//////////////////////////////////////////////////// Half-Life - Guide //////////////////////////////////////////////////// Courtesy of http://www.planethalflife.com +=--=+=--=+=--=+=--=+=--=+=--=+ ******************************* C O N T E N T S: ******************************* 1.) Half-Life Story 2.) Half-Life Allies 3.) Half-Life Enemies 4.) Half-Life Weapons 5.) Half-Life Walkthrough 6.) Half-Life Technology ******************************* +=--=+=--=+=--=+=--=+=--=+=--=+ +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ //////////////////////////////////////////////////// --------------------------------------------------- 1.) H A L F - L I F E S T O R Y --------------------------------------------------- //////////////////////////////////////////////////// +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ The majority of Half-Life's storyline was written by Marc Laidlaw, Valve Software's resident wordsmith and author of novels such as Dad's Nuke, Kalifornia, and The 37th Mandala. Deep in the bowels of the Black Mesa Research Labs, a decommisioned missile base, a top secret project is underway. Information about the project is strictly on a "need-to-know" basis, and as a low level research associate you (Gordon Freeman) "need to know" very little. Each morning you ride the train to work from the employee dorms, you put on your environmental protection suit, you enter the test chamber, and you run stress tests on whatever odd devices have been delivered from some other nameless part of the Black Mesa compound. But this morning is different. This morning, your test lab is suddenly the most important place on Earth-because something is going seriously wrong. Maybe it's sabotage- maybe it's an accident. Whatever the reason, reality is getting all bent out of shape. One minute you're doing your job, pressing buttons. The next thing you know, you're staring into an alien world. Something huge with too many arms is taking a bite out of your partner's face. An explosion of unearthly light....then darkness. Disaster. Sirens wailing. People screaming. And everywhere you turn, people are dying--being eaten. Monsters are everywhere. Monsters--there's no better word for them. You head for the surface, to get the hell away from ground zero, but the usual routes are unpassable--damaged by the disaster, infested with headcrabs and houndeyes and increasingly larger and hungrier creatures. Madness is the order of the day. You enlist the help of traumatized scientists and trigger-happy guards to get through high security zones, sneaking and fighting your way through riuned missle silos and Cold War cafeterias, through darkened air ducts and subterranean railways where you must ride a missle transport sled straight into the jaws of slavering nightmare. When you finally come in sight of the surface, you realize the aliens aren't your only enemies-- for now the government forces have arrived with heavy- weapons goons, squadrons of ruthless containment troops, and stealthy assassin gals. Their orders seem to be that when it comes to Black Mesa labs, nothing must get out alive....and especially not you, the guy who made it all go bad. So much for the cavalry. When your own species turns against you, where do you turn? You've uprooted a bunch of nasty government secrets. You've found a portal to another world, and an alien light comes shining through. Can it get any worse over there? Some things you just have to see for yourself. • Gordon Freeman In Half-Life, you play Gordon Freeman. A native of Seattle, Washington, Gordon Freeman showed high interest and aptitude in the areas of quantum physics and relativity at an extremely young age. His earliest heroes were Einstein, Hawking and Feynman. While a visiting student at the University of Innsbruck in the late 1990's, Gordon Freeman observed a series of seminal teleportation experiments conducted by the Institute for Experimental Physics (see Bowemeester, Pan, Mattle, Eibl, Weinfurter, Zeilinger, "Experimental Quantum Teleportation," Nature, 11 December 1997) (see also http://www.sciam.com/explorations/122297teleport). Practical applications for teleportation became his obsession. In 1999, Freeman received his doctorate from M.I.T. with a thesis paper entitled: "Observation of Einstein-Podolsky-Rosen Entanglement on Supraquantum Structures By Induction through Nonlinear Transuranic Crystal of Extremely Long Wavelength (ELW) Pulse from Mode- Locked Source Array." Disappointed with the slow pace and poor funding of academic research, and with tenure a distant dream, Gordon cast about for a job in private industry. As fortune would have it, his mentor at M.I.T., Professor Alex Kleiner, had taken charge of a research project being conducted at a decommissioned missile base in Black Mesa, New Mexico. Kleiner was looking for a few bright associates, and Gordon was his first choice. Considering the source and amount of funds available to the Black Mesa Labs, Gordon suspected that he would be involved in some sort of weapons research; but in the hopes that practical civilian applications would arise (in areas of quantum computing and astrophysics), he accepted Kleiner's offer. Apart from a butane-powered tennis ball cannon he constructed at age 6, Gordon had never handled a weapon of any sort-or needed to... until now. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ //////////////////////////////////////////////////// --------------------------------------------------- 2.) H A L F - L I F E A L L I E S --------------------------------------------------- //////////////////////////////////////////////////// +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ These are the guys who will assist you throughout the game, but you better treat them right! They can help you get through security checks, provide you with useful information (so listen carefully), will fight along side you (well, not the scientists who cower in the face of danger), and can sometimes provide a mending hand. • Security Guards (a.k.a. "Barneys") Security guards are your friends. Tap them on the shoulder and they'll cover you, fighting monsters that attack you on the way. They can also help you open security doors, among other things. Sometimes called "Barneys" due to their resemblance to Barney Fife of Andy Griffith fame, Security Guards may not be very bright but they can come in handy. Security Guards won't hesistate to defend themselves and their co-workers, so pushing them around is ill-advised. • Scientists Your fellow co-workers and friends. Scientists may be cowardly bunch, but they can be extremely helpful to you. You won't be able to survive without their assistance, so it's best to keep them alive. Scientists can provide you with useful information and help you get into places that you can't. Plus, they'll occasionally heal you when severely wounded. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ //////////////////////////////////////////////////// --------------------------------------------------- 3.) H A L F - L I F E E N E M I E S --------------------------------------------------- //////////////////////////////////////////////////// +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Artificial intelligence doesn't seem so artificial when you're being stalked by a coordinated pack of Houndeyes or double-flanked by night-vision-capable government agents. Half-Life's aliens come in all shapes and sizes, but they do have one thing in common: they aren't stupid. They'll perform sophisticated threat assessments, recruit others of their kind, and figure out ways to flush you from your cover. Sometimes they'll even run away. Hey, just because they're aliens doesn't mean they're suicidal. Lucky for you, not everyone... or everything... in Half-Life is out to get you. Know what you're dealing with and don't go into battle unprepared. • Headcrab The lowly headcrab is the first enemy you'll encounter, and it's by far the most common. These guys love to dwell in dark corners and other out-of-sight areas, trying to surprise victims. The sharp limbs of the headcrab can easily tear through your hazard suit, if you're not careful. Never take headcrabs for granted. They're the most hated, most annoying, and least understood of all xenofauna. Headcrabs move clumsily but quickly. Its leap - if not dodged - is not precisely fatal to its prey, for once the headcrab has attached itself to the skull of a human host, there commences a swift and horrible process of "zombification" which gives the host a continued existence of the most objectionable sort. If you or a companion are ever unavoidably headcrabbed, you would be well advised to put a bullet through the affected brain as soon as possible, for only massive and irreversible damage to cerebral tissue has any apparent effect on the headcrab's ability to "drive" its victim. • Zombie Want to know what happens after you've been headcrabbed? Take a look. It sure isn't pretty, but don't gawk too long: these guys would just love rip you open and play jumprope with your intestines. Although slow and dimwitted (as zombies tend to be), their long, sharp, claws are deadly. Put zombies out of their misery by attacking them between swipes. • Alien Slave While many of the alien species collected and studied by the Department of Xenotheric Husbandry exhibit a lifestyle that might be characterized as "undesirable" in human terms, the honors for most wretched existence must certainly be granted to the slave-class of alien, xenotherium subservilia. These pathetic creatures, bred for submissive behavior and unswerving loyalty, will attack and kill without mercy when so ordered by their superiors. In such instances they will wage war with an insect-like vigor, heedless of personal risk, fearing the wrath of their masters more than any possible harm an enemy may inflict. On the other hand, in the