Half-Life for the PC
Full FAQ
V1.1
NotoriousNick (Nicholas Rangel)
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Table of Contents
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1.0 – Contact Information
2.0 – E-Mail Guidelines
3.0 – Version History
4.0 – Story
5.0 – Enemies
6.0 - Weapons
7.0 – Walkthrough
7.01 – Hazard Course
7.02 – Black Mesa Inbound
7.03 – Anomalous Materials
7.04 – Unforeseen Consequences
7.05 – Office Complex
7.06 – “We’ve Got Hostiles”
7.07 - Blast Pit
7.08 – Power Up
7.09 – On a Rail
7.10 – Apprehension
7.11 – Residue Processing
7.12 – Questionable Ethics
7.13 – Surface Tension
7.14 – “Forget About Freeman!”
7.15 – Lambda Core
7.16 – Xen
7.17 – Gonarch’s Lair
7.18 – Interloper
7.19 – Nihilanth
7.20 – Conclusion
8.0 – Copy Right Information
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1.0 - Contact Information
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To contact me with any questions or information about this guide or game, email
me at
[email protected].
08-28-07 – I have this game available so I am able to answer almost any
questions you may have about the game.
Please feel free to email me at anytime if you have any strategies you would
like to add.
If you wish to use this FAQ on your site, you may do so as long as:
1) It is used as-is - it should exactly match the version found on the allowed
sites.
2) MY name and copyright must be included at the bottom.
Please make sure all e-mails regarding this guide have the title in it. This
gives you a better chance of me reading it.
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2.0 – E-Mail Guidelines
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My email is NotoriousNick500(at)Gmail(dot)com.
Feel free to email me anytime but make sure it follows the guidelines below.
Subject: <Game Name> FAQ
I will accept the email if:
- The subject matter matches the one above.
- The email is readable.
- Any strategies you would like in my guide as long as you tell me your
GameFAQs account name. Real names WILL NOT be accepted UNLESS it’s under
personal circumstances (e.g. Real name is in your username). Also strategies
will not be accepted if you have your own Guide or its already posted in
someone else’s.
- Any maps YOU made. If it is not your map contact information must be given
for the person who made it. That way I can contact them and make sure it’s
alright.
- Any screenshot YOU or the company who made the game snapped. I will only
except the company’s screenshot if THEY THEMSELVES released it to the public.
Again if the screenshot belongs to someone else their contact information must
be given to me including the company’s.
- Any video YOU made for the game. It must be for your personal site,
YouTube.com, or GameTheater.org. Again I’ll need contact info for someone
else’s work.
- The section of my guide that the strategies, maps, screenshots, or videos
are for.
- You want to use the guide on your site. A link must be included so I can
preview the site. Only the guide in the subject box will be given.
- If you want more than one guide put “Multiple FAQ” in the subject box.
Emails with that subject matter must only be for requesting permission to post
my FAQs.
- If you want to request I make another guide for this game or others. The
subject matter must be “FAQ Request”.
- If you like my style of making FAQs and want to co-write one. The subject
matter must be “Co-write FAQ Request”. It must be a game none of us have made
a full walkthrough for, that I feel like doing, and work must be equal. Also
we’ll need a way to communicate faster like through some form of chat. Gmail,
AIM, or Steam are the preferred ones. Proofreading a FAQ I made is NOT
co-writing.
- Any noticeable errors I made. Errors like “to” should be “too” should not be
pointed out. Errors like “It IS possible to get <name item> in <name area>” or
“You CAN’T do <something> in <name area>” will be accepted.
- Any questions you have about the game or guide. The subject matter must be
“<Game Name> Question(s)”. Any questions about me WILL NOT be accepted.
Anybody who doesn’t follow these guidelines well not get their e-mails
accepted. People who spam me will be blocked. Also this information is for all
my guides and not just this one.
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3.0 - Version History
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V0.01 (8/11/07): I started the guide with all the enemies and weapons.
V0.02 (8/12/07): I added the email guidelines section and started the
walkthrough. I quit at the 3rd G-Man sighting during the Unforeseen
Consequences chapter.
V0.03 (8/13/07): I didn’t have enough time to finish Unforeseen Consequences
but it got updated.
V0.04 (8/14/07): I updated and finished through the “We’ve Got Hostiles”
section.
V0.05 (8/15/07): Updated a bit more and finished through the Power Up section.
V0.06 (8/16/07): Finished the On a Rail section.
V0.07 (8/18/07): Finished the Apprehension section.
V0.08 (8/19/07): Finished the Residue Processing section.
V0.09 (8/20/07): Finished the “Forget about Freeman” section.
V0.10 (8/26/07): Finished the Lambda Core, Xen, and Gonarch’s Lair sections.
V1.0 (8/27/07): Finished and submitted into GameFAQs and other sites.
V1.1 (8/28/07): I added www.supercheats.com to the allowed sites.
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4.0 – Story
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Gordon Freeman has a PhD as a MIT. Working at the Black Mesa Research Facility
he has been assigned to an experiment in the Anomalous Materials test chamber.
During the experiment portal storms open up and aliens from the planet of Xen
arrive at Black Mesa. Now Freeman must get to the surface to warn someone that
people are still alive in the facility.
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5.0 – Enemies
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This is an alphabetical description of each enemy that appears throughout the
game. I will describe their attacks and first appearance into the game. I
won’t say what weapons to use because I want to leave that open for your own
personal taste.
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Alien Controllers
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First Appearance: Lambda Core
Controllers are levitating creatures that look like they have big brains. They
float around and shoot electrical orbs at Freeman.
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Alien Grunt
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First Appearance: Questionable Ethics
Grunts are huge soldiers sent down by Xen airships. They have a Hivehand which
they use to shoot hornets at you and will punch you when you get to close.
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Barnacle
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First Appearance: Unforeseen Consequences
Barnacles are creatures that attach themselves to the ceiling and use their
tongue to hunt. When they sense a human on their tongue they will pull it up
and start munching on it. The only way to escape is to kill the barnacle.
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Black Ops
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First Appearance: Apprehension
Black Ops are female assassins sent in to kill Gordon Freeman. They use guns
to fire at you and are very quick in attacking and dodging.
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Bullsquid
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First Appearance: Anomalous Materials
Bullsquids are brown creatures with two legs, a tail, and three red tentacles
coming from their mouth. They’ll shoot acid at you but when you get to close
they’ll either tail whip you or ram into you.
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Carnivorous Leech
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First Appearance: Power Up
Leeches are basically worms that live in the water. They’ll swim up and bite
you.
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Gargantua
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First Appearance: Power Up
Large blue creatures that are bullet proof. They can only be beaten by
electricity or big explosions.
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Gonarch
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First Appearance: Gonarch’s Lair
Gonarch’s are adult Headcrabs. They have three legs and an egg shack
underneath them. There is only one in the game. It’ll shoot acid at you or
produce baby headcrabs to attack from far away or will slash at you when up
close.
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Hazardous Environment Combat Unit
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First Appearance: “We’ve Got Hostiles”
Marines sent in to destroy any survivors of Black Mesa. They will usually
attack in groups and wield Mp5’s, Shotguns, and Hand Grenades. Also they kick
you if you’re to close. I will refer to them as Marines or HECU throughout the
guide.
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Headcrab
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First Appearance: Unforeseen Consequences
The most common enemy in the game. They walk real slowly but can jump far or
high. They mostly reside in small groups or inside vents. In one chapter of
the game they are actually baby headcrabs. They are also the cause of zombies.
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Houndeye
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First Appearance: Unforeseen Consequences
Houndeyes are yellow-greenish in color and look kind of like headless dogs.
They usually attack in packs and hurt you by emitting loud noises.
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Ichthyosaur
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First Appearance: Apprehension
Ichthyosaurs are like sharks. They live in the water and swim around freely in
their environment. They like to circle you at least once and then charge to
take a bite. Sometime they’ll skim the surface making an easy kill.
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Nihilanth
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First Appearance: Nihilanth
The final boss. He’ll be described later on.
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Snark
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First Appearance: Questionable Ethics.
Tiny little bugs that appear from egg sacs and attack anything living. They
will chase after their prey until their dead or the snark’s 20 second life
span ends.
