Half-Life Walkthrough :
This walkthrough for Half-Life [PC] has been posted at 18 Apr 2010 by f-r-a-n and is called "FAQ". If walkthrough is usable don't forgot thumbs up f-r-a-n and share this with your freinds. And most important we have 15 other walkthroughs for Half-Life, read them all!
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Walkthrough - FAQBegin Document---------------------------------------------------- Submitted by JB@hotmail.com HALF-LIFE WALKTHROUGH General Tips 1. Use your crowbar to break open every crate or box you see (except those labeled 'explosives'), they often contain health, HEV cells, or ammo. 2. Watch out for those damn tongue monsters -- those skinny little tongues can be hard to see, and hard to avoid even if you do see them (other enemies will frequently back you up into one you forgot). 3. Even if you're a seasoned FPS player, take the Hazard Course from the main menu. Not only is it cool, it will teach you a few new moves that are required to get though the game (like ducking at the peak of a jump to raise your legs and maximize your effective jump height, and the super long jump). 4. Not only can you push crates and boxes (by just running up against them), you can PULL them too. Move up to a box and hold down "use", it will follow you around as long as you hold down the use button. This is critical to remember for several areas. 5. Save often (quicksave is F6 by default, and quickload is F7), especially before attacking a difficult area. 6. Feel like a little low-budget (ammo-wise) whapping on a tank or a Bradley? Check out Billings' cool piece over at CFTF. 7. When faced with the alien-eaten scientists (those things that have the crab for a head and very sharp arms), note that they're so slow that you don't have to waste two shotgun shells on them; just run right up to their face and blast once. It takes a few seconds for them to fall but one shot will do it. Intro Black Mesa Research Facility Black Mesa, New Mexico Load the game with "hl.exe -nointro" to skip the long, but cool, intro. Anomalous Materials 1) Follow the green stripe to the locker room, then go left to the HEV room. Press the button on the computer console to open the storage door for the suit. Walk up to the suit in the chamber that just opened and you'll don the suit automatically. Amusement: Press the button on the main lobby guard's desk to watch everyone freak out. 2) Follow the blue stripe to the security door, the guard will only open the door for you if you're wearing your HEV suit. Once inside, it's a straight walk down a few halls and up an elevator or two. Use the buttons on the elevators to make them work. 3) Once inside the test lab, you'll have to listen to the two scientists talk for a bit, then they will open the door for you. 4) Inside the test chamber, climb to the platform, wait for the switch on the console to open, and then press the switch. 5) Climb back down and walk over to the cage. When it opens, get behind the cart and push it into the particle beam. Then pay attention, this is a cool part. Unforeseen Consequences 1) Use the broken retinal scan panel to open the door, then exit the test chamber. Make sure you pick up the crowbar you see by one of the doors on the way to the main lobby. 2) Find your way back to the main lobby security desk, then use your crowbar to smash open the vent panel by the floor on the right. Go through the hole into the vent. 3) There are a few headcrabs near the vent on the other side. If you brought the guard with you that you met in the hall (by Using him), he'll shoot at least one of them for you. Also watch out for the exploding computer. 4) Climb up and exit through the other air duct (smash it with your crowbar to open it -- get used to doing this, there are quite a few vents in the game, and many of them must be smashed with the crowbar or shot open with a gun -- crowbar saves ammo, which you'll need). 5) Pick up the gun from the dead guard you'll find. You could also kill the guard you had following you around (using the crowbar) and take his gun, but it's not necessary (and not very nice). 6) Keep walking to the end of the hall, kill the monster on the other side of the iron bar door (which you can't open). Then drop down through the square hole into the sewer. Inside the sewer there are two open holes in the roof (one you just dropped through) and one covered with a grate. Note the location of the 2nd open hole before proceeding. 7) Find the concrete thing with the wheel valve control on it, use it, then walk/swim to the open grate you located. You can then swim up to the hole and exit, and you'll be on the other side of the iron bar gate. If you killed the monster from the other side, this part will be a bit easier. 