rare situations where the alien slaves are out of the direct protection and supervision of an overlord, they will flee without shame and may be considered harmless. The slave species is hardy, impervious to discomfort, and due to the requirements of its breeders, undoubtedly possessed of extremely low intelligence. It is all the more remarkable, therefore, given a breed incapable of conceiving the idea of revolt, that the alien overlords find it necessary to burden their slaves with a metallic torque or slave-collar, which torments and eventually executes any slave that unwisely attempts to remove its yoke. Beware of the slaves' slow-charging energy attack, which is powerful enough to fry you extra crispy with a single blast. • Barnacle Named for Dr. Louis Donaldson, its discoverer and first victim, the air-barnacle (through a freak of convergent evolution) resembles an unnaturally large member of the terrestrial subclass of Cirripedia, which includes the common goose-neck barnacle. But while the mundane barnacle passively filters nutrients from shifting ocean waters, the xenomorphic dry-land variety takes an extremely active role in the capture of any lifeforms unfortunate enough to enter its habitat. They have been occasionally mistaken for stalactites and light fixtures, and the investigator who values his life should always perform a thorough advance survey of ceilings and before entering caverns and corridors. If you are unfortunate enough to get caught by a barnacle, shoot at its mouth to free yourself. React quickly, or you're food. • Houndeye The common "houndeye" or "sound dog" is a pack-animal par excellence. A houndeye apart from its pack is an unhappy and vulnerable creature, but in groups of three or more they will exhibit resonant behavior, emitting destructive harmonics capable of rupturing the internal organs of their prey. Deafness and migraine headaches are only two of the symptoms reported by survivors of houndeye attacks. However, if well-fed, they will not engage in harmonic behavior except when threatened and during their seasonal mating spree. • Bullsquid The natural range and habitat of this supreme predator remain uncertain. While bearing signs of aquatic specialization, the bullsquid's powerful limbs and characteristic neurotoxic (and reportedly psychoactive) "venom-squirt" suggest it has adapted to a terrestrial environment. It is possessed not only of a ferocious appetite (necessary to support its immense bulk) but also of an overwhelming libido. In short, the bullsquid will attempt to eat or mate with almost anything that crosses its path, without regard for species or any apparent reproductive necessity, since dissection clearly indicate that every gastropolypus is hermaphroditic. Additionally, it has been speculated that to fauna of its native environment, the bullsquid's phlegm might have aphrodisiac qualities; but in terrestrial mammalian creatures, it is uniformly lethal. • Alien Grunt Footsoldier of the invading army, this alien myrmidon relies on telepathy for coordination with its troops, but is no less dangerous when encountered in isolation. Like many inhabitants of the Portal Dimension, it appears to be a colonial creature, harboring several varieties of organic parasites which complement its destructive nature. Most dangerous are swarms of "thornets," heat-seeking autonomous "insects" which breed in their host's paracoelomic cavity and are only too happy to attack and consume the first thing they see upon release. The gleaming partial body armor at first appeared to be the product of an advanced weapons technology; but closer examination of the occasional moribund specimen has shown it to be a biologically extruded exoskeleton, synthesized from a diet rich in certain xenotic minerals. This suggests that long separation from the Portal Dimension, and a diet deficient in alien ores, might lead to the eventual weakening and demise of the alien troops. It is not, however, recommended that Earth rely on poor nutrition to repel the invaders. • Tentacle Exhibiting characteristics of both the plant and animal kingdoms, it is speculated that the immense specimens reported for this highly sensitive xenosuctorian are a function of the Terran atmosphere. Lacking eyes, ears or other animalian sensory organs, h. sensitiva is nevertheless capable of detecting and targeting emitters of motion and sound in its immediate vicinity, by some process which is incompletely understood. The Tentacle, like some orchids and bromeliads, is most likely an epiphyte, deriving nutrients from the air and detritus; which theory is supported by the observation that h. sensitiva does not appear to eat what it kills, but conceals its prey beneath its root mass and absorbs the byproducts of decay. Stay quite in the presence of tentacles, and/or distract them if you want to stay alive. • Ichthyosaur With this thing roaming around in the water, nothing is safe. A ferocious predator, the Ichthyosaur can ravage even the most hardy prey in seconds. Don't let its large size fool you; the Ichthyosaur can easily move through the water at great speeds. • Snark Snarks are very simple creatures with limited capabilites. But if a snark is allowed to get close, they can cause quite a bit of damage, especially in groups. Snarks can be somewhat tamed and used as weapons, but due to their limited mental capacity they'll attack whatever they can find. Including their "master." • Garg This blue badass can take insane amounts of punishment. Don't bother trying to take this guy out using conventional methods, you'll only waste your ammo. Oh, and don't get too close. Garg doesn't like people invading his space. Don't make Garg angry. • Alien Controller This flying freak doesn't show up until later in the game, which is a good thing. They attack with energy blasts and are very hard to kill due to their constant movement. • Big Momma (AKA Gonarch) Ever wonder where baby headcrabs come from? Now you know. Don't mess with Big Momma; if she doesn't crush you to death she'll send out her babies to lend a hand. This is one bad mother. • Baby Headcrabs Isn't that cute? Baby headcrabs are much like regular headcrabs, except that their smaller size makes them much harder to kill. In other words, they're even more annoying. • Grunts These guys are here to clean up that little mess you made, and they aren't exactly happy to see you. Grunts are usually armed with a 9mm Assault Rifle and a healthy supply of grenades, but you'll encounter some packing shotguns, rocket launchers, or operating turrents. These guys aren't kamikaze morons; they're experienced troops. They'll work together to take you down. Listen to their radio chatter carefully, as their communications may contain clues. • Assassins Like women in skintight leather? Well guess what: they don't like you. You don't want to mess with these government trained killers. Assassins possess great speed, agility, marksmanship, and stealth. One of the toughest enemies you'll encounter, and by far the most intelligent. These ladies know that the quickest way to a man's heart is through his sternum. • The Man in the Suit There is no intelligence available for this individual. His motive, role, and identity are unclear at present. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ //////////////////////////////////////////////////// --------------------------------------------------- 4.) H A L F - L I F E W E A P O N S --------------------------------------------------- //////////////////////////////////////////////////// +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ What would a shooter be without weapons? Not much! You can expect to see a lot of the weapons from the original Half-Life, but you can also expect to see a lot of new stuff. New means of destruction await your twitchy trigger finger, and we've got all the details below. • Crowbar This is all you start out with. You're going to have to kill somebody with the crowbar and pick up his gun if you want something that shoots. You can also use the crowbar for more practical things breaking windows, prying things open or just plain smashing them apart. • Glock 9mm Pistol Just your plain old 9mm pistol, don't waste rounds because you will have to reload. One shot, one kill. Additionally, you can hold down the alternative fire button to pop off a rapid succession of rounds at the sacrifice of accuracy. • .357 Magnum This handheld cannon can easily rip a nice-sized hole through the enemy, and coupled with its "zoom" feature (alternate fire), can also be used as a great sniper gun. The only drawback to using this baby is the seriously skewed view you get from the recoil, but its fair fire-rate more than makes up for it. • Assault Shotgun The shotgun is a Franchi-Spas 12 semi-automatic assault shotgun that loads from the bottom. Spread open some head with a barrage of led. You know the drill, but now you can see the walls turn to swiss cheese. • MP-5 The MP5's rapid-fire already makes it a formidable weapon, but its alternate fire, the "on-contact explosive" grenade launcher, makes it one of the most devastating weapons in the game. Aside from the mass genocide you create by using this weapon, it also comes with some really cool graphics that raise "immersion" to a whole new level. The MP5 also spits out tracers as it fires, so you can see where your firing in low lit areas. • Fragmentation Grenade Hand-grenades are pretty standard in Half-Life. There is a three-second delay, so don't hold it too long or it'll blow your boxers off. It doesn't have a built in ticker, so you can be all sneaky with them and stuff. • Satchel Charges The satchel charge can be easily slid across floors, or thrown into foxholes, windows and/or doors. Each charge is detonated with a radio device and their splash damage is larger and causes more damage than the grenades. Use extreme