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Tentacle
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First Appearance: Blast Pit
Tentacles are green creatures that are blind. They rely on sound to sense
anything living. Best to crouch and use grenades to distract them.
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Turrets
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First Appearance: Hazard Course
Just regular turrets places around. This are very annoying. Take them out as
quickly as possible.
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Vortiguant
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First Appearance: Anomalous Materials
Brown humanoid creatures that can shoot electricity or scratch you with their
claws.
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Zombie
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First Appearance: Unforeseen Consequences
Zombies are former humans that were killed by headcrabs. The headcrab attaches
to a human head and feeds on their brain to control them. They are really slow
and dumb but will scratch you if you get close.
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6.0 – Weapons
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Here are all the weapons from Half-Life with their basic info. The number in
“()” is how many times you press that button in order for it to appear on the
equip menu. For example the handgun is weapon number 2(1) and the magnum is
weapon number 2(2). The weapon you equip will be highlighted in red.
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Crowbar 1(1)
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First Found: Anomalous Materials
Clip: NA
Reserve Ammo: NA
Primary Fire: Slash
Secondary Fire: NA
A standard melee weapon that can deal pretty decent damage and is best used as
a tool more then a weapon. It can slash pretty quickly inflicting some damage
at a fast pace.
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9mm Handgun 2(1)
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First Found: Unforeseen Consequences
Clip: 17
Reserve Ammo: 250
Primary Fire: Standard Fire
Secondary Fire: Rapid Fire
A standard handgun that can be found on any security guard. If you come across
a dead guard walk over him to take a full clip of ammo. Also you can kill them
yourself for the ammo but be quick so that he doesn’t shoot you. This weapon
shares ammo with the Mp5 Sub Machine Gun.
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357 Magnum 2(2)
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First Found: Blast Pit
Clip: 6
Reserve Ammo: 36
Primary Fire: Standard Fire
Secondary Fire: NA
A more powerful weapon then the pistol. It can kill almost anything in 1 or
two shots but has a small clip and a slow reload time. The ammo is also more
scarce then other weapons.
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Mp5 Sub Machine Gun 3(1)
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First Found: “We’ve Got Hostiles”
Clip: 50
Reserve Ammo: 250 and 10
Primary Fire: Rapid Fire
Secondary Fire: Grenade Launcher
A somewhat weak weapon that deals damage quickly but eats up ammo. The
secondary fire is useful for crowded areas because of the splash damage. It
has the same ammo as the handgun.
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Shotgun 3(2)
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First Found: Office Complex
Clip: 8
Reserve Ammo: 125
Primary Fire: Single Shot
Secondary Fire: Double Shot
A pretty good all around weapon. The primary fire shoots one at a time and
pretty quickly while the double fire is vice versa. Also you can fire this
weapon while reloading which means you can hold down the fire button when
you’re under pressure.
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Crossbow 3(3)
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First Found: Apprehension
Clip: 5
Reserve Ammo: 50
Primary Fire: Fire Arrow
Secondary Fire: Snipe
A great weapon to use. It’s powerful and fires tranquilizer darts. However it
takes a while to load one dart in and even longer to load a new clip. Also the
ammo is scarce.
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Rocket Propelled Grenade 4(1)
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First Found: Surface Tension
Clip: 1
Reserve Ammo: 5
Primary Fire: Dumb Shot
Secondary fire: Guided Shot
The most powerful weapon in the game and the most fun. The primary fire makes
the grenade jet in a straight line till it hits something and the secondary
lets you guide the path with a laser. Just move the laser along to have the
grenade follow the path. The ammo is very rare so make sure to save it for the
heavy machinery.
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Experimental Gauss Gun 4(2)
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First Found: Questionable Ethics
Clip: NA
Reserve Ammo: 100
Primary Fire: Shoots 2%
Secondary Fire: Can be charged up to 13%
The Gauss Gun is another powerful weapon. Instead of clips it has a
percentage. It fast and powerful even if you’re only firing 2% at a time. It
shares ammo with the Egon Gun.
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Experimental Egon Gun 4(3)
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First Found: Lambda Core
Clip: NA
Reserve Ammo: 100
Primary Fire: Shoots Beam
Secondary Fire: Hold Beam (Must be executed during primary fire).
Just like the Gauss Gun, the Egon Gun is fun and powerful. Also it shares the
same ammo. Unlike other weapons the secondary fire button must be pressed and
held after the primary fire button is being held. This lets Gordon keep the
beam going without using up any ammo.
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Hivehand 4(4)
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First Found: Surface Tension
Clip: NA
Reserve Ammo: 8
Primary Fire: Single Fire
Secondary Fire: Rapid Fire
The Hivehand is the standard weapon used by alien grunts. It shoots hornets at
the enemy and has slight homing capabilities. Also it has unlimited ammo
because after you stop firing it’ll charge right back up. The primary fire
shoots one hornet and short of homes in while the rapid fire shoots them
rapidly in a straight line.
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Hand Grenade 5(1)
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First Found: Unforeseen Consequences
Clip: NA
Reserve Ammo: 10
Primary Fire: Throw
Secondary Fire: NA
An explosive weapon that’s better used as a tool. They have a 5 second delay
when thrown and are easily avoided by some enemies. Also some HECU members
throw or place grenades.
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C4 Explosive 5(2)
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First Found: On a Rail
Clip: NA
Reserve Ammo: 5
Primary Fire: Throw a bomb / detonate
Secondary Fire: Throw more bombs after the first one is thrown.
Another weapons used as a great tool. When you throw a C4 Gordon will pull out
a remote which you then use to detonate. Also while you hold the control you
can use the secondary fire to lay down any additional C4 so that you can blow
up a few at a time. C4 will only blow up only when the button is push. Bullets
will not detonate them.
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Tripmine 5(3)
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First Found: Blast Pit
Clip: NA
Reserve Ammo: 5
Primary Fire: Set down
Secondary Fire: NA
This weapon, like the other two explosives, is a great tool. This one can be
used as a trap. Just lay a couple around in areas you know enemies will pass
and just keep going. Make sure you put them in tight areas because although
the laser can go pretty far then explosion is always near the mine. Also
you’ll see these set up more often by the HECU to take care of Gordon.
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Snarks 5(4)
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First Found: Questionable Ethics
Clip: NA
Reserve Ammo: 15
Primary Fire: Throw Snark
Secondary Fire: NA
The only enemy in the game that can be used as a weapon. Whenever you throw
one it’ll attack the nearest living thing, including you, so make sure you
only deploy them in crowded areas and make them land near something or someone
else. They have a 20 second life span after they are thrown. During the 20
seconds they will run around and jump all over their target then explode when
their life is over. The explosion can also harm their target.
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7.0 - Walkthrough
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Here is the main section of my guide. I hope you find this useful.
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7.01 – Hazard Course
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The hazard course is a training area for anyone new to this game. I recommend
it for anyone new so that they can get use to the basics.
Room 1: Basic movement forward, backward, and strafing. Also teaches how to
use objects.
Room 2: Introduces the hazard suit.
Room 3: Basic jumping.
Room 4: Crouching.
Room 5: Jumping and crouching.
Room 6: Crouch jump.
Room 7: Ladders.
Room 8: Jumping over average size gaps.
Room 9: Jumping module and long jumping.
Room 10: Elevators and falling damage.
Room 11: Wall mounted med-kits.
Room 12: Turning wheels.
Room 13: Pushing boxes.
Room 14: Pulling boxes and making stairs out of them.
Room 15: Introduces crowbar and how to use it.
Room 16: Introduces flashlight and battery cells for armor.
Room 17: Introduces guns and ammo. In this case it’s the Mp5 sub machine gun.
Room 18: Introduces primary and secondary fire along with reloading.
Room 19: Swimming.
Room 20: Charge unit for hazard suit. Just like wall med-kits.
Room 21: Different types of hazard damage.
Room 22: Introduces how to recruit and use security guards.
Room 23: Introduces how to use trams and completes the course.
Optional: In room 22 you can have your first battle if you want. Just attack
one of the guards or scientist. Both guards and two ceiling turrets will start
firing at you. Also never hinted at is that soda from the vending machines can
heal 1HP per can.
