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Hints and Tips by sdunigan

Version: 1.5 | Updated: 12/20/13



The Essential Hints and Tips Guide for Black Mesa


This FAQ is copyright 2012, 2013 by Stanley E. Dunigan (dunigase@yahoo.com).

Always check one of the official host websites listed below for the latest
version of this FAQ.

GameFAQs (www.gamefaqs.com)  -- always the first site updated
Neoseeker (www.neoseeker.com)
SuperCheats (www.supercheats.com)

The PlanetPhillip.Com website's TREE event is over, and it didn't cover Black
Mesa at all, but Phillip has said that he's going to do something for it later
on, after the game is completed. When that happens, I'll make my full, super-
detailed Black Mesa walkthrough available on his website. Until then, use the
hints and tips in this file to get past the game's tougher parts.


This FAQ isn't a walkthru of any sort, but mainly contains details on special
secret areas, useful shortcuts, and inobvious strategies for tough fights. It's
assumed that you're playing the game on "hard" difficulty without any cheats,
since that makes so many parts of the game significantly harder. For instance,
strategies for all combats with tanks and choppers are included.

There are also many tips on not-so-hard things that are very different from the
original Half-Life. I put those in for people who are new to Black Mesa, since
they may get stuck on that sort of thing. (Note that a familiarity with Half-
Life 2 will help a lot.)

If you have a special secret or strategy that I don't, or if you have an
improvement for one that I have, send me an e-mail at the address listed above
in the copyright section.


* Section bm_c1a1e: Way to use explosive barrel on two teleport-in houndeyes.
* Section bm_c2a1b: Way to avoid marines after restoring power.
* Section bm_c2a4a: Way to get onto back walkway w/o using mixing vats.
* Section bm_c2a5a: Use quick regular-fire blasts to get rid of chopper.
* Section bm_c2a5f: Use gauss gun to finish off second tank.


* Section bm_c1a3a: Best way to deal with first floor turret & way to use second
  tripmine against vorts & way to use turrets against other vorts & way to set
  up for three-marine combat in next section.
* Section bm_c1a3b: Way to kill first three-marine squad safely with turrets.
* Section bm_c1a3c: Improved way to take down the outdoor marines.
* Section bm_c1a4b: Fine-tuned the houndeye-killing strategy a bit.
* Section bm_c1a4d: Advise shooting out several barnacles to make things easier.
* Section bm_c2a1b: Way to use floor turret to kill two nearby marines & way to
  use pistol on houndeyes on stairs.
* Section bm_c2a5e: Way to glitch the first sniper.
* Section bm_c2a5f: Slight optimizing of first strategy.
* Section bm_c3a1a: Shortcut to avoid side area and use floor turret on marines.
* Section bm_c3a2c: Shortcut for skipping one of the coolant pump activations.
* Section bm_c3a2c (third time): Advise staying underwater while hatch opens.


* Starting Tips and Notes: Info on how to make the "Walk" key work & the
  toggle_duck command. (Again, thanks to herringtonTbass' "Secrets FAQ.")
* Section bm_c2a2a: Improved way to get past turrets at rail car elevator.
* Section bm_c2a2c: Changed rail car advice to riding it.
* Section bm_c2a3a: Way to avoid the whole broken walkway/barrel thing.


* Section bm_c1a2a: Way to avoid the teleport-in vort attack & improved way to
  deal with ceiling turret.
* Section bm_c1a4b: Improved way to deal with houndeye pack.
* Section bm_c2a3c: Tip for killing security guard yourself.
* Section bm_c2a4f (again): Way to use satchel bomb to make things a bit easier.
* Section bm_c2a5c: Improved rocket stockpiling strategy.
* Section bm_c2a5d: Improved trick for getting tank to kill marines.
* Section bm_c2a5g: Slightly improved gargantua-bombing process.
* Section bm_c3a2h: Added codes for getting gluon gun and ammo without using
  "impulse 101". (Thanks to herringtonTbass' "Secrets FAQ" for the codes.)


This release completes the FAQ up through the end of the "Lambda Core" chapter,
which is all there is for now.


Since this is the original release of this file, I have no one to credit yet
except for William of Podcast 17, whose "Let's Play" videos for Black Mesa gave
me several neat ideas as I watched them.


***************************  STARTING TIPS AND NOTES  **************************

This guide is organized around the same major chapter divisions that the game
is, with these starting tips and notes put in at the beginning. If you're
wanting to see what all tips are provided for a specific chapter, do a search on
the chapter's name.

Each chapter's info is divided up into sections that correspond to the chunks
that the game itself is divided into. Whenever you move from one section to
another, you'll see the word "LOADING" in the middle of the screen while the
section you're moving into loads up. Each section has an internal codename, and
you can use the console to see what section you're in. Enable the console by
going to the Options menu's "Keyboard" tab, clicking on the "Advanced..."
button, and then clicking on the box next to "Enable developer console (~)." The
current section code is displayed in the top right corner of the screen whenever
the console window is up.

In many places in these tips, I refer to the quicksave and quickrestore keys. If
you're not already intimately familiar with them, get that way at once! To find
out (and/or change) what keys are defined for those functions, go to the Options
menu and click on the "Keyboard" tab. I strongly advise you to redefine
quicksave to be F5 and quickrestore to be F8 or F9. That way, the two keys won't
be too close together. (That's practically an industry standard by now, anyway.)

Another thing you should do is go to the Options menu's "Video" tab, then click
on the "Adjust brightness levels..." button and move the slider all the way to
the left. That'll make all the game areas much easier to see in, and it won't
blind you or wash out all the colors like some games' full-gamma settings do.

I mention crouch-walking a lot in this walkthrough, but what I'm really
referring to is crouch-running, meaning you're moving around while using the
"Duck" key, but not the "Walk" key. True crouch-walking involves using the
"Duck" and "Walk" keys at the same time, and in theory would make you move
extremely slowly. However, the "Walk" key in this game doesn't seem to have any
effect at all, whether you're crouching or not. You can fix that by adding three
lines to the game's autoexec.cfg file. It's in the "SteamApps\sourcemods\BMS\
cfg" directory under the Steam directory, which is probably in the "Program
Files (x86)" directory on your install drive. Doing that will make the ALT key
cause you to walk slowly while you're holding it down. The three lines to add to
the file are:

alias +walk "sv_maxspeed 65"
alias -walk "sv_maxspeed 320"
bind "ALT" "+walk"

A favorite tactic of mine is sneak-shooting. That's when you sneak up on an
enemy who's unaware of your presence and position yourself so that you can see
only a small part of him, such as an arm or a leg. When you shoot that part, the
enemy will often just turn in place to face you. If he still can't see you due
to an obstruction to his view, you can keep sneak-shooting exposed parts until
he's dead. Some enemies will move around a bit when sneak-shot, but they still
won't be aware of you unless they get a clear look at you while moving around.
If you're afraid that will happen, quickly strafe to where you'll be out of
sight right after taking a sneaky shot. Once you get the hornet gun in the
"Surface Tension" chapter, you can often use it to sneak-shoot enemies around
corners without having to see any part of them at all.

If you get tired of having to constantly hold down the "Duck" key to crouch for
extended periods, consider binding the "toggle_duck" command to a key. I like
using the C key since it's not defined as anything useful, and C is the first
letter of the word "crouch." Enable the console as mentioned above if you
haven't already, then use it to enter this command: bind c toggle_duck. You can
then press the C key to start crouching without having to hold it down to
continue crouching. When you're ready to stop crouching, hit the C key again.
(Note that the "Duck" key won't do anything while you're toggled into crouch
mode. Also note that it's still the best one to use for jump-crouches.)

