Half-Life Walkthrough :
This walkthrough for Half-Life [PC] has been posted at 03 Feb 2010 by someguy and is called "Walkthrough". If walkthrough is usable don't forgot thumbs up someguy and share this with your freinds. And most important we have 15 other walkthroughs for Half-Life, read them all!
|
someguy |
Walkthrough - Walkthrough_____ |__ \ \ \ \ \ / \ / \ / /\ \ / / \ \ _ / / \ \/ \ /___/ \_____/ Half-Life By El Greco For PC =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Written by : El Greco Created : July 7, 2003 Version : Final Updated : October 29, 2004 E-mail : REMOVED =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------- WHAT'S NEW? ----------- This is the final version of the guide. No more updates after this unless any glaring errors are pointed out to me. I also added in a small update on the Gonarch's Lair. ---------------------------------------------------------------------------- | LEGAL NOTICE | ---------------------------------------------------------------------------- This document is Copyright 2003-2004 Don Fleming. It may not be reproduced nor retransmitted in any form without prior consent from the author. It may not be altered, published, sold, given as an incentive to buy, etc. without advance permission from the author. All outside sources which have contributed to the making of this guide in some form have been cited in the guide. Violation of the above terms can and will result in a lawsuit. This guide is intended soley for use on GameFAQs.com. If you wish to host my guide on your website contact me and I will most likely give you permission, under the condition that the guide is in its complete and original form and proper credit is given to the author. Ignorance to the law does not excuse you from any responsibilty for your actions. If you steal this guide you have broken the law. ---------------------------------------------------------------------------- | CONTACT INFORMATION | ---------------------------------------------------------------------------- If you have any questions, comments, suggestions, or contributions to make then you can e-mail me at the address provided below. I will only accept questions, comments, suggestions, and contributions if they abide by the guidelines outlined below. I do not think that I am asking much by doing that, but if you do have a problem with that then I ask you just not send me anything at all. E-MAIL : elgreco(at)gmail.com SUBJECT LINE : Half-Life DO -- - Point out errors - Give me strategies for parts of the game that you feel you know lots about - Write legible sentences - Include good grammar - Ask for help about things not already answered in this guide - Look through the guide before contacting me to make sure I haven't already answered your question DO NOT ------ - Send me viruses - Spam me - Insult me - Use excessive profanity - Use background colors, e.g. yellow font against a black background - Send irrelevant e-mails - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF! - Ask questions that are answered in this guide - Add attachments to your e-mail - NO 1337 SPEAK ============================================================================== 00) Table of Contents ============================================================================== Search String, to find the part in the guide that you are looking for highlight the search string (eg. 4.1 for Anomalous Materials) for the section that you want and press CTRL+C, CTRL+F, CTRL+V, and press Enter. This should immediately bring you to the desired section. 00) Table of Contents 01) Version History 02) Introduction 03) Game Overview 3.1 Story 3.2 Difficulty Levels 3.3 Basic Controls 3.4 Weapons 3.5 Enemies 04) Walkthrough 4.1 Anomalous Materials 4.2 Unforeseen Consequences 4.3 Office Complex 4.4 We've got Hostiles 4.5 Blast Pit 4.6 Power Up 4.7 On A Rail 4.8 Apprehension 4.9 Residue Proceeding 4.10 Questionable Ethics 4.11 Surface Tension 4.12 Forget About Freeman 4.13 Lambda Core 4.14 Xen 4.15 Gonarch's Lair 4.16 Interloper 4.17 Nihalinth 4.18 End Game 05) Contact Information 06) Credits 07) Conclusion 08) Legal Information ============================================================================== 01) Version History ============================================================================== ------------------------------- Version Final, 10/29/04, 109 kb ------------------------------- I assume that if no glaring errors have been pointed out by now then there aren't any in the guide. This will be the final version of the guide unless any major errors are pointed out to me. There will be no further updates after this. ------------------------------ Version 1.41, 10/31/03, 104 kb ------------------------------ Fixed a little mistake of calling the Egon gun the Gluon gun. ----------------------------- Version 1.40, 9/28/03, 100 kb ----------------------------- Added in little section that gives faqs.ign.com to use my guide. Changed around the section headers to make the FAQ look a little bit nicer. Put in my website and changed the contact e-mail. ----------------------------- Version 1.30, 7/7/03, 98.2 kb ----------------------------- Added cheats section. ----------------------------- Version 1.10, 7/6/03, 92.5 kb ----------------------------- Damn, forgot to spellcheck it before I submitted. Added a small part to the Legal Information section. ----------------------------- Version 1.00, 7/6/03, 92.0 kb ----------------------------- Finished it today. My hands hurt from all the typing. I'll now accept any suggestions or contributions from people. Submitted to GameFAQs. ----------------------------- Version 0.60, 7/5/03, 78.5 kb ----------------------------- Just realized