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7.02 – Black Mesa Inbound
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After you pick a difficulty you’ll appear in a tram. It’ll take a few minutes
but you can scope out the environment. Near the end of the tram ride you’ll
be stopped by a robot getting ready to go into the chemicals. Look to your
left to see the G-Man for the first time. In the final area, just wait for the
security guard to let you out of the door and into the main lobby.
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7.03 – Anomalous Materials
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You should start off in the main lobby. Go over to the desk and the guard will
tell you that you’re wanted in the test chamber. Go down the hall and at the
junction keep going straight. Look through the first window you come across to
see the G-Man arguing with a scientist.
Now head back over to the junction and go down the other hallway. Take a right
and keep going till you get to the locker room. Go over to the left and use
the console to open up your hazard suit. Grab it and then go over to the
locker that says “Freeman” to get an armor battery.
Now head back to the hallway and keep going until another guard opens the
door for you.
Loop around in the next hallway and go down the elevator. Now keep following
the straightforward path till you get to a room with four scientists. Three of
them will talk to you and then eventually let you through the next door.
Now keep going. In front of the elevator to the lower level you’ll see an
explosion. Ignore that and go down the elevator. Keep going and eventually
you’ll get to the entrance to the test chamber. Let the two scientists talk to
you and wait for them to unlock the door. Go into the test chamber and wait
for further instruction.
Eventually a scientist will start talking. When he asks you, climb up the
ladder and flip the switch to get the rotor started. Now just wait until the
sample appears. When it does push it into the center and everything will start
going haywire. Just back off and watch as your teleported between Earth and
Xen. This’ll end the chapter.
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7.04 – Unforeseen Consequences
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You’ll reappear in the test chamber. Go into the entrance and use the retinal
scanner by the door. The door will slowly open and you should see a guard
getting CPR. Wait about 20 seconds for him to be revived then go up the
elevator. Go forward and the scientist will tell you to head to the surface.
Have him follow you to the door so that he can open it for you. Go through and
wait till the electrical energy blows up the other door then head through.
Keep running and a headcrab will appear. Ignore it and go through the door. In
the hallway dodge the 2 lasers. After the second laser, watch it split a guard
in half. Anyways after your done being amused grab the crowbar by the door
then head back to where the guard was getting CPR.
Kill the guard and take his handgun.
Now head back to where you got the crowbar. Break the glass on the bottom of
the door and crawl through. Go down the hall and watch as the elevator crashes
down with some people on it. Again break the glass and then climb the ladder
in the shaft. At the top help the guard kill the two zombies then kill him for
more ammo. From here head back to the locker room. On the way you’ll have to
kill two zombies. Anyways once you get their go inside the locker that says
“Guthrie” for two clips of ammo then inside Freeman’s locker for a battery
cell.
Now head back over to the main lobby. You’ll see an explosion come from the
vent. Crawl through but stick to the right so that you don’t get smashed.
Kill the headcrab and use the med-kit to heal yourself. Now use the control
panels to make your way through another vent across the room. In the hall
watch as a scientist kills a headcrab. He’ll start celebrating his victory by
dancing. Good for him.....oh never mind. Didn’t think there was a second
headcrab. Apparently he didn’t either. Well anyways continue down the hall
and you’ll hear gunshots. Run forward to see a zombie die in the corner. In
the other corner grab the handgun on the floor as the guard reaches to you
for help. He’ll die so crawl through the broken door ahead.
Hit the switch on the wall then go through the door. Save the scientist by
killing the Houndeyes. Keep going down the hall and then look up at the
catwalk. You’ll have your third G-Man sighting. He’ll just look at you then
walk off. Go into the hall area and kill the two Houndeyes running around.
Next go through the steel door on the right. Follow the hallway till you
reach a ladder. Climb it and then shoot the flammables to blow up the zombie
and headcrabs. Take a right until you find a scientist. Recruit him and then
run along the catwalk in the opposite direction. Kill the zombie eating the
dead body and have the scientist unlock the door. Go inside for some ammo and
health. Now head back to where the Houndeyes where. If you need more health
then jump through the window into a tiny room. Anyways when ready run down
the hallway. You should hear a monster teleport. Look at the steel door in
front of you and you should hear something breaking it from inside. Kill the
vortiguaunt that appears and go inside for some ammo. Run over to the
dumpster in the corner to see a hiding scientist. A headcrab will now jump at
you. Kill it then restore your health behind the dumpster. Now head to the
center of the hallway where a gate is blocking your path. Kill the zombie
that crawls out of the tunnel and then drop into the hole in front of you.
Kill the headcrab then travel the tunnel till you find a wheel. Turn it to
raise the water level then swim to the hole that the zombie came out of.
Continue down the new hallway.
In the open area take the ammo from the dead guard then pull the lever. The
lift will start lowering and two headcrabs will appear. Jump on the lift and
look in the direction of the headcrabs. As the lift is lowering keep strafing
to dodge the unlimited supply of headcrabs that come jumping down. At the
bottom are two wall med-kits. Jump off to reach the upper one and only use
the lower one in the corner if you need it. Next go to the boxes and a
Houndeye will appear. Kill it then break the boxes for ammo. Go down the
hallway and a Bullsquid will appear breaking the walkway. Jump onto the pipes
to the right and use them to reach the vent shaft. Travel the shaft until you
get to the end. Break the vent to drop into the hallway. Break the boxes to
get some health and battery cells then stand at the edge of the hall and
watch as a Bullsquid kills some headcrabs. Now backtrack till you reach a
door. Go through it and use the ladder to get down. Go through the hallway
till you get to where the Bullsquid is. Kill it then head to the right for
some health. Next jump into the water and swim towards the open holes. Take a
right and use the ladder to get out. Heal yourself then go through the doors.
Now that your on the side that Bullsquid was on, break all the boxes then
head through the door. Keep traveling down the hallway to the end.
In the open area climb both ladders you see then use the hanging boxes to get
across the room. Keep following the hallway till you get to a ladder. Climb
it and then keep going.
Eventually you’ll be in the hallway right above where the Bullsquid was. Keep
going and use the elevator you come across to beat the chapter.
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7.05 – Office Complex
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Leave the elevator and look to your left. Some headcrabs will spot you and
start coming. Just stand there and wait for all of them to be shocked to death
and then climb into the vent shaft on the wall. Take a right to get to the
next room. In here ignore the barnacles and scientist and go into the metal
door. Turn off the power then go through the other door in the room. Run to the
end of the hallway and break the window so you can crawl through it. Take and
left and follow the hallway littered with boxes. Break all of them to clear
your path.
Kill the headcrab behind the big box and keep going. Grab the shotgun and ammo
then run over to the gate. Kill the zombie that comes around the corner so that
the guard can let you through. Kill him for ammo then go through the door for
more ammo and health. Kill the headcrab then head back to where the zombie was.
Drop to the lower area and break the boxes for a battery cell and health then
climb the ladder. From here head back to where you broke the window.
Crawl through the window leading to the flooded office. Kill the headcrab and
use the tables and counters to work your way around. Charge your health and
then hit the light switch. Turn your flashlight on and break the vent shaft.
Kill all three headcrabs then crouch under the fan. Keep going till the end.
Break the vent and go through. You should drop through the ceiling. Turn around
and two headcrabs will break more ceiling. Use the two metal boxes to make some
stairs so you can reach a ladder. Break the big vent to drop down and the small
one to enter the shaft. Follow it to the end but wait. A scientist will come
running out only to get shot by a ceiling turret with a headcrab to follow. Now
quickly jump out and run towards it. Crouch underneath the landing and turn off
the turret. Now break all the boxes and push a big metal one next to the
landing. Go through the small doorway to break some boxes and grab some ammo.
Go to the end of the hall and open up the door. Now push the small metal box
over to the turret landing. Use the staircase you made to get to the top and
heal yourself. Now drop down and enter the big doorway. Kill all 5 headcrabs
and keep going.
Head up the stairs and you’ll hear some gunshots. Keep going to find a guard
and some dead headcrabs. Recruit the guard and go into the next area. Here you
and the guard will have to fend off a lot of vortiguants and a few headcrabs.