There's a cool new tactic that you can use in Black Mesa that no version of the
original Half-Life game allowed, and that's supply transporting. You can pick up
small supply items that you don't currently need -- such as spare ammo boxes,
first aid kits, and armor batteries -- and carry them along or throw them across
gaps. You can often carry or throw supply items past points of no return, and
thereby have access to them later on. These tips usually won't specifically say
to do this, so keep it constantly in mind and make your own decisions about when
it's worth the trouble.

Ladders in this game work similarly to the ones in Half-Life and Half-Life 2.
You can usually walk into to a ladder to automatically grab onto it, but
sometimes it may be helpful to use the "Use item" key to grab onto it,
especially if you're approaching the ladder from the side. After you climb up or
down a ladder, you can usually let go of it by either jumping or hitting the
"Use item" key, but be careful that you land where you want to. It's best to
turn and face the way you want to go, then hit the "Use item" key or do a
crouch-jump. That's especially useful when you climb to the top of a long ladder
and need to get off of it without falling all the way back down. When you're
carrying supplies up ladders, it can be useful to turn your view away from the
ladder as you go up it so your carried item won't be knocked out of your hands.
Also, always use crouch-jumps instead of the "Use item" key to get off of

***************************  UNFORESEEN CONSEQUENCES  **************************

--- Section bm_c1a1b ---

The security guard you find is unkillable, so let him do all the combat while
you dodge around and avoid damage. You can pick up flares and throw them at
zombies to set them on fire for fun (just like in Half-Life 2), but that's
purely optional.

When you reach the airlock where a guard and a zombie are both in the process of
dying, you'll need to pick up the retinal scan device from the floor and push or
throw it back into its slot to the right of the closed doors in order to open
them. (Watch for more stuff like this in later parts of the game, usually in the
form of unplugged cables.)

--- Section bm_c1a1c ---

After you get past the wooden crate blockade by bashing only the non-explosive
ones with the crowbar, look along the left side of the hall for some jammed-open
elevator doors that you can crouch-walk through. Look up to see a grating in the
elevator's ceiling, then stand under it and wait for the elevator to fall into
some water. Swim up through the hole the grating was on, then jump if necessary
to get onto the top of the elevator.

After you kill the game's first houndeye, go through a nearby automatic door and
kill a headcrab, then go up some stairs and kill a headcrab and a zombie. Go
through a doorway and move up to the large red wheel. Lean on the "Use item" key
until the wheel stops turning, then turn left and go down the walkway until you
find an identical wheel that you can also turn. Doing this will open a couple of
doors down near the houndeye's area that'll let you proceed to the next area.
Before you go, find the scientist in the area past the first red wheel and lead
him down to the retinal-scan door that's near the second red wheel so you can
finally get a pistol and some grenades.

--- Section bm_c1a1d ---

Before you can use the big platform lift, you'll have to activate it. Look
around for a high-up red-lit vent shaft opening, and shoot the headcrab that
teleports in near it. Look to the left of the crab's crate stack to find some
crates you can use to jump-crouch your way up to where you can crouch-jump into
the vent shaft. Follow it along until you drop into the security office, then
look on the wall near where you dropped down to find an open control box. Use it
to activate the lift and open the office's locked doors.

Get on the platform lift and quicksave. Use its activation button, then
immediately turn around and run off of the lift, jumping if necessary to get
onto the floor. Wait until the lift has gone down a ways, then start sliding
down toward it, using the "Move back" key frequently to keep you from hitting
the lift hard enough to cause you damage. Doing that should prevent the big
headcrab drop-down attack from happening. Once you're on the lift, stand near
the left end of its railing and watch for an opportunity to move onto a side
ledge as the lift goes past it. That'll get you access to a security room with
an HEV charger and a couple of pistols in it. When you're done there, exit the
security room and go straight forward to find a spot where you can crouch-drop
down to a crate and then the floor without taking any damage.

--- Section bm_c1a1e ---

In the big crate-jumping room, go over to the security office's locked door,
then jump-crouch onto the railing so you can run onto the crate that's directly
across from the door. Jump over to the next crate and quicksave, then sprint
over to the next crate without jumping. (You may have to wait until your crate
is swinging toward it.) Once you make it, sprint to the next crate, then look a
bit to the right for the next crate that you need to sprint onto. You can just
run onto the crate next to it without sprinting. Turn to face the final crate,
then quicksave. Back up as much as you can, then sprint over to that crate when
your crate is swinging toward it. You can then sprint onto the nearby ledge.

Go through the door on that ledge, down some steps, and up a ladder. After you
go through another door, get out the crowbar and quicksave. As soon as you go
around the next corner, sprint forward and look down so you can quickly whack
the houndeye that teleports in. Go through the door at the end of that hallway
and turn right, then move up to the huge doorway and quicksave. Go over to the
nearby explosive barrel, then quickly back up to the doorway to avoid being seen
by the two teleport-in houndeyes. Pick up the explosive barrel, then crouch-
carry it over to the nearest corner of the huge green crate. Move carefully
along the crate to its other corner, then set the barrel down and get out the
pistol. Back way up, then quickly blow up the barrel with the pistol and sprint
back through the huge doorway for cover.

*******************************  OFFICE COMPLEX  *******************************

--- Section bm_c1a2a ---

After going through the red-lit zombie hallway, quicksave just past the red
doors at the end of the hallway. Get your pistol out, then sprint over to the
security cage and watch through its back doorway for a zombie to stumble into
view. Immediately start rapidly head-shotting the zombie, since it can be very
difficult to kill before it kills the security guard. Quickrestore and try again
if necessary until you save the guard, since letting him get killed will prevent
you from entering the cage area and getting a .357 Magnum from its back room.
When you leave the cage, turn left and jump-crouch onto the railing, then look
down and drop carefully onto the large gray metal crate before dropping to the
floor. Cross the lower-floor area to find a ladder, then climb up it and turn
right. (Note that taking this route avoids a teleport-in vort attack.)

After bashing off the vent grating that leads into the room with the ceiling
turret, wait and watch as it kills a scientist and some headcrabs, then wait
until it stops scanning the room. Quicksave, then drop down to the floor, crouch
down, and move up against the nearest blue crate. After the turret stops
scanning, crouch-walk to where you can turn right and run up to a large gray
metal crate. Wait there with the pistol out in case some more headcrabs wander
in, then quicksave. Crouch-walk down to the end of the blue crate that's next to
the gray one, then stand up, turn right, and sprint straight for the back of the
area. If you get snagged on a tall wooden crate, quickrestore and shoot it out
before trying again. Once you make it, use the button panel that's next to the
forklift to raise yourself up to where you can crowbar-whack the turret while
jumping up and down.

--- Section bm_c1a2b ---

When you enter the office area that three vorts teleport into, quickly back up
and take cover behind the copy machine while helping your guard pals shoot them.
After that, go straight forward past the copy machine until you go through a
doorway to a room with an open hatch just above a couch. Exit the room and turn
right to find two red doors you can open, then go through two already-open red
doors to get two vorts to teleport in over on the right. Back up and hide in a
corner while your guards deal with them, then go back and explore the rest of
the office area if you want to. When you're ready to go, return to the room with
the open hatch and climb up its rungs, bashing some weak ceiling tiles as you
go. Deal with the headcrab that's up there, then crouch-walk through the vent
shaft until the next section loads. After it does, go through an elevator shaft
and into a room with a ceiling turret you can deactivate. Drop down from its
window after shooting the headcrabs that are below, then go down the stairs to
return to this section and get all of your followers back.

