Half-Life Walkthrough :
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Walkthrough - Walkthroughxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx FAQ TITLE: The Half-Life 10th Anniversary Ultimate Strategy Guide (PC version) COPYRIGHT INFO: This FAQ is copyright 2008-2010 by Stanley E. Dunigan (dunigase@yahoo.com). This FAQ may be posted and used anywhere by anyone as long as it's unaltered, but always check one of the official host websites listed below for the latest version. GameFAQs (www.gamefaqs.com) -- always the first site updated Neoseeker (www.neoseeker.com) GameBoomers (www.gameboomers.com) Game Guild World (gameguideworld.net) SuperCheats (www.supercheats.com) -- I've been having trouble updating this one Cheat Happens (www.cheathappens.com) -- this one, too If you want to print this walkthru out, it's best to do that with the version from GameBoomers, since it's the only one that's formatted for word wrap, and would therefore take up much less paper (especially if you use 1/2 inch or less margins and a font size of 9 or 10). Also, check the Universal Hint System (www.uhs-hints.com) for a complete Half- Life hint file. It's not a FAQ-style walkthru, but instead organizes the hints into a hypertext-like Q&A document, making it easier to find the hints you need without accidentally seeing other hints you don't want yet. FAQ DESCRIPTION: This FAQ is a *very* complete walkthru of Half-Life that includes all of the best tips, strategies, and secrets that I've discovered or heard about during my nine years of playing the game. (I didn't get it until 1999, when it was on sale for $10 at CompUSA on the day after Thanksgiving. I got there late, and picked up the last copy they had!) I didn't keep track, but I estimate that I've played through the game more than 50 times by now, and am therefore more than qualified to write the ultimate, most super-detailed walkthru ever for it. And what better time to do it than on the 10th anniversary of its original release? To write this walkthru, I played through the game in its original version (1.0.0.5) and with the version 1.0.1.5 and 1.1.0.6 patches installed. I don't know what all differences other patches make, and I have no idea what Steam's Source version of the game is like, but this walkthru should work pretty well with all versions of the game. Some strategies that key off of exact details or specific creature behavior might need a bit of adjusting, and related updates will be made if I ever get a chance to play other game versions. If you have a favorite Half-Life strategy or secret that isn't in this walkthru yet, send me an email at the address listed above in the copyright section. If I like it enough to include it after I try it out, I'll add it to the walkthru and give you credit for it. VERSION 1.3 (9/30/2010) NOTES AND CREDITS: I played through the game again to try out a couple of user-submitted tips, and came up with several new things of my own along the way. * Section c1a0c: George's tip about when the vort appears in the test chamber * Section c1a2 (again): tip for killing a headcrab past a floor grating early * Section c1a2c: tip for best spot for sneak-shooting bullsquid in meat locker * Section c1a3a: optimized route through area to skip some tripmines and turrets * Section c1a4d (again): improved tips for fuel room combats * Section c1a4i (again): tip for taking less damage when dropping down * Section c1a4f: tip for ignoring bullsquid in lift room (based on a tip from Tony Sinclair) & new way to kill zombie next to reactor chamber * Section c2a3d: improved crate-bashing tips for vort hallway * Section c2a5: new tips for fighting soldiers near dam * Section c2a5f: improved tips for dealing with snark-infested vent shaft * A few other minor fix-ups and rewordings VERSION 1.26 (1/8/2010) NOTES AND CREDITS: This version mainly updates the email address in the copyright section (the wmconnect.com address is no longer active), though it also includes a few minor formatting improvements and other corrections. VERSION 1.25 (4/5/2009) NOTES AND CREDITS: I played through the 1.1.0.6 game version yet again, and carefully reproofed the entire file, fixing errors and making minor improvements. No one's written in with anything, and I probably won't ever be able to find any more new tips, so this is likely to be the last release of this walkthru. VERSION 1.2 (10/11/2008) NOTES AND CREDITS: I played through the 1.1.0.6 game version again and came up with various new things, including: * another way to safely shoot the explosives past a ladder in section c1a1b * easier way to kill the first bullsquid in section c1a4 * better way to handle firing chamber entry in section c1a4i * slightly better way to get the crossbow in section c2a3a * helpful notes for the lobby combat in section c2a4e * sneaky way to take down the marines in section c2a5w * way to make the rocket-firing tank blow itself up in section c2a5b * note about one teleport-in alien grunt not appearing in section c3a2c * great new shortcut for getting through section c4a1a * a few little misc. changes VERSION 1.1 (9/28/2008) NOTES AND CREDITS: For this version, I replayed the game with the 1.0.1.5 patch version installed. I didn't find anything new, but I re-proofed the entire walkthru and made quite a few minor adjustments and clarifications. I also added brief descriptive names to each chapter section's title to help you more quickly figure out which one you're in, and I added several sites to the official host website list in the copyright section. VERSION 1.0 (9/10/2008) NOTES AND CREDITS: This is the original version of this walkthru, so I have no one else to credit yet. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ******************************************************************************** ************************** STARTING TIPS AND NOTES *************************** ******************************************************************************** This walkthru is organized around the same major chapter divisions that the game is, with these starting tips and notes put in at the beginning. If you're "joining us with a game already in progress," so to speak, you'll need to search for the title of the chapter that you're in. Or you can quickly browse through the chapters in order by repeatedly searching for several asterisks followed by a space. Each chapter's info is divided up into sections that correspond to the chunks that the game itself is divided into. Whenever you move from one section to another, you'll see the word "LOADING..." in the middle of the screen while the section you're moving into loads up. Each section has an internal codename, and I use that in naming the sections in this walkthru so that if you're on the PC, you can use the console's "status" command to see what section you're in (check the "map" field). Each section name also has some brief descriptive text in case you'd rather figure out what section you're in that way. In many places in this walkthru, I refer to the quicksave and quickrestore keys. If you're not already intimately familiar with them, get that way at once! To find out (and/or change) what keys are defined for those functions, go to the game's main menu and choose "Configuration" and then "Controls." I strongly advise you to redefine quicksave to be F5 and quickrestore to be F9. That way, the two keys won't be too close together. (That's practically an industry standard by now, anyway.) Another thing you should do on the main menu's configuration screen is choose "Video" and then "Video Options," and move the gamma slider all the way to the right. That'll make all the game areas much easier to see in, and it won't blind you or wash out all the colors like some games' full-gamma settings do. I don't include anything about the Hazard Course in these hints, but you should start out by playing through it at least once, especially if you're not yet familiar with the concepts of jump-crouching and crouch-jumping. Those moves are essential in many places throughout the game. I remember having a heck of a time on my earliest playthrus because I didn't know how to jump-crouch, and therefore had to use the "noclip" cheat to get past all the obstacles that you're supposed to jump-crouch onto. I mention crouch-walking a lot in this walkthru, but what I'm usually referring to is crouch-running, meaning you're moving around while using the "Duck" key, but not the "Walk" key. True crouch-walking involves using the "Duck" and "Walk" keys at the same time, and makes you move extremely slowly. This is sometimes useful, but usually not necessary. You can take any reference to crouch-walking to really mean crouch-running unless I say to very slowly or very carefully crouch-walk, in which case true crouch-walking should probably be used. A favorite tactic of mine that I'll often say to use is sneak-shooting. That's when you sneak up on an enemy who's unaware of your presence and position yourself so that you can see only a small part of him, such as an arm or a leg. When you shoot that part, the enemy will often just turn in place to face you. If he still can't see you due to an obstruction to his view, you can keep sneak-shooting exposed parts until he's dead. Some enemies will move around a bit when sneak-shot, but they still won't be aware of you unless they get a clear look at you while moving around. If you're afraid that will happen, quickly strafe to where you'll be out of sight right after taking a sneaky shot. Once you get the hornet gun in the "Surface Tension" chapter, you can often use it to sneak-shoot enemies around corners, and even through ceilings and the bottoms of walkways, without having to see any part of them at all. There's a peculiar glitch that might cause you to be frozen in place after you ride on a lift or elevator. When it happens, you may or may not start slowly taking damage. In any case, crouch and start moving around in order to break out of the glitch. If you're already crouched when the glitch happens, there won't be any way to break out of it, so don't ever crouch on lifts while they're moving. (Unless you briefly crouch and then stand up again before the lift stops. That may help prevent the glitch in some cases. Jumping around right before the lift stops may also help.) One fun thing you could do to extend gameplay is to use the crowbar to beat on all the dead bodies you find (and make) until they splattify. I've always enjoyed doing that immensely, and I'll never forgive Half-Life 2 for making dead bodies invincible. ******************************************************************************** ***************************** BLACK MESA INBOUND ***************************** ******************************************************************************** Sections c0a0 thru c0a0d: RIDING TO WORK This is just the long, scenic tram ride that you have to go through every time you start a new game. You don't need to do anything during the ride, and could just go take a break until it's over, but you might want to check out the sights along the way. To start with, you'll see a security guard on a little platform pounding on a door. That'll be *you* pounding on that door soon after you start playing the Blue Shift add-on game (though hopefully you won't look nearly as goofy as this guy does). You'll go through several areas past that, some of which you'll be seeing again as you pass through them on foot in the Opposing Force add-on game. Near the end of the ride, your car will stop briefly next to another one in which you'll see the so-called "G-Man," who I've nicknamed "Briefcase Bastard." He's *always* carrying that briefcase, and he's such a ... you know! Section c0a0e: BEING LET IN After the tram reaches the end of the line and stops, wait for the security guard to come over and open the door for you. Exit the tram and follow him over to a big reinforced door that he'll also open for you. Go through it and walk up to the second big door, then wait for the Anomalous Materials chapter to start. ******************************************************************************** **************************** ANOMALOUS MATERIALS ***************************** ******************************************************************************** Section c1a0: STARTING FUN Go through the door and up to the desk with the security guard seated at it. After he finishes talking to you, look down at the desk and hit the "Use item" key in order to press a hidden button and sound an alarm briefly. That and using the communications console in the corner to the left are good for a few laughs. When you're done there, start down the big corridor with the large colored stripes on the walls. After you turn a corner, you can check out a computer room to the left, and then follow the brown wall stripe past a couple of rooms and to a guarded door. You can have fun trying to listen in on the G-Man's conversation with a scientist or by turning off the lights in the other room, but what you need to do is return to the corridor junction and go toward the small downramp to get to section c1a0d. Section c1a0d: GET YOUR HEV ON Turn right past the ramp and follow the green wall stripe to the break room. Walk up to the microwave oven and press the "Use item" key repeatedly while facing it. You should soon be able to cause the microwave casserole inside to explode! (Note that this bit of hilarity will earn you a reproachful comment from Dr. Magnusson near the end of Half-Life 2: Episode Two.) Leave the break room and continue following the green wall stripe to reach the employee locker room. The bathroom in the back right corner of the locker room isn't very interesting, but the HEV suit room in the back left corner is. Use its control panel to open up the one case that still has a suit in it, then walk into the case in order to put the suit on. Now you're ready to do some half- lifing! Find the locker labeled "Freeman" near the bathroom entrance and push against its door to open it up. Go inside the locker to pick up an armor battery, then check out the wall-mounted first aid station just around the corner. You don't need any aid yet, but you're going to have to get used to the stupid "hee-yee- hee-yee" sound that first aid stations make when you use them, and now's a good time to get in some practice. Go back the way you came, then go down the corridor with the blue wall stripe until you reach the security post. The guard will see that you've got your HEV on, and will open up the nearby security door for you. Go through it and the next door to get section c1a0a to load. Section c1a0a: MOVING TOWARD THE TEST CHAMBER Go around to where you can use a button panel to the left of some doors to open them, then get on the lift past the doors and use its button to descend to a lower level (or climb down the side ladder to reach the same area). Go through some doors and down a corridor, then keep going until you reach the spot where section c1a0b loads. Section c1a0b: STILL MOVING TOWARD THE TEST CHAMBER Enter the control room and wait while three scientists talk to you. After one of them uses a retinal scanner on the other side of the room, go through the door he unlocked and on to where two scientists (one of whom will supposedly be Dr. Eli Vance in Half-Life 2) notice some equipment problems. Across from them, use a button panel to summon a lift, then use its button panel to go up a level. Exit the lift and go down the corridor until you reach the test chamber door, where section c1a0e will load. Section c1a0e: THE TEST CHAMBER Enter the test chamber's outer room and wait for the two scientists to finish talking and open the main test chamber doors for you. Go through them and across to the other side of the chamber, where you'll be able to go up a small ramp. Look for a ladder on the wall past that, and climb it to reach an upper walkway. Go over to the walkway's computer panel and watch for the red glass cover on the button to rise. When it does, use the button, then watch as the big scanning machine powers up. Climb back down the ladder and go stand next to the cage that's near the ramp's bottom. When the "specimen" arrives, do a quicksave, then get behind the gadget it's mounted on and push it forward into the scanning beam. Move back a bit after the crystal enters the beam and wait while you're teleported to a couple of harmless border world locations, followed by the Unforeseen Consequences chapter. ******************************************************************************** ************************** UNFORESEEN CONSEQUENCES *************************** ******************************************************************************** Section c1a0c: LEAVING THE TEST CHAMBER AREA The first thing to do is check to see if a vortigaunt is in the test chamber ruins with you. This only happens very rarely, and when it does, you'll want to restore your quicksave and go through the telezapping stuff again in hopes that the vortigaunt won't be there next time. (Note that the vort will almost certainly appear if you pull the specimen's mounting gadget back out of the scanning beam after pushing it in, so don't ever do that.) Leave the test chamber through the big jammed-open doors, then try using the retinal scan device that's next to the exit door. After the door opens, go through it to find a scientist trying to revive a security guard. You could wait around and take the guard with you (by talking to him after he's on his feet), but that's not helpful since he can't get over some nearby rubble. Go around the corner and move forward slowly. After a computer bank falls over, go past it and jump over the debris that's in the corridor leading to the lift. It'll still work, so get in it and use its button. Go through the doors and over to the two scientists nearby. After they're through talking, get the black one (Dr. Vance, I presume) to follow you over to the control room door's retinal scanner. After he opens the door, move far enough through it to get a large electrical surge to shoot into the control room through the window that's over to the right. Wait until the surge blows up the door at the other end of the room, then carefully time your run across the room so you won't get zapped. In the next hallway, section