today that my version numbers were way off, more than halfway through the guide and I'm still on .3/.4, so I fixed that little thing. I completed Blast pit and did the walkthrough up near the end of Surface Tension. ----------------------------- Version 0.30, 7/4/03, 62.1 kb ----------------------------- Finished up Office Complex and finished guide up to Blast Pit. ----------------------------- Version 0.25, 7/3/03, 51.2 kb ----------------------------- Made the ASCII art at the top of the guide. Wrote Introduction and added minor stuff here and there. ----------------------------- Version 0.22, 7/2/03, 46.7 kb ----------------------------- Created the rest of the section headers. Added the weapons and enemies descriptions, Conclusion, Credits, and Legal Information. Created Search String. ------------------------------ Version 0.20, 6/16/03, 16.5 kb ------------------------------ Finished story, controls section, and got up to Office Complex in the walkthrough section. Got in all section headings. ============================================================================== 02) Introduction ============================================================================== The game of Half-Life was probably the best FPS of its time. It was one of the few to have a simple and interesting plot, even though it was not a very large one. It has in game cut-scenes so that a plot twist can take place without your ever leaving the controls. This allows you to simply wisk through the area if you don't care for the plot or already know it. You do not always have to go by the guide that I have written. If you prefer to go another route or do a little exploring then by all means, do so. I have just written one way to go about things, beat the Nihalinth with a crowbar, I don't care. This is just to help you along in those places where you may get stuck. Feel free to contact me if you have questions about the game, want to suggest some strategies for a part in the game, or wish to point out any errors that I have made in the FAQ. If you submit a strategy I will be glad to put in my guide and I will give you credit. I hope this is helpful. Wow, this turned out to be shorter than expected. Oh well, it doesn't matter. I doubt anybody will read this Intro anyway. ============================================================================== 03) Game Overview ============================================================================== ------------------------------------------------------------------------------ 3.1 Story ------------------------------------------------------------------------------ Deep in the bowels of the Black Mesa Federal Research Facility, a decommissioned missile base, a top secret project is underway. A portal has been opened to another dimension, and human science has never seen anything like the world on the other side. You are Gordon Freeman, a young research associate in the Anomalous Materials Laboratory. You have limited security clearance and no real idea of just how dangerous your job has become, until the morning you are sent alone into the Test Chamber to analyze of a strange crystalline specimen. A routine analysis, they tell you. Until something goes wrong. Is it sabotage? An accident? Or is it something you did? All you hear is screaming; all you see is space-time shattering. The next thing you know, the entire Black Mesa Facility is a nightmare zone, with sirens wailing and scientists fleeing in terror from the things their co-workers have become. Hordes of creatures from the far side of the portal are pouring through rifts in the local fabric of reality. Monsters are everywhere. Madness rules. You head for the surface, but the usual routes are impassable-closed off by the disaster, infested with headcrabs and houndeyes and increasingly larger and hungrier creatures. As Gordon Freeman, you must enlist the help of traumatized scientists and trigger-happy security guards to get through high-security zones, sneaking and fighting your way through ruined missile silos and Cold War cafeterias, through darkened air ducts and subterranean railways. When you finally come in sight of the surface, you realize that the inhuman monsters aren't your only enemies-for the government has sent in ruthless troops and stealthy assassins. Their orders seem to be that when it comes to the Black Mesa, nothing gets out alive... and especially not you. When even your own species turns against you, maybe you'll be glad to see another portal beckoning. But then again, on Earth you have allies; while on the far side of the portal, nothing at all is familiar except the sense of danger. Save the Earth? Well, maybe. But that's a pretty low priority compared to saving your own skin. ------------------------------------------------------------------------------ 3.2 Difficulty Levels ------------------------------------------------------------------------------ Easy- Enemies will only take a few hits and don't do a lot of damage. As the name indicates, it is quite easy. For beginning FPS players. Medium- Enemies are fairly matched for the most part against you. They deal out more damage and you deal out less. They are tougher to kill. Not too hard, but a challenge nonetheless. For the moderate FPS gamer. Hard- Enemies will deal out a lot of damage, enemies will take more damage before they die. Bosses can be quite difficult at times. Not for beginning level FPS players. Assassins now have a cloaking device, which makes killing them a real pain in the ass. Also voltiguants now have halved their charge-up time for their electricity attack. ------------------------------------------------------------------------------ 3.3 Basic Controls (default) ------------------------------------------------------------------------------ ACTION BUTTON ALTERNATE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Forward | up arrow | W Back | down arrow | S Turn left | left arrow | Turn right | right arrow | Strafe left | A | , Strafe right | D | . Jump | space | Duck | CTRL | Swim up | V | ' Swim down | C | / Look up | page up | Look down | page down | Look straight ahead | end | Strafe modifier | ALT | Mouse look modifier | ; | Keyboard look modifier | insert | Primary attack | mouse 1 | enter Alternate attack | mouse 2 | Reload | R | Use | E | Walk | shift | Flashlight | F | Spray Logo | T | Weapon Category 1 | 1 | Weapon Category 2 | 2 | Weapon Category 3 | 3 | Weapon Category 4 | 4 | Weapon Category 5 | 5 | Pervious weapon | mouse wheel up | [ Next weapon | mouse wheel down | ] Last used weapon | Q | Take screenshot | F5 | Quick save | F6 | Quick load | F7 | Pause | pause | ------------------------------------------------------------------------------ 3.4 Weapons ------------------------------------------------------------------------------ Crowbar ------- The crowbar can be used on anything. It is a very powerful weapon for hand-to-hand combat. It can also be used as a tool. Use it to break through vents, windows, and wooden planks. The crowbar can be used underwater. First Sighting: Unforeseen Consequences 9mm Handgun (Glock Pistol) -------------------------- The 9mm handgun is the weapon of choice for all security guards. It only fires one bullet at a time and it can have 17 bullets per clip +250 bullets max. 9mm ammo is shared with the Military Issue Mp5 Semi-Automatic Machine Gun. The 9mm can be used underwater. The 9mm is really the most generically useful weapon you have. It works well in almost every situation. It isn't the most powerful weapon, but you do not have to reload as frequently as some of the other weapons, and it is very easy to find ammo for. First Sighting: Unforeseen Consequences Hand Grenade ------------ The standard hand grenade is probably the most useful of the explosives you carry. You can hold up to 10 of them at any given time. Each grenade has a 5-second delay. Grenades are great for one thing: tossing into areas that you cannot see into and therefore can't fire bullets, shells, etc. into. Grenades work great for clearing out areas around corners and for flushing soldiers out of hiding. (Soldiers will run when they hear the grenade touch down next to them.) Remember that grenades bounce off of walls and whatever else you throw them at. Note that they're not like the grenades in some other games that always instantly explode when they hit an enemy or breakable item; Mp5 grenades serve that purpose in Half-Life. Therefore, if you cannot reach an area from your current position, think about bouncing a grenade off of something (or even someone) to get it to where you want it to go. First Sighting: Unforeseen Consequences Shotgun ------- The double-barrel shotgun is a very powerful weapon, though it is not very accurate at a distance. It holds 8 bullets per clip +125 bullets max. It is not water-compatible. (Trying to use it underwater won't ruin it or its ammo; it just won't fire.) The double-barrel shotgun is best used for breaking through barriers quickly. Use it, for example, in Blast Pit when you want to break through the boarded-up passageways quickly. The shotgun is also a decent weapon for relatively close combat. Don't plan on sniping with it, though. First Sighting: Office Complex Mp5 Semi-Automatic Machine Gun (9mm Assault Rifle) -------------------------------------------------- The Mp5 is the weapon that most military soldiers carry throughout the game. It holds 50 bullet clips +250 bullets. Ammunition is shared with the 9mm handgun. The Mp5 also has a grenade launcher on it. It can hold up to 10 grenades at any given time. The grenades are not time-detonated. Rather, they detonate when they hit something -- and never bounce. The Mp5 does not work underwater. The Mp5 is the best all-around weapon. It is great for sniping from relatively long distances and it is great for up-close and personal combat. It can be used for breaking up boxes and triggering set tripmines from far away. Pay attention to your ammo, though, as you can run through a 50 bullet clip in a very short amount of time. If you find yourself in a bind and have to reload, launch Mp5 grenades to take care of any nearby attackers while you are reloading (or dodge and hide if you have sufficient cover). First Sighting: "We've Got Hostiles" .357 Magnum ----------- The .357 is a basic pistol. It is very powerful and it usually takes out most aliens or soldiers in one or two shots, even on Difficult level. It holds 6 bullets internally and fires at a rate of one bullet per mouse-click. The .357 cannot be used underwater. It takes quite a bit of time to reload the .357. It also produces a strong kickback when fired. Hence, the .357 is a good choice for single shots and for still shots, especially if you're sneak-shooting an enemy who hasn't seen you yet. As for fighting in combat, the .357 is not the best choice of weapon. First Sighting: Blast Pit Laser Tripmine -------------- The tripmine is basically a trap. You can carry up to 5 tripmines at any given time. You can only set a tripmine when you are near the surface that you want to set the mine on. The tripmine is especially useful for the smarter enemies like soldiers, assassins, alien slaves, and alien grunts. Any enemy that might chase or search for you will fall for your trap. Not to say other enemies will not, but ironically, the smarter the enemy, the more likely they will walk into a tripmine. You might also want to use tripmines