8) Use the big lever that's on the platform by the huge lift, then run down and get on the platform before it descends too far. As you descend, look behind you. Headcrabs will start falling after you. Don't try too hard to kill them, just dodge them by moving to the side and opposite their direction of motion as they fly by. 9) Be careful on the steel-grating bridge. It will break when you step on it. To get around to the opening on the left, jump up onto the silver pipes and walk around. Once at the other side, you can try to jump for the opening, or break the grate to your right with the crowbar and crawl through -- it takes you to the same place. 10) Watch out for the hanging tongue things while crossing the water. You can jump into the water, or push boxes in to make a bridge. Go left and up the ladder, out the door, then in the other door. 11) Continue walking along the corridors until you find the elevator. Use the button outside to open the door and walk inside, then use the button inside to activate the elevator. Office Complex 1) Once outside the elevator break the grate on the wall by the floor near the electrical wire that's shooting sparks. Stay clear of the wire, and wait a bit first so the headcrabs come for you and get zapped. Crawl into the vent shaft. 2) Crawl to the right, bust the grate with the crowbar (watch the scientist get eaten by the tongue monster), and then jump down into the room. Find the electrical room door, go inside and turn off the main power. The lights will go off, so use your flashlight to navigate around the room (watch for more tongue monsters). You can then open the door to the hall by the elevator and the electrical wire, which will now be safe to pass. 3) Break the glass in the window at the end of the hall and climb through. Then break through the crates to proceed. 4) Get the shotgun and shells from atop the green box, then kill the alien that attacks the guard behind the fence. If you don't save him, you can't get behind the gate (he opens it for you if he's alive), and there's some ammo and health inside. There is also ammo and health to be found by busting the crates below the catwalk. 7) Go to the flooded room, climb in and jump on objects to avoid touching the water (and electric shock). Find the light switch on the left wall and turn it off to make the water safe to touch, then get the goodies from the cabinets before busting the vent on the left wall and climbing out of the room. Watch out for the fan in the vent shaft (duck). 8) Move the small and large crates to make two steps up to the ladder in the hall by the locked door. Break all the vent covers in the shaft, but you might want to save before exiting the last one -- there's a security gun just outside. 9) Either duck and shoot the security gun with the shotgun to destroy it, or jump down and run for the switch under it to turn it off. 10) Climb up the stairs after getting the guard follow you by using him -- they make for a great distraction target for the security guns you'll run across. Then go out the EXIT door and up the stairs. There you'll find another guard to help you if you managed to get the other one killed. 11) Stop by the room to the left and down to pick up a few grenades, the go back to the right and break open the boarded-up exit with your crowbar. Walk through (the flashlight helps) and find the freezer door, open it by using the handle to the left. But before entering the freezer, get all the health and ammo you can hold from the previous area -- once inside the freezer you can't go back out. 12) Inside the freezer, walk around to the left and find a red switch. Use it to start the cart moving back and forth along the rail on the ceiling. 13) Go back to the entry door and climb up the ladder, then smash open the vent and crawl through the vents and across the shelves until you come out near the track of the ceiling-cart. 14) When the cart moves by, jump on and cross to the other side. You may need to smash the crates on the cart with the crowbar to get on, and you may need to wait until the cart comes around again to get off at the vent on the other side. Getting stuck between the cart and a wall or shelf is fatal. 15) Keep climbing up the vent shaft and exit up to the left. To the right there is a dead guard and a few HEV power cells that might come in handy. 16) Go up the stairs and find the open elevator shaft. Inside, on the far, wall is a ladder to which you can just barely jump (don't jump too early, and consider saving before trying this one -- a fall is fatal). 17) Keep climbing up ladders until you can jump up on top of the elevator. There is no way to save the scientist who is hanging by his fingernails above you -- he'll fall as soon as you hit the elevator. 18) Once atop the elevator, find the access panel and smash it open with your crowbar and drop inside. The panel is at the rear left, and the flashlight will help you find it more easily. We've got Hostiles (Maps in this chapter: c1a3.bsp, c1a3a.bsp, c1a3b.bsp, c1a3c.bsp, c1a3d.bsp) 1) Watch out for security guns, trip wires (red lasers, which activate sentry guns in the area and close fire doors), and trip mine lasers (blue lasers, which will blow up the trip mine -- and you -- if crossed by anything, including an enemy). It's pretty painful to take on a sentry gun head on -- it's best to avoid activating them at all by ducking under or jumping over. If you do activate one, strafe out from behind a wall or crate and take a shot with your shotgun (both barrels preferred, use Alt Fire) and then strafe back to safety before trying again. 