c1a1 will load. Section c1a1: YOUR FIRST TWO WEAPONS When you reach the next room, run through it and out its other door as quickly as you can, since a headcrab will teleport in right after you enter the room, and you have nothing to kill it with yet. In the next hallway, carefully crouch- walk under the red laser beam and over to where another laser beam will break free of its confining pipe. Don't try to crouch-walk under this one, but instead run around it right after it slices through a dead security guard's body. Pick up the crowbar that's next to the nearby doors, then go back past the two laser beams and to the room where the headcrab teleported in earlier. Quicksave before entering the room, then check to see if the headcrab is levitating up in the air. If it is, you'll need to go around the large fallen pillar and toward the headcrab, right-strafing at the last instant to dodge its leap. Quickly turn and run up to it, then crouch down and crowbar-whack it before it can turn and leap again. If the crab starts out on the floor next to the other end of the pillar, you can do the same dodge-the-leap thing, or you can let it see you, then crouch and back up around your end of the pillar so it can't leap at you. When it walks into view in front of you, quickly move forward and crowbar-whack it to death. Move on until section c1a0c loads back up, then time your run through the control room again. (Note that it's best to wait for the surge to hit the spot that's farthest from you, then quickly run through.) Go all the way back to the test chamber door, then quickly crowbar-whack the revived security guard to death. After you do, you can take his pistol. It'll come in real handy soon. Go all the way back to where you picked up the crowbar, then crouch down and use it to bash out one of the doors' lower glass panels so you can crouch-walk through. Do the same with the next set of doors, and watch the elevator crash. Turn right and climb down the ladder so you can grab an armor battery from the floor next to the elevator wreck. Climb back up that ladder, then climb up the ladder that leads up to the next floor. Quickly get off the ladder and run through the doorway to find a zombie closing in on a nearby security guard. You want the guard to survive the attack, which he may not be able to do on his own. That's the main reason I had you go all the way back to the test chamber to get that other guard's pistol. Use it to quickly head-shot the zombie before it can kill this guard. (Or if the zombie notices you and starts coming toward you, back away from it while the guard shoots it for you.) Hopefully, the guard will be able to shoot down the other nearby zombie all by himself, so you can just stay out of the way and watch. After that's done, talk to the guard to get him to follow you, then go through the nearby open doors to reach section c1a1a. Section c1a1a: LOCKER ROOM REVISITED Past the next set of doors, go around the corners just far enough to get your guard pal to notice two zombies ahead, then stay out of the way while he shoots them down. He won't notice the nearby dead scientist with a live headcrab on his head, so either ignore that or whack it to death with your crowbar. At the path split, go straight ahead to find the corridor with the break room and employee locker room that you visited before. All you can do in the break room now is have fun vandalizing the soda machines with your crowbar. In the locker room, get two armor batteries from the "Freeman" locker, then grab the two bullet clips in the flapping-open "Guthrie" locker. Go back the way you came, then turn left and go up the slanty bit of floor to reach the spot where section c1a1f loads. Section c1a1f: GETTING TO THE FORMERLY RESTRICTED AIRLOCK Turn left and follow the hall to get back to the room you first entered at the beginning of the previous chapter. Notice the explosion that destroys a vent covering near the floor. Shut off the annoying alarm by using the security desk's button, then go over to the wall hole where the destroyed vent covering was. If you can get the attention of the headcrab that you can see a short way past the wall hole, back off so your guard pal will shoot it for you. Otherwise, slowly crouch-walk toward the crab until it's crushed by a falling computer bank. Stand up and look to the left to see a second headcrab in the distance. You can either shoot it to death or try to lure it out to where your guard pal will shoot it for you. Either way, this is the end of the line for the guard, so crowbar-whack him to get his pistol. Before you reenter the computer room, go over to the big doors that lead to the tram arrival platform. You can partly open those doors by crowbar-bashing the largest of the three panels on the wall to the right of the doors. Crouch-walk under the upper door, then run down to the other set of doors and do the same thing. You can then grab a bullet clip from near a dead guard, and you can kill a scientist by walking a short distance onto his unsteady bit of walkway, then quickly retreating before it collapses. Go back through the two half-open door sets and then crouch-walk through the wall hole to get back into the computer room. Go to the room's back left corner and jump onto the slanty computer bank, then crouch-walk through the small crawlspace to where you can drop down into a corridor. Watch the scientist in a nearby room get headcrabbed, and carefully avoid the same fate by not going near the section of fallen vent shaft that's just to the left of that room's windows. In the dark room across the hall, you can whack a chair zombie to death and smash a few things. Past that, you'll come to an area where a security guard and a zombie are both about to die. If you're quick, you can crowbar-whack one of them a few times before they both turn intangible, but it's not useful. Grab the guard's gun and crouch-walk through the left part of the first set of doors to reach section c1a1b. Section c1a1b: HOUNDEYES AND HAND GRENADES Use the button panel on the left to get one of the doors ahead of you to start