jump over the broken floor. Break the next vent and kill the two headcrabs guarding another vent. Break that and then crawl along the wall towards another vent. Break that one to get above the room with the Bullsquid and vortiguants. Follow the rafters to another vent but watch out for the headcrabs that jump out of the wall. Kill any that don’t miss the rafters then go through the vent. Kill the lone headcrab here and travel towards the end. You’ll break through the ceiling into a dark room. Restock on ammo and heal yourself then leave through the door and go recruit the guard again if he’s still alive. Anyways take a right from the door and kill the zombie and headcrabs in the open area. Break the rubble blocking the next hallway and then run to the right. At the end of the hallway kill both zombies and then heal yourself by the wall. Enter the freezer and run around killing any headcrabs and the two Bullsquids in the area. Next to the Bullsquid that breaks the boxes hit the switch to make a lift go back and forth. Now head back to the entrance and climb the ladder. Enter the shaft and follow the straight path till you get to the lift. Along the way you might find a headcrab. Anyways break all the boxes for some battery cells then enter the shaft. Travel through it and kill the headcrab that jumps up at you. Keep going to find a room full of barnacles. Take any supplies next to their tongues and then start climbing on the shafts. Enter the final shaft towards the end killing any headcrabs along the way. Break the next vent and drop down. Help the surviving guard by killing the zombie then recruit him. Go up the stairs and kill the headcrab. Next the dark room and run up towards the door. You’ll find out its locked so may as well turn around and...G-MAN! This is the fourth sighting. Watch him as he looks at you, straightens his tie, and walks off. Anyways when he’s gone head to the light area. A scientist will jump through a window and then two zombies will appear. Kill them both and then grab supplies from the broken window and broken wall. Anyways kill the guard for ammo and take a running jump towards the ladder in the shaft. Keep climbing up while watching a scientist as he struggles and falls. Hehe, funny. Anyways jump onto the ladder he was on to get on top of the elevator. Break the shaft and drop down. Use the elevator to end the chapter. *********************************************************** 7.06 – “We’ve Got Hostiles” *********************************************************** Start by running forward and a scientist will come running and pound at a window then run off and blow up a tripmine. Look through the window to see a guard lose a battle with a zombie. Anyways head in the direction the scientist did. Hit the emergency button and trip the red lasers and kill the turret and then the headcrabs in the area. Break all the boxes and then hit another emergency button. In the hallway jump over and then crouch under the set up tripmines and continue. Jump over the red laser and kill any vortiguants that appear behind you. Next use the boxes as stairs to get over them and kill the two turrets and headcrabs in this area. Next break another emergency button and climb over the boxes to get to a flooded area. Without falling down the open elevator shaft, quickly hit the laser and hide behind the corner until you hear the two turrets start shooting. Come out of hiding and kill them while their dealing with the scientist. Hit the emergency and then look for see the G-Man who’ll walk off as usual. Anyways heal yourself by the door and break the boxes. When ready go down the hallway the G-Man did and you’ll meet your first marine. Kill him and take his ammo. Heal by the stairs and then ride the elevator upward. At the top run out and start battling some marines. When their all dead break all the boxes, restock on ammo, and heal yourself on the wall units. Next climb up the stairs and hit the emergency button before passing under. Take a right at the junction to get to a room with barnacles. Break all the boxes and jump onto the conveyor belt. Run on it the wrong way and eventually you’ll get to another room. Heal on the wall units and break the boxes before using the metal ones as stairs. Run along on the other conveyor belt into the next room. Kill the marine |