When everything’s dead find a door being guarded by a barnacle. Go inside and
hit the light switch. Take the health and then leave the whole area near some
vending machines. If any vortiguants are still living make sure you silence
them. Go through a door and heal yourself next to the scientist while he tells
you about the military. Continue up the stairs and a ceiling turret will start.
Keep going and kill the headcrabs and then the turret. At the top enter a
hallway. Wait for the zombie to start walking and when he’s next to the
explosive box blow it up. Continue down the hall and kill the two vortiguants
around the corner.
Go through the door to find a guard and a wall kit. Recruit the guard and heal
yourself. Head down a ramp into an open area. Kill the Bullsquid that appears
and restock on ammo. As you try to leave two vortiguants will appear so kill
them. Now head back over to the door you came through then climb through the
vent shaft. At the end climb the ladder and wait for the broken part of the fan
before you cross. Break the floor vent to drop down then jump over the broken
floor. Break the next vent and kill the two headcrabs guarding another vent.
Break that and then crawl along the wall towards another vent. Break that one
to get above the room with the Bullsquid and vortiguants. Follow the rafters
to another vent but watch out for the headcrabs that jump out of the wall. Kill
any that don’t miss the rafters then go through the vent. Kill the lone
headcrab here and travel towards the end. You’ll break through the ceiling into
a dark room. Restock on ammo and heal yourself then leave through the door and
go recruit the guard again if he’s still alive. Anyways take a right from the
door and kill the zombie and headcrabs in the open area. Break the rubble
blocking the next hallway and then run to the right.
At the end of the hallway kill both zombies and then heal yourself by the
wall. Enter the freezer and run around killing any headcrabs and the two
Bullsquids in the area. Next to the Bullsquid that breaks the boxes hit the
switch to make a lift go back and forth. Now head back to the entrance and
climb the ladder. Enter the shaft and follow the straight path till you get to
the lift. Along the way you might find a headcrab. Anyways break all the boxes
for some battery cells then enter the shaft. Travel through it and kill the
headcrab that jumps up at you. Keep going to find a room full of barnacles.
Take any supplies next to their tongues and then start climbing on the shafts.
Enter the final shaft towards the end killing any headcrabs along the way.
Break the next vent and drop down. Help the surviving guard by killing the
zombie then recruit him. Go up the stairs and kill the headcrab. Next the dark
room and run up towards the door. You’ll find out its locked so may as well
turn around and...G-MAN! This is the fourth sighting. Watch him as he looks at
you, straightens his tie, and walks off. Anyways when he’s gone head to the
light area. A scientist will jump through a window and then two zombies will
appear. Kill them both and then grab supplies from the broken window and broken
wall. Anyways kill the guard for ammo and take a running jump towards the
ladder in the shaft. Keep climbing up while watching a scientist as he
struggles and falls. Hehe, funny. Anyways jump onto the ladder he was on to get
on top of the elevator. Break the shaft and drop down. Use the elevator to end
the chapter.
***********************************************************
7.06 – “We’ve Got Hostiles”
***********************************************************
Start by running forward and a scientist will come running and pound at a
window then run off and blow up a tripmine. Look through the window to see a
guard lose a battle with a zombie. Anyways head in the direction the scientist
did. Hit the emergency button and trip the red lasers and kill the turret and
then the headcrabs in the area. Break all the boxes and then hit another
emergency button. In the hallway jump over and then crouch under the set up
tripmines and continue. Jump over the red laser and kill any vortiguants that
appear behind you. Next use the boxes as stairs to get over them and kill the
two turrets and headcrabs in this area. Next break another emergency button
and climb over the boxes to get to a flooded area.
Without falling down the open elevator shaft, quickly hit the laser and hide
behind the corner until you hear the two turrets start shooting. Come out of
hiding and kill them while their dealing with the scientist. Hit the emergency
and then look for see the G-Man who’ll walk off as usual. Anyways heal yourself
by the door and break the boxes. When ready go down the hallway the G-Man did
and you’ll meet your first marine. Kill him and take his ammo. Heal by the
stairs and then ride the elevator upward.
At the top run out and start battling some marines. When their all dead break
all the boxes, restock on ammo, and heal yourself on the wall units. Next climb
up the stairs and hit the emergency button before passing under. Take a right
at the junction to get to a room with barnacles. Break all the boxes and jump
onto the conveyor belt. Run on it the wrong way and eventually you’ll get to
another room. Heal on the wall units and break the boxes before using the metal
ones as stairs. Run along on the other conveyor belt into the next room. Kill
the marine behind the sandbags and heal yourself on another unit. From the
middle walkway shoot down all 3 ground turrets and drop down facing the next
fire door. Again hit the button and run through. You’ll be in another battle
with some marines so kill all of them before breaking all the boxes and
restocking your ammo. Climb up the ramp and use the upper walkway to get into
another marine filled room. Kill all of them and then take their ammo and
break more boxes. Heal yourself by the next elevator and then ride it up.
At the top heal yourself with the wall unit and then move outside. Kill any
marines that get in your as you make your way to the open door. Take the ladder
down and heal yourself with the wall units at the bottom. Enter the vent
entrance and quickly make your way down and into the big shaft at the bottom.
In the next area will be a big fan. Ignore it for now and enter the shaft above
it. Crawl through the shaft and exit at the first hole to restock on ammo. Go
back in and continue. Kill the headcrab that comes out of another tunnel but
keep going straight. Eventually vortiguants should start teleporting in the
room below. Enter another tunnel there and you’ll come to a room where you can
restock on armor and ammo. You can also heal yourself on the wall. Anyways get
back in the shaft and head down the tunnel the headcrab came out of.
Eventually you’ll hear a marine talking about you with his buddy. Kill the one
with the red beret with a double shotgun blast and then exit the shaft ahead.
Kill the other marine and restock on more ammo. Now reenter the shaft and head
back to the fan. Go into the corner and drop down to the second shaft. Enter
it and you’ll come to another place with more ammo. Restock and then head back
to the fan. Now drop to the lower shaft and crawl through it. Climb the ladder
at the end and go through the middle shaft. Restock on ammo and hit the silo
access button as the scientist tells you about the Lambda Lab. Leave the room,
heal on the wall units, and head down the hallway to finish the chapter.
***********************************************************
7.07 – Blast Pit
***********************************************************
Start by destroying all the rubble blocking your path. Kill both the headcrabs
on the other side and then head up the ramp. Pull the lever to activate the
lift and kill the zombie that breaks the door. Go inside to restock on
supplies then take the lift down. At the bottom jump on the tram and ride it
past a bunch of Bullsquids and Houndeyes till it throws you off. You’ll land
in some chemicals so quickly jump onto the boxes on your left to escape. Kill
the Bullsquid then climb the ladder behind it. Jump into the pipe and travel
the small tunnel.
Jump out onto the pipes but ignore the Bullsquid below. Travel among the pipes
till you can jump to a small landing. Once their grab the med-kits and battery
cells and continue. In the room flooded with chemicals run across the pipes
till you get to the elevator and then ride it up.
At the top turn the corner and shoot the flammables next to the Bullsquid to
kill it. Continue along the path and kill and Houndeye that gets in your way.
Again shoot the flammables to kill the Houndeye on the path and the one in the
corner near some med-kits. The flammable will destroy part of the path. Jump
across the new gap and kill the headcrabs then enter the silo. Turn the lever
to open up the other door.
Kill the zombie that appears and continue. Listen to the dying scientist tell
you about the tentacles. Keep going and go through the next door. Here you
should see a scientist get grab by the tentacle. Look out the window to see him
fly into the air and down the pit. Anyways after being amused by another death
continue along. Climb the ladder you come to and kill the guard for ammo. Go
into the next room to see a guard get killed by one of the tentacles. Grab the
grenades and then equip them. Wait for the tentacle to stop attacking the area.
When it’s done CRAWL towards the doorway. Look down and throw a grenade near
the ladder surrounded by boxes then throw another one in the opposite direction
to distract them. Climb the ladder on your right and continue towards the
other. While climbing down throw a grenade at the boarded doorway and again
throw a distraction in the opposite direction. When the tentacles are fully
occupied away from the door get off the ladder and sprint towards it. Continue
along the silo path and pull the lever to open the exit.