--- Section bm_c1a2c ---

After you kill the bullsquid in the meat locker, look near where it was to find
a red metal circle on the wall. Look around to find a loose red wheel, then pick
it up and go push it into the red metal circle. Go down the nearby hallway while
looking up until you see two vent shaft openings with red lights next to them.
Go back and use the red wheel while standing to where you can see down the
hallway. You need to keep the wheel turning until the overhead crane device that
it moves is in a spot directly between those two vent openings. When it looks
right, go down the hall to get a closer look, then go use the wheel to adjust
the crane device if necessary. When it looks right, return to the locker's entry
room and use the stacks of boxes to get up onto the shelves, from which you can
move along until you reach one of those vent shaft openings. If you can't cross
the crane device to the other opening, drop down and adjust its position before
trying again.

****************************  "WE'VE GOT HOSTILES!"  ***************************

--- Section bm_c1a3a ---

After a scientist stupidly runs into a laser tripmine, wait until the fire door
closes, then bash the button panel to the right of it to reopen it. Get the
barrel that's to the left of the first aid station and carry it through the fire
door, then crouch down and hold it in front of you as you move through the red
laser alerts (while keeping as far right as possible). Keep the barrel directly
between you and the floor turret until you're past the open doors, then right-
strafe until you're next to a grenade crate. Toss the barrel aside, then shoot
the nearest explosive crate four times with the pistol. After both explosive
crates blow up, sprint over to the turret and pick it up, then aim it back the
way you came so it'll kill a teleport-in headcrab for you. Go to the back of the
room to get three more headcrabs to teleport in, then let the turret kill them
before you toss it aside.

As in Half-Life, you can use the pistol to shoot out laser tripmines from a safe
distance. In this game, you can also pick up loose items (barrels, paint cans,
dead headcrabs, etc.) and throw them through a tripmine's laser to detonate it
from a safe distance without using up any ammo. With tripmines that you can't
crouch-walk under, you could jump-crouch over their laser beams instead of
detonating them, but that's a very tricky maneuver to pull off, and it usually
isn't worth the trouble.

Blow up the first of the two tripmines that are past the open fire door, then
wait until the door closes so you can open it up again. Crouch-walk under the
second tripmine's laser, then move up to the second set of open doors. Get out
the .357 and quicksave, then turn around and back slowly through the doors until
you hear a teleporting sound. Sprint toward the door that's nearest the
tripmine, then crouch-walk under the tripmine while keeping right (but not so
far right that you detonate the tripmine with your head). Sprint back through
the fire door and the open doors past it, then turn around and be ready to shoot
any vorts that survive the tripmine's explosion. If they hang back and don't hit
the tripmine, move forward to where they see you, then quickly retreat.

A fourth vort will teleport into the cafeteria soon after the first three are
dead. To avoid having to use any ammo on it, keep left as you sprint down the
hallway, then turn left and sprint down the stairs. Turn right past the stairs
and sprint through the laser alert, going between the left floor turret and a
wooden crate to get to the back wall quickly. Wait to see if the cafeteria vort
appears, and set up any turrets that it knocks over. Turn left (while facing the
laser alert) and move into the corner to get three more vorts to teleport in.
After the turrets mow them down, knock over the nearest turret with a wooden
crate if it's still standing, then go over to the other turret. If the cafeteria
vort didn't appear earlier, it'll be on the stairs. Pick up the turret and carry
it over to the base of the stairs so it can shoot the vort.

When you encounter two more turrets and their laser alarms past another fire
door, sneak and/or sprint past them without damaging them. Keep going until you
reach the room where a marine kills a scientist, then use the .357 to shoot the
marine in the head. Find all 7 barrels in the room and make a row of them at the
back of the big lift, next to the black-and-yellow stripe. (Note that two of the
barrels will have to be set upright by dropping them while holding them over the
edge of a metal crate.) Once that's done, go get the two turrets and carry them
all the way to the lift one at a time, being very careful not to bang them
around at all. Once they're both on the lift, set them so that they're facing
the left wall, then quicksave before using the lift's button to ascend to the
next chapter section.

--- Section bm_c1a3b ---

As soon as this section finishes loading, crouch down and move close to the
barrel row. After the lift stops, wait a few seconds, then pick up one of your
turrets and hold it so that it can fire over the barrels at the marines. Once
it's out of ammo, toss it aside and pick up the other turret. If it runs out of
ammo before all three marines are killed, load up the autosave and try again. If
you have trouble with your turrets falling over and shorting out when the lift
stops, try quickrestoring and rearranging them before taking the lift up again.

When you reach the large room with the fast-moving conveyor belt and several
barnacles, look next to the higher railed floor to see a stack of green crates.
Check around to find some metal barrels, then carefully set two of them side-by-
side on the highest green crates. Jump-crouch onto those crates while carrying a
third barrel, then set it on top of one of the other two barrels. Use the
barrels to jump-crouch your way over the railing and onto the higher floor,
thereby skipping two big marine combats (and one small one). If you go up to the
upper walkway in search of supplies, you can go through the red-lit doorway and
down a ramp to find some bullets and .357 ammo on a green crate, but go no
farther. Return to the floor you jump-crouched onto and use its big lift to move
on to the next chapter section.

--- Section bm_c1a3c ---

After the lift stops, stand and wait for the area's musical theme to stop
playing, which will give the two nearby marines plenty of time to wander
outside. Get out the pistol and quicksave, then exit the lift, turn left, and
run over to a nearby forklift. Crouch down next to it for cover, and use the
pistol and .357 to shoot over it at the marines who are outside. After you get
all the ones you can from there, crouch-walk over to the left side of the big
doorway while looking to the right and up. As soon as you can, use the .357 to
shoot the explosive crate that's on a lookout tower before the marine who's next
to it can run away. Move up to the big doorway to let the two marines who are
near the back of the area see you, then sprint back to the forklift so you can
shoot them down from there. You can then return to the lift and use it to
revisit the previous chapter section (and the one before it) for supplies before
making the run to the concrete bunker with the ladder in it.

**********************************  BLAST PIT  *********************************

--- Section bm_c1a4a ---

When you reach the start of the long track area, it's best to go along the track
on foot without using the rail car, since riding it will provoke several
houndeyes and bullsquids into teleporting in. You can run over some of them, but
the others can be a nuisance, especially if you want to stop next to the wrecked
rail car and bash its wooden crates for supplies. When you reach the end of the
track, jump-crouch onto the crashed rail car, then jump-crouch your way over the
railing and onto the walkway.