2) When trying to creep through the area without activating sentry guards (by avoiding touching the red lasers), watch out for aliens that may appear and kill them quickly -- they can activate the guns as easily as you can. If you've destroyed all the sentry guns in an area, it's safe to cross the red lasers -- nothing will happen when you do (assuming you destroyed all of the sentry guns). 3) Creep past the lasers and guns (touching a sentry gun sets it off also), climb the crates and jump down to the hallway. Watch out, there are more guns there. 4) There's a pretty hairy area with sentry guns, a wet slippery floor, and an open elevator shaft (a fatal fall). You may want to grenade the sentry guns in this area to get past, then the red lasers are harmless. Be careful grenading near fire doors, as breaking the glass on their wall switches will close the doors. They can usually be re-opened with the switch on the wall. 5) Make sure you don't cross a blue beam -- those are trip mines, and they blow up when you do. They inflict heavy damage. Also be careful not to push a crate or box into one, or move a box that a blue beam is hitting. 6) Climb up the ladders to the exit. There you'll see a scientist run to the soldiers, thinking he's getting rescued. While the soldiers mercilessly slaughter the scientist, blast them with grenades. Note that pressing the fire button with a grenade in-hand pulls the pin, but you don't throw it until you release the button. Try to time it so that the grenade explodes soon after hitting the target area, of the soldiers will run away before it explodes (they aren't stupid!) 7) Exit by using the freight elevator, then go out the firedoor onto the catwalk. At the fork, go right. Find the conveyor belt and walk up it (the wrong way), in the next room you can climb the crates to get back onto the conveyor belt and continue walking up it the wrong way. 8) Destroy the sentry guns below with a grenade, then jump down. This is much easier than trying to come through this area by the other way (by not using the conveyor belts). Keep an eye out for the sentry gun behind the open fire door. 9) Climb the stairs in the warehouse and wait for the soldiers and the aliens to kill a few of each other before taking them on. The soldiers are tough in this area, and they will try to flank you. They are also deadly accurate with a grenade toss, so if you see one coming, take cover. 10) Walk up the catwalks to the top of the room and go down the corridor. Kill all of the soldiers from this height advantaged position before going onto the floor. Once down, take the elevator up to the surface. Save here, it's nasty up above. 11) If you kill the soldiers that the plane drops off, they will just keep bringing more. Your best bet is to make a run for the bunker (to the left, near the middle of the outdoor area) -- running around the perimeter of the area seems a bit safer than the middle. 20) open the door to the ventilation shaft, go down to the bottom. Once inside the bunker, dive down the ladder as quickly as possible and take cover. 12) In the vent system, drop past the (deadly) fan blades in the far right corner. Then exit the fan chamber through the middle vent (the others have a few goodies in them, but are dead ends). 13) Once outside the vent, use the control on the computer panel to open the silo door, and then exit. Blast Pit (Maps in this chapter: c1a4.bsp, c1a4b.bsp, c1a4d.bsp, c1a4e.bsp, c1a4f.bsp, c1a4g.bsp, c1a4i.bsp, c1a4j.bsp, c1a4k.bsp) 1) Use your crowbar to break the barrier and duck under the hazard barriers. Then enter the control room to your right and use the switch there. You can exit by using the freight elevator. 2) Jump up on the train, and press use to activate its controls. When the big arrow thing appears on your HUD, forward increases speed, and back decreases it. Use again or strafe to either side to let go of the controls and leave the train. 3) Running train at full speed will help you avoid hits from the monsters in the tunnel (and run over a few in the process). Once you smash through the barrier, you can't stop the train. So either stop right after the barrier and climb over the pipes up to the ladder, or prepare to swim to the low box in the center of the slime when you go flying off of the train. 