Shoot the flammables to kill the zombie. With the path destroyed use the pipes
to cross the gap. Destroy the boxes and then continue down the corridor ahead.
At the end of the corridor take a right and stand at the top of the ladder.
Pick off both zombies and then jump down. Destroy the sewer cover and climb the
ladder down. Walk on the pipes and take a left at the junction to reach another
ladder. Climb and destroy the cover. Kill the zombie before popping out and
then go into the side room to restock on grenades.
Open the next door and kill both zombies. Next climb down both the ladders to
get to the fan controls. Hit the switch and then run BACKWARDS to the ladder so
you can get up before it crushes you. When it speeds up, use the wind to soar
towards the ceiling. Break the rubble in your way and then break the vent. Drop
down and kill any headcrabs that get in your way. Continue into the red light
area killing anymore headcrabs.
Eventually you’ll get to a ladder. Climb down and kill all 3 zombies and the
lone headcrab then turn one the oxy and the fuel. Climb the other ladder in the
corner and then head back to the tentacles.
Again use the grenade trick to reach the door on the lowest level. Continue
down the silo path and jump over the gap. Kill the zombie by the door and then
go through.
When the door opens a Bullsquid should destroy the path. Shoot the explosive
crate next to it and then use the pipes to cross. Continue down the corridor
and kill the three Houndeyes that come running towards you.
Continue and then kill the feeding Bullsquid. Heal with the wall unit and then
call the elevator. Start to ride it downward. Eventually it’ll malfunction
forcing you to climb down on the ladder. At the bottom the scientist will tell
you his friend went to turn on the power but then mysteriously disappeared.
Head down the corridor and kill the zombie you come across. Use the lift to
reach the ladder and then climb. Next head to any of the two ladders and go up.
Activate the switch and then jump on top of the generator. The scientist buddy
well tell you of his new hiding spot. Anyways drop down the opposite side and
activate the other switch to turn the power on. Now head back to the room where
the tentacle grab the scientist.
Once there hit the test fire button and stand back to see the fireworks. With
the tentacle now dead go back in there and jump onto the hole to travel the
small cave.
Keep going and eventually you’ll fall in some water. Swim up and then check the
guard for the .357 Magnum. Jump back into the water and swim through one of the
holes at the bottom and then up the side. In the room through of chemicals
climb the ladder down and heal yourself then head back up. Travel along the
pipes until you get to a wheel. Turn it to make a pipe bridge and then go
inside. Jump over the gap and keep going.
Eventually the pipe well break and land you next to a headcrab. Kill it then
grab the med-kits and ammo on the table. Break the boxes in the room for some
more med-kits and some tripmines. Finally continue down the corridor to beat
the chapter.
***********************************************************
7.08 – Power Up
***********************************************************
Run into the big room to see a Gargantua kill two marines. Ignore it and look
into the window on the left to see the G-Man watching you. Next go into the
other small hallway in the area. Kill any vortiguants in your way and head down
the tunnel that says “track control”. Keep going and eventually the walkway
should break. Kill all the headcrabs and break the boxes for ammo. Keep going
and you’ll have to kill even more vortiguants and headcrabs. You should also
come across a wall-unit so make sure to heal yourself. Now head down the
corridor marked “Power Generator.”
Shoot the flammables next to the Vortiguants then turn the wheel to continue.
Climb the first ladder and restock on supplies next to the dead marine. A
Bullsquid will pull him into a hole. Climb up the other ladder and kill both
marines and the turret. Break all the boxes and heal with the wall unit and
then continue down the hallway.
Go into the open area and shoot the explosives to kill the marine. Head into
the tunnel past him and take a right. Kill any marines that get in your way and
break the boxes. When finished, head back the other doing the same thing. Heal
with the wall unit next to the elevator then ride it down. Walk forward and
kill any Houndeyes in the area. Head up a ramp and then go all the way down the
spiral staircase. In the flooded area kill the zombie in the corner and then
break the boxes to start the machine. Head back up the stairs halfway and then
turn on the power generator. Head back to the elevator and kill the two marines
that ride it down. Head back up and kill any marines in your way as you head
back to the Gargantua.
Once you get their run down the big tunnel straight across from the cart. Keep
going until the very end where you’ll see a lever. Pull it to kill the
Gargantua and then use the small tunnel on the right to get back to the cart.
Jump on the cart and send it to the center of the room. Now head back into the
small tunnel and when you get to the place where the path broke earlier climb
the ladder to the door marked “Track Control”. Destroy the rubble and go
inside. Listen to the dying guard as you heal yourself and take his weapon.
Pull the lever to rotate the central part of the track, which should have the
cart on it. Head back to the cart and hop on. Ride it forward down the tunnel
to finish the chapter.
***********************************************************
7.09 – On a Rail
***********************************************************
Start off by listening to the guard as he tells you about a rocket. Kill him
for ammo and then flip the switch. Jump back onto the cart and head forward. As
it’s going down make sure to dodge all the barnacles. At the bottom start it up
again and dodge and electricity that appears.
Keep dodging it till you get out of the water. At the first track junction that
appears in front of you stop the cart. Go to the left and break the boxes then
get back on the cart. Keep going till you get to the second track changer.
Shoot it to make it point forward. Keep going and stop the cart at the
Bullsquid. Kill it and get off. Go over to the corner and break the boxes for
ammo then kill the barnacle that is above the track. Hop back on the cart and
keep riding till you get to another Bullsquid. Kill it and the headcrab that
appears and then heal yourself by the stairs. Next climb the stairs and break
the boxes. Kill the turret that appears and flip the lever. This’ll move the
crane blocking your path at the first track changer. Ride the cart back there
and keep on going.
When the cart starts going head jump off and climb the ladder. Kill the marine
and then heal yourself. Climb the other ladder and wait for the cart. When it
arrives hop on and start it. Crouch down and let it kill the marine in front of
you and keep going till it gets to a gate. Kill the marine next to the mounted
gun then use the gun to kill the other marines. Run up the stairs and kill the
marines that start shooting at you, and then go down the corridor.
WHOA! Look like you just entered a war zone. Well anyways side with the
Vortiguants and kill the marines. Phew! That was a close one. Good thing the
Vort...OW! Stupid Vortiguant just shocked me. DIE!!! Oh...i forgot I was
writing a guide. Well any ways kill the Vortiguants once the marines are dead.
So much for teamwork. Now that all the baddies are dead run around and break
any boxes you see for supplies and then head down the set of stairs you come
across. Kill the marine and head down the left side. Shoot the tripmines and
then go back to the stairs and take the right. Again help the Vortiguants and
then betray them. Now that you raided this area head back to the cart.
Once there, jump across all the tracks to the other stairs. Kill all the
vortiguants then head up. Kill the headcrabs and keep going. Heal yourself and
take any supplies you need, and then head back to the cart. Pull one of the
levers to open the gates and activate the cart.
Keep riding the cart until you see a dead end. Kill the marines and then head
though the hallway. This time when the marines and Vortiguants fight duck
around the corner till you here it stop. Run in and kill the winners and then
start breaking stuff. Kill the any headcrabs that appear and the guard. When
you see the words “Surrender Freeman” on the wall shoot a Mp5 grenade into the
sandbag hut. Open use the red door and shoot the tripmines. Go inside and kill
the marine below and then go through the door by him.
Raid the new area for supplies and then ride the new cart forward. Stop once
you activate the three turrets and let them kill the two Bullsquids. Once they
quite down run forward and destroy all 3. Take any supplies from the dead
marine and go through the door by the third turret. Kill the Bullsquid and
headcrab and grab more supplies. Now head back to the cart and ride it forward.
When a marine starts shooting rockets at you jump off the moving car to the
opening on the left. Use a grenade to kill the marine. Now run along the side
of the tracks and shoot the tripmine. Shoot a second tripmine you see and you
should notice the cart stopped at a gate. Go off to the right and kill all the
vortiguants. Once their all dead go over to the boxes and shoot the tripmines
on the other side. Jump over and kill the marines at the top. Throw the gate
lever and then jump through the window towards a new cart. Ride it until you
see another gate. Jump off and use a mp5 grenade on the marine with the mounted
gun. Now use the other mounted gun to take out the other three marines. Break
all the boxes and heal yourself, then pull the gate lever. Ride the cart and
keep going. Jump off at the dead end to send the cart upward. Put a c4 on the
elevator and send it up. Blow it up when it reaches the top and then ride the
elevator up yourself. Take any ammo and then climb the ladder to reach the cart
then ride it forward.