In the big green toxic waste area with the hard-to-get-to elevator in the
center, quicksave after you get to the end of the pipe with the walkway on it.
Instead of sprinting over to the top of the nearest storage container and then
over to the elevator, drop off the very end of the pipe's walkway and move along
the slanty surface until you come to a raised black surface. Get onto it and
move up as far as you can, then quicksave before attempting a difficult sprint-
jump onto the nearest large storage container. Once you make it, jump over to
the other storage container, then sprint-jump onto the top of the forklift. From
there, sprint-jump onto the top of the shortest of the two nearby vertical
pipes, then jump-crouch onto the walkway and head left to find some first aid
kits and armor batteries. Climb the ladder that's past them, then drop down on
the other side. You can then go back to where you can jump across to the

--- Section bm_c1a4b ---

After the lift stops, get out the pistol and quicksave. Crouch-walk up to the
gray metal crate you can see ahead and on the right, then move past it and
toward the wooden crate very slowly while looking to the left. As soon as you
can see part of a houndeye past a corner, sneak-shoot it. After that, crouch-
walk the rest of the way to the wooden crate, then move it a little bit to the
left. Turn right and crouch-walk over to the wall, then stay crouched while
moving the two explosive barrels over to the left of the wooden crate. Crouch-
walk back to the elevator, then get out the shotgun and quicksave. Crouch-walk
up to the non-explosive barrel that's on the left, then carry it over to where
you can drop it to the left of the explosive barrels. Stand up and blow away the
first houndeye that runs over, then quickly back up and wait for the rest of the
houndeyes to arrive. They'll hopefully kill themselves by detonating the
explosive barrels, but be ready to blast any survivors with the shotgun. If they
don't run over right away, use the pistol to pick off as many of them as you

After you go through a small airlock and kill a zombie, look past the dying
scientist for a barnacle. Get out the shotgun and walk into the barnacle's
tongue, then look up and wait until it pulls you in close. Blast it, then
immediately start leaning on the "Move back" key. If you do it right, you'll
land on a secret area's floor. Bash the crates to find lots of pistol ammo, then
use the first aid station and HEV charger if needed before dropping back down to
the walkway.

--- Section bm_c1a4d ---

After killing three sleeping houndeyes by rolling a hand grenade at them, enter
the big room with the bullsquid and all the barnacles. Shoot out all of the
nearest barnacles with the pistol, then check the side area for supplies and
locate the button on the wall that activates the elevator. Don't press it, but
instead stack three wooden crates next to it so that you can use them to jump-
crouch your way up to some boards. Go along them to reach some rungs that you
can climb all the way down to the bottom of the elevator shaft.

**********************************  POWER UP  **********************************

--- Section bm_c2a1b ---

After this section finishes loading, crouch-walk slowly along the left wall
until the floor turret that's ahead and to the left starts scanning. Quicksave
after it stops, then sprint around the corner and over to where you can pick it
up. While carrying it, crouch-walk over to the green crates that are near a
first aid station, then slowly crouch-walk along their left side until the
turret sees and shoots the two marines who are just around the corner.

When you approach the entrance to the large marine-occupied area, leave the
explosive crates and barrel you can see in a corner ahead alone, and sneak over
to where you can see an explosive barrel next to a railing in the room over to
the right. Shoot it to blow up the marines' lookout, then go up the first set of
steps that are in the back of the area. Move around to where you can sneak-shoot
a marine through the doorway that's past the second set of steps, then look
around for three knocked-over non-explosive barrels that you can set upright
using the nearby railing. (Pick up a barrel by one end, move it so that its
other end is over the railing, then drop it.) You can then use those barrels to
get up onto the two small balconies and sneak-shoot the rest of the marines in
the area.

You can't take the lift down to the houndeye-infested area, but instead have to
drop down some broken stairs. Before you do, set up three laser tripmines. Put
one on the side of the explosive barrel that's near the beginning of the area so
that its laser beam "points" back down the corridor, put one on the wall to the
left of the big doorway that's past the stairs (after going through the doorway
and turning to face it), and put the other one on the vertical black-and-yellow
stripe that's on a wall corner near the small balcony that's past the HEV
charger. When you reach the broken-off stairs, crouch-drop carefully down, then
try to sneak-shoot one or both of the houndeyes that are hiding around corners
in the room ahead. Be ready to blast any houndeyes that run up to you with the
shotgun, or sprint up the first set of unwrecked steps and shoot them with the
pistol. There's a total of five houndeyes in the area.

Once power is restored, you can avoid having to deal with any more marines by
finding three barrels and making a 2-1 barrel staircase next to the railing on
the highest part of the broken-off stairs. Carefully jump-crouch onto the top
barrel, then do a tricky sprint-jump-crouch onto the bottom of the upper broken-
off stair section. (Note that if you plan on doing this, you can skip setting
the above-mentioned tripmines.)

--- Section bm_c2a1a (again) ---

When you get back to this section, carefully sneak-shoot the four marines who
are in the area where the vorts blew themselves up earlier, then return to the
track control room with the injured security guard. Go over to the leftmost
window and wait if necessary for the gargantua to stomp over to the right
somewhere, then use the blinking green console that's under the window. Quickly
jump-crouch onto the console and move through the window to drop down. Sprint
forward and follow the track until it splits, then follow its left branch until
it splits again. Sprint over the rubble to enter a small room, then quickly hide
in either its left or right corner. Pick up the big plug and put it back into
its socket, then sprint over to the room's other corner and do the same. Hurry
up the ladder when the gargantua isn't firing at you, then crouch-walk over to
the console and use its central button to blow the gargantua up.

**********************************  ON A RAIL  *********************************

--- Section bm_c2a2a ---

When you come to the track gap with the electrified water underneath it, look on
the wall to the right of that area to find an open control box. Use it to turn
the power off, then dive into the water and look next to the metal pillars for a
plug attached to a cable. Pick up the plug and surface, then swim over to a
ladder that leads to a small platform where another plug is already plugged in.
Climb up and plug this one in, then reenter the water. Go up a longer ladder to
get back to where you can go use the control box again to turn the power back
on. Go back to the console you passed on your way to the control box, then
quicksave before you use it. Kill off the vort and headcrabs that teleport in,
then go through the doors to the right of the control box to find a bullsquid in
a side room. (If those doors aren't open, you'll need to climb the rungs on the
right and go around to the doors' other side.) Blow the squid away with the
shotgun, then use the green button on the room's console to open the nearby
security door. After that, you can ride the rail car through it.

When you come close to a rail car elevator, stop the car and look along the left
ledge for a ladder alcove. Climb the ladder until you can get off on the next
floor, then use the shotgun or a hand grenade to knock over the floor turret
that's behind a fence. Climb up two more floors to find some supplies, then go
back down to the bottom floor and get back on the rail car. Ride it up to the
top of the elevator, then jump-crouch onto its control panel. Look down and use
the panel to move the rail car forward, since it won't trigger the floor
turrets' laser alerts (and neither will you since you're up on the control

--- Section bm_c2a2b ---

After you go past a floor turret and a small supply area guarded by two marines,
you'll come to some open doors that lead to an area where a bunch of marines are
fighting vorts. Quicksave before approaching those doors, then wait until the
combat is over. See if you can sneak-shoot any of the surviving marines. If not,
you may want to quickrestore and try again, since they won't always end up in
the same positions. Once you get all the ones you can see from the doorway,
crouch-walk through the doors and keep left while looking for more. Past some
leaning shelves, sneak along next to the row of desks until you can see a gray
metal crate in a narrow passage that connects to another marine-filled area.
Sneak over to where you can set a laser tripmine on the left wall near the
crate, then sneak back to where you can set a tripmine on the nearest desk's
left set of drawers, plus another one around the corner on the same desk.

Sneak back to the leaning shelves, then stand up and quicksave. Go over to a
spot near your last tripmine and move around without detonating it until one of
the marines sees you, then retreat and be ready to blast any of them that
survive your tripmines. After that, find the guard who's hiding in the side room
and position him near the open doors that lead into the area. Get the barrel
that's across from his side room, then crouch-walk over to the gray crate in the
connecting passage while holding the barrel in front of you. Slowly crouch-walk
past the crate until you hear vorts teleporting in, then quickly toss your
barrel and sprint back to where you left your guard. After helping him finish
off any pursuers, sprint over to the back side of the fallen-over metal cabinet
that's in the middle of the area. From there, you can use the .357 to snipe the
marine who's manning a mounted gun in the next room. When you enter that room,
sprint over to the mounted gun and use it to quickly kill the marines who
magically appear behind you.

