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FAQ/Walkthrough by GMorrissey

Version: 2.0 | Updated: 03/04/02

                          RUN.    THINK.    SHOOT.    LIVE

                                    HALF-LIFE

                                 A WALKTHROUGH

                               BY GRANT MORRISSEY

PLEASE BE MADE AWARE THAT THIS DOCUMENT IS COPYRIGHT 2002 BY GRANT MORRISSEY.
ANY DUPLICATION FOR PUBLIC DISPLAY REQUIRES MY PERMISSION. THIS IS SIMPLE AND
NOT OPEN TO INTERPRETATION OR NEGOTIATION.

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1. MISCELLANEOUS INFORMATION
----------------------------------------------------------------------------------

-----------
CATALOG INFORMATION:
-----------

NAME: HALF-LIFE FAQ / WALKTHROUGH
BY: GRANT MORRISSEY
STARTED: WENDESDAY, 9TH OF JANUARY, 2002.
LAST UPDATED: MONDAY, 4TH OF MARCH, 2002.
VERSION: 2.0

-----------
CONTACT: ZEOBRIA@HOTMAIL.COM
-----------

-----------
YOU CAN READ THIS AT:
-----------

WWW.GAMEFAQS.COM                        WWW.CHEATPORTAL.COM
WWW.PS2DOMAIN.NET                       WWW.911CODES.COM
WWW.CHEATCC.COM                         WWW.911CHEATS.COM
WWW.NEOSEEKER.COM                       WWW.FASTCHEATER.COM
WWW.PSXCODEZ.COM                        WWW.25000CHEATS.COM
WWW.GAMEYOURWAY.COM                     WWW.SKALI.COM
WWW.PS2CHEATERS.CO.UK

-----------
UPDATES-
-----------

4TH MARCH 2002 - Final update. FAQ is 'Complete and Comprehensive' Minor
updates may occur over the next few months but, for the most part, this thing
is complete. If you have any questions about the game feel free to contact
me...but...on the other hand...leave me alone so I can get to work on Metal
Gear Solid 2!

----------------------------------------------------------------------------------
CONTENTS
----------------------------------------------------------------------------------

1. Miscellaneous information
2. "Fun to be had" - The Monsters
    2.1. Headcrabs (killer chickens)
    2.2. Houndeye's (sound-hounds)
    2.3. Bullsquid's (upchuckers)
    2.4. Barnacles (mutated mouths)
    2.5. Zombies (zombies)
    2.6. Alien Slaves (lighteningainga's)
    2.7. Alien drones (Arnies)
    2.8. Flyers (Archangels)
    2.9. Snarks (alien cockroaches)
    2.10. Ichthyosaur (Goberfish)
    2.11. Gargantuan's (Big Blue Bastard's)
    2.12. Marines (grunts)
    2.13. Assasins (cat burgulars)
3. "Fun in your hands"  - The Weapons
    3.1. "Useless shite" The Crowbar
    3.1.1. Crowbar
    3.2 "Getting Better..." Pistols
    3.2.1. Pistol
    3.2.2. Magnum
    3.3. "Now we're talking..." Heavy-arms
    3.3.1. M15
    3.3.2. Shotgun
    3.3.3. Tranquilizer gun
    3.4. "Oh Oh baby..." Technologically advanced weapons
    3.4.1. Laser
    3.4.2. Gluon Gun
    3.4.3. Hivearm
    3.4.4. Rocket Launcher
    3.5. Passive weapons - The Explosives
    3.5.1. Grenades
    3.5.2. Charges
    3.5.3. Tripmines
    3.5.4. Snarks
4. "Don't act like you didn't come here for this" - The Walkthrough
    4.1. 'Black Mesa Inbound'
    4.2. 'Anomalous Materials'
    4.3. 'Unforseen Consequences'
    4.4. 'Office Complex'
    4.5. '"We've Got Hostiles"'
    4.6. 'Blast Pit'
    4.7. 'Power Up'
    4.8. 'On a Rail'
    4.9. 'Apprehension'
    4.10. 'Residue Processing'
    4.11. 'Questionable Ethics'
    4.12. 'Surface Tension'
    4.13. '"Forget About Freeman!"'
    4.14. 'Lambda Core'
    4.15. 'Xen'
    4.16. 'Gonarch's Lair'
    4.17. 'Interloper'
    4.18. 'Nihilanth'
    4.19. 'End Game'
5. Cheat Codes
6. "The Administrator"
7. PC version VS PS2 version
8. Kudo's & conclusion

----------------------------------------------------------------------------------
2. "Fun to be Had" - The Monsters
----------------------------------------------------------------------------------

2.1. - HEADCRABS (KILLER CHICKENS)

The killer chickens are the basic drones in this game and are easy to kill.
Their small and have 4 leg's extending from their body- when you get close
enough they pounce before you know whats happening. The main problem is when
they come in numbers or when they get you by surprise. If you get a lock onto
them then don't just shoot- make sure that the crosshair is onto them as well
(they move ALOT)

The best way to kill these annoying bugger's is with the Glock pistol or the
crowbar. A good strategy is to wait for the chicken to pounce, then at the last
second, swing your crowbar (it only takes one swing to kill them) You'll find
these things at every stage of the game.

2.2. - HOUNDEYE'S (SOUND-HOUNDS)

These are probably the most un-intimidating and un-dangerous adversaries in the
game. The sound-hound's look like a witchety-grub on legs and they emit a a
high shriel just before they "detonate" When you see them running at you just
wait for them to stop and start "charging" all you need do then is just back
off a bit, to get out of the range of their attacks, and put these mutated
dog's to sleep with any standard bullet weapon. If you are hit by one of their
shockwaves you won't loose much health or H.E.V. The sound-hound's usually come
in packs so don't run straight in expecting to take on a single one.

2.3. - BULLSQUID'S (UPCHUCKERS)

Don't let their spray fool you- they can attack you from practically any
distance (see the start of 'Blast Pit' if you don't believe me) The upchuckes
only have one attack, which is the spray they spit at you, so keep strafing and
they should be dead quickly (only encoutered one at a time) The closer they are
to you the more devestating their attacks.

2.4. - BARNACLES (MUTATED MOUTHS)

You can very easily mistake their slender tongue for any kind of ceiling
foundation. They also easily blend into the textures they're against. Most
importantly, sometimes they will extend their tongues just as you are passing
underneath. These guys aren't hard to deal with- just don't let yourself get
caught. If you are, shoot up at it or hit it with the crowbar at the last
second (if you are munched you usually die) But, if you escape, you still have
the drop to the floor...

2.5. - ZOMBIES

Slow, dumb and white. These guy's are rarely encountered and are the result of
a headcrab incubating an unfortunate scientist. Shoot these enemies from a
distance with the pistol or shotgun. Should you want a challenge, wait for them
to swipe, move back quickly and smash them with a crowbar. Aside from that, a
double-shotgun blast will make quick work of them.

2.6. - ALIEN SLAVES (LIGHTENINGAINGA'S)

Hunchbacked and one-eyed, these monster's charge up a strong electrical current
within themselves and throw it at you causing massive loss to your H.E.V. When
you get close they love nothing more than to swipe your razor sharp claws at
you. However, the word "slave" doesn't mean nothin'. These guy's are as sharp
as a cricket ball and will charge in blindly oblivious to their own safety. Use
this to your advantage- they aren't hard to kill.

2.7. - ALIEN DRONES (ARNIES)

Big, built, fast, armored and carrying a very big gun. These aren't encountered
until later on in the game but when they are its going to take all your skill
to avoid not losing any health from them. They may be big but they can run fast
and track you. From a distance they use their hivearm to shoot you from around
corners. When at a close distance the Arnie swings it tree-trunk arms at you
breaking every bone in your body.

The hivearm weapon itself is an enemy as the bullets will track you around
corners, up levels and over great distances. They can turn at very sharp angles
so don't think standing next to the doorway is going to get you safe.

2.8. - FLYERS (ARCHANGELS)

Eerie, fast and usually fighting in packs these creatures are one of the most
difficult in the game. The best weapon for use against these guys is the magnum
or the laser because they have a powerful affect at a distant range. Keep
moving because their fireball's are like automated weapons- if one bullet gets
you so will a dozen others.

2.9. - SNARKS (ALIEN COCKROACHS)

Small, fast and devestating. If you run into these guys turn around and run as
far away as you can until these little buggers detonate. They are very hard to
shoot and usually come in packs (watch out for their nest's at the start of
'"Forget About Freeman!"')

2.10. - ICHTHYOSAUR (GOBERFISH)

Encountered underwater these things move, when stirred up, at a very erratic
frame-rate. One second their on one side of the pool then BAM their right in
front of you. It get's even worse when they are close. You'll loose a fair bit
of health when they munch on you so keep moving regardless of what your
shooting at them with.

Speaking of which- forget trying to kill them with the tranquilizer. The thing
shoots slowly, does hardly any damage, and takes ages to reload. In the time it
takes you to operate that thing the Goberfish can munch, swallow and digest
you. Equip your pistol and secondary fire the Goberfish away.

2.11. - GARGANTUAN (BIG BLUE BASTARD)

Rarely encountered, but when they are, you wish they weren't there. They fire
an intense fire out of their arms that can disintergrate you in a few seconds,
and when they have time, will stomp on the ground sending a missile of
red-plasma towards you. You can tell when they are close because your
dual-shock will go crazy and you'll hear their feet hitting the groud.

Big Blue Bastard's can't be killed with any hand held weapon. You have to
manipulate the environment to kill them, lure them places to kill them, or
simply NOT kill them and run past.

2.12. - MARINES (GRUNTS)

The best the United State's Marine Corp's have to offer. Smart, quick and
deadly these guy's have a Ph.D. in advanced video game artificial intelligence.
If you take cover behind a box they'll lob a grenade at you. If you come across
a group, one will shoot at you as the others move up closer towards you (and it
WORKS. You'll be battling one when two will come up on either side and you
didn't even know they were there)

The marines come in groups and have different weapons and combat fatiques.
Launch explosives to take care of groups of them and always take them on
one-at-a-time. You have 10 seconds to comply. OVER.

2.13. - ASSASINS (CAT BURGULARS)

The assasins are to marines what the Arnies are to headcrabs. Quick, very quick
and deadly accurate you won't know where they are until they're sticking a
silenced pistol bullet up your ass. They're unpredictable as hell and you can
use just about any bullet-weapon against them. However, they aren't invincible,
and a few well placed shotgun shells or magnum bullets should put them down.

----------------------------------------------------------------------------------
3. "FUN IN YOUR HANDS" - THE WEAPONS
----------------------------------------------------------------------------------

-----------
3.1. - "USELESS SHITE"
-----------

3.1.1. - THE CROWBAR.

Ideal for smashing through blockades and killing the lesser enemies.
UUUMMM...thats all there is to it.

PRIMARY FIRE: Swing
SECONDARY FIRE: None

-----------
3.2. - "GETTING BETTER" - THE PISTOLS
-----------

3.2.1. - GLOCK 9MM

This is the first weapon you acquire. Not to be underestimated- you'll be using
this alot in the intial stages of the game and a few more times later one. This
is one of only 2 weapons that can be fired under water.

AMMO NUMBERS: 17 / 250
PRIMARY FIRE: Bullets.
SECONDARY FIRE: Quick succession of bullets.

3.2.2. - .357 MAGNUM

You'll first be able to get this after you kill the trio of tentacles in 'Blast
Pit' This is one of the best weapon's in the game with a devestated punch in it
regardless of the distance it is fired from. This is ideal for taking out
marines before they can get to you and taking out the quick moving Archangels.

AMMO NUMBERS: 6 / 36
PRIMARY FIRE: Bullet
SECONDARY FIRE: None (single player) Zoom (multiplayer)

-----------
3.3. - "NOW WE'RE TALKING..." - HEAVY ARMS
-----------

3.3.1. - M15 AUTOMATIC ASSAULT RIFLE

From the second you pick this up (in '"We've Got Hostiles'") You'll be using
this everywhere in the game. Blisteringly fast automatic fire rate, good
coverage over long distance, the in-built grenade launcher and the ready supply
of ammo found throughout the game make this hands-down the 'must own' weapon.

AMMO NUMBERS: 50 / 250
PRIMARY FIRE: Bullets "CAN YOU FEEL THE POWER?!?!"
SECONDARY FIRE: Grenades. These will explode on impact and will probably be the
most-used explosives in the game.

3.3.2. - ASSAULT SHOTGUN

Only for use at close distances. Found in intial stages of 'Office Complex' Get
within arm's length of an enemy, fire this thing and that should rip 'em to
pieces. This thing has a long reload time that can get very annoying in the
heat & passion of battle.

AMMO NUMBERS: 8 / 125
PRIMARY FIRE: Single shell
SECONARY FIRE: Double blast. Very devestating.

3.3.3. - TRANQUILIZER GUN

Found in shark cage before first fight with Goberfish in 'Apprehension' This
contains a darts of strong poison that will kill any weakened enemy with one
shot. The reason you use this weapon is for the secondary fire which acts as a
zoom function. Don't even think of using primary fire underwater- any enemy can
chew you to pieces in the time it takes to fire, empty a clip and put in a new
one. In fact- don't even think about using primary fire at all!

AMMO NUMBERS: 5 / 50
PRIMARY FIRE: Darts.
SECONDARY FIRE: Zoom function. Ideal for taking out faraway enemies.