opening and closing. Time your way through it so it doesn't close on you and damage you. Turn right past the door and move forward with the crowbar ready. When a houndeye teleports in, back up a bit, then charge him and whack him with the crowbar as soon as he starts whining up a sonic charge. Do the same to the other nearby houndeye who's attacking a scientist. (It's perfectly fine if the scientist gets slushed.) Move on to the next area, where you'll find two more houndeyes. You can either crowbar them to death or use the pistol to make sure you don't get zapped. If you jump into the side room that one of the houndeyes broke out of, you'll find a first aid station on one wall. Back in the main room, find a door in one corner with a headcrab past it. Open the door and immediately retreat, then carefully move to where you can shoot the headcrab without it hitting you. When you come to a ladder, get the pistol out and slowly climb the ladder to where you can shoot the top of some large explosive containers, thereby blowing them up and destroying the zombie and headcrabs near them. It can be kind of tricky to climb the ladder just enough to shoot the explosives without getting damaged by the explosions or leaped at by the headcrabs, so you'll probably want to quicksave before you try it. Or you could go back to the door you came in through and look near it for three metal barrels. One of them can be pushed and pulled around, so shove it over to the area with the ladder. Push it up against the wall that's directly opposite the ladder, then jump-crouch onto it. Stand and face the ladder, and you should easily be able to shoot the explosives without getting hurt. Go along the walkway past the top of the ladder until you come to a dead-end area where a zombie is passing his hands over a dead scientist in some bizarre alien ritual. Look near your end of that area to see if there's a large explosive device there. There may or may not be, depending on whether or not it was accidentally detonated by houndeyes earlier. If it isn't there, you'll want to use the pistol to head-shot the zombie to death. If it is there, move close enough to the zombie to get its attention, then retreat past the explosive to where you can just barely see it around the corner. Shoot it quickly with the pistol when the zombie gets close to it. Hopefully, the explosion won't damage you any. (Run backwards right after firing the shot to be sure.) Return to the top of the ladder and go left to find a crouching scientist in a small niche area. Walk up to him to get him to stand up, then talk to him and have him follow you back to where you found the zombie. When you pass the retinal scanner, the scientist will use it to unlock the nearby door, which allows you access to a room with a first aid station, some hand grenades, and some bullet clips. Grab those goodies, then return to the houndeye room. (You can shortcut your trip back there by jumping over a railing.) In the short corridor that leads onwards from the houndeye room, push one of the two movable barrels as close to the door ahead as you can. Move around either side of the barrel until you hear a teleporting sound, then get back behind the barrel. Right after the vortigaunt breaks through the door, toss a grenade so that it goes into the vort's room. After it's blown up, enter its room to find some more bullet clips. Just past that, watch under the blue D475-KL sign for a zombie to climb up through a grating. You could shoot or grenade it to death, but there's no need to. Instead, stand back and toss a grenade so that it goes down the hole in the floor that's on your side of the bars. It should blow up the headcrab that's in the water directly below the hole. Toss a couple more grenades down the hole if you want to be sure the headcrab is dead, then go back to the room where you found the grenades. Resupply using the ones you couldn't take before, then return to the floor hole and drop down through it. Explore the watery tunnel area until you find a small cement platform with a valve wheel on it. Jump onto the platform and use the wheel to flood the place, then swim over to the nearest ceiling grate. It'll open when the water reaches it, and you can hop up through it. The zombie that climbed through another grate will be nearby, but you can ignore it and go down the hall to where section c1a1c loads. Section c1a1c: CANAL AREA You'll soon come to a big room with a large platform lift in it. On the walkway next to the platform, get the two bullet clips that are near the dead security guard. You're now supposed to hit the big lever to get the platform moving, then ride it down, dodging headcrabs as best you can. However, a much better way is to ignore the lever and drop from the right side of the unmoving platform to the slanty slope underneath it, then hold down the "Move right (strafe)" key as you slide down. You should end up on a narrow ledge next to a first aid station without taking any damage. Jump across to the main floor using the four raised cement things next to the aid station, then quickly shoot the houndeye that teleports in on top of a large crate. When it falls down into the crate, move around to where you can shoot it through a crack in the crate's side. (Or just bash through the crate with the crowbar and whack the houndeye to death.) Bash all of the crates to find more bullets before you move down the adjoining corridor. When you come to a room with a metal walkway crossing it, strafe left to avoid the bullsquid's toxic spit when it teleports in and falls. Go a short way onto the remaining metal walkway piece, then turn right and jump to the lowest set of nearby pipes. After jumping onto the highest pipe, move down to where you can jump onto a large machine and crawl along another pipe. Jump to the highest pipe past it, then follow it along to a small platform with a vent grating. Bash the grating with the crowbar, then crouch-walk through the vent shaft until you reach the second floor grating at its other end. Bash it and drop through, then turn right and bash all the crates you find to