as controlled explosives. For example, set a few tripmines on a large metal door that needs to be blown open. Move far away and target one of them. Shoot it out and all of the tripmines should detonate, creating a massive explosion. First Sighting: Blast Pit C4 Satchel ---------- The C4 satchel is a controlled explosive. You can carry 5 of them at once. Satchels detonate by a remote control that you carry. You first drop a satchel, which brings up the remote control. Click again to detonate the satchel. You can also set up a series of satchels by pressing the secondary attack key after tossing the first satchel. Pressing the detonator then will blow up all the ones you threw at once. The C4 satchel is a very cool trap. It is very powerful. The satchel will remain dormant until you detonate it, no matter what. It can't be blown up by bullets or other explosives. Also, you don't have to have a direct line of sight in order to detonate it. You could, for example, drop one on an elevator, send the elevator up, and then detonate it to take care of whatever might be waiting at the top. First Sighting: On a Rail Tranquilizer Crossbow --------------------- The tranquilizer crossbow accepts 5-dart clips +50 darts max. It can be used underwater. The crossbow is the best sniping weapon in the game. Switch into the sniping option with the secondary attack key to maximize precision. The tranquilizers will usually take out a soldier or alien slave with one shot, no matter where you hit them or what difficulty level you're playing on. Therefore, a shot in the foot might down a G.I. more quickly than a shot to the head. Pay close attention to your ammo, though. There are not that many tranquilizer clips in the game and it takes quite a while to load darts and even more time to reload a clip. Also note that if you load a saved game while the crossbow's sniper scope is on, then it will remain on no matter what weapon you have readied. However, this can be inconvenient, so either ready the crossbow and hit the secondary fire button a couple of times, or just quit and rerun the entire game. First Sighting: Apprehension Snarks ------ Snarks are little aliens that you get to deploy somewhat like grenades. They run around searching for anything living. Once prey is found, they swarm on it until they either kill it or expire. You can carry up to 15 snarks. Snarks are great for disturbing squads of soldiers. Let some run loose in a military outpost or command center while you're hiding nearby and they will do most of the work. Watch out for snarks yourself, though. Once they are released they will attack anything, including you. Snarks will expire and explode after 10 seconds or so. First Sighting: Questionable Ethics Experimental Gauss Gun (Tao Cannon) ----------------------------------- The gauss gun is an experimental weapon that fires a powerful laser that incinerates whatever it comes in contact with. It is based on chemical/nuclear-batteries that come in protective boxes. Power is based on percentage values. Therefore, you have a max of 100 percent power with no reloading required. Battery power is shared with the experimental egon gun. The gauss gun is particularly cool because of its particle effects. You can fire in a rapid-fire mode, which rapidly fires the laser beam at your target, sending off glowing embers. The power-up mode (hold down the secondary attack key) is very powerful. It takes about 12 percent of your battery power to fully power up the gauss gun. A powered-up shot will instantly atomize all but the most powerful enemies. Be careful, though; if you try to hold the power-up charge too long without releasing it, the gauss gun will backfire and cause severe damage to you. First Sighting: Questionable Ethics Rocket-Propelled Grenade Launcher (RPG) --------------------------------------- The RPG works only with single rockets at a time, +5 rockets max. It cannot be used underwater. The RPG is probably the coolest and the most powerful weapon in Half-Life. It has two modes that you can switch between by hitting the secondary fire key. The first is a straightforward (dumb-fire) launch of a rocket-propelled grenade. Aim and fire, and no matter where your sights move to, the rocket will hit its original target. The other fire mode is a laser-guided launch, where a laser directs the targeting of the rocket even after it's been launched. Hence, if you target a moving enemy, fire and track the laser sight along the path of the enemy so that the rocket intercepts him when it gets within range. Be careful of firing a rocket at something close to you; the explosions can do severe damage. It's because of this and the scarcity of rocket ammo that you should save all of your rockets for big targets like military helicopters and tanks. First Sighting: Surface Tension Hornet Gun (Hivehand) --------------------- The hornet gun is the standard weapon of alien grunts. The weapon fits over your hand and is an actual nest of hornets. It holds up to 8 hornets at any given time and automatically regenerates hornets whenever they run out. In theory, you have infinite hornets at your disposal. The hornet gun is especially nice, as the hornets will track their prey around corners, up stairs, and through doorways. Hornets will also often hit enemies on the other sides of closed doors and walls. All you have to do is aim them in your enemy's general vicinity and the hornets will do their best to contribute to your success. The hornets themselves will do quite a bit of damage when they hit. The hornet gun's secondary attack mode is also useful, since it very quickly fires hornets in a straight line. It won't track enemies, but this mode is useful for blowing up