-----------
3.4. - "Oh Oh Baby..." - Technologically advanced weapons
-----------

3.4.1. - LASER

Found after quick dialogue between scientist & marine in 'Questionable Ethics'
Like the magnum, this weapon is devestating at long ranges. Its immense heat
and power leave scorch marks whereever it is fired. This weapon is great for
getting the enemies out of the way- and quickly.

AMMO NUMBER: 100
PRIMARY FIRE: Devestating, yet erratic, laser blasts.
SECONDARY FIRE: Charged shot. Hold down secondary fire button to do so (maximum
of 13 units can be charged) If you hold it to land the gun will overload and
detonate in your hand.

3.4.2. - GLUON GUN

You locate this after the scientist fill's you in on what you must do in
'Lambda Core' Like the laser, this hold's the same ammo and fire's the same
kind of beam (except it is continuous) In fact- maybe this is TOO simular to
the laser.

AMMO NUMBER: 100
PRIMARY FIRE: Basically a horizontal lightsabre
SECONDARY FIRE: None.

3.4.3. - HIVEARM

Found near fleeing scientist (after warehouse of tripmines) in 'Surface
Tension' When you fire this little bugs will emit and hone in on the nearest
person (whether it be friend or foe) However, they won't go for Arnies or any
other alien.

AMMO NUMBER: 8 (Will replenish)
PRIMARY FIRE: Steady stream of bugs
SECONDARY FIRE: Very quick succession of bugs

3.4.4. - ROCKET LAUNCHER

Found on cliff face storage room in 'Surface Tension' This thing is so powerful
that it should only really be used against boss's and large aircraft. But, if
you want some overkill, use this and only this.

AMMO NUMBER 1 / 5
PRIMARY FIRE: Rocket. It will land wherever your crosshair is pointed (And, in
turn, the crosshair will be red when it is locked onto a heat source)
SECONDARY FIRE: None (Single player) The rocket will shoot in a straight line
regardless of where the crosshair is (multiplayer)

-----------
3.5. - "PASSIVE WEAPONS"  THE EXPLOSIVES
-----------

3.5.1. - GRENADES

These are common and your going to be using them all the time. Great for
killing marines who have taken cover or blowing up dumb aliens that haven't
seen you yet. Remember that the angel your at (looking up or down etc) controls
the height and length the distance of the grenade covers.

AMMO NUMBER: 10
PRIMARY FIRE: Throw. The longer you hold it down the shorter the fuse (IE. The
quicker it explodes)
SECONDARY FIRE: None.

3.5.2. - CHARGES

Even more damaging than the grenades these explosives will destroy anything
within a large radius. Great for when a grenade won't be strong enough or for
when you want to lay a trap (like placing them at your feet when being pursued
or throwing them into lift's for waiting marines at the top)

AMMO NUMBER: 10
PRIMARY FIRE: Throw.
SECONDARY FIRE: Throw another charge before first one has detonated.

3.5.3. - TRIPMINES

These are great for laying traps and killing pursueing enemies also. In
addition, if you play through an area, reload a quicksave and do it again you
can place these tripmines and kill the enemies when they are spawning in! (Or
read where they will end up in my guide)

AMMO NUMBER: 5
PRIMARY FIRE: Wall placement.
SECONDARY FIRE: None.

3.5.4. - SNARKS (ALIEN COCKROACHES)

Throw these down and they will go for the nearest life source. Be careful
though- if there aren't any around they will go for you! Throw these around
corner's where you can hear the anguished grunts of marines trying to swat
these away.

AMMO NUMBER: 15
PRIMARY FIRE: Throw. Nothing to it.
SECONDARY FIRE: None.

----------------------------------------------------------------------------------
----------------------------------------------------------------------------------
4. "DON'T ACT LIKE YOU DIDN'T COME HERE FOR THIS" - THE WALKTHROUGH
----------------------------------------------------------------------------------
----------------------------------------------------------------------------------

---------------------------------------------------------------------------------
4.1. BLACK MESA INBOUND
----------------------------------------------------------------------------------

                                   HALF - LIFE

"Good morning and welcome to the Black Mesa transit system"

                          BLACK MESA RESEARCH FACILITY

                             BLACK MESA, NEW MEXICO

[YOU WILL PASS A LOCKED OUT GUARD ON THE LEFT]

"This automated train is provided for the safety and convinience of Black Mesa
personel"

[TRAIN ENTERS A LARGE AREA. A BALCONY IS ON THE LEFT HAND SIDE WITH WORKING
SCIENTIST'S AND OFFICES FACING ONTO THE TRACK. FAR BELOW IS A WALKING AREA]

"The time is now 8:47am. Current topside temperature is ninety-three degree's
with an estimated high of one-oh-five. The Black Mesa compound is maintained at
a pleasant sixty-eight degree's at all times" LOAD.

            TED BACKMAN                           T.K. BACKMAN

            KEITH BAILY                           YAHN BERNIER

[TRAIN EMERGES INTO A CONSTRUCTION AREA. A HYDRAULIC WELDER WORKS ON A MOTOR
AND A LARGE PIPE SECTION, SUSPENDED FROM A LARGE CRANE, NARROWLY MISSES HITTING
THE TRAIN]

"This train is inbound from level three dormitories to sector C test labs. If
your intended destination is a high security area beyond sector C you will need
to return to the central transit hub in area nine and board a high security
train"

[LARGE EXPANSIVE AREA OPENS UP. A ROCKET SIT'S POISED AND READY ON THE RIGHT AS
A FORKLIFT QUICKLY DARTS BELOW]

            JOHN GUTHRIE                          LISA GUTHRIE

            MIKE HARRINGTON                     MONICA HARRINGTON

"If you have not yet submitted your identity to the retinal slearence system
you must report to Black Mesa personel for processing before you will be
permitted into the high security branch of the transit system. LOAD.

            CHUCK JONES                           RANDY LAUREIN

            KAREN LAUIR                           MARK LAIDLAW

"Due to the high toxicity of material routinely handled in the Black Mesa
compound no smoking, eating or drinking is permitted within the Black Mesa
transit system"

            YATSZE MARK                            LISA MENNET

            GABE NEWELL                            DAVE RILLER

"Please keep your limbs inside the train at all times. Do not attempt to open
the doors until the train has come to a complete halt at the station platform"

[TRAIN JOURNEY'S DOWN A LIFT INTO A LARGE CANYON. LIGHT SHOOTS THROUGH NARROW
GAPS IN THE ROCK FACE]

            AARON STACKPOLE                         JAY STELLY

            HARRY TEASLEY                         STEVE THEODORE

"in the event of an emergency passengers are to remain seated and await further
instructions...

[THE TRAIN PASSES A HELICOPTER ON STANDBY FAR BELOW. THE SOUND OF ITS MOTOR
DROWNS OUT THE LOUDSPEAKER FOR A SECOND. A SECURITY GUARD STANDS NEXT TO THE
HELICOPTER MONITORING IT]

...if it is necessary to exit the train disabled persons should be evacuated
first"

           DOUGLASS R. WOOD                       BILL VAN BUREN

            ROBIN WALKER                          BRETT JOHNSON

"Please stay away from the electrified rails and proceed to an emergency
station until assistance arrives"

[THE TRAIN GOES THROUGH A LARGE, SECURE BULKHEAD DOOR. LOAD]

"A reminder that the Black Mesa hazard course decathalon will commence this
evening at nineteen hundred hours in the level 3 facility"

                         SUBJECT: GORDON FREEMAN

                             MALE, AGE 27

                             QUALIFICATION:

                    Ph.D., M.I.T., THEORETICAL PHYSICS

                               POSITION:

                          RESEARCH ASSOCIATE

[TRAIN PASSES A SCIENTIST LOCKED OUT OF A DOOR. HE IS DWARFED BY THE 2 IMMENSE
GENERATORS OPERATING ON EITHER SIDE OF HIM]

"The semi-finals for the high security personel will be announced in a
seperate, secure access transmission. Remember- more lives than your own may
depend on your fitness"

                               ASSIGNMENT:

                     ANOMALOUS MATERIALS LABORATORY

                               CLEARENCE:

                                LEVEL 3

                         ADMINISTRATIVE SPONSOR:

                              CLASSIFIED

                       DISASTER RESPONSE PRIORITY:

                             DISCRETIONARY

[INSIDE A LARGE STORAGE AREA HYDRAULIC WALKERS MOVE FROM ONE ENTRANCE TO ONE OF
TWO OTHERS. HOWEVER, THE TRAIN MUST STOP AT A CROSSING BEFORE THE GOOD'S
SHIPMENTS CAN GET PAST. THE BLOCKADE IS LOWERED AND THE TRAIN GOES THROUGH
ANOTHER SECURE BULKHEAD] LOAD.

"Do you have a friend or relative who would make a valuable addition to the
Black Mesa team? Immediate openings are available in the areas of materials
handling and low-level security. Please contact Black Mesa personel for more
information. If you have an associate with a background in the area's of
theoretical physics, bio-technology or other high tech disciplines please
contact our civilian recruitment devision. The Black mesa research facility is
an equal opportunity employer."

"A reminder to all Black Mesa personel regular radiation and biohazard
screenings are a requirement of continued emplument in the Black Mesa research
facility."

[ANOTHER LARGE CHAMBER. A WALKER IS CLEANING UP AN OBVIOUS SPILL AS ANOTHER
TRAIN LOAD OF PASSENGERS, ON ANOTHER RAIL LINE, LOOK ON. IRONICALLY, AS THE
ANNOUNCER TALKS ABOUT THE NEED OF TOXIC SAFETY, THE TRAIN RIDES OVER THE SPILL]

"Missing a schedueled urine analysis or radiation check up is grounds for
immediate termination. If you feel you have been exposed to radioactive or
other hazardous materials in the course of your duties contact our radiation
safety officer immediatly. Work safe, work smart. Your future depends on it"

[THE TRAIN ARRIVES AT A BARE PLATFORM. AN ARMORED DOOR STAND'S FARAWAY WITH A
GUARD MONITORING IT. BENEATH THE TRAIN EXIST'S NOTHING BUT A DEEP ABYSS. LOAD.]

"Now arriving at Sector C test labs and control facility"

"Please stand back from the automated door and wait for the security officer to
verify your identity. Before exiting the train be sure to check your area for
personal belongings. Thank you. And have a very safe, and productive, day"

The kind security guard will open the door for you:

"Morning Mr. Freeman. Looks like your running late."

Walk with the guard to the door and wait for him to open it. Step on through.
LOAD.

---------------------------------------------------------------------------
4.2 ANOMOLOUS MATERIALS
---------------------------------------------------------------------------------

Walk forward and wait for the large door to open. The security guard behind the
counter will start talking to you:

"Hey Mr Freeman I had a bunch of messages for you but we had a system crash 20
minutes ago and I'm still trying to find my files...just one of those days I
gss. They were having some problems down in the test chamber too, but I think
thats all straightened out. They told me to make sure you head straight down
there as soon as you get into your hazard suit"

Turn right. See the green line? Follow it along the wall. LOAD

After you've gone down the slope, turn right and follow the corridor down to
the left. Go past the first doorway and enter the locker room. When you enter
go straight to the end and turn left. Walk over to the control panel, activate
the button, and walk down the stairs. Equip the H.E.V. suit and listen to the
erotic commentary by the suit:

"Welcome to the H.E.V. mark 4 protective system. For use in hazardous
environment conditions. High - impact reactive armour activated. Atmospheric
contaminant sensors activated. Vital sight monitoring activated. Automatic
medical systems engaged. Weapon selection system activated. Munition level
monitoring activated. Communications interface online. Have a very safe day."

Now, head back the way you came and walk towards the other corner of the locker
room. The last locker on the left says "Freeman" Open it up and collect the 15%
charge unit. Leave the locker room and head back to the end of the corridor,
turn right, follow that down, turn right again and follow the corridor in the
'U' shape to where the security guard will open the door for you. LOAD.

As you make your way around to the other side of the column note the modern art
on the walls. These are some destinations and adversaries you'll find
yourselves up against latter. Press the lift button and walk in. Do a 180 and
press the button in the left corner of the lift.

When the lift reaches the bottom all you have to do is follow the corridor down
and enter the room with the 3 scientist's.

"AAAHHH Gordon, there you are. We just sent the sample down to the test
chamber"

"We boosted the anti - mass spectrometer to one-oh-five percent. Bit of a
gamble but we need the extra resolution"

"The administrator is concerned we get a conclusive analysis of todays sample.
I gather they went to some lengths to get it"

"They're waiting for you Gordon...in the test chamber..."

A scientist will kindly open the door at the end of the control room and let
you through. Walk past the 3 light-globes on steroids (don't mind the
explosion) and enter the lift. When in the lift, and facing the door, press the
button on the right. Walk down the corridor, turn right, and enter the
pre-test-chamber-chamber.

"I'm afraid we'll be deviating a bit from standard analysis proceedures today
Gordon..."

"Yes - but with good reason. This is a rare opportunity for us...this is the
purest sample we've seen yet."