get armor batteries. Look across to the lower floor on the opposite side of the big room ahead to see a bullsquid killing off several headcrabs. As soon as it's done with that, use your pistol to kill it, strafing whenever you need to in order to avoid its spit. (Note that it may not have seen the leftmost headcrab due to a crate blocking its view, so shoot that headcrab, too.) You now need to cross over to where that bullsquid is. The fastest way is to use the broken piece of metal walkway that's near you. Take a running jump off the left end of the walkway piece, and you should make it across, though you will take some damage. Note that if you do this while the bullsquid is still killing headcrabs, you can run for the nearby door and avoid having to shoot anything. A much safer way is to go back the way you came to find a door you can go through, past which is a ladder you can climb down and another door you can go through. You can then push a wooden crate into the canal and use it to jump across (quickly, before it can float away), or you can enter the canal and swim to its other end, then use a short ladder to climb out in a small room with a first aid station. From there, go through a door and along a narrow ledge. In any case, go through the door near the bullsquid and down a corridor to reach section c1a1d. Section c1a1d: BOX-HOPPING FUN Keep going until you reach a large room with hanging crates and two ladders. After you climb the second ladder, quicksave in case you fall, then jump onto the railing next to the rightmost of the two nearest hanging crates. From there, you can move forward onto the crate, then do a running jump to reach the next crate that's directly ahead. Drop down from it to the next crate without jumping, then turn right and drop down to the next two crates in order. Then you can finally drop onto the floor past them. Move down the corridor until you find a ladder to climb in a red-lit room. Past it is a corridor that'll lead you back to section c1a1c. Section c1a1c (again): EXIT ELEVATOR Move down the corridor until you exit it through a door, then go right to find a big elevator that you can open with a button panel. Enter the elevator and use its interior button panel to ride to the Office Complex chapter. ******************************************************************************** ******************************* OFFICE COMPLEX ******************************* ******************************************************************************** Section c1a2: HALLWAY ELECTRICAL HAZARD Leave the elevator to find a health pack and armor battery, then turn left and watch as an electrical hazard kills several headcrabs. None of them should make it to you, but have your pistol ready just in case. You could get past the electrical hazard quickly by running down the left side of the hall, but you'll take a lot of damage, and there's a much better way. Find the vent grating in the wall near the electical hazard and crouch-walk carefully up to it. Bash it with the crowbar, then enter the vent shaft and turn left. When you come to a barred window that looks into a fan room, turn right and use your flashlight to help you find your way to a grating. Bash it, then move around in the shaft until the two headcrabs in the fan room get splattified by the fan. Don't enter the fan room yet. Go back the way you came until you reach the other end of the vent shaft. After bashing through another grating, you'll be able to drop down to the floor and open the two nearby locked doors from the inside. You can also bash the two vending machines and have fun crunching all the bugs that come pouring out of them. Approach the scientist near the table lamp to get him to say that if he'd known it was you, he'd have let you in. Oh, really? Talk to him to get him to follow you, then maneuver him into getting caught by one of the three barnacles in the area. That'll learn 'im! You can then have fun killing the barnacles by letting them catch you, then bashing them with the crowbar when they pull you in close. Find the door with the high voltage sign to the right of it, then go through it and use the lever on the panel to the left. That'll turn off the power to several nearby devices, including the hallway hazard. Return to the vent opening in the hallway and reenter it, going left to return to the fan room entrance. Drop into the fan room and check near the dead security guard for two bullet clips. Crouch-jump back into the shaft, then return to the hallway and go past the now- deactivated electrical hazard. The door past it won't open, so bash the glass out of the window and crouch-jump through it. Pass by the D-AL 101 room for now, and move up against the unopenable wooden door in the small side area marked "STORAGE." Wait until a zombie breaks completely through the wooden door, then quickly shoot it to death. In the dark storage room, crouch down and move around on the lowest part of the wrecked shelves until you're able to pick up both bullet clips. Find the dim corridor past the storage area that's clogged with wooden crates, then bash crates and run over orange scuttlebugs until you reach the point where section c1a2d loads. Section c1a2d: SHOTGUN AND SECURITY CAGE Bash every wooden crate except for the very biggest one. There's a headcrab on its other side, and you'll want to very slowly crouch-walk past the crate until you're in position to sneak-shoot the headcrab. After that, bash the crate and move on to where you can turn a corner and find a shotgun and some shells on a green crate. (Note that you'll probably have to jump onto the crate in order to pick up everything that's on it. The same will go for other green crates you come across.) As you approach the caged-in area with a security guard in it, a zombie will walk into view. Shoot it once with the pistol to get it to focus on you, then let the security guard finish it off and open the gate. Before you go through it, drop down to the lower floor and bash crates to find a health pack and an armor battery. Climb the ladder to the higher floor, then go through the