caution. • Trip Mines Once set they emit a laser beam 90 degrees outwards. Once that beam is broken by anything, the mine explodes. They can be placed anywhere, including floors and ceilings. • RPG (Laser-Guided Rocket Launcher) The rocket launcher is Laser-Guided which means wherever you point the guide the rocket follows. Kind of like a homing effect. Wherever the laser is set, that is where the target falls. You can opt to enable the laser targeting system, thereby giving away your position, or turn it off to conceal your location. The RPG's velocity is slowed down tremendously in water and acts like a torpedo. • Gun Turrets There are big gun turrets and little gun turrets, but both can kill you. They're motion sensitive and will follow your movements around an area, spraying bullets at you with alarming accuracy. • Crossbow Though it is not the most rapid firing weapon it is the most accurate. Used as primary fire, the crossbow has explosive tipped bolts (arrows) that explode on contact. It does a fair amount of damage, but the actual blast radius is far smaller than it appears. The crown jewel of the crossbow is in fact in its alternate fire - When switched into alternate fire mode, the crossbow becomes a sniper's dream. • Gauss Gun An experimental, highly unstable weapon. One of the most important abilities is that it can shoot through walls, making it so that you can't take cover against it. The gauss's primary fire shoots out tiny spurts that are only effective in close to medium range due to its erratic spread. You can charge up the gauss by holding down alternate fire; the longer you charge it up, the stronger it gets. The longer you charge it up is directly proportional to the thickness of the wall you can shoot through. Lookout campers, retribution has come. • Gluon Gun The Gluon gun (AKA "The Egon") is a prototype weapon developed by the Black Mesa Weapons Research Facility. It emits a constant stream of energy that disingrates anything in it's path. The Gluon Gun and the Guass Gun share the same ammo. • The Hive-hand The hivehand has eight hornets to begin with, and automatically regenerates them slowly after you shoot them out. It's a great weapon for medium to long range, but once an enemy gets close enough, the hivehand is rendered almost useless due to its slow fire rate (after the initial burst). • Snark Toss a few at these at an enemy and watch them tear flesh from bone. Make sure they have targets to attack though, because if none are found, they'll turn right back around and head for you. The Snarks explode after 10-15 seconds. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ //////////////////////////////////////////////////// --------------------------------------------------- 5.) H A L F - L I F E W A L K T H R O U G H --------------------------------------------------- //////////////////////////////////////////////////// +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ ///////////////////////////////////////////////////////// ********************************************************* • Opening Sequence ********************************************************* ///////////////////////////////////////////////////////// 1) Ooh and aah at the giant complex around you. Potential spies: if you want to get a closer look at some of the stuff you're passing by, jump out the back of the tram onto the rail as soon as you can. Then you can run along the rail and take a longer look at things. You can actually jump on top of the tram as it decends down the first lift. You might need to quickly press the left and right strafe buttons as you tag behind the tram in order to keep up with it. # Episodes Anomalous Materials Unforeseen Consequences Office Complex We've got Hostiles Blast Pit Power Up On A Rail Apprehension Residue Processing Questionable Ethics Surface Tension Forget About Freeman Lambda Core Xen Gonarch's Lair Interloper Nihilanth ///////////////////////////////////////////////////////// ********************************************************* • 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) That test didn't go off too well. Get out of here by using the broken retinal scanner to open the door. Pick up the health kit, and watch the scientist administer CPR if you're so inclined. Start retracing your steps back the way you came. 2) Be sure and duck under the lasers when you come to them, and use the crowbar you find to smash through any glass barriers. 3) You'll come across a security guard putting holes in some strange mutants. You can walk up to him and press the use key if you want him to tag along, or you can put some holes in him yourself if you want the gun. 4) If you want to go back to the tram, whack or shoot the sparking button to open the big doors. Dunno if that's the best way out, though. 5) Instead, try smashing the vent panel on the ground behind the front desk. Duck to crawl inside. Avoid the headcrabs and exploding machinery, and jump up on a tipped-over mainframe in order to exit the room through another duct. 6) Traverse the hallways. After encountering some alien doggies, open a door to the right and climb the ladder. To the right you'll find a scientist who will be more than willing to open a retinal scanner you'll find up here. You can pick up some ammo as well as some hand grenades. (Conspiracy theory: did you see the G-Man?) 7) Keep walking. You'll come across a new alien who beats his way through a solid metal door but goes down pretty easily. Also, there's a med station behind the dumpster. 8) Jump down the hole into the sewer area. Wade to the right to find a wheel, which you'll need to turn in order to flood the pipe. Then swim over to the second hole, and climb out of it. 9) You'll come into a big room. Go up the ramp and push the lever, then run around and get on the descending lift. Enjoy the ride down, except for all those headcrabs which will come jumping down on top of you. Wimps: if you stand in the right spot on the lift, the headcrabs won't come down after you. 10) When you come to an L-shaped grating bridge, watch out -- it collapses under the weight of a freshly teleported alien. Instead, hop up on the wall pipes and follow them around. Then whack open the grating and crawl through the air ducts (you'll be spending a lot of time in these). 11) You'll come out into a large area with a broken bridge and things hanging from the ceiling. You can try walking under one of these rope-like things, but you'll probably regret it. Instead, jump in the water and swim to the left, then around the bend to the right and up the ladder. 12) Go through a few doors and passages until you come to a big pit with boxes hanging above it. Make like Mario and jump from box to box, until you make it to the other side of the pit. 13) Keep walking until you come to an elevator. Press the button to open it, then press the button inside to use it. ///////////////////////////////////////////////////////// ********************************************************* • Office Complex ********************************************************* ///////////////////////////////////////////////////////// 1) After exiting the elevator, break the grating on the wall near the floor. Don't go too close to the big electric wire -- see what it does to those poor headcrabs? 2) Inside the vent, crawl to the right. Bust the grating and be careful for more tongue monsters in the ceiling. Turn off the power by going through a door in the room and pressing a switch. 3) Then exit the room through the same doors which locked you out before. Walk by the now-powerless electrical wires and bust through the window. 4) First, go to the left and bust through a bunch of boxes with your crowbar. You'll find a shotgun, as well as a guard who is being ambushed by a mutant. Help him out with your newfound firepower -- he'll open the gate for you, and you can pick up some goodies. 5) Continue back and jump through a window into a room flooded with water. Don't touch the water -- it's electrified. Hop from table to table over to the power switch to kill the juice. 6) Whack open the grille in this room and jump into another ventilation shaft. You'll face some headcrabs and then a head-lopping fan (remember to duck). 7) You'll crumble the floor and fall into another room. Push the big and small crates so they're undernath a ladder up in the ceiling, then jump up from one to the other to the ladder. Crawl through, breaking vents along the way, but pause a moment before jumping out the last one. That scientist wasn't as cautious. 8) Jump out and take care of the security gun. You can get physical and take it on mano a mano with your pistol and shotgun, or you can deftly crawl underneath it and flip the switch to deactivate it. 9) Go up the stairs a few times. You'll come across a room with a boarded-up doorway. Break the planks and keep going. 10) You'll come to a giant meat locker. Open the door using the handle to the left. Inside, walk left and press a switch which will start a trolley above you that moves back and forth. Go back, climb a ladder, crawl around a bit, and then hop on the trolley when it comes past you. Then, smash the crates on the trolley and jump off the other side into another shaft. 11) Crawl through the shaft, jump up into another shaft, and continue until you jump out in front of a set of stairs. 12) Go up the stairs, and find the elevator shaft. You'll have to make a big leap across and grab onto the ladder on the other wall. 13) Edge around the shaft and keep climbing ladder. Poor scientist man. Weird sight: watch what happens when the scientist hits the ground. 