"And, potentially, the most unstable"

"Now, now. If you follow standard insertion proceedures everything will be
fine"

"I don't know how you can say that...although I will admit the possibility of a
reasonance cascade scenario is extremely---

"---Gordon doesn't need to hear all this he is a highly trained professional
[Breath] we've assured the administrator that nothing will go wrong"

"[Sigh] Yes your right. Gordon- we have complete confidence in you"

"Well, go ahead, lets let him in"

After the door has been opened go straight ahead up the small stairs and follow
the walkway, around to the right, to the ladder. Climb up it and walk over to
the control panel.

"Testing...testing...[Cough] Everything seems to be in order."

"All right Gordon your suit should keep you comfortable through all this. The
specimin should be delivered to you in just a few moments. If you would be so
kind as to climb up and start the rotors we can bring the anti - mass
spectromiter to 80% and hold it until the carrier arrives"

The cover over the button should now be open. Press the button and run back to
the ladder and descend it. Find yourself a spot where you can see all the rotor
- system and enjoy the light show.

"Very good..we'll take it from here"

"Now to stage one emitters in three, two, one ... [An orange beam will stem
from the middle] I'm seeing predictable phaser rays"

"Stage two emitters activating now" [3 lighter-colored beams will jump out]

"Gordon, we cannot predict how long the system will operate at this level nor
for how long the reading will take place...work as quickly as you can"

"Overhead capacitors to one-oh-five percent. AAHHH...its probably not a
problem, probably, but I'm showing a small discrepancy...well...no...its well
within acceptable bounds. Sustaining sequence."

"I've just been informed that they sample is ready Gordon. It should be coming
up to you any moment. Look to the delivery system for the specimin."

 Look over to where the red lights are flashing and wait for the cage the
lower. Get behind the probe and push it into the nexus. Take a few steps back
and enjoy the fireworks (and trippy locales)

----------------------------------------------------------------------------------
4.3 UNFORSEEN CONSEQUENCES
----------------------------------------------------------------------------------

The exit is to the right of you. Go through it and walk to the retinal scanner.
After pressing it (and recieving a response generally symbolic of what has
happened to Black Mesa) step on through. Remember the security guard getting
CPR. Follow the corridor (watch for the falling terminal) and go up the lift.
Walk up to the 2 scientist's.

"Why didn't they listen? We tried to warn them! I never thought I'd see a
resonance cascade...let alone create one!"

"Gordon! Your alive! Thank god for that hazard suit. I'm afraid to move and all
the phones are out. Please, get to the surface as soon as you can and let
someone know we're stranded down here. You'll need me to activate the retinal
scanners. I'm sure the rest of the science team will gladly help you"

 After the end of the conversation press X on the scientist and run over to the
door (don't worry about the killer chickens - they're trapped) The scientist
will open the door. Walk in, just a little bit, and quickly backtrack when the
green bolt enters the room. Wait for the opposing door to be destroyed and note
the green-streamw hits 3 locations hen it hits the wall. Wait for it to hit the
location furthest away and run across when it is nearly finished streaming
against this location. LOAD.

A chicken will spawn in. Run past it and open the door on the right. In the
hall wait for the terminal to be cut by the laser and hug the left wall. Crawl
under the laser. When your a safe distance away hug the right wall and go past
the other laser. At the door equip the crowbar (if your really worried about
ammo you can backtrack to the test chamber, where the guard that was being
revived is now conscious, and kill him & take his ammo) Crouch where you found
the crowbar and break the glass in the door with it. Go to the end and press
the lift button. Laugh. Crouch and break the glass in the lift door. Turn right
and go down the ladder to the wreckage for a battery. Go back up and take the
other ladder to the top. When you come out of the door help the guard kill the
zombie (with either the crowbar or gun) Leave him to kill the other one that
comes from around the column. Get him to follow you and go through the
double-doors. LOAD.

Make sure the guard keeps up with you and as you come out of the U-bend get him
to kill the zombie couple (getting him to kill them might make the game less
fun, but it saves you ammo and, potentially, health) Run down the end, turn
left, go to the end, left again and go to the end (phew) In the locker room run
straight ahead to the last locker on the left and get the 2 ammo clips in
Gutheries locker. Go to Freemans locker where 2 more batteries have
mysteriously appeared. Leave the locker room, run to the end of the corridor
(ensuring the guard is still with you if he isn't dead) Go right and go left up
the gentle slope. LOAD.

The pathway to the right has collapsed so go left and around to the entrance.
After the explosion spot the chicken behind the vent gap. As you walk past the
guard should see it and blast it away. Failing that, just crouch and take it
out from a safe distance (If the alarm bugs you you can turn it off with the
switch under the desk) Since the guard can't go through the vent, kill him with
the crowbar and take his clip. Crawl through and kill the other chicken that is
to the left of where you crawled in. In the opposite corner is a vent you can
crawl through. Use the collapsed unit to climb into the corrior and note the
eerie happenings in the rooms (if you stay for to long a chicken will jump out
of the collapsed vent in the corner) When your done run to the end, watch the
epic battle between the guard & zombie to collect his ammo, and crawl through
the door. LOAD.

Press the button on the left and time your way through the door. Kill the sound
- hound when he spawns in and follow the path to the left. After going around 3
corners lock onto one of the sound-hounds and kill it. Walk backwards and wait
for the other one to come around. Kill it also. Run to the end and turn right.
Open the door (watch out for the chicken) Step though and slowly ascend the
ladder. Peek over the the top and shoot at the cannisters. When they erupt go
back down and wait for it to clear. Go back up and around to the right and note
the scientist's location. Run around the pathway to the door, cannister and
feeding zombie. Get his attention and get him to come at you- quickly going
back and hiding around the corner (but being sure to keep a bit of the
cannister in your targeting reticle) When the zombie walks past shoot the
cannister and note the fact he has been killed (It may take some practice to
get his attention, aim the cannister, shoot it without losing any health and
not be attacked by him in the time it takes to charge you) Run back to the
scientist, get him to follow you, and get him to use the retinal scanner
opposite the zombies grave. Run in and acquire yourself some ammo and
explosives.

Now go all the way back to where you killed the 2 sound-hounds and equip the
grendades. Go down the other path and throw a grenade at the door. Throw
another grenade into the room and kill the lighteningainga. Get the 2 clips in
the room and kill the chicken near the dumpster. Between the dumpster and the
room with the lighteningainga there is a hole. On the other side is another
hole. A zombie will crawl out (which you can't kill)  However, you can kill the
chicken that is directly below the hole you can fall into. Once in, turn right,
go to the end & turn left just after the bend. Walk ahead, aim up and kill the
zombie. Turn around, go left, and turn the wheel. Swim back to where you killed
the zombie and go through the hole. Walk around the corner. LOAD.

Walk around the industrial lift and collect the 2 clips from the security
guards body. Pull the lever and run around to the lift. Run to the edge as it
descends and stand in the middle. Equip the crowbar. Turn around and DON'T STOP
SWINGING BABY!!! With any luck the chickens will just go straight past you and,
when they do hit, they'll be knocked by the crowbar. When you reach the bottom
equip the pistol and kill the sound-hound that spawns over the big box (There
is a medi-kit on the other side of the platform) Go down the corridor and wait
for the bridge to collapse. Walk onto the remnants and jump onto the pipes on
the right. Walk across them and smash through the vent with a crowbar. When
going through the duct ignore the first vent and go the the very end. Smash
through that and walk to the end of the corridor, collecting a battey on the
way, and watch the upchucker kill all the killer chickens for you. When his
done (or you've had your fun) go through the door and down the ladder. After
you've followed the corridor and opened the door, kill the upchucker. Turn left
and walk to the end (if your captured by a tonguer just shoot up at it until it
dies) At the end, jump into the water, follow it around to the right, climb the
ladder, open the door, and go down towards the door on the left. Open it and
step on through. LOAD.

At the end, climb up the 2 ladders. Jumpy jumpy across (quicksave whenever your
not sure about being able to make a jump or not) Once you've made is across go
down the corridor, through the door, around the corridor, up the ladder and
through some more corridors and doors. LOAD.

Your now where you should be if the bridge was de-commisioned over the canal.
Walk to the lift and go down. LOAD.

----------------------------------------------------------------------------------
4.4 OFFICE COMPLEX
----------------------------------------------------------------------------------

As soon as the doors open, walk out and get the battery & health (if you need
it) The double-doors straight ahead won't open, so break open the vent to the
left and go down (don't try going down the hall) Use the torch to reach the end
(ignore the room with the fan & the chickens) and break the grate open. From
the top of the can-machine mourn the loss of your brother-in-arms and jump
down. Stick to the right wall (don't go out the doors) and take it slowly to
avoid being caught. Go into the side room (next to the 'DANGER - HIGH VOLTAGE'
sign) and flick the switch. If you walk to the scientist opposite the door
he'll say:

"Gordon! If Id've known it was you I would've let you in. Everyone is headed
for the surface. But I think their crazy not to stay put. Someone is bound to
come by and rescue us"

Go through the double doors and down the hall (where the vent was) Smash
through the glass, next to the door, and run past the flooded room. Turn left
at the end of the hall, and follow it all the way down to the boxes. Smash
through them. LOAD.

After you've smashed through, a chicken will be lurking around the corner of
the big box (to the left) kill it. Turn right at the corner and pick up the
shotgun on the green crate. Run down to the armory and help the guard blast the
zombie when it appears. He'll open the door for you. Run in and collect some
ammo and head back the way you came (there is some health & a battery in the
boxes underneath the armory) Don't try to get the guard to follow- a game-bug
stops him from going past the boxes. LOAD.

As you make your way to the flooded room, turn right and walk right up to the
plain wooden door. Walk RIGHT UP. When the zombie breaks through leave him
alone. Let him do some laps in there and wait for him to break open the door
completely. THEN blast him away (use the secondary shotgun fire) Go in &
collect 2 clips on the bottom of the shelf (use the torch) Go to the flooded
room that you passed and kill the chicken on the left. Jump onto the table
infront of the window and then onto the sink. Follow it around the room (in a
'U' shape) and flick the switch that has the sparks coming from it. Jump into
the water and walk up to the grate on the wall. Shoot the 3 chickens in there
before you break the grate. Once your in crawl to the end, turn left and crouch
under the fan. At the end, smash the vent and go forward.

When you fall into the hall, turn around and kill the 2 chickens that are
behind you. Use the boxes in the hall to climb up the ladder in the gap that
the chickens came from (And no, you can't use the boxes to access the vent on
the other side of the gap you originally came from) After climbing up the top,
smash through the grate and drop down. Now, turn and smash the grate right next
to you. As soon as you jump out, turn left and run like hell through the
doorway. You might hear the gun still firing- don't worry, its a scientist
dying a worthy cause. Pick up the shotgun & shells on the crates (the hall
curves around to the area where you pushed the boxes) Wait until the "BEEP"ing
stops and run across to the area you saw the scientist come from (use the boxes
as cover if you want) There are 2 ways to deal with the half-dozen or so
killer-chickens. You could grendade them, or you can lure them out to be mowed
down by the turret (if you use the boxes as cover you can turn the turret off
under the platform it is above) Either way, go past where the chickens were and
up the stairs. LOAD.

Watch the security guard do some work for you and smash the box opposite him
for a clip. Around the corner, a chicken will fall into the alcove. Back off,
and either take it out or let the guard do it for you. Get him to follow you
and go down the hall (the room on the left has a battery, health and a couple
of scientist's meeting their demise) At the '+' section there are 2
lighteningainga's on either side. Get their attention, walk back, and take both
of them out with the security guards help. Now go right and stick to the left
wall. Around that wall's corner is a lighteningainga down a bit so kill it
before it can inflict pain. Then go down the opposite way (there should be a
reception area and a dark hallway on the left) Walk to the dark hallway, equip
your shotty and blast the lighteningainga from outside (the hallway goes to the
right, the lighteningainga is on the left) Go in, and kill the other
lighteningainga. Enter the dark room and go to the scientist:

"I'm not sure I want to go to the surface. What if the world finds out what we
were doing down here?"

Collect some goodies in the room and make your way back to the corner where you
killed the faraway lighteningainga (There is a health machine in the reception
area next to the darkened hall. But a chicken will drop down so be careful) Go
to the room opposite that area and collect some ammo. The living area next to
the office has a chicken, so kill it and go through the other entrance, do a
180 and wait. There is a lighteningainga next to the far away can machine so
throw a grenade. This will get the attention of the other lighteningainga thats
through the doorway. When it charges you, charge it and kill it. Down the hall
is some health (in the box) Go left and listen to the naive scientist:

"Hello. I just heard a secure access transmission. Soldiers have arrived and
they're coming to rescue us. Of course, I had my doubts we would live long
enough to see it"

Run up the stairs and use the middle wall section as cover from the turret. The
3 chickens up the top should be shot or grenaded. Once their dispatched, run up
to the wall where the turret is on and walk under it. Turn right, run down and
kill the zombie (or use the explosive box) Run down, through the red arch, and
around the left bend. Oh oh! Kill the 2 lighteningainga's and go further. LOAD.

Going through the door at the end of the hall walk up to the guard:

"Hey! What the hell are you doing down here? Get topside I heard some troops
were coming to save us!"