explosive containers at a distance, and can kill an enemy more quickly than the regular fire mode can if you fire straight at him. First Sighting: Surface Tension Experimental Egon Gun --------------------- The Egon gun, like its companion the gauss gun, is very powerful. It fires a concentrated electrical beam at a target. It runs on battery power that can be collected from small yellow-and-gray containers. Battery power is out of 100% and there is no need to reload. The Egon gun is powerful enough to disable entire groupings of enemies. Anything that runs through or is hit by the beam loses a lot of life. Therefore if you have quite a swarm around you, grab your Egon gun and start circling. You receive this weapon late in the game, but there are still several times when it's the best weapon for the job. First Sighting: Lambda Core ------------------------------------------------------------------------------ 3.5 Enemies ------------------------------------------------------------------------------ Headcrabs --------- Headcrabs are the simplest enemy that will do damage to you. They make an odd screaming noise and lunge at your head and upper torso. If they are able to kill their victim, headcrabs will latch on and assume control of the victim's body, effectively turning him into a zombie. Headcrabs are simple to deal with. Avoid their lunges and drop about 3 shots into their main body to get rid of them. One way to kill headcrabs without using any ammo is to strafe out of the way when they leap at you, then quickly run up to them and whack them with the crowbar. They can't jump backwards or sideways, and it takes them awhile to turn in place and prepare for another jump. First Sighting: Unforeseen Consequences Zombies (Hybrids, Mawmen) ------------------------- A zombie is the end-product of a head crabs efforts. Zombies are much more powerful than headcrabs, but they can never be as fast. Zombies are very slow, so you can easily out-maneuver them. Their main form of combat is a two-slash combination attack, which can be very dangerous. Avoid any attacks and aim for the head. Zombies will usually go down in two or three shots from the shotgun. To kill a zombie with the crowbar, run up to him and whack him once, then back off quickly. If he starts his slow two-arm swing attack, move in as soon as he swings his second arm and get in two or three good whacks before retreating. If he uses his faster attack, you should only risk one crowbar hit after it. First Sighting: Unforeseen Consequences Houndeyes --------- Houndeyes are small, puppy-like creatures that curiously bounce around you. Once they get close enough, they will give off a shrill scream and fire a crippling sonic burst at you. Houndeyes tend to attack in packs. Be careful not to fall for their rather clever little traps. Quite often, a single houndeye will approach, maybe fire off a sonic burst, and then run away. If you chase him, you might find yourself in the good company of an entire group of houndeyes. Just be on the alert and pay attention to seemingly simple situations. Houndeyes will usually die after a single shotgun blast. If a houndeye is powering up his sonic burst, aim for him first. First Sighting: Unforeseen Consequences Alien Slaves (Vortigaunts) -------------------------- Alien slaves are the first real bipedal opponents. They are the first to act in true squads and are the first to really try to outsmart you. They will run away from weapon fire, they will hide behind doorways and in shadows, they will try and draw you into traps, and they will search for you. They can fight hand-to-hand with a powerful slashing attack, and they have a very powerful electrical discharge that can quickly cut your health and armor down. The electrical bolt that they fire requires them to conjure up enough power before firing. Be sure to target whichever alien slave is furthest into his power-up. One or two shotgun blasts will usually take care of an alien slave. A note for Difficult-level players is that the slaves' power-up time is cut in half, allowing them to fire much faster. First Sighting: Unforeseen Consequences Bullchickens (Bullsquids) ------------------------- Bullchickens are probably the most unpredictable creatures you will meet in the game. They can charge and attack you up close, or they can fire a glob of corrosive mucus at you from a distance. Sometimes, bullchickens will remain oblivious to you until you get really close or fire at them. Sometimes they will just fire their green mucus at you. Other times they will charge you for no reason other than to spit at you up close or throw you around with their facial tentacles. Occasionally, bullchickens will deal with other aliens or humans before getting to you. Two to three shotgun blasts to the main body mass of a bullchicken will kill it. First Sighting: Unforeseen Consequences Barnacles --------- Barnacles are the quiet killers. They attach themselves above any route of travel, be it room or cavern. A long grey tongue hangs down from their toothed jaws. If an unsuspecting victim stumbles into one of their tongues, the tongue latches on and drags the victim up and into the jaws of the barnacle. One or two shotgun blasts to the mouth will kill a barnacle. The tongue does not pose a threat after the barnacle is dead. If you do get caught in a barnacle's tongue, try to free yourself before you get pulled up too high. If you do reach the jaws of the barnacle, switch to the crowbar and start beating the barnacle until he lets go. Hopefully you will survive the fall. (Remember that falling any distance into any amount of water never hurts you.) First Sighting: Unforeseen Consequences Military Turrets ---------------- These are automated target-seeking machines that the military has set around for automated defense. They can't walk around, but they can swivel 360 degrees. hey start out dormant, but activate and scan for targets when you (or someone else) walk through their red laser alarm beam, brush up against them, or start damaging them. The best way to take one of these things out is to shoot it in the leg or in the top of its "head" while keeping something solid between you and it so that it can't shoot you. Bouncing a grenade around a corner also works well. First Sighting: "We've Got Hostiles" Soldiers (Marines, Grunts) -------------------------- Soldiers are the most versatile enemies in the game. They can have a variety of weapons. Generally, soldiers carry Mp5's and standard issue grenades. Some soldiers carry shotguns and some carry Mp5 grenades in addition to their Mp5 machine gun. Occasionally, soldiers will have special or mounted weapons such as rocket launching platforms; high-powered, floor-mounted machine-guns; and firebombs. Soldiers will always work in squads. They will cover vast amounts of terrain looking for you. They know where to look and how to sneak up on you. Once they find you, they will work to out-flank you by breaking apart into two groups, to flush you out of hiding by banking grenades around corners, and to get into those hard to reach areas by rapelling out of helicopters. Soldiers will duck in and out of cover and they will watch, listen, and react to anything that occurs. They make for some very interesting opponents. You tend to have much more health than the average soldier does, so you will almost always win a face-to-face firefight against a single soldier. Be careful when you are dealing with entire squads, though. Always concentrate fire on a single soldier until he goes down. Don't try spraying the entire squad; you will waste a lot of ammo and only do a little damage. Any weapon will work, but the Mp5 will generally be the best bet, as it takes a bit of fire power to kill a soldier, and you want to do so quickly. First Sighting: "We've Got Hostiles" Giant Tentacles --------------- Giant tentacles are one of the most dangerous enemies you will meet. They have very sharp "beaks" that they pierce flesh with. They attack anything living or moving in their respective areas. The only advantages that you have are that they're rooted to one spot and that they can only hear their prey nearby; they can't see. Hence, moving past tentacles is just a matter of staying quiet. Use the walk modifier or crouch-walk to avoid detection. Toss grenades to distract the tentacles away from you. Conventional weapons will only make tentacles sink into the ground very briefly. You need to find an alternate method to destroy tentacles permanently in the one case where you have to destroy a tentacle to progress in the game. First Sighting: Blast Pit Gargantuas ---------- Gargantuas are huge, powerful aliens that are almost solid armor. They mainly fire pyrotechnic bolts at you. These bolts will quickly eat away at your health, so don't go close to one unless you have to. Also watch out for the red globs of energy that gargantuas can fire at you from a distance. Gargantuas do not react to generic weapon fire except to become angrier. You can blow up a Gargantua with hand grenades if you have enough, but it takes 9 or 10 even on Easy difficulty. You basically need to dodge gargantuas until you can find an alternate method of destroying them. First Sighting: Power Up Larvae (Hagworms, Leeches) -------------------------- Larvae are a very basic form of alien, and look like small wriggly worms. They reside solely in water and they tend to attack in small swarms. A single crowbar swipe will destroy a larva. You do not have to worry too much about larvae except when they swarm on you. First Sighting: Power Up Ichthyosaurs ------------ Ichthyosaurs are very much like sharks. They reside solely in water, though they tend to skim the surface as they pace around their environment. Ichthyosaurs attack with their jaws, but not until they circle you at least once. Once they hit you, you will become disoriented, so try not to let them get close. You can kill an ichthyosaur from safely on shore by firing at it with your Mp5, shotgun, or whatever whenever you see it swimming on the surface. If you ever have to kill one while in the water with it, use the crossbow, as it was made for that sort of thing. If the ichthyosaur is a considerable distance from you, use the targeting sight and fire a bit below the beast (a necessary adjustment when sniping underwater). First Sighting: Apprehension Military Assassins ------------------ Military assassins can be very difficult. They are quite stealthy, quick, and precise. They will usually see you before you see them. You will never be able to get close enough to them to fight up close. They will back flip out of your reach the second you try it. Instead of chasing after them, find some relative cover and listen for their footsteps. Wait for them to approach and then fire an Mp5 grenade or just fire at them until they go down. Watch for the flash of light given off by their weapons in order to locate them in darker areas. You will only have to deal with assassins twice in the game, but they can be very quick and agile, making them very difficult to kill. Note that on Difficult level, assassins have a cloaking device they can use to make them even harder to track. First Sighting: Apprehension Alien Grunts (Xen Soldiers) --------------------------- Alien grunts are the powerhouse alien fighters. They carry hornet guns that they put to good use firing around corners and up stairwells. Alien grunts are