14) Once you're on top of the elevator, smash another grille and drop down inside. Use the flashlight to help you find the button. ///////////////////////////////////////////////////////// ********************************************************* • We've got Hostiles ********************************************************* ///////////////////////////////////////////////////////// 1) Go down the corridor and around the bend to the right. From now on you'll have to watch out for little red laserbeams crisscrossing your path. Tripping them will activate painful sentry guns. Jump over them or duck under them whenever at all possible. Also, beware for whitish-blue laser beams, these indicate tripmines, which will explode when anything (you, a box, an enemy, anything) crosses their path. 2) You'll play a game of cat and mouse with the sentry guns and a bunch of teleporting monsters here. Eventually you'll come upon some boxes which you'll need to hop over. 3) On the other side of the boxes is a particularly clever trap: red tripwires, a slippery floor, and an open elevator shaft. You can try to hop the trip lasers, or you can bounce a few grenades around the corner to take out the sentry guns. Be careful, though: if you break the glass on the wall switches near the big thick doors, alarms will go off and the doors will slowly seal shut, which doesn't help you much if you're on the wrong side. 4) Be careful with the tripmines on the other side of the thick door. I recommend remote detonation via grenades. 5) Continue forward and up the ladders. (Conspiracy theory: try shooting the G-Man you'll see up above. He must have some sort of personal force field.) 6) In the next room you'll see a scientist run up to a soldier, thinking he's being rescued. Naturally, he's mistaken. (And the plot thickens...) Don't bother saving the scientist (you won't exactly be a boy scout by the time all of this is over) and don't bother trying to reason with the soldier either. (Sadists: if you do save the scientist down here, try positioning him in front of the explosive barrels and then blowing everything up. Watching scientists gib never ceases to amuse me.) 7) Go up the lift by pressing the button. Up here you'll see some another scientist getting his, and there will be three soldiers waiting for you, as well. Be careful! Soldiers will flank, retreat, and work together against you. The best way to survive an ambush, as veterans will tell you, is to run straight into it. The same logic applies here. 8) Go up the stairs and through the door. After passing under some tongue monsters, go to the left, but watch out for the red triplasers and a couple of sentry guns. 9) After getting through that area you'll watch a few more scientists getting cut down, and you'll have a few more soldiers to deal with. (Lure one underneath a tongue monster, if you can. It saves ammo and it's fun to watch.) 10) Loop around up the stairs and go down another hallway. You'll have to deal with the tongue monster convention again. 11) You'll come to another big room with some soldiers waiting around. Do whatever you need to in order to take them out, and then loop around the catwalks to make your way down the floor level. Enter the freight elevator and press the button to go up. 12) The surface! Finally! You're free! Well, not quite... outside, you'll find quite a few soldiers to deal with, as well as frequent airstrikes and a chopper which circles around, dropping more troops. You can play a game to see how long it takes before you die or, if you'd rather keep going, find the bunker near the middle of the outdoor area and dive down. 13) Down here, open the door, watch the debris fall, and then jump down after it. Hanging around only brings more and more soldiers deciding to "drop in." Find another ventilation shaft and go down it. 14) Wander around the vent shafts all you want, but the way out is by dropping down below the spinning fan blades (squeeze up against the corner so you don't hit them). Then exit the fan chamber through the middle vent. Crawl along that, up a ladder, through another vent, and you'll come out in a room which you saw quite a while ago. A scientist will give a speech about what to do next. Do what he says by pressing the button to open the silo door, then exit. ///////////////////////////////////////////////////////// ********************************************************* • Blast Pit ********************************************************* ///////////////////////////////////////////////////////// 1) Whack through the barrier and continue on. Press the button in the control room to summon the elevator, then climb down and press the button to ride the elevator back down into the bowels of Black Mesa. Fun with fire: the side room next to the controls have lots of high explosives. See what happens for yourself. 2) Hop on the little train that you find and press the use button to activate the controls. When you see big big yellow arrows, press forward to go forward and backward to go back. Not too complicated. 3) Zoom down the track but be careful when you reach the end. Olympic hopefuls: practice your Greg Louganis impression by seeing how far you can launch into the slime pit. 4) Hop up on top of the now-stopped train to reach the ledge which circles around the slime pit. Climb up the ladder on the other side and drop down into the big open pipe up there. 5) Jump out of the pipe again, and go to the left to climb up a ladder. Run on top of the pipes around and to the right, then jump off, over the rail, back onto solid ground. Go down and to the left, then jump off into the slime. Run quickly over the the slanted pipe, run up it onto the big lift, then press the button to start the long journey upwards. 6) Travel around the outside edge of the big deep pit, killing monsters along the way. Those small canisters you see lying around can put some hurt into an alien if you shoot them, but they can put some hurt into a walkway too, so be careful. 7) Use the switch to open the airlock, then step inside. Use the switch inside to travel through to the other side. 8) What's all this banging you hear? Listen to what this poor dying scientist has to say, then keep going. 9) HOLY CRAP! 10) Trying test-firing the rocket. Damn. 11) These three tentacle things don't seem to have any eyes, but they have some very acute hearing, as the scientist up a ladder on the other side of the control room will tell you. They will hear your footsteps you if move too fast, they will hear your landings if you jump, they will hear you fire your gun or bang your crowbar. And then they will squish you. 12) I hope you have some grenades left... since the tentacles are attracted to sound, make some big booms to throw them off by tossing a grenade away from you. The tentacles will go after that noise, giving you some time to haul ass. 13) Make your way down to the second level of the test chamber and whack your way through the boarded door while the tentacles are distracted. 14) Go through the airlocks, and then across the catwalk. If it's been destroyed, you'll have to walk the balance beam on the pipes to the right. 15) Go down the hallways, then down the ladder you'll find. Smash the grating in the floor and crawl down the long ladder. Thrill seekers: see how far down the shaft you can fall before grabbing the ladder. I've gotten to about three feet from the ground before. 16) Run along the pipe and go to the left. Climb up the ladder you'll find. 17) Smash the grating above you and go through the doorway to a room with a ginatic fan. Climb down the ladders to the switch below the fan blades. More ladder fun: test your mettle and try leaping from the top walkway all the way down to the ladder underneath the fan. How Gordon Freeman manages from having his arms torn off escapes my understanding. 18) Here's a nice test of agility. You have to turn on the fan and then get above it before the blades start spinning too fast, otherwise you'll be knocked down into the chasm (one wonders who designed this.) Press the switch then run back to the ladder, and try to time it just right so you miss the fan blades as you climb up. 19) Now that the fan is on, take advantage of all the moving air and jump above the fan. You can fly! Smash the wood with the crowbar and maneuver your way down into another ventilation shaft. (One notices that the wood, which must be exceptionally heavy, falls straight down.) 20) Crawl through the shafts, whacking where necessary, until you fall out and make your way to the Oxygen/Fuel control room. Turn on the oxygen and the fuel by pressing the respective buttons. You'll notice that little air bubbles start moving through the pipes, indicating the flow has been restored. 21) Follow the bubbles back to where you came from. 22) Back at the tentacles, move down to ground level and smash your way out another doorway. I hope you have grenades to spare, since you still have the long trek back up. 23) You'll have to make a few big leaps here, so be careful. Go through the airlock and across the catwalk, then turn the corner to the right. 24) Walk out onto the catwalk and press the elevator button. Down comes the elevator. Hop in, and press the button to descend. On the way down the elevator will experience technical difficulties. You'll have to jump out and latch onto the ladder to the left, again showing off Freeman's arms of steel. 25) Climb down the ladder and go over to the scientist, who is too scared to go turn on the power himself. Luckily you're more courageous. 26) Go over to the big power room. Press the button to summon the spinning-platform thing, then ride it to the other side and climb the ladder. Be careful not to let the spinning-platform things knock you off and into the pit; that would be bad. 27) Once you make it up to the top, press the switch to start up the generator, then jump on top of it and down the other side to press the other switch. The generator will start sparking and shooting beams of electricity, which is a good thing. Make your way back down, and then go climb back up the long ladder. 