Heh. Whatever you say. Go down the ramp next to the door. Going around to the
right a upchucker will be hidden behind the boxes. Kill it, and collect the
ammo. When you go back 2 lighteningainga's will spawn in. Use the box as cover
and take them out (there are grendade's down the bottom near the
upchucker...why not use them?) Go back up the top and get the guard to follow
you (trust me) and break the vent next to the door. Go down, around, up the
ladder and time your way through the fan (it isn't hard- just go when the side
that hasn't go a thingy comes around) Jump over the exposed wires and when you
reach the grate kill 1 chicken through it. Break the grate and kill the other
one (you might need to retreat around the corner) Go down the vent and break
the next grate. Walk onto the girders. Look down to the right. Whats this? The
guard has come down. Walk along the right girder and some chickens will break
out of the wall. The guard can help you take them out (you might need to
grenade the rest before they can see you) Go along the girder and through the
next vent. Go around the 'L' bend, forward and kill the chicken directly across
from you. Walk into the attic and to the back-left corner. You will fall
through into a room with all assorted joyous items. Once you've picked them up,
go out the door (and retrieve the guard) and go into the large hall (Can you
access the observation balcony up there?) Kill the zombie feeding on the brains
of the [not so] living and kill the 4 chickens that will fall down. Go straight
ahead (from the stairs) and break through the wooden planks. Go down the hall.
LOAD.

At the end, kill the 2 zombies and use the health machine (if applicable) Flick
the switch next to the door & go through (once your in there your stuck for the
time being) Go down the arch on the left and kill the chicken that is to the
right. In the forward arch a upchucker will be chasing a scientist so kill him
and go to the large chamber they came from to collect some items. Go back
through the arch & left, equip your shotgun and carefully approach the boxes.
Kill the upchucker & pull the lever nearby. The other way just curves around,
so go back to where you first came in and ascend the ladder on the shelf
(opposite the door) Smash open the vent, go through and repeat the process.
Walk to the end of the shelf and turn left. After going through this vent (you
should be able to see the moving platform) turn left and go forward, and then
right. Follow the 'L' bend and turn right. You should now be in one doozey of a
pickle of a situation (not really) Time your movements and climb onto the
platform when it comes past. While your waiting for it to go back, smash the
boxes for some batteries. Walk onto the next side. Crawl down the vent and kill
the chicken at the end (your elevated above him) Turn right and go to the end.
Turning right will take you to a corpse, battery and clip. When done, go down
the other way.

Smash open the vent into the chamber of horrors. Turning left and walking
around as soon as you exit will aquire you some shells, a battery and a clip.
When your done with that jump onto the vent in the middle. Kill the mutated
mouth that obstruct's you and jump onto the vent behind it. After you've
climbed up twice turn around and go through the vent on the right. Once in, go
down, left and follow it down (there is a chicken around the 3rd corner) LOAD.

Smash open the grate at the end and ignore the running scientist. From the
vent, help the guard dispatch the zombie that comes around the corner (staying
in the vent means the guard won't accidentally shoot you) If you go down to the
left, the door you go through should take you to a familiar area (helpful for
backtracking) The guard will talk to you:

"Hey don't count on the calvary finding us down here. Head for the surface. The
elevators are out of order but we can still climb"

Go up the stairs, ignore the door on the right (can you go through it? I'm
pretty sure that access' the balcony that looked down on the large hall) and go
down the hall. Gasp at the stunning display of bravery from the scientist and
kill the 2 zombies. The room the scientist came from has health and shells. The
room the zombie emerged from has some grenades. Walk up to the bloodstain on
the ground and face the end of the hall. Run forward, and jump when you are on
the browny surface (it is fairly small- just after the lift doors) It might
take some effort, but you'll get there. Once you've landed on the ladder, climb
up and onto the right ledge. Follow this around to the next ladder and climb up
(when you get off the ladder don't face the ledge and just jump- your more
likely to fall off. Instead, walk diagnolly upwards and land on the ledge) Walk
around the ledge all the way and go up the ladder (And don't mind the truly
CLIFF HANGING moment with the scientist! HAHAHA!) Once again, walk around the
ledge and go to the middle. Face the ladder on the lift and jump onto it (this
may take some work as well) Once your on the top of the lift there is a grate
on the top left. Walk over and smash through it. Press the button. LOAD.

----------------------------------------------------------------------------------
4.5 "WE'VE GOT HOSTILES"
----------------------------------------------------------------------------------

Going out the door, turn right and run up to where the frantic scientist is
going:

"For gods sake open the silo door! They're coming for us its the only way out!
Oh my god we're doomed!"

Observe the futile attempt's at sustaining life (on the guard's part) and use
the H.E.V. machine & first aid behind yourself. Go through the large doors and
right. Going through the red beams will activate the turrets. Unfortunatly,
these one's can't be dodged. Facing the wire mesh screen you should auto-target
something behind it. Shoot it dead and go through the beams. When you enter the
room, a chicken will spawn in on the right. Move quickly to avoid it and shoot
it dead (another one will spawn in close by as well) Pick up the MP5 from the
grunt's corpse (and a battery from a box in-front of the mesh) 3 chickens will
spawn in behind the mesh-fence further up so make quick work of them. Go down
the hall and jump over the trip mine & go under the next one. Go down the hall
but be careful- before you reach the drink machine's 2 lighteningainga's will
spawn in.

The tiled area straight-ahead has a health machine and [as of yet] inaccessable
room. So go down the hall opposite the fallen table. Strafe left down the slope
and take out the turret in the room. Then, quickly run down to the large green
box up against the wall. As soon as you reach it, turn around and take out the
lighteningainga's that has spawned into where you just were (the other turret
will help you take them out) Right next to the box your hiding behind is a
pillar. You can hide behind that to either shoot the turret or, if you prefer,
use a well placed grenade (but crouch in the corner because it will set off
some explosive barrell's next to you)

Jump on top of the boxes but don't jump down. Drop a grenade into the
back-right corner to destroy the turret. Climb off the boxes and break the
wooden ones. Take out the other turret between the gap. Now, climb on top and
jump straight down to the doorway. Press the button next to the door and go in
(don't set off the trip wires) You will need to kill one killer-chicken because
it will be able to get through before the door closes. When the door is down,
walk to the left wall and crouch under the first laser. Walking between the
pair of lasers, get to the right wall and jump over the next one. Press the
crouch button a few microseconds before you land and you should be able to make
it past the laser's without setting them off. Walk over the boxes dead ahead.
LOAD.

Be careful of the water. Slide into the corner next to the lift shaft (If you
inadvertedly set of the sensor's just before then DO NOT do this or the
turret's will cut you to pieces) Shoot one out from the corner (or with a
grenade) and take out the other one by using the same process. Otherwise, if
you did not set off the sensors, take out both quickly (you shouldn't loose to
much health- there are batteries and a health machine up ahead anyway) Go up
and smash the boxes for these and other goodies. Go up the ladders onto the
catalk and walk into the chamber. When the scientist is murdered ("Thank
goodness! Rescued at last!") get a lock onto the grunt with your MP5 (from up
above) let 'er rip and the marine will be dead before he knew what hit him
(make sure you have a full clip first) Go down the stairs, collect some ammo &
health, and press the switch next to the elevator. Go in. LOAD.

Exit the elevator and just stay around that area. Watch the scientist and kill
the grunt that's in the distance. The rest of rico's roughnecks will probably
charge you so stay behind the boxes, equip your shotty and blast them away when
they come. Go to the end & up the stairs (watch for the mutated mouths) Turn
left at the 'T' section (turning right takes you to a useless factory area)
Crouch under the trip mines and stay at the top of the slope. Kill the faraway
turret first with your MP5, and then the next one forward. Take out the final
one (at the bottom of the slope) with a grenade. Run down the slope, through
the beams and over the bomb and find yourself in another fire-fight. Laugh at
the suicidal scientist (and even harder at the incompetence of the United
States Marine Corp's [in this game] when the grunt is picked up by a mouth) A
marine, around when all this is happening, should run up on the catwalk so take
him out. Another marine should begin running through the boxes so run up to him
and blast him away. Look around on the catwalk because there should be one more
grunt to blast away.

Running to the end, go up the stairs (blast the mouth blocking the way) and
collect some shell's behind the sandbags. Opposite the sandbags go up the
stairs, up again, around, around & up (go even more around for health & ammo)
Otherwise, go left and kill the mouths blocking the way on the bridge. When you
go up the slope equip your grenades. Put them on a short-fuse and throw some
down (remember- the longer you hold the 'FIRE' button, before you let go to
throw it, the shorter the fuse) With any luck these will kill 1 or 2 grunts
down the bottom. Start firing at them to take them out (be careful- they will
cover their soldier buddies as they climb up onto the catwalk) Once they have
all been disposed of, walk down the stairs into the area (or jump onto the
boxes from the catwalk to break your fall) Smash some boxes for ammo & health
and go to the back. Use the health machine next to the lift and, when your
done, go into the lift. LOAD.

As soon as you reach the top, kill one marine outside the large doorway to the
left. Run over to the health machine and equip your shotty. Kill the rest of
the marines that charge you. As soon as a set of explosions end, run out and
we've through the boxes to the bunker entrance on the left. Go down the ladder
and open the vent on the right. Wait for an explosion and kill the marine down
the bottom (or use a short-fused grenade or he'll have time to move away from
it) 2 marines should abseil down. One will land on the same platform as you and
another will land down the bottom. Stay outside near the HEV & health as they
come down and blast away one marine with the shotty (he'll be right next to the
entrance) repeat the grenade-trick on the marine down the bottom. Don't wait
for the rest of the marines- jump down onto the ladder when all is done and go
into the vent at the bottom. LOAD.

When you reach the fan, jump onto the small ledge on the left. Crawl into the
vent. The first grate on the bottom you crawl over can be opened but you can't
fall through. The first grate on the right has some shell's beyond it (you'll
find yourself in some fairly familiar area's now) Continuing to go down, a
chicken will be down the junction on the right (going down takes you to some
clips) if you keep going forward, however, you'll arrive in a room with
batteries and ammo (forget about the grates further on) Go back to to the fan.
At the opening, turn right and face the vent-wall. Move forward so that you are
so-very-gradually strafing left. When you move onto the ledge, do a 180 and go
forward. Repeat this process on the ladder (this technique ensures you won't
accidentally fall onto the fan) At the bottom, go down the vent and up the
ladder. Go down the vent in the middle (the top vent goes to a dead end) When
you come to the end of the middle vent you should be in a fairly familiar area.
The scientist will start talking to you:

"Well so much for the government. Their idea of containment is to kill everyone
associated with the project. Judging by your hazard suit I'd say you were a
part of what went wrong right? Now look, if anyone can end this thing it'd be
the science team at the Lambda complex at the opposite end of the base. With
the transit system out I couldn't tell you how to get there. But there's an old
decomissioned rail system through here, beyond the silo complex. If you can
make it through the rocket test labs you might be able to worm your way through
the old tunnels and track down whatever is left of the Lambda team. You can
trust them. You can trust all of us. Good luck."

Press the button on the console opposite the scientist and leave the room.
H.E.V. & health yourself and leave through the large door. LOAD.

----------------------------------------------------------------------------------
4.6 BLAST PIT
----------------------------------------------------------------------------------

Run up to the barricade and jump on top of the stripped roadblock. Smash
through the boarding's with your crowbar. Don't mind the noise- its a upchucker
killing all the chickens for you. When you break through, kill the 2 chickens
on the left and use your MP5 to take out the faraway upchucker. As you go
through the arch into the large chamber there are 2 chickens on both the right
& left so back off and take them out. Run up to the command room on the right.
When the zombie breaks through the door kill it with a shotgun and go into the
room he came from for some grenades and health. Pull the lever on the console
and climb down the ladder opposite the room. Get onto the platform and press
the switch on the column. At the bottom, run onto the train (to the left of the
switch) and set it to go as fast as possible (you might need to take out some
sound-hounds as they'll get to you first) Run over all the enemies you come
across and jump off when the train goes through a traffic controller.

At the green-goo use the train wreckage to jump onto the ledge. Move around to
the right (you'll need to jump over the corner) Go all the way forward and jump
down onto the left. Kill the upchucker and climb the ladder near where it was
(don't bother jumping on the boxes in the slime- there is nothing there) At the
top of the ladder turn right and go onto the left pipe at the junction (and be
careful- a upchucker you went past on the train may be at the wreckage now and
"shooting" at you) When you get into the gap go straight ahead and follow the
pipe. LOAD.

As soon as you climb out onto the edge of the pipe, kill the upchucker on the
bottom right (if you want to loose absolutely no health use a grenade) Jump
onto the ladder on the left and climb up. Turn around and jump onto the pipe's
above where the upchucker was. Follow the pipes around and kill the other
upchucker in the slime. Jump onto the balcony & collect some stuff. Walk to the
end of the hall & turn left. On the right side of the waste is a upchucker so
kill it. Jump onto the pipe directly infront of the doorway. Walk along it to
the end and then jump onto the submerged pipe on the left (There is an
upchucker near the broken bridge) Walk onto the lift and press the button. You
will begin to ascend. LOAD.

Walk into the hall, peek around the corner & shoot the cannister. Walk over to
the balcony and shoot the sound-hounds to the right before they can cause you
any serious harm. Walk along, you will note another sound-hound is on the
walkway between the edge & the middle pylon (the BIG pylon) Shoot him, but be
careful not to hit the cannister's around him. If you do, jump from the
horizontal (and vertical) right-edge of the platform to clear the gap (you
might want to kill the 2 chickens on the other side before you do though) When
you get across enter the small room and flick the switch. LOAD.

As soon as the door opens blast away the zombie. Walk down the hall & around
the bend to the dying scientist.