When you see moving boxes jump off and let the cart hit the gate. Kill the
marines that appear and throw the lever jump back on the cart but crouch.
Crouch as it goes under boxes and when a marine starts shooting rockets at you.
Kill him when he comes into view and keep going. Dodge all the electricity as
you shoot the track changer and keep going. When the cart stops at the gap jump
off and throw a c4 down the ladder. Trigger it to blow up some tripmines, and
then climb down.
Jump off before you hit the red laser and go through the doorway. Kill both
zombies and heal yourself. Now continue down the tracks on foot and kill the
hiding marine with another mp5 grenade. Kill the other marine and then break
the boxes. Exit down the hallway. When you get outside stop and listen as two
marines talk about you. Use another mp5 grenade to kill then and then run
towards the big red doors. Use the keypad to open it and then another to open
another door.
Run to the left and use the mounted gun to kill the three marines and then
enter the building. In the next room you must get up the stairs without
touching the red laser. First push the small box into the corner and then push
the big box next to it. Now use those to reach the door. Go through and kill
both marines. Go into the side room to heal yourself and then go into the
launch room. Launch the rocket and then head back to where the marines were
talking about you.
Quickly run down the tunnel to the left and climb the ladder you come to. Climb
it down and collect any supplies you need. Now jump into the new looking cart
and ride to finish the chapter.
***********************************************************
7.10 – Apprehension
***********************************************************
Start off by hanging out by the right side opening. When you see the marines
quickly jump off and kill them. Take their weapons and go through the door.
Climb the ladder down to reach the water. Swim through the door and down the
hall. Swim up the stairs you find and then jump into the water in the next
room. Break the lock to release the barrels for a bridge. Surface and use the
barrels to cross the water. Kill both zombies and then heal yourself at the top
of the stairs. In the next room, jump into the water on the right and head down
the hallway at the bottom.
Keep going down the hallway, catching your breath at some points, until you get
out of the water. Keep going and eventually you should see a scientist get
thrown into the air. Walk along the walkway, avoiding the barnacles and climb
the ladder at the end. A scientist will explain the Ichthyosaur to you. Heal
yourself on the wall and head through the door. Jump into the cage to get the
tranquilizer crossbow. The cage will then fall into the water. Swim around and
kill the Ichthyosaur and then turn the wheel at the bottom. This’ll open up the
gate which you can swim under to get out of the water. Go past the door and
keep heading down the hallway.
Go through the door at the end and jump on top of the box for some ammo. Kill
the Vortiguants that appear and go through the doorway. Stay centered as you
walk along the walkway. After the first gap part of the walkway will break.
After jumping over the third gap, jump through the hole in the fence and swim
through the underwater tunnel. When you pop up, kill the Bullsquid and run
forward to see the G-Man on the walkway above. Kill another Bullsquid that
appears then run through the hallway marked “Generator Controls”. Climb the
ladder at the end and activate the generator. Time your jumps carefully as you
cross to the other side. Kill the headcrab that appears and enter the hallway.
Kill the Bullsquid and heal yourself before continuing down the hall.
Kill all the Vortiguants and Headcrabs in the next room before healing yourself
on the wall. Once all the enemies are gone a scientist will unlock the door for
you. Listen as he tells you where to go and about the next room. Open the next
door with the control panel. Quickly run through the frozen room ignoring any
enemies. Only shoot if one crosses your path. Eventually you’ll find a ladder,
go down and then head down the hall.
Run along the hallway breaking boxes and killing Vortiguants as you go. Ride
the elevator you find and a guard will try to tell you not to do something
before getting killed. Head into the next area and kill all the black ops that
appear. When their all dead, go heal yourself and break boxes for supplies.
When ready head up the ramp and pull the lever to open the surface access. Head
through the surface doors and into the small room. The lights well go off and
you’ll be ambushed. You’ll hear some marines talk about dumping your body
somewhere.
You’ll wake up inside a trash compactor without any weapons. Quickly use the
boxes to get out and then crawl across on one of the smashers. Reclaim your
crowbar and drop behind the smasher with the floor vent. Break it and drop down
to finish the chapter.
***********************************************************
7.11 – Residue Processing
***********************************************************
Start by jumping out of the water to the right. Follow the path and kill the
headcrabs that appear. Next turn the wheel for the “flow control” and then use
the ladder to get inside. Ride the lift down until a shaft appears then crouch
inside.
Go to the very end and let the guard kill the headcrabs. Grab the ammo next to
him and then follow him down the hall. Let the barnacles kill him then take his
handgun. Heal yourself on the wall and then head back to the headcrabs. Climb
the small ladder in the corner and use the rocks to jump across the chemicals
to the vent. Go through the vent until you reach the next room. Use the mashers
to jump across the room towards the pipe. Follow the pipe into the next room.
Run on the left pipe as far as you can and then jump to the right one. Use it
to exit the room. Next use the spinners to jump across the chemicals to the
next vent then go inside.
Travel through the vent to the next room. Break all the boxes for supplies then
ride the conveyor belt upward. When you land in the water, swim through the
tunnel and pop out the other side. Run around and jump into the water again.
Swim through one of the holes and keep going. Swim underneath the flames and
the roller, and then head to the right to jump out of the water. Heal yourself
on the stairs and go through the tunnel. Open the door but don’t go through.
Jump back into the water and keep going. Eventually you should see three
mashers and three conveyor belts. Jump onto the walkway and head to the left.
Flip the middle switch upward and then head the opposite way on the walkway.
Grab the magnum and kill the feeding Bullsquid. Restock on supplies and heal
yourself then head through the hall. Push the door open then head back to the
Bullsquid. Hit the switch next to it to stop the mashers. Quickly run over to
the conveyor belts and use them to head upward. Keep riding them to the next
room.
In here just keep riding the conveyor belts. When one ends drop down to the
next one and keep going. Along the way you’ll have to dodge some easy
obstacles. Eventually you’ll get to two conveyor belts going in opposite
directions. Jump on the one going to the left and shoot the tripmine in the
tunnel. Once around the corner shoot the other tripmine and keep going. Use
both conveyor belts to dodge the mashers and keep going. On the last belt get a
running start and jump toward the ladder. Climb it up and then head down the
hallway to finish the chapter.
***********************************************************
7.12 – Questionable Ethics
***********************************************************
Start by climbing the ladder and breaking the vent. Kill all the Houndeyes and
grab the ammo on the ground. Use the metal box and a Houndeye house to climb
over the fence. Heal yourself and then head down the hall. In the next room
break the glass to reveal a button. Press it and kill the Alien Grunt that you
just set free then head down the hall. Go into the small room and heal yourself
then press the button. Watch as some headcrabs get killed and then kill the
marine that appears. Heal yourself around the corner and keep going. Listen to
the guard talk about the surface, and then continue down the hall.
Kill both marines in the lobby and grab the shotgun next to them. Take the ammo
from the desk and kill the other marines that appear. Heal yourself then head
down the hall. Go up the stairs and keep going. In the next experiment room,
let the headcrabs out and kill them. Take the crossbow and Snarks then heal
yourself in the small room. Go through the doors and kill both marines then
head to the left. Open the door then head down the hall the other way. In the
next experiment room shoot the tripmines in the corner. Kill the grunts and
marines that appear. Grab the battery cells and then head down the hall the
tripmines were guarding. Kill the marine and keep going down the hall. Ignore
the door and keep going. Ignore the boxes you see and head into the next hall.
Kill the headcrabs that pop out and then ignore the stairs. Instead head down
the other hall. Open the door leading to the lobby and then head back to the
stairs. Head up to the next area.
Kill all the marines and Bullsquids in this area. Once their all dead you’ll
have to activate all four lasers in four separate rooms. One room has a wall
unit, one has Houndeyes, and another has the Experimental Gauss Gun. Once the
fourth laser is activated look to the ceiling and follow it. It’ll lead to the
main laser. Push the metal box underneath the laser shield and then turn the
laser on to break the wall. Jump through the hole to the area below.