28) That water puddle you crossed earlier is now electrified. You'll have to drag some boxes which are lying around over to the water, and shove them across. Make a bridge as far as you can, then jump up on then and leap across. Make your way back to the tentacles, hopping gaps in the floor where needed. 29) Use your grenades and your stealth to climb back up to the top of the test chamber, then go down to the control room. If everything is turned on like it should be, go ahead and press the "Test Fire" button. It's like burning up ants with a magnifying glass, only about a thousand times bigger. 30) Reenter the now-empty test chamber and climb down into the pit previously occupied by the tentacles. You'll continue down a bit and then end up in a big pool of water. 31) Take a deep breath and swim down, then over to the side of the pool. You'll see that you can swim up and out. 32) You could try hitching a ride on top of one of those floating barrels if you really wanted, or you could just hop on top of the pipes instead. Follow them along, jumping from pipe to pipe, until you come to a wheel that you have to turn to extend a section that's missing. Jump down inside one of the big pipes and run along it. 33) Watch out for the big fall here. You can go down the the breaking pipe and take damage, or try and set it off carefully without falling down, and then getting down along the side route. Either way, there are a lot of health packs at the bottom (along with some new toys). ///////////////////////////////////////////////////////// ********************************************************* • Power Up ********************************************************* ///////////////////////////////////////////////////////// 1) When you come to a large room where two soldiers are fighting a... big thing, dont bother helping them. Instead, run over to the tunnel on the left. Conspiracy theory: that G-Man is everywhere. 2) Once inside, take the left hall up the stairs. Be careful around the broken pipe with the flame spewing out. It'll kill you instantly -- but it'll also kill any monsters that wander by it. 3) Crawl up the ladder and bust through the barricades to enter a control room. The dying guard will tell you what you'll need to do to continue. Sadists: you can whack, shoot, or blow up the guard, and while he'll unleash a barrage of empty threats, he just refuses to die. 4) Exit the control room and jump down into the hole. Follow the passageway until you come to two red doors and a wheel. Spin the wheel to open the doors. 5) Climb your way up to the top, but be sure to stop and watch the bullsquid fold a marine in half. 6) Continue on, dodging soldiers all the way. After crossing an open area with sandbags in the middle, go up the ramp and to the left. You'll need to go down that lift -- but first you need to get rid of the tripmines in the way. You can try to lure the alien doggies into setting them off, or you can shoot them while the lift is descending, or just toss a detpack down and blow it all up. 7) Once down the lift, follow the path down the stairs twice to a flooded room. Watch out for tiny swimming worms which will impede your progress and are really hard to hit. Try using the crowbar on them. 8) Use the crowbar again to smash the boxes that are stopping the pistons from pumping. This will prime the power and drain the water. 9) Climb up one flight of stais and go press the button in the small control room. This will re-activate the power (as evidenced by the arcs of electricity which will start shooting about). 10) Head back up the lift and backtrack all the way back to where you first saw Big Blue. 11) When you see him he won't be very happy. You can try taking him on if you have ample grenades, or you can be clever and let him chase you down the big tunnel to the left. Run like hell between the two giant electro-thingies, and press the switch when the monster is between the two. Not quite as dramatic as the tentacle barbecue, but what the hell. 12) Go back to the idling train and drive it onto the rotating platform. Jump off and go back up to the control room and pull the switch to rotate the platform and position the train to continue. Cap the guard in the head one time for luck, then jump out the window and board the train to continue on, bashing through the barrier at full speed. ///////////////////////////////////////////////////////// ********************************************************* • On A Rail ********************************************************* ///////////////////////////////////////////////////////// 1) When the train stops, listen to the guard's story about where to go next, and then hop off the car and press the switch to raise the gate. Continue driving merrily along. (If you time it right, you can kill the guard when he just begins to speak and he'll continue his monologue despite the obvious problem of being dead.) 2) Keep driving until you see a little rail-switching sign with an arrow on it. Shoot it quick to switch the tracks so you'll continue straight instead of looping around to the right. 3) Stop when you come upon a platform with a bullsquid and a set of stairs. Mount the stairs but be careful of a sentry gun behind some crates. Toss a grenade to take it out. Once it's clear, throw the switch to move the big hanging hook that was impeding your progress. 4) Back on the train, shoot the next track-switcher to turn to the left and continue down the tunnel that was blocked before. 5) You'll take a trip up a spinning elevator with soldiers picking you off from all angles. Once you have this under control, continue down the railway, stopping to open a gate in you way. Eventually the tracks will end and you'll need to continue on foot. 6) Go down the left hallway but be careful for a big artillery gun around the next turn. Avoid it however you want, then turn right and go through the blast doors. Climb down the ladder and find another train car. 7) As you continue down the railway, watch out for red lasers in your path which will activate more sentry guns. Also, there are some soldier with mounted rocket launchers which can be foiled simply by ducking behind the controls of your train car. 8) When your train car stops again, hop off onto the platform, killing a few aliens along the way. Down a corridor you'll see a doorway to the left which is blocked by some boxes. Use your duck-jump to get over them (jump up, then hit crouch while you're in the air.) Use the switch you find to raise another gate, then get on the train car again and keep going. 9) As you cononue you'll come to another great firefight with some hiding soldiers and a big artillery gun. Liberal use of grenades is recommended, and the switch near the big gun will open the gate so you can continue. 10) Keep going, watching out for incoming rockets and big hanging boxes. Shoot the track-switcher to continue straight ahead. At the next gate, take the ladder down and keep going down the train tracks. 11) Keep going, killing mounted guns and soldiers all the way. You'll go through a set of doors with a nasty trap behind it (lots of things to deal with.) Enter the little complex to the right of that big slanty-floored hole in the ground. 12) Here's a nice puzzle. You could try to walk up the stairs, if you wanted to trip the red triplasers and blow everything to hell. Instead, push the two boxes around the side of the stairs and use them to bypass the triplasers entirely. 13) Go find the control room and launch that damn rocket already. 14) After the fireworks, go back down (be careful around the triplasers again) and through the blast doors. There will be a newly opened passageway to your left, where you'll find yet another train to ride. ///////////////////////////////////////////////////////// ********************************************************* • Apprehension ********************************************************* ///////////////////////////////////////////////////////// 1) There's no way to make the train stop. Either leap off before it jumps the track, or ride it into the water pit. Once in the water, you'll see three barrels which are tied down. Swim down and open the lock to release the barrels, which will float up to the surface, forming a makeshift bridge. 2) Cross the bridge and jump down into the water on the other side. Down near the floor under the water you'll find an exit which you'll need to follow. Look for air pockets along the way so you won't drown. 3) After emerging from the water you'll see another scientist dying in a creative way. Unfortunately you're going to need to go into that water too. Climb up to the top floor and talk to the scientist about what swimming around down there, then go jump into the shark cage and grab the crossbow. The cage will fall into the water and you'll need to kill the big monster using either the crossbow or your 9mm pistol, both of which fire underwater. 4) Underwater, find the red wheel and spin it to open up a nearby door. You'll have to open it enough to give you some leeway since the door closes once you let go of the wheel. 5) Go down the hallways and along the slippery catwalks. Be careful for crumbling floors; those fishies in the water look hungry. You can leap across the gaps in the floor, but just barely. 6) When you get to the electrified steel-mesh wall, either jump through the hole, or jump down into the water and swim like hell through the opening down there. 7) Climb up the stairs and then get to the opposite side of the engine room by either pushing the crates over to the broken ladder, or turning on the pistons and jumping, Mario-like, from piston to piston, being careful not to get squished. 