After you climb all the way up to the top of the rocket silo and kill off all
the marines who are in it, you'll need to climb back down to the starting
walkway. Look to the right of the doorway that's near the ladder for a green
button, then press it before climbing up to the next walkway. Go through its two
doorways to find another green button to press, then climb up to the third
walkway and repeat. After you've used all three of those buttons, you can use
the big console on the top walkway to elevate the rocket to its launch position.

--- Section bm_c2a2c ---

As soon as this section finishes loading, abandon the rail car and use a ladder
to climb up to the top of the rail car elevator shaft. Follow the track along
until you get near the point where it curves right, then jump-crouch onto the
right ledge and quicksave. There are four marines in the area to the right, one
of which is manning a mounted gun, and another of which has a one-shot rocket
launcher. You'll want to very carefully sneak-shoot all of them without letting
any of them see you. (Note that after you sneak-shoot the one who's on the
mounted gun, wait for the final marine to run up and replace him, then sneak-
shoot him the same way.) When you go down there, quickly jump-crouch onto the
mounted gun's rail car so you can use it to mow down the two marines who appear
on the right ledge.

In the area to the right of the mounted gun's rail car is a red door that leads
to a large outdoor area full of marines. Use a satchel bomb or pistol sneak-
shooting to kill the two nearest ones, then put a laser tripmine on the wall to
the right of the door. Move around on the steps until one of the outdoor marines
sees you, then quickly back up and place a second tripmine on the wall to the
left of the steps. Run through the nearby open doors, then turn right to find a
good place to hide. Wait with the shotgun out in case any marines get past your
tripmines, then go open the red door again and see if there's a red-beret marine
standing way off in the distance. If so, shoot him down with the pistol, then go
through the door and down the steps on the right. Turn left and go up to the big
fence opening, then look to the right for a marine head between a brown rock and
a spotlight beam. Quicksave and use the .357 on him, quickrestoring and trying
again until you get a one-shot kill. It's possible to sneak-shoot the last two
marines, but it's probably more trouble than it's worth, so go get them with the
shotgun or assault rifle.

When you reach the area with the ugly old rail car, jump-crouch onto it and
start it up, then ride it into the next chapter at its lowest speed. (Note that
if you walk into the next chapter and then return, the rail car will have turned
into an unusable ghost. Also note that if you ride the rail car into the next
chapter and then try to return, the game will probably crash.)

********************************  APPREHENSION  ********************************

--- Section bm_c2a3a ---

As soon as this section finishes loading, right-strafe off of the rail car.
After killing three marines a ways ahead, go through the large doorway that the
rail car smashed through. Move up to the edge of the walkway and look down to
see some water that you could drop straight into. If you'd rather gather some
supplies first, go right and drop onto the top of a huge metal cylinder. Jump to
a nearby walkway section, then drop down to the lower walkway and move along it
to where there's a wooden crate on a weak section. Move up to where the weak
section falls, then back up and quicksave before sprint-jump-crouching across.
Go through the doorway to find an assault rifle clip and a first aid station,
then charge down the first set of stairs and crowbar-whack the reclining zombie.
Look underneath the stairs for a green crate with a pistol clip and two AR
grenades on it, plus a zombie that won't bother you. Go back up the stairs and
through the doorway, then turn right and drop into the water. Look among the
underwater walkway debris for a pistol clip and an armor battery.

In the area with the first ichthyosaur pool, go carefully along the walkway
while avoiding barnacle tongues until you can enter a side area and climb up a
ladder. Go through the doorway that's to the right of the large window in the
scientist's room, then make your way across the beams to where you can carefully
crouch-drop onto the top rim of the hanging cage. Move along the rim if
necessary until you're directly over the small shelf with the crossbow on it,
then quicksave. Turn and drop past the outside of the cage and into the water,
automatically picking up the crossbow as you go. Quickly turn left and swim for
the underwater doorway, then go along the passage until you return to the
slippery walkway. Go along it until you're near the entrance to the side area,
then look across the pool to see some barnacle tongues, one of which is hanging
very close to the end of a broken-off walkway. Get out the shotgun and
quicksave, then "hop" across the water and let that barnacle nab you. Blast it
when it pulls you in close, then lean on the "Move forward" key to land on the
walkway. Edge past another barnacle tongue to reach the door that'll let you
move on to the next section.

--- Section bm_c2a3b ---

To get onto the back walkway in the generator room without using the three huge
pistons, drop down to the lower floor and go to the back left corner to find a
tall gray metal crate. Move a wooden crate up next to the gray metal crate, then
find an upright barrel and carry it with you as you jump-crouch onto the wooden
crate and then onto the gray metal crate. Set the barrel down next to the metal
crate's back right corner, then move onto its back left corner and quicksave.
Jump-crouch carefully onto the barrel without knocking it off, then jump-crouch
onto the walkway.

--- Section bm_c2a3c ---

Get out the shotgun as you're riding the large lift up, and be ready to double-
barrel the security guard as soon as he comes into view. That'll prevent the
first assassin from spawning. Go through the huge doorway that's ahead and on
the right, then crouch-walk along next to the right wall until you come even
with a large metal pillar on your left. Get out the crossbow and quicksave, then
crouch-strafe slowly to the right while facing the metal pillar with the sniper
scope on. When you get to where you can see the hands of an assassin, hit them
with a dart to score an instant kill. Turn the scope off and crouch-walk past
the metal pillar and a forklift, then turn right at a concrete pillar. Past
another forklift, go up some stairs and turn right. You should see the final
assassin with her back turned, and you can easily kill her with a crossbow dart.

*****************************  RESIDUE PROCESSING  *****************************

--- Section bm_c2a4a ---

When you come to the room with the big fallen-down walkway segment and the two
rows of big gunk-mashing vats, drop down and go left to find a couple of
barrels. Pick up one of the barrels and jump-crouch your way back onto the
fallen walkway segment, then go down to its other end and set the barrel down
where you can use it to jump-crouch onto the other end of the walkway.

When you enter the room with the two big gunk-stirring vats, turn left and climb
down the ladder, then go along the left wall until you find a first aid station.
Look to the right of it to find a forklift, a yellow barrel, and a stack of two
gray metal crates. Put the barrel against the lower crate so you can jump-crouch
onto the top crate from on the barrel. Crouch down and pick up the barrel, then
set it carefully on top of the forklift. Jump-crouch onto the barrel, then
quicksave before trying to sprint-jump-crouch onto the nearby walkway's railing.
If you land on the edge of the walkway instead of on the railing, very carefully
move over to the railing's rounded corner so you can stand up, then jump-crouch
onto the railing. Move along the railing until you can drop onto the walkway
past the large square hole. (That's a bit tricky, but it beats trying to jump
across using the second mixing vat.)

--- Section bm_c2a4c ---

After going past two sets of mashers, drop onto another conveyor belt and follow
it along until you can drop onto another one. Turn around and sprint against its
direction of flow, using repeated crouch-jumping to get past crouch-only spots.
When you get near two conveyors that are on a lower level, turn left and drop
onto the first one. Get off onto the small bit of flooring that's between it and
the other conveyor, then pick up a barrel and set it on the other conveyor. Wait
until it goes down a ways, then get on that conveyor and follow it along at a
distance. It should take out two laser tripmines for you. If not, use your
pistol to shoot out what it misses. Past the second tripmine's position, turn
left and drop onto a metal beam or the pipes that go along under it, then turn
right and go along the pipes, jump-crouching and crouch-walking whenever
necessary, until you get to a spot past the left conveyor's big grinder. Jump-
crouch onto that conveyor from on a metal beam, then let it carry you onward.