gate and grab the ammo from the green crate near the guard. Talk to the guard to get him to follow you, then go down the short hall to the room past the cage area. There's a headcrab in an overhead vent shaft, so run to the back of the room to get it to leap at you, then quickly back up and strafe aside so the headcrab will miss you and get shot by your guard pal. Get all the ammo in the room, then go back through the cage gate and on to where section c1a2 will load up again. Section c1a2 (again): ELECTRIFIED ROOM AND AUTOTURRET Lead your guard over to the D-AL 101 room's big broken window so he'll shoot the headcrab in the room for you. Talk to him to leave him where he is, then crouch- jump onto the window's sill. Pull the nearby table toward you by facing it, holding down the "Use item" key, and moving backward. Once it's next to the window, get back on the sill if you fell off and crouch-walk onto the table. Jump from the table to the large counter on the right, then jump over the sink in the middle of the counter (its water is electrified, too). Jump from the end of the counter to the small table that's next to the first aid station, then jump to the small counter that the dead headcrab is on. Use the light switch on the wall to turn off the electricity, making the room safe to move around in. Find the vent shaft in the wall a bit to the left of the light switch counter and stand in front of it with your flashlight on. There are three headcrabs in the shaft, and the easiest way to kill them is to wait for them to approach the grating and shoot them through it. After you kill all three of them, you can bash off the grating and crouch-jump into the shaft. But first, go over to the big cabinet in the corner to the right of the first aid station, nudge its door open, and go inside it for an armor battery. Move along the shaft, being sure to stay crouched as you go under a large fan. You can wait and watch as headcrabs drop into the fan and get splattered, or you can just move on without stopping. When you reach a grating, bash through it and move forward to fall down into a hallway past some doors you couldn't open earlier. Open them both now and get your guard following you again, then move down the hallway and take cover behind a large metal crate while the guard shoots some drop-down headcrabs for you. After the crabs are dead, tell your guard to wait for you again, then push the small metal box to where it's directly underneath the broken-off ladder that you can see up in the ceiling area that the crabs dropped down from. Get onto the box so you can jump from it to the ladder, then climb the ladder and move over to a large bashable grating in the floor. Bash it with the crowbar, then get the pistol out so you can shoot the headcrab that's ahead as soon as you drop down. (You could instead use the flashlight to find the headcrab right after getting off of the ladder so you can shoot it before bashing the grating.) Turn around and bash out the wall grating, but don't drop through it into the next room yet. Move far enough forward to get the noisy autoturret over to the right to power up, then quickly back up before it can shoot you. After it shoots a scientist and a headcrab, wait until you hear it power down, then quicksave. You could drop into the room and run straight forward to the headcrab-infested hallway and move on from there, but that would mean skipping some good stuff. As soon as you drop to the floor, turn right and run up to the leftmost wooden crate. Crouch down and push the crate forward as far as you can, then bash it to get it out of your way. You can then use the switch on the metal control box to turn off the autoturret. Grab the bullet clip from the middle of the room, then go through the red- outline doorway that's to the left of a dead scientist. Check the green crate and set of shelves back there for ammo, then find the red door that you can push open to return to the hallway where you left your guard. Get him to follow you again, then push and/or pull the small metal box all the way to the turret room. You can use it to get onto the large metal box near the turret's platform, then jump to the platform to access a first aid station. Help your guard kill off all the headcrabs in the hallway that leads off from the turret room, making sure he doesn't take very many hits. Past that, start up some stairs to reach section c1a2a. Section c1a2a: VORTIGAUNT OFFICE AREA Go to the top of the steps to find a second guard shooting headcrabs. After he's done with that, talk to him to get him to join you, giving you a total of two guard followers. You'll need 'em! Bash the nearest crate to find a bullet clip, then approach the large red-rimmed doorway cautiously. A headcrab will drop down through a weak ceiling panel as you go through the doorway, so quickly back up and let your guards shoot it for you. Talk to them to leave them behind, out of sight of the hallway. Go partway down the hallway to find a side room to the left that you can get an armor battery and health pack from. In the hall, turn and face toward the flashing green EXIT sign, then slowly back up until some nearby vortigaunts see you. Quickly run forward and into the side room, then squeeze into the space behind the open door. Neither you nor the gaunts can shoot through any part of the door, so watch for them to try to come behind the door after you, and double-barrel them with the shotgun when they do. After they're all dead, go back and get your two security guards following you again. Go past the side room to the intersection area, then look to the left for a weak ceiling panel. Move toward it, then quickly retreat when a headcrab falls through. After your guards shoot it for you, go to the lounge-like room ahead and repeat the process with its ceiling-hid headcrab. Look through the lounge room's small doorway to see a vortigaunt who thinks it's hiding in a dark corner. Shoot it once with the pistol, then retreat and let your guards finish it off. Around the corner from there is a small side office with a vortigaunt in it. Let it blast its