4) Personally, I found flying through the air a lot of fun, and it doesn't cause much damage if you get out of the slime and onto a box pretty quickly. You can then jump to the other boxes and make your way to the platform opposite the slime. Either way, next you can jump up onto the walkway to get to the ladder which leads you up into the pipe. 5) Next climb the ladder and get on top of the pipe so you can walk past the slime, and once inside the big slime-filled room, walk along the upper pipes and jump over the rail and onto the platform. From there you can take the elevator up and out. 6) When exiting the elevator you'll run into an alien. You can shoot the canisters next to it to cause an explosion that will kill it. Make sure you're not too close when you do. It's tricky not to cause the explosion, but if you can manage to avoid it do so, otherwise you'll have to jump across the bridge that gets damaged in the blast. 7) Use the switch by the door to open up the airlock, and step inside. Another switch is waiting, which you must use to get through the airlock. Note that the scientist here in the test fire control room cannot be saved -- he's a goner. 8) Before entering the test fire chamber, shoot the crates that block the ladder to your left. It's much easier to do this now than while you're trying to creep past the tentacle. If you break the boxes while inside the chamber, the tentacle will hear you and attack. 9) Note that the "Test Fire" switch on the panel cannot be activated until you turn on the power, oxygen, and fuel (this is how you destroy the tentacle -- there is no other way). You'll need to creep past the tentacle at least twice to activate these, and doing so can be tricky. The easy way is to walk (hold down the 'walk' key if you have auto-run on) or crouch while moving past him, being careful to avoid the whapping tentacles. The hard way is to distract the tentacle with grenades and/or shotgun blasts, causing it to briefly retreat into the hole while you run by. Either way is nerve-wracking, take your pick. go to the second level from the bottom. 10) First we'll turn on the oxygen and fuel (although the order is unimportant, you could turn on the power first if you want). Creep around the tentacle and through the door on the second floor of the test chamber. Run fast after breaking the boards with your crowbar, because the tentacle will hear you and attack as soon as you do. Walk across the bridge and follow the red and blue pipes down the halls. 11) Enter the sewer grate by ducking on top of it, aiming down, and smashing it with the the crowbar. Follow along the pipe and turn left at the fork (right is a dead end), then climb the ladder. 12) Climb down the ladders to get below the huge fan. Save here, this is tricky. Turn on the switch and run immediately back up the ladder, trying to avoid the fan blades. Once above it, wait until the fan spins up to full speed before proceeding. 13) Look up and notice the boards over the roof. You have a choice for dealing with them: the visually appealing way is to toss a grenade (assuming you have one) out above the blades and watch as it flies up and explodes through the boards. If you have no grenades, or want to save them, just jump out above the fan blades (trust me :) and take out the boards with the crowbar once you float up to them. 14) Once above the boards, break the vent cover on the wall with the crowbar and climb through. Ducking helps here. 15) Crawl along the shaft until you get to the Oxygen/Fuel control room. Turn on (use) both switches on the control panel. You'll know they're both on by the lights and the bubbles that will start flowing in the pipes. Then exit by climbing up the ladder and follow the blue and orange pipes back to the tentacle. 16) Next we'll turn on the power so we can make some tentacle jerky. Creep through the test fire chamber again and exit the door on the lower level. 17) Jump over the broken section of the metal walkway -- I know it looks too far to jump, but it isn't. Just make sure you don't jump too soon. Save before trying. 18) Before crossing the puddle of water round up all the boxes and crates you can find and build a bridge across it. It's harmless now, but once you turn on the power it will become electrified, and then it's very difficult to cross and survive. Make sure that you can jump onto and off of your crate bridge without touching even a drop of the water. Update: Keith sent in a clever strategy that doesn't require this preparation. See #24 below for details. 19) Walk over to the catwalk and use the elevator button. Once on the elevator, use the button inside to start it up. The elevator will malfunction and stop half way (or so) up the shaft. As soon as it does, jump off and grab the ladder on the wall to your left. If you wait too long, the elevator will fall with you in it and you'll take damage from the radioactive sludge at the bottom before you can climb back up the ladder on the wall. Larry says you don't need to jump off right away, just wait until it starts falling again and when it's close to the platform jump off. No damage! (Sounds risky to me). 20) Once at the bottom, climb around on the pipes to avoid touching the radioactive sludge. 21) Climb the stairs to get to the power generator control area. There are two switches -- one on either side of the generator in the center. Both have to be turned on to start up the generator, but make sure you are not on top of it when the second switch is activated, or you'll get fried. 