--- Section bm_c2a4e ---

After climbing the ladder, crouch-walk forward until you can turn right and see
three sleeping houndeyes. Crouch-walk forward until you can turn right and move
into the area between the first two sets of storage shelves. Go down to a spot
near the wall and turn left, then jump-crouch your way onto the gray metal crate
on the top shelf. Crouch-walk onto the large wooden crate, then jump across to
the gray metal crate that's on top of the next set of shelves. Do a running jump
across to the wooden crate on the next set of shelves, then carefully drop onto
one of the shelves' metal beams and move along it until you can jump-crouch onto
the wooden crate that's near the wall. Turn to face the gray metal crate on the
final set of shelves, then sprint over there and jump-crouch onto it to get
three hand grenades. Crouch-walk onto the pipes that go along the wall, then
turn left and move along those pipes until you can drop down onto the shelves in
the area past the electrified fence. You can then drop to the floor and go
through the automatic door to move on.

*****************************  QUESTIONABLE ETHICS  ****************************

--- Section bm_c2a4f ---

After you kill off the three marines in the lobby area, you should start
preparing for the big ambush that's going to happen there later in the chapter.
Go back to the previous chapter section to use the first aid station if your
health is less than 100, then locate the large closed door with a "LAB B" sign
over it. Put the lobby's two first aid kits on the floor next to the right side
of that door. When you find an armor battery on a small bench later on, return
to the lobby and use its HEV charger if your armor is less than 100, then go get
the battery and drop it next to the two first aid kits.

--- Section bm_c2a4g ---

Your lobby ambush preparations should continue in this section. There are a
total of four armor batteries scattered about the area, and you'll want to save
all four of them. Do all of the combats in the area without activating any of
the laser-powering devices, then return to the previous chapter section and go
use the HEV charger that's down the hallway to the left. Come back here and
gather all four armor batteries in the primary laser room, then activate all the
powering devices and fire the primary laser after unplugging the shield's power
cord. Drop the batteries down to the floor of the room past the big wall hole
before you drop down there yourself using some pipes.

--- Section bm_c2a4f (again) ---

After you deactivate the surgical unit and follow the scientists down to a large
door that one of them opens, use the first aid station and HEV charger in a side
area if necessary. Carry all four of the armor batteries you imported from the
previous section (plus the one in the scientists' room) through the door and
drop them with your other stashed items on the left. When that's done, make a
regular save, then go through the door and get out your satchel bombs. Run up
the steps and toss a satchel so that it lands near the left end of the green
crates ahead, then quickly back up and crouch down in the right corner. Stay
crouched there while watching for two marines to rappel down directly ahead of
you. Get out your hand grenades and throw one so that it goes over the green
crates, then immediately switch back to the satchels. Hit the detonator as soon
as a marine runs into view, then switch to the gauss gun and wait to see if
another marine will run up to where you can zap him.

Turn right and stand up so you can see two more marines a ways past the railing.
Quickly gauss-blast one of them to death, then crouch down and wait for the
other one to run over to where you can blast him, too. Stay crouched while
waiting for two more marines to run into view, then blast them. Crouch-walk over
to your armor battery stash to pick some of them up, then crouch-walk back to
your corner and wait a few seconds. Stand up and see if any marines can see you,
then quicksave if they can't. Use the crossbow to snipe the marine you can see
up on the roof, then strafe left and use the .357 to take down the marine who's
in the back of the room, near the HEV charger. Quickly strafe right, crouch
down, and get out the gauss gun so you can quickly blast the two marines who
come after you. You'll then only have two marines left to kill, one of which is
up on the roof, and the other of which is over on the lower-floor section with
the vending machine. They're both stationary, and are pretty easy to kill.

--- Section bm_c2a4h ---

After the scientist is killed, get out the pistol and carefully edge up to where
you can sneak-shoot a marine who's past a green military truck over to the
right. Quicksave, then use the zoom feature to spot an explosive crate over near
where he was. If you shoot that crate fast enough, it'll explode before the
other marine over there can run away from it. Crouch-walk through the doorway
and turn right, then get out the shotgun and charge the two marines who are
hiding around the corner. After they're down, use the shotgun to blast the two
turrets that are up on the roof.

Look all around the area for supplies, then go over to the start of a large
tunnel. Look to the right of it for a door you can go through, then move over
next to the railing and quicksave. Sneak forward to where you can sneak-shoot
the marine who's manning a mounted gun, then get out the assault rifle and move
along the railing slowly until some more marines appear in the area ahead.
Quickly AR-grenade them, then watch for a survivor to run over to the mounted
gun. If one does, back up quickly and sneak-shoot him like you did the previous

*******************************  SURFACE TENSION  ******************************

--- Section bm_c2a5a ---

As soon as this chapter section finishes loading, quickly strafe up against the
left wall and move back a ways. That way, the marines outside won't see you, and
you can sneak-shoot the first three while carefully crouch-walking along the
left wall. The fourth and final one is really hard to sneak-shoot, so just go
assault him with the assault rifle, or something. (But don't blow up any of the
explosive barrels!) The big door you came in through will have closed, but you
may be able to get it to reopen by going up to it, quicksaving, and then
quickrestoring. If that works, you can go back to the previous chapter section
for leftover supplies. (But watch out for a glitch that causes several of your
weapons to disappear.)

After you go down the road and finish off a traveling marine group, go over to
the fence that's to the left of the large gray platform and get out the
crossbow. Use its scope to see that two marines are patrolling the dam, but
don't kill either of them yet. Go back to where all the explosive barrels are,
then put them in groups near the security vehicle and the nearby large brown
rock. Try to space them out so that one group exploding won't detonate another
group. Once that's set up, go snipe one of the marines on the dam, then sprint
back to the area where you got the barrels and wait for the marines to come
after you. Use the pistol and .357 to shoot the marines, and to detonate
explosive barrels when they get close to them.

Go down to the fenced-in compound that's next to the dam, then stay back and
shoot down any leftover marines. Enter the big warehouse on the right and fill
up on gauss gun ammo, then go over to a spot near the explosive barrel that's
close to the front of a green military truck. Get out the gauss gun and
quicksave, then move forward slowly until the Apache chopper appears in the
distance. Quickrestore and build up a full altfire charge, then move forward to
get the chopper to appear again. Quickly blast it with the altfire charge, then
turn around and sprint back into the warehouse for cover. Peek out and blast the
chopper with quick regular-fire blasts until it flies away.

--- Section bm_c2a5c ---

After you make it to the metal walkway that goes around a structure that
connects to a huge slanting pipe, locate the supply shed, but don't go inside
and pick anything up yet. Move on down to where there are four marines in a
camp, then kill them off and open the rocket crate to get a full load of
rockets. Open up the big storage building in the back of the marine camp, then
use the shotgun and the explosives in the building to knock over the two floor
turrets. Don't get the RPG from the building's little shed yet, but do bash out
its window so you can pick up the two loose rockets that are in there and drop
them outside the window. Go get the four loose rockets that are scattered about
the marine camp and put them with the first two, then go back to the supply shed
in the previous area to find four more rockets you can add to your stash. For
two more, go around on the supply shed's walkway until you find some rungs, then
go up them and look to the left. If you move all of those rockets to your stash,
you'll end up with twelve. You probably won't need that many, but it's good to
have them all handy.