way through the office window, then go in and get some bullets from the desk after your guards kill the vort. From there, go down the hall to a well-lit area with two doors, one of which is labeled D-AL 102. See if there are any vortigaunts near that door or in the room past it, then lure out the ceiling headcrab in the other room for your guards to shoot. There's a first aid station in that room if you need to heal up. In the D-AL 102 room is another door with that same label guarded by a barnacle. Crowbar-whack it, then enter the scientist's dark room to find a health pack on a desk. You can turn the room's lights back on using the wall switch near the scientist if you want to be able to see better. Return to the lounge and hop up onto the couch right in front of the "Maintenance Access" sign. Look up and bash the weak ceiling tiles, then climb up the ladder past them. Look into the autoturret's alcove to get it to notice you and activate, then quickly duck out of sight and use the switch on the metal control box to turn it off. Get the shotgun ammo from underneath it, then climb back down the ladder to the lounge. Find the short exit corridor to the left of the lounge that has vending machines in it, then toss a hand grenade so that it blows up the vortigaunt that's hiding behind the farthest machine. Have the shotgun ready to blast a couple of other vorts in the area just past the vending machines. If you have any security guys left after that, you can either whack them for ammo or let them stay with you. I'll assume you don't have any left, so you don't have to worry about making sure they survive this area. Kill the barnacle past the exit corridor with the crowbar, then go up the first set of stairs. Move up the second set very slowly and with your pistol out, since there are three headcrabs just past the top. Try to shoot all of them to death before they can leap at you. In the next hallway is an explosive crate and a zombie. Wait until the zombie is passing by the crate, then blast it with the shotgun. If that doesn't finish the zombie off, give it a close-up head shot with the shotgun. Move slowly toward the point where the corridor turns left, since there are two vortigaunts just around the corner. Get to where you can just barely see part of one, then lob a grenade so that it'll bounce toward the vort. If that doesn't kill both of them, round the corner and double-barrel the survivors. Move on past them to reach section c1a2b. Section c1a2b: OPTIONAL AREAS AND ZOMBIE CAFETERIA Go through a door to reach an area with a security guard, but don't have him join you yet. Instead, use the flashlight to locate a floor-level vent grating to the left of the door you just came in through. Bash the grating and move along the vent shaft until you reach a big fan room. Climb the ladder and go over to where the fan blades are turning. Time your run through them so that you're going across when the broken-off blade is on top. Bash the floor grating past the fan, then drop down and move along until you come to a wall grating. Carefully shoot two headcrabs through the grating before bashing it, then bash through another grate past them. Walk along the top of a vent shaft in a hallway, looking for another grate to bash and go through. Past yet another grate is an open area with some rusty metal beams that you need to cross. You can cross along the left side, carefully moving around the cable that's in the way, but it's a lot easier to go around the cable using the other beams. When you do, some headcrabs will break through a wall ahead and to the right. Quickly shoot any crabs that leap out, including ones that fall to the floor below, then toss a hand grenade into the crabs' wall niche to kill any others that are in there before you go past it. Move carefully along the beams to where you can enter another vent shaft after bashing its grate. When you come to the end of the shaft, look into the room beyond to find a headcrab to shoot. Go around to where it is, then crouch-hop over some beams and walk on some weak ceiling tiles that'll drop you into a secret ammo room. After taking what you need, open the room's door and go left to get back to the place with the security guard. It's still not time to get him to join up, though. Go down the large ramp near the guard and turn right. Don't go into the lower room with the crates and barrels yet. Stay well back and destroy the middle crate with the pistol. You'll then be able to safely sneak-shoot the bullsquid that's behind the crates. Go down there and loot the area of grenades and shells, then push the two barrels up to the yellow floor line so that they mostly block the path. Go a short distance past the yellow line to get two vorts to teleport in, then quickly get behind the barrels and shoot the vorts over them. Go back up the ramp and get the security guy to follow you, then go past the secret supply room's open door and on to a large cafeteria room where a zombie is messing around near some tables and dead bodies. Toss a hand grenade at the zombie, then help your security guy kill it and the headcrabs that fall into the room. At the back of the room, use the crowbar to bash all the boards off the doorway, then go down the hallway until section c1a2c loads. Section c1a2c: MEAT LOCKER AND VENT SHAFTS Around the corner is a room with two zombies feasting on dead scientists. Your dumb security guard will run right up to them and get himself whacked if you don't leave him behind before entering that room. Toss a grenade at the zombies and finish any survivors off with the shotgun. Then go get your security guy to follow you again. Use the large lever that's to the left of the big door near the zombie area, then run through far enough that your security guy will follow you in before the door closes. If he doesn't make it, you can move up to the right side of the door and use the lever to open it (even though the lever is on the other side of the door). You could also do this if you want to return to previous areas for something. |
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