22) Moving around the generator can be tricky. Avoid getting hit by the fast-moving platform thing. It'll kill you. Just stand for a few moments and watch it run, you'll get the pattern and the timing so that you can safely move around. 23) Once the the power is on (you'll know if it is), leave the way you came in. There's a conveniently located ledge you can use to avoid damage from jumping off of the ladder. 24) Use your crate bridge to avoid touching the (now electrified) water on the way out. If you forgot to do so, use one of Keith's strategies: You can get up on the large stationary box at the end of the hall (in order to get up on the pipes and walk around the wall on the pipes OVER the water) if you slide the other boxes up to it then do the Half-Life spasm jump. Run then hit the JUMP and CROUCH keys simultaneously. I'm told this will get you up there. You will NEED this spasm jump later on in the game. (BTW, you don't need the Jump Pack thing for this jump.) This is my solution that I found: I slid two boxes end to end into the water on the left side by the wall. Then I lined up two more boxes right next to those in the water. Then I stood on the left pair of boxes facing the second row of boxes. This is the weird part -- I held down the USE key and strafed left. This sent the second row of boxes sliding out into the water. With the correct slide I was able to jump from box to box and get over the water without damage!! 25) Go back to the top and into the test fire control room by the tentacle. All the lights on the panel should be lit (if not, you didn't turn on power, fuel, and oxygen). Press fire and watch the action. You'll probably take a little heat damage in the process since the doors will close and lock while the test fire is underway, but it's not fatal (and worth it :) 26) Enter the test fire chamber and leave the room through the hole in the floor in which the tentacle was sitting (save first, drowning is common here). Make sure you fall in the center of the hole, or you'll hit the side on the way down and die. There's a nice .357 magnum waiting for you at the bottom of the water if you make it, so get it. 27) There are two fans at the bottom of the pool also; ignore them, they can't be broken open or used to escape. Note that the pool looks as if it is surrounded by four equally spaced pipes, two on each side, but one is missing. That missing pipe is your way out. Swim up to that side and up out of the pool. 28) Continue walking on the pipes and go to the end. When you see the wheel. jump off of that pipe into the one by the wall that has a broken grate in it. Climb inside and keep walking, but be careful. You'll notice a slight change in color of the pipe in one area, and that part is going to break off when you step on it. Jump back immediately when the breaking starts and you can avoid going down with it, which causes a lot of damage. 29) Once the pipe breaks, assuming you didn't go down with it, walk to the left and drop down between the pipe and the steel beam. You'll land on the ceiling of the room below, and then can jump the rest of the way down. Don't worry too much about taking a few hits of damage; there are health kits at the bottom. Power Up (Maps in this chapter: c2a1.bsp, c2a1a.bsp, c2a1b.bsp) 1) Don't hesitate at the start, try to make it across the open area and to the tunnel to the left while the big ugly beast is fighting with the marines. They should all ignore you while they're trying to kill one another. It'll be harder to make it by without damage once the monster smacks the marines. 2) Continue down the tunnels until you come upon red doors and a wheel. Use the wheel to open the doors (hold use down until they open enough to go through) and ten climb up the tunnel to the top. 3) Go across the open area and up to the other side, then go left towards the power generator (follow the signs). Once you get to the elevator, send it down (without you on it) by using the button. Then you can shoot the trip mines below, or better yet send down a detpack on the elevator and set it off from the safety of above. Bring the elevator back up (use the button), climb aboard and go down with it this time. 4) Take the stairs down and continue all the way to the bottom. Watch out for the freaky leech-worms in the water -- they don't do much damage, especially if you have some HEV suit power remaining, but they gross me out bigtime (the crowbar works on them nicely). Once you make it to the (non-operational) power generator, use your crowbar to smash the boxes that are blocking the pistons (on the front of the generator). 5) Climb back up the stairs and go to the fan control panels. One fan is not on, so you have to turn it on with the switch there. Now the power generator is on, so you can head back up to the elevator and then to where that lovely monster is waiting for you. Note that the track main power still has to be activated for you to use the train in the center of the open area (by the monster). 