"Rocket engine. Destroy the damn thing before it grows any larger..."

A mutated-tongue is just after the scientist so be careful. Walk around the
bend and into the room. After the gory, heart wrenching death go through into
the next hall. Go up the ladder on the right (a tongue will be unfolding just
before you climb so be careful) At the top of the ladder hear what the guard
says- its a good clue:

"Be quiet! This thing hears us!"

Equip your crowbar, crouch and crawl into the chamber. You hear this- CRAWL.
Crawl right & down the ladder. Crawl to the ladder to the left (facing the
tentacles) and go down again. At the bottom, crawl left again and smash through
the barricade (even though it makes noise, if you do it quickly, the tentacle
won't reach you) Your now in the hall and don't have to crawl. Run down to the
end and flick the switch in the small room. LOAD.

If you shoot the upchucker as soon as the door opens you can just walk straight
across the bridge. However, if you end up shooting the barrel's & blowing out
the bridge- walk across the small pipe on the left (remember- keep your
crosshair down on the pipe) Head straight down (kill the other upchucker or
whatever it is behind the explosive box) at the end of the first hall note the
red and blue pipe's and the section missing from them. Turn right and continue
going down the hall. LOAD.

Turn right at the column and go down the ladder. When your about one-third down
turn around (facing away from the ladder) and shotgun the 2 zombie's that are
waiting for you. Walk over to the vent and stand ontop of the ladder (its a
small silver section) Crouch and smash the grate. Go down the ladder and when
you reach the bottom go straight ahead (don't go under the ladder) turn left
when you reach the 'T' section. Follow the pipe around until you reach the
ladder and go up. Break the grate and climb out. Scramble for the nearest
corner (your crosshair will probably still be facing up) and blast away the
zombie. Get the grenades in the side room and head for the door. LOAD.

When the door opens kill 2 zombies and head around to the ladder on the
walkway. Go down the ladder and run to the other one that is opposite. Go down
that. Walk over to the switch and pull it. Go back up the ladder, wait for the
fan to get some speed, and jump off the walkway into the fan. At the top, smash
through the fence-posts with the crowbar. The entrance has a chicken in it so
be careful. Drift over to it and climb in (you can get extra elevation by
jumping if you have problems) Once your in, crouch and head over to the boards
on the right. Break them & kill the chicken. Walk down to the right and break
the boards as well (you might be able to kill the chicken through them first)
Crawl down. LOAD.

Go around and break the vent. Go down the ladder and kill 3 zombies in the
room. There is also a chicken on the green power box to the right so kill it.
Now, on the console next to the power-box there are 2 buttons (A bracket won't
appear around them unlike the other switches in Half-Life) Press the 'Oxy On'
and 'Fuel On' buttons. Go up the ladder in the alchove and press the switch at
the top. This area SHOULD be familiar. Head back the way you came (down the
hall) LOAD.

Remember the pipe's I told you to note earlier with the gaps missing? Look at
them. Liquid should be flowing through both of them. If there isn't, you've
done something wrong, so go back and make sure the buttons were pressed.
Otherwise, go over the bridge and into the small room. Pull the lever. LOAD.

When you reach the doorway to the tentacles turn left and go down the ladder.
Crawl down to the barricade on the right and smash through it. Turn right when
your in and go down the hall. When you go through the first doorway clear the
gap by jumping across its far left. When you go down the second doorway go
slowly. When you hear a munching sound stop and walk back. Clear the new gap
and walk up to kill the zombie. Enter the alchove and pull the lever. LOAD.

Once again, if you inadvertantly shoot the explosives on the bridge then jump
onto the pipe on the right and edge your way across (on the way shoot the
explosive box) When you reach the other side, head down the hall and kill the
sound-hounds on the way. LOAD.

After killing the upchucker in the corner, kill the mouths. Walk over to the
edge and press the button. When the lift comes, go in and face the balcony. Get
onto the the left guard. When the lift stops jump onto the ladder in the left
corner of the shaft. Climb down to the bottom and get onto the pipe. Climb onto
the platform and walk to the scientist (there is a health machine in the corner
opposite him)

"I hope no-one expect's me to start the generator. Smithers went down there and
never came back"

Go down the hall opposite him (jump over the leak by hugging the right wall)
Around the corner, kill the zombie and get onto the horizontal lift. Press the
button and when it comes to its only "stop" ascend the ladder. At the top of
the ladder, wait for the lift to move off away from you and make a run for the
next ladder. When you climb up it go up to the top of the large contraption.
The scientist will talk:

"This is my hiding spot and I'm not oving until the situation is drastically
improved. Now go away and don't tell anyone I'm here!"

There are 2 concrete ledges that connect to the central structure you are on.
Jump onto the them and press the button's that are on the contraption (and
quickly back up onto the contraption when you press them or your in for a nasty
shock) When both have been done your access to the concrete ledges will be
blocked by the cables. So, in between these 2 connections is a very small pipe
that connect's to the center junction.  FALL onto it (don't jump) Turn around,
and walk into the new area that has opened in the contraption (don't worry- you
won't loose any health) On the other side, at the opening, you'll see a ladder
down a bit. If you fall onto that you won't loose any health- so do that. Climb
down onto the lift and go back to the main area. Jump over the leak & to the
scientist:

"Excellent! Someone has restored power! We'll have the engine back up again in
no time!"

Climb up the ladder you came down on and jump onto the break in the pillar.
Fall down onto the platform (you'll loose some health- use the health machine
that is in the corner) and head down the corridor. The water is electrified so
you'll need to run and launch yourself into it, jump and get out (you'll loose
some health & H.E.V.) Go over the bridge and into the small chamber. Pull the
lever. LOAD.

Go down the corridor all the way back to the tentacle chamber. Ascend the
ladder's all the way back to where the guard and room of explosives were (don't
try and enter the control room from the chamber- there is glass blocking it) In
the room leave, go down the ladder, over the gap, and into the room on the left
(this is the room where you saw the scietist die at the hand [not literally
obviously] of one of the tentacles) Press the 2 switches on the console. As fun
as it would be to watch the tentacles suffer, you'll loose a fair bit of
health, so run into the corner and crouch. When its over, run back to the
chamber and all the way to the bottom. Jump into the hole and walk through down
the tunnel. LOAD.

When you fall into the water, surface where you fell in and collect a magnum
from the guards body (there are some bullets for it opposite him as well) Go
down the 2 holes near the body of the Goberfish. Now, you'll need to surface
around the sides of the chamber (NOT the sides with the blue lights, the other
side) When you've surfaced, go down the ladder for health and H.E.V. Otherwise,
walk across the pipe dead ahead. At the turn, jump onto the double pipes and
when you come to the stone arch jump onto the pipe down on the right. Follow
that around (going parallel to the pipe on the left) At the large chamber jump
onto the lowered pipe and then onto the big one. On the top of the large pipe,
turn the wheel (you'll have to HOLD the use button) and go down the ladder.
Walk across the gap and through the broken mesh. Go down the pipe. LOAD.

Watch your step! Keep walking...walking...woah! Watch for chickens in the new
room and smash some boxes for explosives and ammo. When all is done go down the
hall and over the rubble. LOAD.

----------------------------------------------------------------------------------
4.7 POWER UP
----------------------------------------------------------------------------------

Run down the hall and into the rail junction. Rico's roughnecks will be
fighting a big blue bastard so run down the hall on the left (you shouldn't
loose much health) Run down the hall on the right and kill the lighteningainga
that spawns in. Now go down the other hall & hug the left wall to avoid the
fire trap. Carefully approach the balcony and kill whatever is down the bottom
(a few chickens) You now need to get over to the door. Walk across to the
right...ouch. OK, walk over to the ladder & climb up. Smash through the boards
and H.E.V. yourself (there are some shell's over near the console if you go
quickly) The security guard will say:

"Mister! You can get the power on. That train will take you straight to the
surface. I would try it myself but its a long way down to the generator room
and there are things in the way"

Leave the room and go down the lower hall. Kill some chickens and the
lighteningainga that is around the bend. When you go past the area where the
rubble collapsed, turn around and shoot up at the chicken that is hiding.
Continuing to go down, 2 chickens will jump out near the first aid machine.
Kill them and go down the hall. LOAD.

Go to the doorway on the right. JUST the doorway. When you get the 2
lighteningainga's attention move out of the way and listen to the 2 of them
kill themselves. Go into the now empty room and turn the wheel at the end. Go
up the ladder on the left & turn around. Look up and take out the marine (the
M15's grenade launcher is the best tool to use in this instance) There are more
grenades in the small room off the balcony (don't worry about killing the
upchucker in the crack) Go up the ladder and to the doorway of the command
center. There is a turret in the top left so make quick work of that. A marine
should now come from the other direction so shotgun him before he can do you
any harm. Smash the boxes in this room for some items and then head down the
hall (don't worry about the shakes or groans) LOAD.

When you come towards the end of the hall some explosives will be directly
infront of you. Don't shoot them. Instead, turn right and destroy the faraway
explosive boxes. Now, back off to the corner (near where this area loaded) and
wait for a grunt to come around the corner. When he does, shoot the boxes at
the end. Run down now to where you destroyed the faraway explosives. Turn
around, and shoot the marine dead on the left balcony (magnum is a good weapon)
Go up the 2 slopes and into the room. Shoot some soldiers on the left & retreat
to the corner outside. Wait for some more grunts to come and shoot them dead
when they come around the corner (if they hesitate, entice them with some hand
grenades) When they are all dead go in and smash the boxes down the stairs for
a fair bit of ammo. Once the whole area has been cleaned go to the lift in the
top area. Press the button and go down. Geez this should be fun. A sleeping
sound-hound will be waiting at the bottom. Climb onto the side (be careful of
the mines), wait for the lift to go back up and get the sound-hounds attention
by shooting him (DO NOT kill him) Quickly jump down into the water (in the gap
where the lift arrived) and run as far away as you can (into the water down the
hall) When you make it to a corner crouch. With any luck the sound-hound
detonated the trip mines and you didn't loose any health.

Climb up the ladder and shoot the distant barrel's to kill some more
sound-hounds. Go to the end of the hall and turn left. There will be 3 or 4
more sound-hounds in this chamber so make quick work of them. Down the hall to
the left there is a circular staircase so run all the way to the bottom of that
and equip your shotgun. When you go through the doorway double-blast the zombie
away and continue down (you might want to jump as you run to avoid the leeches)
as you make your way further equip the crowbar. When you reach the hydraulics
smash the boxes to get the machine going. Now go back up the stairs to the
middle level and run all the way to the end. Press the large button on the left
(next to the meter) Turn around and time your way through the sparks. Go back
to the lift where the tripmines were. As you come around the final bend 2
marines will come down the lift. Use your M15 grenade launcher to kill them
both. Get on the lift and go back up.

When you reach the top magnum the grunt that is waiting for you. Another one
will come so use the pillars next to the lift as cover (if you can't see him he
can't shoot you!) Kill him and H.E.V. yourself at the machine down the hall.
Continue down to the balcony on that side and blast the marine that is near the
hall you have to go down to get back. Now go to where you killed him (either
jump off the balcony or go all the way around) and go down the hall. LOAD.

Go back to the toxic waste chamber and down the 2 ladders. Go through the room,
down the hall and past the health machine. LOAD.

A new lighteningainga will be in the hall so kill it. Go back to the room with
the collapsed balcony and climb the ladder. Follow it around and jump the gap
where the walkway fell. Run past the broken gas main and to the doorway where
the big blue bastard is. Get his attention and RUN. Go down the large hall to
the left. If you run he'll have a hard time keeping up. Turn left at the end
and enter the electric chamber. Run to the end, up the small stairs on the
left, and to the end to the console. Pull the lever (he'll probably be in the
area with you now) and turn around. Run across the walkway, down the small
stairs, and enter the small hallway. Listen to the gleeful explosions. You may
have lost some health and H.E.V. but that doesn't matter as there's a heap of
sustanence upahead. Run back to the rail junction and get on the train that is
straight ahead. Drive it forward as far as it will go. Now go back to the room
with the injured guard and pull the large lever on the window sill (use the
H.E.V. machine as well) Climb down and onto the train and drive it forward and
through the highway barriers. LOAD.

----------------------------------------------------------------------------------
4.8 ON A RAIL
----------------------------------------------------------------------------------

This is a big and confusing section ladies and gentlemen. Alot of the places in
this part of the walkthrough are not "quest" areas (you don't have to go there
to progress in the game) but are being included for the sake of completedness.
Also remember ladies and gentlemen that this is section is alot easier if you
don't use the train and just walk along the sides of the tracks.

In any case, take the train to the end and get off. You'll probably need some
health so collect that and listen to the security guard:

"Freeman! I've been waiting for you! One of your scientist pals said to give
you a message. Your supposed to take this old rail system up to some kind of
shuttle delivery rocket. I don't know where it is exactly and the old guy was
so worried about getting out of here alive he didn't tell me. Main thing is the
military aborted the launch. So when you do find the rocket, you'll have to get
up to the control room and launch it yourself. He said something about a Lambda
team needing the satelite in orbit if they were ever going to clean up this
mess"

Pull the lever next to the guard and get on the train. Drive it onto the lift
and go down (you can kill some mutated mouths for kick's if you want) When you
reach the bottom don't go in the water, its electrified, just drive forward at
full speed. LOAD.