Get the RPG, then turn its laser sight off and quicksave. Leave the storage
building and go slowly past the nearest green crates until you hear the Apache,
then turn around and sprint back inside. Take cover just to the left of the big
doorway and wait until the loud music stops, then quicksave again. Strafe right
and fire a rocket at the chopper right after it stops firing at you, then strafe
left again for cover. Keep that up until you run out of rockets, then visit your
stash to resupply. (Note that you'll then have to run out toward the green
crates again to get the chopper to reappear.) Keep that up until the chopper is
badly damaged, after which it'll keep its distance and be very hard to hit with
rockets. It would then be a good idea to finish it off with the gauss gun.

--- Section bm_c2a5d ---

After you pass some first aid kits and armor batteries in the wet alley, crouch-
walk through a pipe segment to enter a canal area. Crouch-walk along the left
wall until some explosive barrels get dropped into the canal ahead of you, then
wait until after they all explode before sprinting down to where you can jump-
crouch into another pipe segment. Past it, turn right and go down to where you
can climb up some rungs. As soon as the tank that's covering the manhole moves
off of it, climb up behind it and sprint over to the wall you can see ahead and
on the right. Move along the wall to a corner, then wait there until the tank
blows a hole in the wall. Crouch-walk back and forth in front of that hole to
hopefully get the tank to fire several more times, which will kill some of the
marines who are over there near it.

Quicksave while next to the yellow metal post that's at the corner past the wall
hole, then sprint back for the manhole you climbed out of and climb about
halfway down the rungs. Get out the shotgun and look up, ready to double-barrel
any marines who appear above you. Hopefully, most of them will be killed by the
tank firing at you. Climb back down and go down the tunnel until you find some
more rungs, then climb partway up them to get the tank to start firing at that
manhole. Keep going back and forth between manholes until all the marines are
dead, then go up through the first manhole and sprint over to a spot between the
yellow metal post and the wall hole. Get out the RPG and left-strafe until you
can easily blast the back of the tank without it shooting back. When you run out
of rockets, go back to your safe corner, then turn right and look for an RPG and
three spare rockets on green crates.

After you open two sets of large doors in the tank's area, go past the second
set, get out the RPG, and quicksave. Turn right and sprint past one big rock and
up to another one, then crouch down and slowly right-strafe until you can see
part of another tank to the right of a lamp post. Fire rockets at that until the
tank explodes.

--- Section bm_c2a5e ---

You can glitch the first sniper in this section so that he'll never shoot at
you. To do that, get the crowbar out after blowing up all the mines in the
tripmined alley, then sprint up the steps at the end of the alley and over to
the doorway that's on the other side of the area with the dying guard. As soon
as a scientist appears in the doorway, quickly whack him to death. The sniper's
red beam will still appear and wander around the area, but he should be unable
to shoot at all.

To get past the first tripmine in the super-rigged building, either jump-crouch
over it or get the large cardboard box from the scientist's room and use it to
jump over it. Jump-crouch onto the nearest explosive crate, then jump-crouch
onto the top crate. Shoot the lone explosive crate that's ahead in the hallway
to kill a couple of headcrabs, then go down that way and crouch-walk under a
tripmine. Jump-crouch over some fallen shelves, then crouch-walk under the left
end of the next tripmine. Jump-crouch onto the top step, then pass by the two
doors on the left and jump-crouch over another tripmine. Go down the ramp to the
left and jump-crouch over another tripmine to enter the main tripmined storage

Go straight ahead to a forklift, then turn left and crouch-walk under a
tripmine. Turn right and move into the space between storage shelves, then
crouch-jump onto one of the empty wooden pallets on the left set of shelves.
Move up to the tall wooden crate and bash it, then go past it and turn left.
Crouch-walk under a laser beam, then go to where you can crouch-walk under
another beam on the right to get onto a large lift. Bash the wooden crate, then
go up next to the wall that's underneath one of the lift's two button panels.
Jump up and use the panel to raise the lift, then crouch-walk as close as you
can to the laser beam that goes across the lift. Turn and face the lower lift
with the dead alien grunt on it, then quicksave before making a sprint-jump over
to that lift. After you get the hornet gun "installed," use the lift's button
panel to leave the mega-rigged building behind.

--- Section bm_c2a5f ---

Move up next to the green truck that's on the road, then use the hornet gun to
knock over the turret that's in the back of it. Have your guard follower wait
near the front of the truck, then go up to the corner that's to the right of the
large open garage door. Wait and listen while some alien grunts teleport in and
get bombed, then go back down to the truck. Jump-crouch into the back of it and
pick up the turret, then back out and turn right. Go back to the garage door's
right corner and stay to the right as you move the turret through the doorway so
it can shoot at the marines who are over to the right. Finish off the marines
with hornet gun fire, then get out the RPG. Move into the doorway to where you
can see and rocket the tank while its view of you is obstructed by a yellow road

After you make your way through the bombed-out building to where you're about to
drop into a new area through a big floor hole, get out the hornet gun and move
up to the edge of the hole. Fire a bunch of hornets so they'll go under the open
door you can see through the hole. After you've fired a whole bunch of hornets
that way, quicksave and drop down to see if either of the vorts or the alien
grunt are still alive, then quickrestore. If any of them are still alive, fire a
bunch more hornets under the door, then repeat the process of quicksaving and
checking. Once you verify they're all dead, get out the RPG and drop down, then
go past the door and look up and to the left. Rocket the Osprey chopper as soon
as it appears, then sprint up to the top of the ramp and continue rocketing it
until it blows up. You should be able to do that before it can drop any marines.
Move up to the nearest end of the large blue storage container and sneak-shoot
the two alien grunts in the back right corner of the area with hornets from

After you enter the room with the missile launcher emplacement, quickly use it
to blast the tank that rolls into the area ahead, then sprint back for the door
that leads out of the room. Go down the stairs and through the other door, then
run up to the left end of the big doorway. Edge over to the right until you can
see part of the tank's turret, then destroy it with regular-fire blasts from the
gauss gun. That's a lot safer than reloading the missile launcher and using it
to finish off the tank, though it does use up a bit more ammo.

--- Section bm_c2a5g ---

After you pick up the snark packs, crouch-walk down the vent shaft until you
come to a spot where you can drop down to a lower shaft. Do so, then turn left
and crouch-walk a short way forward, then turn right and wait to be dropped down
to the street. Immediately start sprinting, and don't stop for anything. Sprint
around vehicles until you reach some jammed-open doors, then squeeze through
them and sprint over to the ladder on the silo that's over to the right. Climb
up it and quicksave, then turn right and run over to the military targeting
display. Look directly at it, then move your view around to move the thing's
targeting reticule around. (Hopefully, it'll display properly and not just
flicker intermittently.) Quickly click to mark a target zone a bit to the left
of your silo, then click on the "FIRE" button that's on the bottom middle of the
screen. Crouch down and stay next to the display while waiting to see if the air
strike will kill the gargantua. If not (or if you get killed), quickrestore and
try again, moving as fast as you can. (Note that if the targeting display is
screwy, it might help to exit and rerun the game.)