6) Find the the boarded up doorway labeled "Track Control". Ignore the switch for now, just jump out the window and let the monster follow you. Go down the large tunnel on the left (the one that isn't obviously a dead end) all the way to the far wall of the room at the end. Pull the switch there and when the monster walks between the two huge electrodes, he'll fry like an egg. 7) Exit the room through the door, which will lead back around to the tunnel you took to get there. Go back to the large open area with the train car and jump on -- you now have power. Drive the train straight (full speed is fine) until it stops at the rotating platform on the track. Go back into the track control room and use the switch there. The rotating platform will spin, pointing the train car in the direction you want to go, then hop out the window, back onto the train car, and smash through the barrier at full speed. On A Rail 1) Once your train car stops at the guard, listen to his story and get off the car to use the switch on the wall. The gate will raise, and you can continue driving the2 train along. Avoid the water and the center track of the rails -- they will damage you (to the tune of about 10 points per touch). 2) Continue driving the train straight ahead until you see the second track switch sign. Shoot the sign to change the way the arrow points (you want to go straight instead of turning), and your train car will switch tracks at that point. 3) Stop your train car at the platform by the stairs and the monster. Take out the monster and climb the stairs, but don't smash the crates -- there's a sentry gun behind them. Instead, toss a grenade to the other side of the crates and take out the gun with no hassle. Then enter the little room and use the switch to move the hanging hook that was blocking the train tracks. 4) At the next track switch sign, shoot it to change tracks. That should take you down the track where the hanging hook was blocking before you moved it. Once you make it to the next gate, get off the train and use the switch to raise it, then continue riding the train down the track. 5) When the train car stops at the end, you have to get off and go it on foot. Shoot the marines on the left and keep moving. Smash open the boarded-up room to find the friendly guard and get him to join you (use him). 6) Be careful turning the next corner -- there is a feisty mounted artillery gun in a bunker straight ahead that will perforate you if you stand there long. It can also shoot and destroy crates, so once it knows you're there, run like crazy up to the right side of it's bunker. There's just enough space there between the wall and the bunker to toss in a grenade or two and take out the gun. 7) If you're hurting at this point, climb up atop the blast doors and get the health and HEV power cells before entering the blast doors. Once inside, shoot or toss a grenade at the trip mines and stand clear. 8) Walk down the stairs to find another train car and take it for a spin. Watch out for falling debris (that can knock you off your train and onto the electrified rail as your car runs off without you) and red sentry gun lasers. Duck under them to avoid unnecessary firefights with sentry guns. 9) Also watch out for the marine with the rocket launcher around one of the bends in the track. It's best to disembark to take him on, as he aims for the train car pretty darn well. Continue along the track. If you lost your train when fighting the rocket launcher, you'll find it up ahead soon (it stops at the next gate). 10) On the platform by the train track kill a few aliens and then hop up over the green boxes blocking the doorway. You have to duck at the peak of your jump to do this (see the Hazard Course for details if you haven't already). Once inside, use the switch to raise the gate on the track and continue down the track on the train car. 11) Continue to the next gate, and then kill everything in the room. To kill the mounted gun, toss a grenade into the bunker with it. The switch for the next gate is near that bunker. Feel free to take off on foot at any time -- the train is not critical to completion, but it does save a little walking time. The train car also comes in handy for clearing out trip mines -- you can just let it go on it's own and catch up with it later (it will stop at gates). 12) The train car also makes a pretty good shield against incoming rockets, which you will run into at least a few times in the tunnels. Duck behind the control panel and speed by to avoid them, there is no benefit in taking the time to destroy them. 13) At the next track switch sign, shoot it so that you continue going straight. At the next gate, get off and take the ladder down, but be careful not to cross the red sentry gun laser -- near the bottom of the ladder jump away from the wall and strafe to the side at the same time to avoid it. 14) |