Time your way through the electricity and after going around the 3rd bend duck
(electrical wires) Note the sign on the left. You will drive past 2 of these.
If you leave them as-is you'll be doing laps. Leave the first one as something
is blocking the way. Keep going down (kill an upchucker and 2 sound-hounds as
you drive past) When you come to the second sign leave it alone as well and
stop at the station just after the bend that was after the sign. Kill 3
sound-hounds and go down the corridor. LOAD.

Go into the large chamber on the left and kill the upchucker hidden behind the
red pipe. There is a fair bit of ammo here so collect that and go back up the
corridor. At the top of the stairs kill 3 sound-hounds and watch out for an
upchucker that silently spawns into the 'T' section. Kill the chickens and
upchucker in the toxic lake and pull the lever. Across in this area is some
more ammo and explosive charges. Now, go back to the train. LOAD.

Get on the train and do a complete lap until you come around to the second sign
(or just reverse the train) shoot it so your going straight ahead. Drive the
train down and go as slow as you can. After the 'U' bend shoot the mouths that
are hanging onto the track. Slow down and kill the upchucker that is to the
right. Stop the train and jump off to collect some health and ammo. There are 2
batteries here- one in the water and another in the crates opposite. Get on the
train and drive around the next corner. Stop at the platform and shoot the
sound-hound and chicken. Collect some ammo and go up the stairs. Stay to the
left wall and throw a grenade into the gap on the right of the crates (at the
end of the hall) The turret should be destroyed, so smash the boxes and pull
the lever. Go back to the train and ride it back to the first sign. Shoot it,
and go down the new track. LOAD.

This bit is a bit hard. Approach the train quarter-way onto the lift. Use your
M15 launcher to shoot the grenade up and ahead (shoot it into the doorway- the
range should be adequate to gib the marine) There is another on the top right
so take care of him as well (you were in range for the front grunt but not the
one on the right, so you'll need to edge around the corner) Jump off the train
and climb the ladder straight ahead. Collect some ammo and health. Jump back
down onto the lift and drive the train onto it. As the lift ascend's jump onto
the elevator raising next to it. Use the H.E.V when you reach the top and kill
2 chickens. Walk down the small stair's and kill the grunt that is on the
wooden section. Go back to where you look down onto the the train and jump down
onto the control panel of it (this is the highest surface you can fall onto and
you won't loose any health)

 By now the battle you have heard unfolding should be finished. So when you
reach the tracks abandon the train and walk to just-before the corner at the
end of the tunnel (the sign doesn't work) Peek around the corner and take out
the marine behind the sandbags. Then run over and press 'X' on the turret. The
tool is hard to pick up, but the lighteningainga's are far away and your out of
range of their attacks. So use the infinite-ammo weapon to blast at least one
of them away. When you get bored turn around and go up the stairs. Near the top
there is a grunt that you can blast through the railing and there is another
one in the faraway doorway. Don't bother with the room opposite the stairs- its
got no items except a marine hidden in the corner. Go down the hall. LOAD.

When you go around the corner don't shoot the lighteningainga's. Their back's
will be to you and you'll see them fight a bunch of rico's roughnecks. With any
luck all of the marines will be killed and 2 lighteningainga's will be killed
as well. Dispose of the last one and go down the hall (the storage room has
nothing in it) Go around and down the stairs. Listen to the battle unfolding
and when the fighting has stopped grenade the last grunt's on the right. If you
head down the tunnel to the left, with the tripwire, you will end up where you
abandoned the train. So head down the door to the right of the 'SECURE ACCESS'
bulkhead. Climb ontop of the red barrel, then on the shelf, and break open the
grate. Climb down the vent and into the new room. Make your way to the door.
LOAD.

When you go out the door 3 grunts will be to the left. The best tool is the M15
grenade launcher. This should kill a couple of the guards leaving the last one
to be shot (watch out for their own grenades) When their dead and you go down
to the doorway on the right you will hear some lighteningainga's spawn in.
Leave them and go up to the trio of corpses and collect their ammo. Go back to
the doorway and shoot the lighteningainga to the left (use the doorway as
cover) Head down and kill another one to the left. There is another one as well
hidden near the vending machines to the right. When you go in there there is a
health machine hidden behind the boxes (and some chickens) Smash your way into
the boarded up room and kill the lighteingainga that spawns in behind you.
Smash the boxes for some magnum bullets. Now leave this room and go around the
corner. Use the large boxes as cover from the bunker and jump across the
tracks. Walk up to the large red door and back off. Shoot the trip mines from a
safe distance and go in.

The platform below you has a marine (to the left of the doorway) So use the gap
between the rocket and the walkway to shoot him dead. Once you go down the
ladder and into the new tunnel collect some magnum bullets from the side room
and use the H.E.V. unit behind it. Its your decision now whether to use the
train or not- you don't have to use it. If you want you can just walk along the
sides of the tracks. In any case, go to the tunnel, stick to the right side and
crouch under the beams. If you use the train be careful of the beams and crouch
under them as well. Use the corner as cover and kill the upchucker on the left.
Kill the turret on the right, using the corner as cover as well, and then kill
the other turret on the left. Climb the stairs on the right and kill the
upchucker further down. Walk to where you killed it and take out the turret
near the door in the tunnel. Now go to that door and go in. Kill the upchucker
thats dead ahead and the chicken in the corner (there is a mutated mouth in the
corner opposite as well) Collect an armory of ammunition and note the
premonition on the wall next to the door. Go back out and go down the tunnel-
either on the sides of the tracks or on the train. LOAD.

If you run down the tunnel jump from one side to the next, as you make your way
down, to avoid the rockets. Crouching as you make your way down isn't a good
idea because while the rocket can't hit you, it can hit the wall behind you-
and thats just as bad. When you reach the rocket shoot the trip mines behind
the rocket to kill the grunt or, alternatively, just shoot him (he's so
occupied at shooting where you were he doesn't notice you sneak right up on
him) If your on the train, just crouch and let them fly over you. Take it real
slow though because of the trip mines after the launcher. Use the same
technique on the guard when you reach him. Keep going down. Stop the train
before you reach the open area and sneak around the corner. Grenade 4
lighteningainga's. If you decide to use the machines to the left be sure to
watch out for 2 more sneaking up on you. If you don't, go down the hall and
kill these 2 lighteningainga's. Shoot the tripmines behind the boxes and climb
over them. At the top of the stairs go around and blast the marine and the
small-hall away. Wait for the other one to come and blast him as well.

Press the switch in the console in the room and go into the chamber next to the
balcony (don't worry about bringing the old train around- it just goes on the
closer track to a dead end and a booby trap) Take the train on the further
track down the tunnel, or run, and around the 'U' bend. Just before you reach
the open area stop. It is HIGHLY recommended that you just get off the train
and run past the barricade. But if you INSIST on raising it and INSIST on
taking the train all the way go around the corner and watch for the turret on
the right. Use your M15 grenade launcher to blast the marines behind the wooden
boxes (straight ahead and on the left) Don't aim FOR the boxes- aim for above
and behind them. When 2 guards are gone, jump across the line of sight of the
bunker and to the wall opposite the ladder. Climb up and use the boxes as cover
(you'll probably loose some H.E.V. and health- but serves you right for not
just abandoning the train!) Walk around to the turret and lob a grenade on the
side of the "window sill" of the bunker. If this doesn't work try and rebound a
grenade onto the wall behind the turret (it may take some practice) When done,
pull the switch next to the bunker and destroy some crates for ammo and health.
Go down the tunnel.

At the end- DO NOT ride the train onto the lift. If you do you'll be ambushed
and loose ALOT of health and ammo. Smash the boxes next to the lift for some
charges. Throw one into the lift and run in. Push the button and reverse
yourself out (so it goes up without you in it) Trigger the charge when it
reaches the top and listen to the huge explosion (there is another charge at
the bottom on the shaft) Call the lift back down and go up in it. When you
reach the top go down the ladder and blast the grunt in the back. NOW you can
take the train up, or just go up the ladder. When you reach the top destroy the
crates for ammo and go down the tunnel. Duck under the electricity and shoot
out some tripmines before you reach the corner. LOAD.

Crouch underneath the boxes slowly. Either grenade or shoot the soldiers that
will emerge from some crates in the back right. If your using the train flick
the switch behind them. Go down the tunnel, up the slope and around the corner.
Shoot out the turret on the left in the new conveyor room (its hidden in a
small alcove) There is also another one at the end. When you go down the next
tunnel, whether your on the train or on foot, repeat the previous process for
dodging the rockets. Kill the grunt and go down the tunnel. Shoot the sign and,
after going around the bend, stop the train & go down the ladder on the right.
LOAD.

In this area there are 2 ways to deal with this. The first strategy is to jump
down and avoid the tripwire. Go into the side room and blast away the 2
zombies. Shoot the tripmines from a safe distance and go down the hall. Another
way is to jump down and set off the trip laser. The turrets will activate and
take out the 2 zombies for you. You'll need to jump down and run into the small
room and take out the turrets from there. Stay in the line of sight of the JUST
one and crouch. Spring up ever-so quickly and lock onto it. Its now just a
matter of quickly perking up and taking it out. You'll need to repeat this on
the other turret. Go down the hall and use the boxes as cover. You'll need to
grenade the soldier behind the sandbags first because he can grenade you as
well. When that has been done, run down to the large box on the right. Use that
as cover. Jump over to the sandbags on the left then. Use that as cover.
Finally, jump across to the command room. Your safe. Collect some health and go
up the hall:

"Sssooo...who is this Freeman guy?"

"They say he was at ground-zero"

"Science team? You think he was responsible? Sabotage?"

"Maybe...all I know is that he's been killing my buddies"

"Oh yeah...he will pay...he will definitly pay"

Introduce yourself to the representatives of the U.S. government by grenading
both of them into thin air. When you go down the stairs, turn left and run to
the very end. At the large door there is a camo net erected in the canyon wall
(it is on the outer wall near the top) Use your M15 grenade to kill the
occupants (or you'll be ambushed later) Now go to the red bulkhead in the
middle. Open the door and go in. LOAD.

Stick to the right wall and launch a grenade towards the sandbags near the
building. The grunts are tough here so take care of them with your magnum
(Don't bother trying to use the turret [unless your the patron Saint of
First-Person shooters]) When the guards are dead go into the door and down the
hall. Push the barrel on the right against a sloped surface, climb onto the
barrel, and climb onto the stairs (past the trip lasers obviously) When you
enter the room, throw a grenade around the corner. The 2 guards should be dead.
Avoid the room on the right (unless you need health) and walk into the launch
room. Press the big button. After the "ooh" and "aah"ing is complete leave the
launch compound and go back through the double doors to where you heard the 2
guards talking. LOAD.

Enter the new room on the left and go down the ladder. Collect a heap of
goodies and get on the train. Go down the tunnel at the slowest speed (trust
me)

----------------------------------------------------------------------------------
4.9 APPREHENSION
----------------------------------------------------------------------------------

 As you slowly make your way down the tunnel turn around and walk off the
train. Don't let it crush you (if you stay close to it when it goes around the
corner)  Stay behind it as it makes its way down the tunnel and move into the
large area when it suddenly speeds up. Then go into the water-chamber behind
where the train crushed the trio of marines. Go around to the left and fall
through the gap onto the next level below. Jump into the water and swim down
the hall that is opposite the wall that separates the 2 sides. LOAD.

When you swim down the hall you can stop in the room on the right for breath.
Otherwise, go past the cave in, under the girder and into the hall with the
windows. Around to the right there is a grate in the floor (next to the window)
that goes absolutely nowhere. So go around to the left and up the next hall
(its opposite the door) When you surface go down the hall and into the large
metallic chamber. DO NOT go in the water (the dying scientist should entice you
not to) Walk around the perimeter killing the mouths as you go. Around the
other side go up the ladder and speak to the scientist:

"Did you see it? They said it was hauled from the challenger deep...but I'm
positive that beast never swam in terrestrial waters until a week ago. Theres a
tranquilizer gun in the shark cage but I'm afraid it might not work on that
species. Your welcome to try"

Turn around and health & H.E.V. yourself (if you so desire) and walk out onto
the crane. Look down onto the cage and fall into it. When it falls into the
water, get a lock onto the goberfish as quick as you can and either tranquilize
him or use your handgun (if you use the latter, you'll be at around 20% health
when its dead- and thats if you use secondary fire!) When its dead quickly
surface and get yourself some much needed air. Go back down and find yourself a
iron-bar door. Turn the wheel next to it (you'll need to hold it down) and,
when you have enough room, go through. After you surface go up some stairs,
around the bend, and up some more stairs. When you come to the door throw some
kind of explosive in and wait for it to go off (from behind the door) This will
cause a chain reaction that will kill most of the mutated mouths, destroy the
other explosives, and spawn in 2 lighteningainga's. Kill the one that is in
front of you, in the middle of the platform, from the relative safety of the
doorway. When you walk in kill the remaining mouths and the last
lighteningainga that is below you (underneath the platform)

Going down the red hall and into *gasp* *shock* *horror* another metallic
chamber with water and Goberfish! Walk into the right corner and jump the gap.
Turn left and look at the metallic walkway. See where it is slightly sloped?
This will collapse when you walk over it. Equip your shotgun, jump over this
section, and blast the lighteningainga that will spawn in directly infront of
you. Turn left and run to jump over the gap in the water (land on the
foundation that protrude's out from the platform- it is tricky, but the only
way) Should you land in the water there is nothing in the abyss (except some
pipes) but there is a ladder that is on the wall parallel to the back platform.
Jump through the gap in the wire mesh fence (in front of the 'GENERATIR ROOM'
sign) After you've swum down the hall kill the 2 upchuckers when you surface
and head down the hall that is opposite where you came up. After climbing the
ladder, press the button on the far left of the console. Then head down the
hall opposite the ladder. The side room has a fair few items so pick them up
(don't forget the all-too-important ritual of smashing the boxes) Go down the
hall and collect some darts next to the water.