8) Find your way into a closet where a scientist open a door for you into a giant freezer area. Don't bother dawdling -- run as fast as you can, through the ice and snow, since you'll be taking cold damage all the way. Take the ladder down and out of the frigid area. 9) Keep on going up the elevator and listen to the guard's abbreviated speech. You'll get your first taste of the trained assassins now. They're small and quick, so be careful. An easy way to deal with them is to set a tripmine around the corner from where you're hiding, and wait for them to blow themselves up. Otherwise, burst in there with guns blazing and make sure all three are dead. 10) Go up the ramp and spin the wheel to open up the door on the other side of the warehouse. Go through the door, but don't bother trying to defend yourself from the pummeling you're about to get. 11) After the short cutscene, you'll be stuck in a Star Wars-ish trash compactor which is slowly compacting. Hop up from box to box to make your way out of the compactor, then go behind the walls of the compactor to procure a crowbar and then drop down a smashed grate. ///////////////////////////////////////////////////////// ********************************************************* • Residue Processing ********************************************************* ///////////////////////////////////////////////////////// 1) Headcrabs seem a little tougher now that you don't have any big guns! Make your way to the big tower and spin the flow control wheel, which will raise or lower the platform inside. You'll want to get on it while it's going down. Go through the ventilation shaft you'll see. 2) Inside will be a guard taking care of some headcrabs for you. Wait for him to run away and then follow him. You'll find his corpse (or what's left of it). Take the pistol. 3) Return to the room you jumped down into, and climb up the side of the big nukage vat. Jump from debris piece to debris piece, and go down the pipe. 4) Next you'll come to a vat with two big stirring devices. Wait until they point to each other to move from one to the other, and keep moving along the pipe. 5) The next room has a whole set of vats with big plungers going up and down. Hop on the tops of the plungers as they're going down or up and make your way across to the next pipe. 6) Your path will be pretty straightforward. Duck under all the big grinding machines and you'll eventually come to a room with three conveyor belts emerging from a pool of slime. Press the three switches so all three conveyors are moving forward, and then go to the control room and press the button to stop the crushers from operating. You'll have to move quickly since they'll turn back on after only a short time. 7) Keep riding the conveyor, being careful not to get squished. 8) Hop down the conveyor belts until you get to two right next to each other. Take the left one, but watch out for two tripmines blocking your path. ///////////////////////////////////////////////////////// ********************************************************* • Questionable Ethics ********************************************************* ///////////////////////////////////////////////////////// 1) After taking care of the doggies, you can either jump over the fence and lose some health in the process, or shoot the big electrode to open the door. 2) In the next room will be a new type of alien behind some thin glass. If you get too close, or press the big button, he'll get out. You can stick around to take care of him but there aren't any rewards for doing so. 3) You'll come into some sort of laboratory with two cells, which hold some goodies. Try going into the control booth and pressing the button -- it's a great way to get rid of the headcrabs, and also works on soldiers if you can lure them in. 4) Wander through the complex, watching soldier vs. alien fights and taking out the winner, until you get to a series of hallways with false ceilings. There are four laser beams that you have to turn on in this area (as well as a wonderfully macabre sequence before getting the gauss gun). 5) Once you've turned on all four laser, try test-firing the super-laser. Then try pushing a box so it obstructs the blast shield and fire again. Don't you just love science? 6) Jump down the newly created hole, but try going down via pipes and boxes so you don't lose too much health. 7) You probably should stop the weird operating machine before leading out the scientists, but you'll need one to activate the retinal scanner in order to go out the front door. There are some sentry guns hanging around outside so be careful. (Reward the scientists by giving them an up close and personal look at the electro-machine in the room near the beginning of the section. Whee!) ///////////////////////////////////////////////////////// ********************************************************* • Surface Tension ********************************************************* ///////////////////////////////////////////////////////// 1) After some soldier firefights you'll come to a nice big dam area. You can bypass all of this and just jump into the water if you want, but it's more fun to blow up the artillery gun and the helicopter and see some nice explosions. 2) In the water you'll have to watch out for another of those big fishes. Make your way to the tower in the middle of the lake and press the switch inside it to open up the passageway through the dam. 3) Swim down near the bottom of the dam and spin the red wheel to open up the gates so you can pass through. (I still don't understand how Gordon slides through the dam, but otherwise it doesn't spill a drop.) 4) Run along the canyon and climb up the ladder and through the pipes. Then climb up the ladder to the top of the building. Be careful, though, since there's another Apache circling around waiting for you. 5) There's another tentacle monster in the next area but you can ignore it if you stay out of range. In fact, you don't even need to go there -- find the other passageway between the rocks. Watch out for sand-burrowing headcrabs and, more importantly, buried landmines, which will end your adventure very quickly. 6) Creep around the perimeter of the minefield and find the red wheel. Spin it and then drop down the newly opened storm drain. 7) At the end of the pipe you'll notice that there isn't much ground to work with. Be careful where you step, and watch out for soldiers and sentry guns that can pick you off quite efficiently. Long-range crossbow sniping does wonders here. 8) Slide down the big pipes to get down part of the cliff, and work your way right until you come to a cave. Inside you'll find a new rocket launcher, which you can test out on another Apache helicopter which is hovering outside. 9) After climbing up all the ladders and navigating the pipes you'll come out in another great soldier firefight. Use whatever tactics work for you. 10) Around the corner is a stationary tank which doesn't provide much of a threat unless you stand still for too long in its line of fire. 11) After opening the gate, you'll encounter another tank-type thing which you'll have to dodge using the boxes and ledges. 12) Through the next gate is a large building which you'll have to circle around to the right. Watch out for snipers hiding above. When you get to a minefield, throw grenades or shoot your MP5 to clear your path. 13) Blow up the barrels to turn off the power, then climb up the tipped tower onto the roof. Turn left and find the big gaping hole in the roof, and jump down. 14) Follow the scientist's advice: be very careful! You can't touch any of the tripmines in this area or you'll nuke the whole place. You'll have to jump and duck under a bunch, then in the large room, find the elevator platform against the far wall and break the box on it so it won't trip a laser when the elevator is raised. 15) Make your way into the control room and use the switch to raise the elevator, then get on the elevator and jump onto the center platform. Press the button to go down. 16) This next section will be familiar to anyone who has played the Team Fortress Classic map "Hunted," but the way through it is a bit different. Make your way past the tank and turn right around the bend. Enter the building to the right and go up the stairs, where a helpful security guard will show you into a veritable armory. 17) Next, go out the window and tiptoe along the ledge until you can jump across the alley onto a big box. Climb up the ladder and traverse your way through the bombed-out building into the open courtyard. There's a big helicopter above that has a great death scene, if you can spare the ammo to blow it up. Find the big gun to the right and aim it at the double doors to blow them up. 18) After going through the big doors, watch out for loads of baddies. Around another corner you'll find a mounted machine gun which is useful for dispatching the many aliens which will come after you down the slanted hallway. When they're all gone, continue up and walk onto that weird- looking crater (these will be all throughout the rest of the game). 19) On the roof, wait for the fighting down below to stop and then drop down and kill the survivors. On the right will be another grating for you to smash, and then you'll encounter some snarks. The best strategy is to run away until they explode (one wonders how they managed to survive all these years). 20) Keep going along the tunnel until the soldiers get trigger-happy and blow open the shaft you're in. 21) After killing all the soldiers below you, use the switch hanging from the ceiling to lower one of the car platforms, then ride it up and jump out the hole in the wall. 22) Once outside, use the mounted gun to blow open the sealed door, and then blow apart all the monsters that come out. 23) Go down the hallways and witness another big soldier/alien fight. However, you'll need to jump across the hole in the catwalk to continue on. 24) Outside, launch via the crater thing onto the roof of the building and go down the pipe. Be careful crawling through, however, as a soldier has the right idea and tosses in a detpack. Quickly crawl back and hide underwater to survive. 