very powerful creatures, and it takes quite a bit to take one out. Aim for the head of an alien grunt to maximize damage. They wear body armor on most of their body that protects them from damage. Alien grunts work in squads and are excellent trackers. They will search you out and find you once they know you are nearby. Listen for their footsteps to help you figure out exactly where they are. First Sighting: Questionable Ethics Alien Controllers (Xen Masters) ------------------------------- Alien controllers are perhaps the most annoying aliens you will meet. They attack in swarms, flying around and unleashing strings of glowing orbs that can do a bit of damage. Try to keep track of where the controllers actually are. This can be difficult, as the glowing orbs can block your view and disorient you. Try to concentrate on one controller at a time rather than worrying about all of the controllers around you. Work on weakening the swarm of controllers until you have defeated them entirely. Any weapon works well, but the Mp5 is very useful in taking them out since it's usually easy to follow their flight path with it and riddle them with bullets. The Egon gun can be even more effective with large groups of controllers that you have to take down fast. First Sighting: Lambda Core ============================================================================== 04) Walkthrough ============================================================================== ***note*** this guide assumes that you are playing on the medium difficulty level. Other difficulty levels will differ slightly in the amount of enemies and other factors. ------------------------------------------------------------------------------- 4.1 Anomalous Materials ------------------------------------------------------------------------------- When you begin you will start out in a tram car. This will take you past various locations in the Black Mesa facility. Eventually it will stop and a security guard will come to open the door for you. Exit the tram and wait at the door for the security guard to open it for you. Go past the security desk where you find out that you are needed for some type of experiment. Anyway follow the green line on the wall to the locker room where you can get your Hazardous Environment Suit, HEV. Press the middle button on the control panel in front of it to open the chamber. In the locker room you can open the locker that says Freeman. Get the power module and go out of the locker room and follow the green line until you see the blue line. Follow that to a door where a security guard will open the door for you. Follow the blue line on either side and get into the elevator. Follow the corridor until you see a group of scientists. They will talk to you for a moment about the experiment. Eventually one of them will walk over to the other door and use the retinal scanner to allow you access to the next corridor. Follow it until you get to an elevator and eventually you will get to a small room. The scientists will talk to you again and give you some more information. You will be handling a rare and very unstable "sample". Oh, don't worry "nothing will go wrong." Well...not really. Enter the chamber and follow the instructions of the scientists. Climb up the ladder and press the button on the control panel to start the "anti-mass spectrometer". Go back down and wait by the cage for the sample to arrive. Uh-oh there is a small discrepancy in the system, you know what happens next. Well, push the sample into the beam and let the shit hit the fan. You will see some freaky scenes (well, maybe I'm just a wuss...okay I am!) with aliens but you better get used to it, you're going to see a lot of them for the rest of the game. ------------------------------------------------------------------------------- 4.2 Unforseen Consequences ------------------------------------------------------------------------------- Exit the test chamber to find the facility in disarray. Shed a tear for the fallen heroes if you wish. Now retrace your steps back until you get to a room that overlooks the test chamber, the one in which the scientists talked to you. Now wait until a green beam crashes through the window and then duck under it or run past between bursts. Follow the path until you get to an elevator door get your first weapon of the game, the crowbar. Now open the door and watch the people in the elevator plunge to their deaths. Climb down the ladder and get the power pack. Climb back up and go all the way up where you will see a Barney fighting an alien. Use the crowbar to smash the alien and get the pistol from the fallen Barney if he died, if he didn't smash him a few times and he will drop it. Walk up the corridor and you will see an alien walking at you. Use either the crowbar or the pistol, but the crowbar is the best course of action as it uses no ammo. If you want to go back to the locker room there is pistol ammo and a power pack. Go to the security desk. You will see a small hole on the wall, crawl through it and kill the two headcrabs. Jump up onto the angled platform on the other side of the room and crawl through the small duct. Get out your pistol and shoot the bullhounds as they come at you. Go to the left and you will find two more bullhounds. The room they came out of has a first aid station. Go forward and open the door to the right. There is a headcrab here. Follow his until you come to a ladder, go up until you can just see over the edge. See those silver cylinders? Guess what they do...that's right they explode! Fire a bullet into one of them to trigger the explosion, that will kill anything in the room. Go to the right once you get off the ladder and get the