***************************  "FORGET ABOUT FREEMAN!"  **************************

--- Section bm_c3a1a ---

When you reach the ichthyosaur pool, stand next to the ladder that leads into it
and fire hornets into it until the 'saur is dead. Enter the pool and swim over
to the railed walkway that's a bit above the water, then face it and back up a
bit. Let yourself sink down a ways, then look up and lean on the "Sprint" and
"Move forward" keys. That should "shoot" you up out of the water high enough
that you'll land on the edge of the walkway if you crouch fast enough. Keep
trying until you make it, then jump-crouch over the railing and move along the
walkway until you reach a small sandbag wall. Quicksave, then jump over the
right end of the wall and quickly grab the floor turret before it can shoot you.
Once you have it, go hold it in the nearby doorway so it'll shoot two marines
for you. (Note that this skips a side area with an HEV charger in it. You may
want to reenter the ichthyosaur pool so you can go through the side area, too.)

--- Section bm_c3a1b ---

After you climb outside, go through the doorway in the fence and look over to
the left to see a large, flat rock with some brush to the right of it. One way
to trigger the tank attack is to run over to that rock, or most of the way. Do
so, then sprint back through the fence doorway and into the left-side niche area
with a wooden crate. Get out the hornet gun and wait a few seconds, then left-
strafe while facing the fence until you can fire some hornets through its
doorway. Stay as far right as possible at first, then move left slowly as you
continue firing hornets. Eventually, you'll have to move through the fence and
look to the right for your last few horneting victims, but make sure the tank
can't see you as you do that. Once the marines are all dead, quicksave, then
face the tall rocks that are between you and the tank. Left-strafe slowly until
you can shoot the tank with RPG rockets and/or the gauss gun without it firing
back. There are several replacement rockets in the area behind the fence, plus
some gauss ammo packs in the areas ahead.

The other tank combat in this section is much easier, and I'm only including it
for the sake of completeness. Crouch-walk up to the closed doors that lead to
its area so that no one inside can see you through the doors' windows, then
crouch-walk back out of sight of the doors and wait until the sounds of combat
stop. Get out the hornet gun and crouch-walk over to where you can open the
doors, then fire hornets through them to finish off any surviving marines. The
tank can't rotate far enough to blast you in the doorway, so you can take your
time horneting marines and then blasting the tank with the RPG or gauss gun.

*********************************  LAMBDA CORE  ********************************

--- Section bm_c3a2a ---

Crouch-walk through the automatic door that leads to the big hazardous materials
bay, then left-strafe over to the railing. Slowly crouch-walk forward until you
can use the pistol to sneak-shoot an assassin who's up next to the large red
storage container ahead, then go to the end of the railing and jump-crouch onto
the small machine. Turn right and edge over to where you can use the crossbow to
snipe an assassin who's to the left of a large high-up yellow container, then
drop to the floor and crouch-walk along the right side of the nearby green
container. Past its end, look to the left for an assassin who's on the floor,
behind a red container. After sneak-shooting her with altfire hornets, move
slowly along the side of the blue container on the left until you can use the
pistol to sneak-shoot the assassin who's on a green container over to the right.
Go past that container's end and into the nearest corner, then turn around and
right-strafe slowly until you can see an assassin's hands up high, then jump-
shoot some altfire hornets at her. The final assassin is up on the stairs that
are past two rows of wooden crates, and is easy to sneak-shoot with the pistol
or altfire hornets.

--- Section bm_c3a2b ---

After you go through a large tunnel and approach the top of a ramp, turn left
and go around to a spot next to two tall wooden crates. Quicksave, then sprint-
jump across to the top of a large green container. Turn left and jump over the
small green containers so you can drop to the floor next to the large one. From
back there, you can use the pistol and hornet gun to sneak-shoot the alien
grunts and vortigaunts that teleported in. Note that the grunts will probably
run around in the area you jumped over from, and the vorts will be off to the
left. Get all of them, then wait if necessary for the next batch to teleport in.
Be sure to stay near the green container and use plenty of hornets to sneak-
shoot them all safely. You'll know when they're all dead because a scientist
will lower the ladder that's near the back right corner of the area.

--- Section bm_c3a2c ---

There's a shortcut you can use to skip doing one of the two coolant pump side
areas. After you finish one of them, enter the other one (get the loading
screen), then immediately turn around and leave it. You can then enter the
auxiliary coolant tank room and use the underwater access tunnel to move on.
This is undoubtedly possible due to a glitch, though it doesn't seem to prevent
you from playing onward. (Though note that I never went all the way to the end
of the game after doing this.)

--- Section bm_c3a2e ---

After you open the two fire doors that lead into the pump room, hornet-shoot any
headcrabs that come through them, then go over to the left fire door. Get out
the crossbow and quicksave, then move through the door and quickly back up.
Shoot the vort that teleports in directly ahead, then use hornets to kill the
one that's on the lower floor over to the right. Go over to where the crossbow-
killed vort is, then quickly sprint back through the fire door. Wait for a vort
to come after you, then kill it and the one that's standing on top of the large
machine in the back of the pump room. Quickly crouch down after the one on the
machine dies, then move into the doorway and fire hornets so they'll swerve
right and take down the last two teleport-in vorts.

--- Section bm_c3a2d ---

After climbing out of the coolant tank in the pump room, go up the steps near
the top of the second ladder and hornet-kill the headcrab that's over near the
big "PUMP STATION 02" sign. Look around with the flashlight on and kill all the
barnacles you can see, then go back down the steps, turn right, and quicksave.
Sprint straight ahead until you reach a gray metal crate, then turn right and
sprint over to a spot behind a two-crate stack. Hornet the two teleport-in vorts
from there, then use the nearby open control box. Go back to a spot next to the
crate stack and quicksave, since going past the stack's right side will get two
more vorts to teleport in. Use the crate stack as cover while horneting them,
then go a short way up the nearby steps to get two more vorts to materialize.
Sprint back behind the crate stack for cover while taking them down, then go up
to the room's right-side fire door. Open it, then slowly crouch-walk through it
until three vorts teleport in over to the left. Back up a bit and use hornets to
sneak-shoot 'em all.

--- Section bm_c3a2c (third time) ---

As soon as you open the door to the auxiliary coolant tank room, sprint forward
to the railing, then jump-crouch onto it and drop down into the coolant. Swim
forward until you can turn right to find a large closed hatch, then look on the
wall to the right of it for a switch you can use. Stay underwater to avoid alien
grunt fire until the hatch is fully open, then surface briefly before diving
down and swimming through the tunnel past it.

--- Section bm_c3a2h ---

When you enter the big lambda teleporter chamber, head right to find the start
of the metal walkway that you'll be running down to enter the teleporter when
it's ready later on. Look for the top of a ladder to the right of that walkway,
then wait until the scientist starts the long and noisy process of opening the
portal. Climb down the ladder and move forward to find a doorway, then turn
around and move up against the small bit of flat wall that's directly across
from the doorway. Get out the gluon gun and wait until the scientist says to get
yourself into position, then quicksave. Run back up the ladder and quickly blow
away the two nearby alien grunts with the gluon gun, then sprint down the metal
walkway and into the teleporter.

While you're waiting for the rest of the game to be finished and released, you
can replay what there is in some fun and interesting ways. My favorite way is to
use the "give weapon_gluon" cheat code to give myself a gluon gun at the very
beginning of the game. Bind the "givecurrentammo" command to the G key so you
can press it to get more gluon ammo whenever you need it. You can then go around
and use the gluon gun to blow away everything and everyone everywhere (except
for "mission-critical personnel"). You could instead bind the "impulse 76" code
to the G key to summon marines to do all your combat for you (use "notarget" so
they won't target you) and/or bind "npc_create npc_vortigaunt" to the V key to
summon vorts.

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