25) Once out of the pipe, find the guard at the top of the stairs, who you'll need to bring down in order to have him open the door for you, i.e. don't kill him. 26) Once outside again, go over and have the guard open the other closed door inside the little booth. After passing through a hallway you'll come upon an irritated Big Blue. 27) Don't bother fighting him! Run away as fast as you can, and launch over the wall using the bouncy thing into the pool of water. Climb up the pipe and look at the controls on top of the tower. It's a miniature map of the large open area you're in now. One button moves the vertical line and the another moves the horizontal line, while the middle button calls in an airstrike. Position the intersection of the two lines to approximately where Big Blue will now be trying to beat down the gate, and then call in an airstrike to eradicate him. 28) After he's gone, take your time in repositioning the airstrike to blow up the three other things you'll need to move on: the big slanted wall on the opposite corner of the open area, the walls around that slanty wall, and the big electrical tower in front of you. 29) After these three have been demolished, walk across the fallen tower, over the crumbled wall, and through the blasted doors. ///////////////////////////////////////////////////////// ********************************************************* • Forget About Freeman ********************************************************* ///////////////////////////////////////////////////////// 1) As soon as this level starts you'll be confronted with a quickly crumbling ceiling. Don't try to find a nook or cranny to hide in; there aren't any. Instead, wait for the third chunk of ceiling that falls in front of the railing. Hop on it and jump over the railing into the next room. 2) You'll hear an interesting message on the radio in the next room, and you'll find a switch which activates a ceiling sentry gun. Use it to take out the monsters which will jump out at you in the next room. 3) If you've played the deathmatch level of the same design this level should seem pretty familiar. Go down the ramp and take a turn to the right (to the area where the RPG is in deathmatch. There'll be a covered hatch that you'll need to open; be careful of the snarks inside those weird egg pod things. 4) Go down the hatch and take one of the "west" tunnels by jumping over the grating. Continue on down the passageways' you'll need to jump into some water and go under-over-around some crushers. Watch out for the alien fish in the big water hole; you can ignore him as there's nothing in there that's worth it. 5) After going through the water, destroy the turrets and kill the soldier waiting for you, then go up the ladder back outside. There's another stationary tank that you can either dodge or blow up; once past it, take the elevator down. 6) When you come to another big stationary tank, you can jump up on it and fire it at the door to blow it up. Lots of monsters come pouring in, though, so be ready. 7) Be careful going through the door you just destroyed, as there's a big gun waiting to blow you apart. Turn left and go through the doors. ///////////////////////////////////////////////////////// ********************************************************* • Lambda Core ********************************************************* ///////////////////////////////////////////////////////// 1) Take the big freight elevator down into the Lambda Complex. After a few rooms you'll come into a big warehouse area where a few more female assassins are just waiting for you. Once you take care of all of them, go up to the top level and work around the side walls and go down the elevator. 2) You'll come into a big room with a couple of alien hornet-shooters to dispatch. Once you destroy them all, a scientist will open a door on the right-hand side of the far wall and let you through. 3) Don't kill the scientist (yet)... he needs to open a security door for you. Once he does, though... happy hunting. 4) Once you go up the little lift you can go to the right where a holier-than-thou scientist introduces you to the egon. Show him just how easily you ca bring yourself to use it on living creatures... if you know what I mean. 5) Go up the elevator and find a large area with a big water pool underneath. Here you need to find two pump rooms and turn on the pumps. There's a path to the left and a path to the right -- you'll have to work your way through a bunch of linear rooms brimming with monsters but it's nothing you can't handle by now. 6) Once both pumps are activated, find the auxilary reactor and dive down into the water. There's an underwater maintenance shaft that will lead into the main core. 7) In the main core you'll have to climb up ladders and time your movements so you don't get sliced in half by revolving electric beams. Be careful! 8) When you come to an elevator shaft with a broken elevator, climb up the ladder and jump off into the upper level. Watch out for steam valves which can hurt you (or, conversely, can hurt the monsters). Around here you'll also be introduced to the mysteries of the floating blobs of energy which can teleport you all over the place. (You can also discover how the G-Man seems to appear and disappear so suddenly. That sneaky bastard!) 9) Around here comes the part of Half-Life lovingly referred to as the "really lame jumping section." Through the door into "Core Level B" you'll find a series of teleporters leading you higher and higher up a shaft. You'll have to discover which teleporters lead you where -- and you'll also have to watch out that if you teleport to a higher level, the rotating platform will be beneath you at the appropriate time. 10) You'll reach another room which consists of platforms which not only revolve, but move up and down as well. You'll need to ride around the outside to activate the switches, then jump into the newly-opened teleport chamber in the middle. 11) After climbing up a ladder and running down some corridors you'll reach a stronghold where you'll be informed about the next stage of your journey. Stock up on health and ammo -- you'll need it. Be sure and take the long jump module too. 12) When you reach the giant room with the big teleporting machinery in the middle, get ready for a fight. Once the scientist starts to power up the teleporter, wonderful new flying Alien Controllers will start popping out of nowhere and flinging fireballs everywhere. The scientist has a pretty crappy glass enclosure he's working inside (what happened to the bulletproof glass that's everywhere else around this place?) and the flying aliens will be trying to take his ass out just as much as yours. Liberally use the egon and MP5 to keep the scientist happy until he instructs you to jump into the portal that's appeared. Do as he says. ///////////////////////////////////////////////////////// ********************************************************* • Xen ********************************************************* ///////////////////////////////////////////////////////// 1) The oh so wonderful jumping puzzles continue. Here on this alien world, you'll need to make liberal use of that long jump module. Use it to leap from platform to platform, and then jump onto one of the moving platforms when it comes close. 2) Make your way down onto the bottom bun of the big alien hamburger and find a little crack in a wall that you'll find. Outside it you'll see a little pool of water which emits a strange noise and has little snowflakes that appear and disappear around it. If you stand in it, you'll slowly regain health; a very good thing when you see what's coming up soon. 3) Inside the crack is a big room with three strange mushroom-type things. "Use" all three to open up little receptacles on top of them, then crack open the viney cage holding three little floating butterflies. Through some sort of alien magic a new portal will open for you to enter. ///////////////////////////////////////////////////////// ********************************************************* • Gonarch's Lair ********************************************************* ///////////////////////////////////////////////////////// 1) Gonarch must be the name of the gigantic mommy headrab which you will quickly confront on this level. Its weak spot is that big hanging sac hanging underneath it. While firing away, be sure to keep your distance as its claws can eviscerate you instantly; other threats include big poisonous globs that it can shoot at you, and little baby headrabs which do 1 point of damage (but they add up if you let them continue). 2) After you shoot it enough Gonarch will run away down a cavern. Follow it onto the second battleground. You can drop down a hole in the corner which will lead you to a healing pool which can come in handy. Use the bouncy crater to propel yourself back up into the action. The hornet gun is a good albeit slow way to hurt Gonarch; the hornets go straight for the fleshy underbelly, although it takes quite a while to put a dent in the thing. 3) After Gonarch flees for a second time, watch out for a big drop. Once underneath Gonarch, keep firing at the sac until it drops down through the web into the little cavern with you. If you're smart you'll have placed a couple detpacks right where Gonarch drops down onto, and you'll be able to blow it apart quickly enough. 4) Hop down into the pit created when Gonarch died. Be sure and use the healing pool before going through the teleport. ///////////////////////////////////////////////////////// ********************************************************* • Interloper ********************************************************* ///////////////////////////////////////////////////////// 1) This next area can really suck if you're low on health or ammo. Rather than wasting your time trying to kill every single alien hanging around, loop around to tbe backside of the big floating island and find a cavern that takes you down inside. 