Now go back to where you pressed the switch. Next to it is a gap in the
railing- jump across onto the piston when it is below the level of the platform
you are on. Jump onto the next piston and then, when it is up enough, jump onto
the small balcony on the right to collect some charges. From here you can take
care of the chicken that has spawned in where your destination is. Jump back
onto the piston and from there onto the last one. Proceed to jump onto the
balcony where you killed the chicken. Turn right and go to the end. Now, turn
around and walk down the hall backwards. When the upchucker spawns in blast it
away and go down the hall. LOAD.

Don't go past the doorway- kill the chicken that slowly approaches from between
the 2 large computer terminals. Don't go in- just turn right (so your facing
the wall before the doorway) and slide in to kill the lighteningainga
convieniently hidden in the corner. There are 2 or 3 more lighteningainga's in
the back of this room so throw a grenade in to kill a couple and finish the
last one off with bullets (if you H.E.V. yourself watch out for a chicken
hidden between a terminal and the wall) Once your done, enter the room with the
scientist:

"Gordon Freeman it is you isn't it? The science team has been tracking your
progress with the Black mesa security system. Unfortunatly, so has the
military. That suit of your is full of tracking devices. Still, it is better
than going naked in this place. Its cold in there and you'll have to hurry. It
could sap your suit power in a matter of moments. If your bent on reaching the
Lambda complex you'll want to keep to the older industrial area where the
security system is full of holes. Its worked for me so far"

Here are some things to note for this section. Equip your magnum- this will
kill the enemies the quickest and from a safe distance. Secondly, do NOT pause
the game. You will continue to loose H.E.V if you do. Thirdly, you should only
need to kill 3 lighteningainga's. Ignore the chickens. Now that thats out of
the way, walk over to the door and press the button. When your in, stick to the
wall on the right and kill the faraway lighteningainga. Run down to where he
was and turn left- kill the next lighteningainga in the small hall. Run past
where he died and turn left. Run down the middle, between the large columns,
and kill another lighteningainga on your way down. Run to the end and down the
ladder to the left. Once your at the bottom jump off the platform and run down
the hall straight ahead. When your at the end turn left and shoot some
lighteningainga's that are alternating positions. When your down the middle be
careful- 2 lighteningainga's will spawn in behind you. When all 4 in the hall
are dead (the 2 there originally and the 2 that spawned in) Destroy the boxes
for some supplies and go up the lift at the end. When you reach the top your
welcomed by a guard:

"Freeman right? I got a message for you. Make your you don't---aargghh!"

Strange. Equip your magnum again. Walk forward warily. Your probably feeling
very edgy now...very...very edgy...BOO!! HAHAHA! There is no definite strategy
for this area as the cat burgulars are very unpredictable. There should be one
in the hall that curves around to the right so kill her. The cat burgulars will
never get up close and personal so the magnum is the best weapon to use against
them. Keep moving and get a lock onto them whenever you can (there is a room in
the hall, next to where you came up in the lift, that has many an ammo and
health) There should be 3 cat burgulars in this area. When they are all dead go
up to the top platform and pull the large lever. Now go back down and through
either of the large doors. When you go in go to the middle of the hall and go
into the room with the first aid machine:

[BLACK OUT] *THUD* *THUD* *THUD*

"I see it...alright we go 'im"

You'll regain consciousness for a second to see yourself being gingerly
escorted by 2 marines down a hall.

"Where are we taking this Freeman guy?"

"Topside for questionin'"

"What the hell for? We got 'im! Let's kill him now!"

"Eerr...and if they find the body?"

"Body? What body? HAHAHA!"

"HAHAHA!"

When you wake up run forward as far as you can and do a 180. There is an
elevation of boxes on your left that you can climb up on. Climb up and forward
on these until you reach the top ledge (Take your time and don't panic- if this
was hard I wouldn't have been able to get it first go with my un-developed fine
motor skills!) When you reach the concrete ledge wait for the 2 "walls" to meet
and walk across to the ledge on the other side. Collect the crowbar there and
go down the far wall with the ladder. At the bottom, smash the grate and fall
down. LOAD.

----------------------------------------------------------------------------------
4.10 RESIDUE PROCESSING
----------------------------------------------------------------------------------

As soon as you slide out into the water turn right and go down the cavern
(there is nothing to collect in this area) When you reach the open area stay to
the right cliff face and run past all the chickens that will spawn in. Run
around to the ladder that is on the silo and climb up it onto the rim of the
large column. When your on the rim jump onto the large ledge that is on the
right. Run down this ledge to the body of the guard to collect 2 clips. See
that section of water below? Jump down into that to break your fall. Climb out
of the water and dodge the chickens. Run to the wheel on the right side of the
silo and turn it all the way. Then climb up the ladder and fall straight down
(don't hesitate) When the platform reaches the bottom go through the only
opening there is. LOAD.

Around the right bend smash the grate and walk on through. Follow the guard,
after he kills the 2 chickens, and collect his gun from where the mouth caught
him (However, when you get the gun shoot the mouth that will inevidibly catch
you) Further on is nothing except some stairs, chickens and a H.E.V. machine so
go back to the grate you emerged from, turn left and ascend the ladder into the
toxic waste "tub". Jump onto the rock that is straight ahead, then onto the one
that is left-ahead (NOT direct left) and, finally, from that position jump into
the vent (don't forget- if you overstep your jump you can stop moving mid-air
by moving backwards mid-flight) If you land ontop of the pipe, and not in the
pipe itself, then slowly, very slowly, edge your way onto the bottom section
(it protrudes out a little bit more than the top)

Go down the pipe, turn right, and emerge at a new obstacle. When the piston
directly ahead is emerging, out of the goo, jump onto it. From there jump onto
the next one straight in front (it is lowering) And then go straight for the
pipe. (If you need H.E.V. there is a unit in the stairwell to the left, on
ground level, of where you did the first jump) When your past the pistons
you'll be in a small section with 2 pipes running parallel to each other. Walk
along the right p--HHHHMMMMM. OK, go back up the ladder and walk along the left
pipe as far as you can. From there, jump onto the right pipe. In the new
goo-land, jump onto the middle of the first stirrer. Face the vent straight
ahead. When the stirrer's are JUST ABOUT to line up, run forward and jump the
gap (in the time it takes to run to the end the 2 stirrers will line up) From
the last stirrer jump into the vent and go down the pipe. LOAD.

When you emerge into the conveyor room, jump onto the middle conveyor and
launch yourself off that. Smash the boxes for some [useless] ammo and then jump
back onto the center conveyor. When you land in the water get out as quick as
you can and head down the tunnel opposite the fan. Jump back into the water and
surface just before the grinder. Go left or right and jump back in, down and
through 2 doorways and around to the left. Take a breath, stay under the water
to avoid fire damage, and go under the grinder (there is plenty of room- if you
crouch!) Continue to swim and ignore the small alchove on the right. Keep going
and, when you surface, climb the ledge on the right. Go into the room and kill
the upchucker, collect a magnum and other stuff. Head down the other way to the
3 lever's and make them all pushed upwards (I originally thought it was a
puzzle...until I realised they controlled the direction the 3 conveyors went!)
Then go back to the room and press the button that is smack-bang in the middle
(on the window sill) Make sure when you press it the pistons on the middle
conveyor are atleast somewhat up. When the button has been pressed climb onto
the window sill, get into the water, and swim to the conveyor. Jump onto it,
crouch, and go underneath all of the pistons (move forward if you want to get
through quicker) Let the conveyor do the work for you and go around the bend.

When you fall down onto the next conveyor don't bother checking underneath-
there is nothing there. Instead, head down towards the hydraulics. When they
emerge, move forward against them as they move sideways, when they spring back
you should go straight past. Repeat this twice and go around the corner. For
the potatoe mashes, wait for them to ascend, THEN move under them. Wow- this
area should be fun. Before you reach the vat jump onto the conveyor on the
right. Ride this down and repeat that process at the end. Quickly duck under
the small hall and at the end jump onto the next conveyor. Follow it down,
around to the right on the 'L' bend and run through the furnace. Drop, once
again, onto the conveyor on the right. Do this, yet again, at the end and then
drop onto the first conveyor when you reach the pair (its the one going left)

The rolling pins aren't hard- just jump onto the left conveyor, then the one on
the right (be careful not to overjump) When you reach the end it doesn't matter
what side you take. Jump ontop of the "munching" doors or the sloped surfaces
around the edge (don't try and fall straight through- you'll either be munched
or, even if you do, you'll loose a fair bit of health) When your in the
chamber, watch for chickens, and fall through the "munches" when you get the
chance. From the conveyor run forward and launch yourself onto the platform
ahead. Watch for tongues and go up the ladder. Turn the wheel next to the door
(all the way) and go down the red hall. LOAD.

----------------------------------------------------------------------------------
4.11 QUESTIONABLE ETHICS
----------------------------------------------------------------------------------

Go down the hall & up the ladder. Smash the grate with the crowbar. Equip one
charge and throw it upwards (it will probably land only on the edge- as long as
it goes up) Climb back down, detonate it, and climb back up. Its succesfully
killed most of the sound-hounds in there and the explosion has whiped out the
generator that was electrifying the fence. Walk down the hall and equip your
magnum. When you come to the room with the column, walk around to the other
side and shoot dead the Arnie when it smashes through (use the column as cover)
When he is dead press the button on the console to the right of the column.
Walk through the room (if you go into the room & enjoy the light show 2 marines
will spawn in) and into the hall. Walk up to the guard:

"Hey- its no good up there its all sealed off. The only way would be to find
someone with scanner access who could open the front door. I'm pretty sure
theres a few scientist's hiding somewhere in the labs. Maybe with both of us
looking we can track them down and they'll let us out"

With the guard in tow make your way down the hall. LOAD.

When you come into the foyer don't venture in. You'll note there are 4 guard's
in the faraway corridor straight-ahead (their not all there at once) Lock your
magnum onto them and kill them all from a distance (the guards spud-gun might
help piss them off some more) When their dead, go down to where they were (use
the H.E.V. on the left next to the front door) and collect their guns and ammo
(SCORE!!) Go down the hall, around the bend, up the stairs on the right and
across the balcony. Go around the 'U' bend and through the door. Walk through
the room to the next door and go down the stairs. At the bottom, take it slow
and be wary of a pair of grunts. Take one by surprise with a double-blast from
a shotgun or kill them both with some explosives. When their dead, turning left
will take you back the way you came, so go right and turn right again at the
bottom of the slope.

In the high-tech room collect 2 trip mines at the end on the left. See the
corner with the mines set? Shoot them, run to the diagnally-opposite corner and
place 2 mines in the entrance to the hall. One Arnie that follows you will be
killed while the other will be occupied by Uncle Sam's boys. Reward whoever
wins the battle with a live grenade (from the viewing area at the top of the
slope where you placed the mines) Go down the new metallic hallway and be
careful of a marine hidden on the immediate left after you go through the arch.
Walk past the cutting room and turn right before the room filled with crates
(its booby trapped) In this hall stay back and kill the half-dozen or so
chickens that will jump from either side (they'll break the glass first) When
you've killed them all go up the stairs in the middle. LOAD.

At the top watch the upchucker battle away with the grunts. Kill whoever the
winner is from a safe distance. When they're all dead, run down the hall and
into the 1st room on the right. Collect the batteries and press the big red
switch. Go back out and down the first hall on the left. Stay away from the
explosives. WELL away:

"What is this thing? Some kind of weapon?"

"Put that down. Its a prototype"

"Man...why aren't we using it?"

"Its much to unpredictable...don't let it overcharge"

"What do you mean overcharge?" KKKKAAAAAAA
BBBBOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMMM!!

Walk down into the newly-opened room and collect the laser. Press the big red
button and go back out into the hall. Walk down and take out the marines that
are behind the boxes at the end. Run down the next hall on the left and into
the room. Back off quickly and kill the sound-hounds as your running back. When
they are dead go into the room they emerged from and press the button. Finally,
go down to the end of the hall (where you just killed the guards) and smashy
smashy the boxes. Collect some ammo, go into the room and collect the uranium
and press the big, red button. Now go into the large, center room (between the
2 halls) and push the box along the back wall into the corner where the floor
is slightly elevated infront of the industrial laser. Go behind the console in
there and press the button. The shield will lower but be stopped by the box &
the laser will blow a hole in the hall. Climb out onto the ledge outside and
jump down onto the piping on the left (its running parallel to the wall) See
where the 2 boxes are below? Well, fall onto the ledge that is to the left (its
shaded the same as the wall- hard to see) and from there fall down...LOAD.

...and land on the box. Walk up and into the strobing room.

"A scientist! Thank god. Get us out of here before those military drones figure
out where we're hiding!"