Go through the door to find three scientists. Go into the next room and turn
the blades off then escort one of the Scientist back to the lobby. Have him
open the surface doors and listen as he tells you about the Lambda Complex then
head through the doors.
Go outside and kill the marine and two turrets on the roof. Next shoot the
explosive boxes to clear your path then head down the tunnel. Break the other
boxes for supplies and step forward to finish the chapter.
***********************************************************
7.13 – Surface Tension
***********************************************************
Hit the switch to open the door and use the explosives to blow up all the
marines. Take their weapons and continue. At the dam, quickly jump into the
water on the right before the helicopter gets you. Ignore the Ichthyosaur and
climb the tower ladder. Run inside and hit the switch. Heal yourself and jump
back into the water. Kill the Ichthyosaur and then turn the wheel just enough
for you to pass through. Keep swimming and climb the ladder at the end and
enter the tunnel.
Take a left at the exit and kill the three headcrabs. Go inside the cave for
health and head back. Go straight from the tunnel and break the boxes for ammo,
then climb the ladder. Jump to the cliff across from the ladder for supplies,
then jump back. Run along the side and climb the other ladder. Run forward and
climb behind the rocks till you find the “storm drain hatch” sign. Go into the
open area and kill all the marines. Take their weapons and head inside. Turn
the wheel and then go and crawl behind the rocks next to the sign.
In the mine field, hop over to the hill on the left. Run across it and then hop
over to the marine tent. Run behind the rocks and jump the fence around the
storm drain. Climb the ladder down and break the vent to enter the tunnel.
When you get to the cliff, head to the left and drop down. Kill the marine and
drop down. Run over to the turret and take it down then head back to the
marine. Drop down in front to the lower lever. Jump over the rock for some
health and jump back out. Go over to the left and drop down. Keep dropping down
to the right and then jump across the crumbling bridge. Kill the marine and
continue. Kill another marine and go through the doorway. Break the boxes and
grab the RPG. Head back outside and take down the helicopter. Take a right from
the cave and climb the ladder. Continue along the cliff and climb another
ladder. Head to the tunnel and kill the headcrab before heading inside.
Keep crawling through the tunnel till you get to the end. Climb up and quickly
kill the marines while dodging the tank. Get behind the tank and heal yourself
in the garage. Break the boxes and then destroy the tank with the RPG. Head
through the doorway in front of the tank. Dodge a second tank's rockets as you
make your way to a hole in the fence. Jump through and kill both marines. Break
the boxes for supplies and then get behind the second tank. Run through the
door behind the tank to continue.
In the next area take a right. Ignore the Vortiguant and quickly jump over the
tripmine. Continue along the path, jumping over two more tripmines till you see
a dying guard. Take his weapon move quickly. The snipers in this area cannot be
killed. After the “mines” sign hug the wall on the left. Keep hugging it till
you can crawl underneath the wire. Duck around the corner and wait for the
collapsed tower to stop shocking. Quickly use it to reach the roof. Run along
the roof till you find a hole. Drop inside to meet a scientist.
Break the boxes and head through the door. DO NOT break any boxes touching
tripmines or set off any tripmines. It will collapse the building, resulting in
instant death. Jump over the first tripmine and walk over the second with the
stairs banister. Go through the door next to the third. Use the boxes to reach
window and crawl through. Head over by to the big door and let both headcrabs
come to you. Kill them both and then jump over the tripmines towards the two
lifts. Break the big box on the right lift and go through the doorway in the
corner. Let the headcrab jump over the tripmine and then kill it. Jump over the
tripmine and hit the lift switch. Stand on the lift and back up against the
wall. Get a running start and jump across to the second lift to ride it down.
Break all the boxes for supplies and then grab the Hivehand. Head down the
tunnel to see a screaming guard.
Kill the marines and head outside. Ignore the grunts and run behind the
building. Quickly run through the doorway and kill both marines inside. Head
upstairs and have the guard open the security room for you. Kill him and flip
the switch. Take whatever you need then head over to the window by the stairs.
Jump out and run on ledge to the back of the building. Make your way to the
ladder and climb them up to the roof. Drop down and kill all the marines then
head back up. Use the broken floors to reach a hole in the wall. Head through
to reach a helicopter landing.
Kill the grunts that appear and head through the tunnel behind them. Keep
going and kill another grunt. Use the boxes to reach the mounted rocket
launcher and use that to break the other door at the landing. Run back over
there and run through the tunnel.
Use the mounted gun and kill the Vortiguants. When dead quickly run and use the
jump panel to reach the upper floor. Take a right and join the tiny battle
going on. When everyone’s dead break the vent and crawl through. Attack like
crazy as Snarks come at you and grab some egg sacs, and then continue down the
vent. Eventually you’ll be shot down. In the parking garage kill both marines
and heal yourself in the corner. Attempt to go through the door but back up
when some grenades come. Let them blow up and wait for a hole to appear in the
wall. Hit the switch to make the empty car lift drop and hit it again. Quickly
jump on it and jump through the hole. Kill the marines, and then use the
mounted rocket launcher to blow open the door. Kill the four grunts that emerge
from the hallway and then head down it. Watch a battle down below and then kill
the winners. Head to the door on the other side and go through. Taker a left to
heal yourself and then head the other way. Kill the grunt that throws the
marine though the wall and then drop through the hole. Kill any marines and
aliens in the next area and then use the jump pad to reach the roof. Drop into
the hole to land in some water. Crawl into the vent but quickly head back to
the water and duck when a marine throws a C4 into the vent. Crawl through the
vent again and kill the marine at the end. Go around the corner and kill the
marines and headcrabs. Drop down and heal yourself and then climb the ladder.
Turn the wheel to open the shaft and go through. Exit the shaft and head
downstairs. Kill both marines and heal yourself then head upstairs. Recruit the
guard and have him open a door downstairs. Go outside and kill the two
Vortiguants and the grunt on the roof. Go get the guard and take him to the
blocked off door. Have him open another door and enter the hallway.
Ignore the rampaging Gargantua and take a right. Keep running through the
garage till you get outside. Use the jump pad to get over the fence and then
use the other one to get on the tower. Listen to the radio as a marine says
their leaving and tells you to make air strikes. Make a couple air strikes on
the concrete wall and wooden door in the far corner. Once their both gone use
the ramp to jump over there. Go through the tunnel to finish the chapter.
***********************************************************
7.14 – “Forget About Freeman!”
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In the first area, jump over the rail and look at the ceiling. Keep dodging the
falling sections until it stops. At that point crouch into the doorway in the
corner. In the next room, listen to the radio then head out. Kill all the
Grunts and Vortiguants that appear and then head down the ramp. Take a right
and kill the Vortiguants. Run over to the Snark sac and destroy it then turn
the wheel to open the hatch. Climb the ladder down.
Kill all the Headcrabs and then swim towards the west. Kill another Headcrab
when you get out of the water and then jump towards the flooded hallway on the
left. Swim underneath a giant cog, and then through some pipes. Swim under
another cog and then quickly jump out of the water. Take down the turret and
then kill the marine. Restock on supplies and climb the ladder. Quickly kill
both marines then switch to the RPG to take care of the tank. Go through the
door behind it and destroy the turret on the left. Heal yourself and then use
the elevator.
Step out the elevator and kill the marines at the top of the stairs. Climb the
stairs and then use the tank in the next area to blow open the door and kill
and marines and aliens. Go through the door and take a left. Kill the grunts
while dodging the alien gun and quickly use the console to open the door. Hit a
switch inside to open the other door and finish the chapter.
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7.15 – Lambda Core
***********************************************************
Start of by pushing the button on the panel and then ride the lift down. Kill
the Bullsquid and Headcrabs then use the boxes to reach the med-kit. Use it
then go through the door. Drop down next to the ladder and head to the other
door. Kill all the black-ops in the garage and then make your way over to the
hallway blocked by the boxes. Break them and then kill any black-ops upstairs.
Head over to the dark hallway and ride the elevator down.
Take a left and open the big doors. Kill all the grunts that appear until a
scientist unlocks a door for you. Climb the ladder and have him unlock another
door. Heal yourself with the med-kits and ride the elevator. Go through the
door next to the elevator and grab the Egon gun. Grab the ammo and then go
through the other door in the hall. Ride the elevator there downward.