2) Once inside, you'll need to make your way through a series of rooms, bashing your way through webbing every once in a while, until you come to the side of a large column which lowers and raises. 3) Hop on the column and ride it all the way to the top. You'll have to rely on your jumping skills again; jump from platform to platform, until you come close enough to a flying-manta-ray creature to jump on its back. It'll shuttle you over to a another little floating platform with a teleport on it. (If you have some juice left in your gauss gun and you don't feel like dealing with all the aliens roaming around this level, you can charge up your gun while riding up the initial column and gauss-jump to the teleport. It's a tricky process -- you have to aim in the exact opposite direction as the little island, and fire the gun at the right time so you're launched far enough to hit the platform but not too far as to fly right over it.) 4) In this next area, make your way into the cave where you'll find a Big Blue lurking around. When he starts to chase you, jump up into a little side passageway of the cave and let him pass by, then jump down behind him and keep going. 5) Make your way past the three tentacle creatures (you should know how to do this by now) and around a few bends will be another teleporter. 6) You'll arrive inside some sort of alien factory. At this point the aliens will mostly ignore you, so wait until you're sure you've been noticed before killing everything that moves. Take the cog-elevators up the the conveyor belts. Take the conveyor that isn't blocked by a force field and keep going. 7) You'll see lots of strange keg-like things sitting around. Try not to shoot any as alien grunts will pop out, and you don't have enough ammo to take care of them all. There will be one keg that blocks your path, however, so you'll have to deal with at least one. 8) Find a sort of vent shaft in the corner of one room with little glowing lights inside. Jump in and drop down until you come out into another room. 9) There will be lots of alien controllers and slaves to deal with, but you'l have to make your way up to the very top of the room, where there's a spinning teleport thing. Go up ramps and spinning cog platforms to make your way to the teleporter. Before you go through, make sure that you have ample health, as the final boss awaits. ///////////////////////////////////////////////////////// ********************************************************* • Nihilanth ********************************************************* ///////////////////////////////////////////////////////// 1) The entity behind all of this chaos and strife turns out to be a really big alien baby. You'll be dropped into a big cylindrical room with Nihilanth floating in the middle. 2) Use the spikes sticking out of the floor to your advantage! You do not want to be hit by the blue balls that Nihilanth throws, but the green balls are worse -- they home in on you, making them impossible to dodge, and they teleport you to secondary rooms where you have to hop up platfoms or bouncy craters to make your way through another teleport back to the action. Whenever you think the big baby is about to toss a green ball, block its path by hiding behind the spikes until the danger is gone. 3) To weaken Nihilanth, you need to destroy the 3 green-crystal triangles which are high up on the walls of the room. The easiest way (at least for me) was to turn off the red dot on the RPG, aim carefully, and quickly take all three out. Little-known fact: the material that makes up the three green triangles protecting Nihilanth is the same as the crystal sample which you pushed into the beams to start this whole mess in the first place. Valve Software originally intended to make this connection more obvious but never did. 4) Once all three green triangles are destroyed, Nihilanth is ready to have his ass kicked. Take the bouncy craters to vault yourself up above his now-opened skull, and unload the strongest weapons you have into his exposed brain. MP5, egon, shotgun, whatever you have will work; you can even toss in snarks or detpacks, and the true warriors will pith Nihilanth's brain using the crowbar. 5) Once Nihilanth bites the dust, watch the fireworks and then prepare yourself for the final confrontation. Choose whatever path you decide suits you best. ..:: THE END ::.. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ //////////////////////////////////////////////////// --------------------------------------------------- 6.) H A L F - L I F E T E C H N O L O G Y --------------------------------------------------- //////////////////////////////////////////////////// +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Half-Life is based on the Quake(tm) engine by ID Software, with Valve's own enhancements to the engine, such as 16-bit and 24-bit color and MMX support, as well as being developed to take full advantage of 3dfx's Voodoo2. Half-Life is based on a whole new level of proprietary technology creating a extremely rich and original gaming experience. • Rendering So you don't want to have to buy a special hardware accelerator just to get 16-bit color, colored lighting, blurring, translucency or other cool visual effects? Then don't. Half-Life has developed all these features in software so now they're an integral part of the game play, not just eye-candy. Of course, if you do have Open-GL, Direct 3D or MMX hardware, things will look mind-bogglingly cool. • Skeletal Animation System Hand-in-glove with a demand for realistic lighting and color effects is a desire for monsters that look and move as realistically as possible. To accomplish this goal, the engineers at Valve have created a skeletal animation system for monsters. Rather than store a discrete set of polygonal meshes for each key frame of animation, as traditional action games do, the skeletal system moves the "bones" within a monster and deforms a mesh and texture map around them. There are a number of advantages this gives Half-Life animators as they build more compelling and complex monsters: Smoother and richer animation Half-Life players will see much smoother animation than in typical action games. While both sprite- and mesh-based animation systems are based on a fixed keyframe animation rate, which is typically targeted at the lowest common denominator system, Half-Life's skeletal animation system does not limit the number of frames in an animation. For instance, a typical walk cycle may have as many as 80 frames in Half-Life, as compared to only 4 in some sprite-based games. • Monster AI Half-Life's monsters and life-forms are alsoremarkably-- even terrifyingly--intelligent. Valve has created a technology that imbues Half-Life monsters with tactical intelligence, multi-character cooperation, and a supreme will to live. The result is a menagerie of new creatures whose intelligence and unpredictability make them truly formidable adversaries. Traditionally, game AI is a set of hard-coded if-then decisions for every possible situation that could confront a monster, such as, "If there is a bad guy in this room then shoot at him." Valve took another tack, designing a module-based AI system that provides practically infinite flexibility and monster growth potential. • Decal System With Dynamically changing surfaces/Decals Surfaces in Half-Life are dynamic. They can change over time or as the player interacts with them. Damp walls may grow mossy, water will ripple as the player moves through it and, through the use of "decal" technology, hard surfaces will retain the scars of a previous firefight. Decals--spot painting effects over existing textures--also make it possible for opponents to leave threatening graffiti on walls, or for blood, water and smoke to leave their marks on both surfaces and characters in the game. • Real-Time DSP The sound in Half-Life is astounding due to DSP sound which calculates the direction of a sound and the size and material a room is made of to alter that sound accordingly to fit the area, a gunshot outside will sound different than a gunshot in a metal room or underwater. This also saves disk space since the sound is being altered over and over instead of many sounds that hardly get used. This is sure to make your ears smile. • To Activate 3rd Person View you can bring down the console by pressing the '~' or '`' key. It is near the 1, Tab, and Esc keys. Half-Life lets you play 3rd person view a la "Tomb Raider" style, where you see a yourself (Gordon model). Bring down the console and type this in: "thirdperson" or "chase_active 1" (no quotes). To change position of seeing your character, type the any of the following variables into the console: Variable Description cam_idealyaw 0 see from behind cam_idealyaw 180 see from front cam_idealdist 64 sets preferred distance from model for the chase camera cam_idealpitch 0 sets preferred pitch for chase camera chase_back 100 sets preferred camera distance from the player when backing up chase_right 0 sets preferred offset to the side for chase camera chase_up 16 sets preferred offset up for the chase camera To disable the 3rd person view, type this into the console: "firstperson" or "chase_active 0" Be careful when you play 3rd person view. Here are some reasons to take into considerations: 1. Don't mind about not seeing the HUD (Heads Up Display), like health, armor, ammo). 2. Don't mind about not being able to aim accurately. Basically no crosshair. 3. Don't mind about not being able to hear what the HEV announces. 4. Don't mind seeing where you get hit (HUD red signs).