scientist to follow you. Go on the walkways until you see another explosive cylinder fire a bullet at the creature near the back of the room to make him stand up, now you can either empty your clip into him or you can wait for him to get near the explosive cylinder and fire a bullet into it. But make sure that you are standing as far away from it as possible. Anyway, let the scientist open the door with the retinal scanner and get all the ammo inside. Use the first aid station if you need to. Retrace your steps out of the room and go back to where you were when you killed the bull hounds, go farther into the corridor. You should hear the sound of something being teleported to a location near you, if you wait a while you can shoot the vile creature but if you move quickly enough you won't have to use your ammo. When you near a dumpster you should see a scientist poking his head out of it. Behind the dumpster is a first aid station. See the small hole in the floor near the barred section? Yes, of course you do. Look down into the hole and shoot the headcrab. Now look past the bars and there should be another alien there, shoot him so that you won't have to deal with him later. Anyway drop down and now the directions that I give you correspond to how they would be if you had dropped down facing the bars. Go left, right, right, right, left, left. See the small wheel? turn it and the tunnels will fill with water. Now turn around and find a small hole in the roof, make sure it isn't the one you just entered. When you come out you should be on the other side of the bars. Follow the tunnel until you get into a large room, go up the walkways and you should see a lever. Press it and the lift should tart moving, go down and jump onto the elevator before it gets too far below you. Wait until it gets near the bottom. Fight off the headcrabs as they come down, most will fall off but some will stay, so get out your crowbar and waste them. When it gets near the bottom throw a grenade down there to kill most of the headcrabs. Use the crowbar to kill anything that remains. Thee is a first aid station to the right of the elevator. Break open the boxes to find some ammo. Follow the path to the catwalk and stop just before you get on it. An alien will spawn destroying the bridge. You will have to find another way around. Look to the right and jump onto the pipes. Follow the pipes until you see a small vent opening on the right. Smash it open with the crowbar and follow it to the SECOND opening in the floor. Smash it and smash open the crates for several power cells. Open the door and go down the ladder. Open the door take out any aliens around. Jump into the sewage canal and swim to the left. Follow it until you end up by a first aid station. Use it if you need to. Open the door and open the next door. Follow the passage to a large room with hanging crates. Climb up the ladders and hop onto the first crate. Hop from crate to crate until you get to the end. I suggest that you quick-save after you land on each one. Follow the path corridor to a door, open it and follow that corridor to a ladder. Climb it and follow that to another door. Open it and you should find yourself on the other side of the large gap. follow the corridor to an elevator. Get on and start it. ------------------------------------------------------------------------------- 4.3 Office Complex ------------------------------------------------------------------------------- Get out of the elevator and you will meet a gruesome scene. There is a scientist being eaten by a creature in the ceiling and an electrical wire is sending body parts flying. To the left of the elevator is a couple of headcrabs, shoot them and break open the vent on the right. Enter it and go to the right. Break open the cover and enter the room. Be careful not to stray near the barnacles. There is a power switch in the small room. Open it and shut the power off. Exit the room through the doors and go past where you first broke into the vent. Follow the hallway until you get to an area with a lot of boxes. Break through them to get to the other side. There is a headcrab just past the last box, be careful. Grab the shotgun from the case and walk towards the Barney. A monster will attack him, help him and he will let you in once the monster is dead. Grab all the ammo you can and get the med pack and power cell from the area below. Get Barney to follow you. Head back and you should see a small room with water on the floor. Enter the room and quickly get to the other side on the left to the power switch to stop the electrical current. Use the first aid station if you need to and bash open the vent. Some headcrabs will come through, kill them and enter the vent. Crawl under the fan. When you come out you will fall through the ceiling. Open the door so that barney can come through and help you with the headcrabs. Push the crates together so that you can jump up onto a ladder. Get onto the platform and you should fall through the roof to another level just below. Kill the headcrab. Follow the vent to the end but don't just yet enter the room. You will see a gun of some sort slaughter everything in the room. Wait until all is dead and wait until you hear the sound of a machine retracting. Quickly exit the vent and duck behind a box. Stay crouched and push the box to the end of the room and you should see a small switch. Pull it and the gun should stop. Go into the small room at the back and get ammo for the pistol and the shotgun. Toss a grenade into the hallway to kill a group of about seven headcrabs. Go up |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Half-Life Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