Take a left and head to the 1st coolant station killing any Vortiguants and
Grunts that get in your way. In the pump room go and turn on the pump then kill
the Vortiguants and Headcrabs before going back to the elevator killing any
Vortiguants that appear. Once back at the elevator head to the 2nd coolant
station. This time in one of the hallways some of the ceiling will collapse.
Crawl through it and then go through the door. Kill the Grunts and make your
way to the other door on the walkway. On the other side of the door, turn the
wheel to turn the steam off then crawl through the gap. Inside the pump room
kill any Headcrabs and pull the lever. Again, head back to the elevator. From
there, head to the Maintenance Station. Kill the Barney for ammo and go down
the stairs. Take the ammo from the shelves then go back. Now go to the Aux
Reactor. Kill any Grunts and then jump into the water. Swim through the pipe to
continue.
At the end go over and turn both wheels to raise the water level. Swim up and
use the ladder to get out of the water. Now continue your way upward killing
Vortiguants and dodging electrical currents till you get through a door. Once
through continue down the hallway.
At the end of the hall, go into the supply room. Grab the supplies and then
climb up the ladder in the shaft. Jump off at the top and go into another
supply room. Take the supplies then go down the hall. Take a left and look
through the window the see the G-Man step into a teleporter. Now head in the
other direction of the hallway. Keep killing any Vortiguants and Grunts in your
way and eventually you’ll find a ladder. Drop down to the C level. Grab any
ammo then head back. Go into the C Level core. Step into the orange teleport
once one of the platforms in under the green one on the other side of the red
bars. From the rotation platforms jump to Port 2 and wait for a platform to be
under the teleport above then jump through. At the top jump into Port 7. You
will now be in a slime filled room. Use the platforms to reach the 1 door and
push the button. Again use the platforms to reach the center of the room and
jump into the port. Go through the door in the new area to continue.
Continue down the hall until a scientist lets you through some doors. Stock up
on numerous supplies as he talks about Xen and wait for him to give you the
long jump module. When he opens up the big doors head on through to reach the
teleporter. Practicing long jumping like the scientist says until the Xen
Masters appear. Fight them until the teleporter is ready then jump inside to
finish the chapter.
***********************************************************
7.16 – Xen
***********************************************************
You’ll appear on a small island. Long jump over to the island with the dead
body and grab supplies. From there long jump over to the small island with
Vortiguants. Kill both of them and a Houndeye and then long jump over to the
highest rotating platform when it’s close. Keep jumping to the platform till
you reach the big island. Once there go over the edge and drop onto one of the
legs sticking out. Kill any Houndeyes you see and heal yourself in the blue
healing pool. Crouch under the rocks to enter a small cave. Activate all three
pedestals and then stand in the center of the cave and wait to be teleported to
the next chapter.
***********************************************************
7.17 – Gonarch’s Lair
***********************************************************
Here is your first boss battle of the game were you actually get to fight the
alien. Gonarch has a few attacks. First is her slash. If you get to close
she’ll slash you up pretty good. Another is the ability to shoot acid. If
you’re close she’ll drop it on the ground but far off she’ll attempt to shoot
you. Also if you’re far away she’ll try to charge at you. However her most
signature attack is to produce baby headcrabs. They can get annoying but if
you’re good at strafing just ignore them and deal with Gonarch’s egg sac.
Like spoken above the egg sac is her weak point. Well anyways in the first area
just dodge all of her said attacks and the stabbing trees located around the
arena and shoot her egg sac. Eventually she’ll retreat and break the web
blocking a cave. Follow her down it and grab the item pack from the dead body
then head down the cave. The new arena is a lot smaller and has a hole in the
center. Just repeat the last strategies till she opens another cave for you.
The third arena is actually inside the cave with her above you on the webs.
Keep strafing around and shoot her till she drops down. Once she’s level with
you shoot her until she dies and blows up. Now jump into the newly created hole
to finish the chapter.
***********************************************************
7.18 – Interloper
***********************************************************
You will now be on an island with Vortiguants, Xen Masters, and Drop ships.
First off, you’ll want to make your way to a cave in the back of the island and
it should be straight ahead. Run towards it and kill any Vortiguants that get
in your way. Inside, kill the Vortiguants and heal in the pool. Next drop down
the hole in the corner and crawl through the tunnels towards the next cave.
Here stand on the island until the pillars move so you don’t get burned and
then kill the headcrabs. Go into the next cave and head up the path. Kill the
Bullsquid and break the web behind. In the final cave, break the web and wait
for the pillar to drop down. Stand on it and ride it up. Now use the rotating
platform till you get low enough to jump onto a drop ship. From there ride a
drop ship until it reaches the teleport and then jump inside.
Exit the tunnel and take a right. Shoot the Tentacle until it goes inside the
pit. Quickly long jump over the pit before it comes back up. Make your way to
the open area and go into the cave on the left. Keep going and eventfully a
Gargantua will come crashing towards you. Dodge it and head through the tunnel.
Take a left and go through the other tunnel. Kill any grunts blocking your way
until you get into the next teleporter.
Follow the hall until you get to the Vortiguants. Ignore them and they will
ignore you. Wait for the lift to rest at the bottom and jump on it. Ride it to
the next level and jump off. Wait for the lift to go back to the bottom and
jump onto the part of the lift attached to the pillar. Ride it to the top and
jump to the conveyor belt. Jump to the second belt and ride it till you drop.
Quickly jump out and go to the right. Jump onto the belt and run in the
opposite direction. Take a right at the end and jump onto the pillar. Ride it
up and travel along the walkway to a small tunnel. Kill any Vortiguants in your
path and break the first capsule in your way. Kill the grunt it had inside and
go through the doorway. Look for three crawl holes and crawl into one. Take a
right and follow the tunnel.
Follow it until you get to the very. In the final chamber dodge any attacks and
only kill anything that gets in your path. Make your way to the first spinning
lift and ride it up. Repeat with two more lifts and then jump into the floating
portal.
In the final area there is no threat except for falling. Jump along the
platforms until you reach the final teleporter.
***********************************************************
7.19 Nihilanth
***********************************************************
Ok Nihilanth has two attacks. The first is when he shoots six blue damages orbs
at you which are pretty easy to strafe. His other attack is a green teleporter
orb. Dodge it by standing behind one of the pillars. Also he has Vortiguants
and Xen Masters helping out but they shouldn’t be a big problem. Also there is
a healing pool on one of the ledges you can jump to. Well anyways I’ll start
with were he teleports you.
The first is a tall chamber. Just use the walkways to work your way up to the
teleporter. Make sure to grab items and kill any Xen Masters in your way.
The second is a small cave. Just dodge the Xen Masters and use one of the seeds
to ride up towards the ceiling.
The third is a big pool with water. A healing pool is on a ledge which you can
jump to. Also there are Vortiguants. Ignore them and use the jump pads to reach
the teleporter above the water.
The fourth is the same as the third but with a Gargantua instead. Every time
you get teleported from now on he’ll send you here.
Ok now for the battle. For the first time I’m going to mention weapons. Use the
crossbow first and destroy all three of the yellow crystals, which Nihilanth
uses to heal himself. Once all three are destroyed use the RPG, Experimental
Weapon, and then the Crossbow until his head opens. When his head open he’ll
shoot only a single blue orb at a time. Dodge them and use the jump pad to get
above his head. Shoot his brain until he dies. When he’s dead you’ll be
teleported away.
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7.20 – Conclusion
***********************************************************
You will wake up with the G-Man in front of you. He’ll then talk for awhile
while you are being teleported to places. Eventually he’ll give you a choice to
choose. Step into the portal for the canon ending and don’t for the non-canon
ending. Congratulations you beat Half-Life.
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8.0 – Copyright Information
***********************************************************
If you want to use this guide on your site I must be contacted first and credit
must be given to me.
This guide may only be posted on the following websites:
www.GameFAQs.com
www.Gamespot.com
www.Neoseeker.com
www.HonestGamers.com
www.SuperCheats.com
Other sites may use it if they get an approvable email from me.
Copyrighted August 27, 2007