"We all have retinal scanner access. Escort us to the lobby and we can get out
of the lab"

"But you'll have to shut down the surgical unit first. Peter switched it on but
I'm afraid he never made it back"

This bit isn't hard. Just wait until the blades will crossover and move into
the middle as soon as they begin to separate. Repeat this process from the
middle and use the console on the right to turn the unit off ("Here's one bit
of the game they should have left on the CUTTING ROOM floor!!! HAHAHAHA!") Open
the door and run back to retrieve ONE scientist. Leave the cutting room floor
and turn left. Run down the hall, through the chicken booby-trap (there may be
some left over) and go straight down (don't go up the stairs) You may be moving
to fast for the scientist so make sure he stays behind you and go up the stairs
and through the door. Walk up to the retinal scanner right next to the front
door and the scientist will open the door for you:

"Well, I'll let you out, but I'm warning you, its all hell out there. Its
completely under military control. You'll have to sneak and fight your way from
one end to the other. And I don't think you'll meet many of our peers along the
way. But, if you do survive and somehow make it across the base, you'll end up
at the Lambda complex where the rest of the science team has taken shelter. I
wouldn't venture there myself, but I will let them know you are coming"

Walk through the door and around the revolving door. Stick to the wall! Go
around to the right and double-blast the marine. Equip your M15 and aim
upwards. Slowly back away and kill the turret on the top. Then, kill the other
one that is above the door you emerged from (don't worry if you loose health of
H.E.V.- there are some batteries down the driveway) Throw a grenade to destroy
the explosives and smash the boxes on the right of the driveway. Walk to the
door. LOAD.

----------------------------------------------------------------------------------
4.12 SURFACE TENSION
----------------------------------------------------------------------------------

Get ready for the biggest (and hardest) section of the game ladies and gents
(most sections of the game took 6-8 pages of notes to do the walkthrough of-
'Surface Tension' took 16!) Press the button next to the door and walk through
them (but not out into the open) Walk around to the left and double-blast the
marine waiting after the door. Collect the health (behind the barricades) and
go down the cavern. Kill the marine down there (Bug- he never started shooting
at me no matter how close I got) and contiue down to shoot the marine at the
bottom of the slope to the right. Walk down this slope and you'll hear a
chopper. You'll see some marines running and see an explosion (thats just the
marines taking out a bridge) For gods sake stay behind the rock and stay out of
the view of the chopper. When its hovering over the water equip your pistol and
run down (it shouldn't be able to shoot at you)

When you land in the water a goberfish will be in the distance. Its hard to
kill this monster without losing any health, but try this:

==================================================================

  X  <---- Goberfish's rough location when you land in water
   _______
  /       \--------------------------------------------------
 /         \----------------------------------------------|  |
 |         | X - YOU NEED TO BE HERE                      |  |
 \         /--------------------------------------------  |  |
  \_______/-----------------------------------------   |  |  |
                                                    |  |  |  |
      ^                                             |  |  |  |
      |                                             |  |  |  |
      |               OBVIOUSLY NOT TO SCALE        |  |  |  |
      |                                             |  |  |  |
  COLUMN YOU NEED                                   |  |  |  |
   TO ASCEND                                        |  |  |  |
 --------------------------------------------------------------------
                               DAM WALL
---------------------------------------------------------------------

==========================================================================

See the 'X' and 'YOU NEED TO BE HERE' Well...you need to be there. From that
location your on the bottom and the pipes are on your sides. This means the
goberfish's range of attack is much more limited. You should be able to take it
out from there without losing much (if any) health. However, if you don't and
you try the simple continually-moving technique I can GUARANTEE it will munch
you atleast once. Use the pistol to kill it- and use secondary fire! . When all
is done swim up when the chopper is the loudest (that means its going to move
off soon) and ascend the ladder on the column you need to ascend. A marine may
be taking pot-shots at you so be careful and get to the top of the ladder.
Manuever around the column so that the chopper cannot shoot at you (take out
the marine if some of the chopper's rockets won't do it for you) and go into
the room. Health yourself and press the button. Run out and jump back into the
water. Swim down to the dam wall and turn the wheel in the middle for exactly
10 seconds. When you have done so swim down the open grates. You'll emerge in a
pipe- stay in it (press the back button on the D-pad so the current doesn't
push you out) Collect your breath and swim underwater the whole distance to
avoid the helicopters attacks. Climb up the ladder at the end and go down the
pipe. LOAD.

Once your at the end of the pipe wait for the chopper to fade away and go
straight ahead (there are 2 chickens and a health pack to the left) Destroy the
boxes for some much-needed ammo and climb the ladder. Run around the 'L' shaped
ledge and climb the ladder again. Watch for the helicopter! Between the yellow
sign and the green cactus "rods" you can jump down to collect some batteries
and ammo (that were on the ledge opposite the first ladder you climbed) Its an
idea to go and get them and repeat the whole process of getting up to the top.
When your once again facing the sign and cactus. Beneath the wooden tower,
further down on the left, is a boulder- run to the left of that and crawl
around it (it should NOT LOAD and you should come to a sign that says 'STORM
DRAIN HATCH')

Wait until the helicopter has gone and run down the left wall to the end (Once
again, if it LOAD's you went the wrong way) Shotgun the marine hidden in the
left alcove and then run down the small hole to the right of where he was. Go
to the end and turn around. From there, you can blast all the marines away that
come to your position (from the small entrance) Of course, this tactic is TOO
easy and the game is much more fun if you work out your own technique. When the
chopper is gone, crawl out of your hiding space and go to the tower on the left
(there may be some marines you missed) Turn the 'STORM DRAIN HATCH' wheel and
go all the way back to the sign (which said the same thing) and go down the
small gap next to that. LOAD.

When the sand rises kill the chicken (you need to crouch to avoid the chopper
fire) Stick to the walls- everywhere else is no-mans land as there are mines
EVERYWHERE. To the right of where the sand rose there is a small rock-gap.
Climb behind that and use it as cover from the chopper (if you can see a
square-inch of it it means it can shoot you!) When the chopper is gone, stick
to the wall and go along to behind another rock (you should be near the barb
wire now) If the chopper launches some rockets it will detonate most of the
mines around you however, if it doesn't, use the alien-cockroaches and throw
them down towards the open area in front of the barb wire (there are 2 mines
there) When they have been detonated, and the chopper is gone, run in front of
the barb wire and go up the slope (towards the right) to the top. Turn around
and jump into the area (don't jump straight down the storm drain or you'll
loose 50% health) Crawl down the man-hole and smash the grate at the bottom
(the whole technique of jumping into the area and down the manhole, with the
helicopter pestering you, is very hard) Walk down the tunnel. LOAD.

At the end of the tunnel, wait for the jet to go past and face to the right.
Slide out (slowly) and kill the turret that is in the middle. Equip your
tranquilzer gun and kill the marine all the way down the bottom-left (he is
just a spec- use the zoom) Fall down onto the ledge and move as far left as you
can, then look down. Right next, to the next ledge down, you should see the
shoulder of a grunt. M15 grenade him. Climb down to the marines ledge and move
along it. Go around the pipe and past the gun turret wreckage. Directly after
this is a grunt at the top of the pipe. Kill him. Walk to the top of the pipe
and look at it so it stretches out in front of you. To the right, all the way
down the bottom, is another marine so kill him. Walk onto the pipe and STAY IN
THE MIDDLE. Also crouch as you make your way down and you should reach the
bottom without loosing any health. Jump onto the platform and go around the
side opposite of where you killed the marine. Walk on the rope on the bridge to
collect a battery. Then, go the other way. Directly around the corner is a
grunt. Either double-blast him away, or throw some cockroaches in his
direction. Either way- do NOT keep going along the ledge. Go into the
stronghold he was protecting. Collect yourself the rocket launcher and some
ammo.

Now you'll hear the chopper approaching (on normal and hard difficulties) There
are 2 strategies to try:

1) Collect all the ammo and the launcher as quick as you can. Run out and face
right- the gunship should be approaching from the clifface. Shoot the gunship
(towards its left side) and it will try to dodge. Laugh histerically as it
crashes into the cliff! (I DID do this, but its a matter of luck as well as
skill)

2) Otherwise, 3-4 rockets will destroy it. When you shoot the rocket you'll
need to keep your crosshairs aimed on the helicopter (the rocket goes towards
wherever your crosshair is facing) Try to shoot at it when its hovering and not
just flying around being an annoying bastard.

When its destroyed, collect whatever ammo you missed (smash the boxes) and
continue to go along the ledge. Go up the ladder and to the end of that ledge
and do a 180. Go up the slope and up 3 very small ledges. Go up the ladder,
walk to the end, and kill the chicken in the pipe (it'll probably get you once)
Go down the pipe. LOAD.

This bit is HARD. Turn right at the junction. Go into the water and go down the
pipe on the right. Go all the way to the end, ascend the ladder so your only
PEEPING over the top and blast away the marine. Now that all of them descend
into the chaos- heres what I did (it gets very unpredicatable) Run back to the
water, turn right, and go down the next pipe. Turn right at the the 'T'
junction and kill the marine in the garage (after you have climbed the ladder)
Go back down the ladder as soon as he is dead. Equip your tranquilizer, run
back to the water, and climb the lader on the immediate right (as soon as you
get out of pipe) Run to the bunker on the left as use the sandbags as cover to
kill the 2 last marines (use the zoom) Collect 4 M15 grenades and head over to
the tank. Behind it collect charges, health, rockets and a battery. Run to the
shanty to the left of the tank and press the button. Go through the large doors
that have opened.

Zig-zag down the path to avoid the attacks of the rocket launcher (it rest's at
the bottom of a slope so it can still get you if you crouch) If you want, you
can get the tank to destroy all of the boxes to attain 3 batteries and some
grenades. Otherwise, go through the large hole to the right of the tank.
Crouch, approach the edge, and wait for the marines to group under the netting.
Throw a charge down there and finish them off. Fall down and pick up some
batteries, charges, ammo and health in the boxes. Then, climb back up, and go
through the roller door behind the APC. LOAD.

As soon as the door opens run out and throw a charge behind the sign to the
left. Run back to the roller door and detonate it when the alien dropship has
flown past. You've now killed a arnie. Go around to the right, kill the
lighteningainga and take out the tripmine behind the girder. Go obver it, down
the stairs, jump over the mine and over the next one (at the base of the
stairs) The poor guard out in the middle is obviously suffering but it is a
trick to lure you out. Next to the tower, with the door that is blocked by
rubble, is a camo nest in the wall. M15 grenade there to kill the grunts and
walk the other way to the mines sign (DO NOT walk past) Throw a 2 grenades
behind the sign to detonate the mines and walk over. Don't go around the bend-
use another grenade or a alien cockroach to destroy the other mines. Walking
forward, there are some more mines infront of the barb wire- take them out (and
stay well back) There is another camo nest in the wall opposite the wire, so
take them out (its tricky this time- use some kind of explosive) Crawl under
the wire and throw a grenade into the barrel's on the immediate left. Get back
quickly and, after the fireworks, run up the fallen tower onto the roof.
Traverse the right edge and go over the fan. Walk to the end and down the
smoldering hole. LOAD.

"Your heading for the Lambda complex aren't you? I was heading there myself
until I wound up here and, well, simply lost my nerve. Take one look through
that dor and you'll see what I mean. I'm just going to wait out the catastrophe
in here. If your going to go on, then I bed of you, proceed with extreme
caution"

Smash some boxes in the room to collect health (if you lost some in the fall)
and go out into the hall. Oh oh. If you set off ONE, just ONE, trip mine in
this hall all the others will detonate. Go into the room on the left and smash
the box for a tripmine (how ironic) Jump over the first tripmine in the hall
and push the box to the bottom of the stairs. Climb onto that and jump over the
tripmine at the top. There is nothing in the room to the left, so continue down
the slope. Crawl under the mine at the bottom of the slope and walk to the
guards smoldering corpse. Kill 2 chickens that a slowly-but-surely approaching
you (be careful- be sure to auto-aim THEM and not the tripmines) To the right
there is a trip laser between the barrel and the box- crawl under that. Walk
forward and smash the crate on the lift. Run to the red corner and crawl under
the mine in the small hall. Walk down and kill the chicken in the command room
before it sees you. Jump over the mine and press the switch. When the lift
reaches the top climb onto it and use it as a run off to access the other lift
in the middle of the room (its tricky- but you'll get there) When your in the
middle, take the lift down. Once your at the bottom run down the hall. Let the
guard run past (what a pussy) and kill the trio of marines (use the corner as
cover and try using some explosives) Run down the hall. LOAD.

Run to the back of the truck and kill the turret before it can come online. Run
into the carpark and up the slope. Run down the road and ignore the stingray.
At the end go up to the right and go to the very end (there is a camo nest you
need to avoid) In the time you have done this the stingray has dropped 2
arnies, a jet has bombed them to hell, and a tank has emerged with 2 marines in
escort. You've managed to get to the end before any of them noticed you
(including the marines) Take out the gun nest with a grenade (you'll know when
they are dead because you'll hear a gurgling sound and blood will appear on the
rim) Run down this passage and go into the room on the left. 2 marines are in
there. Due to the proximity of your adversaries, I recommend a double-blast
shotgun. When the [no-longer] happy couple are dead, head up the stairs and
have the guard open up the door to storage for you. Go in- SCORE! (Reminds me
of the movie 'Virus' - "You can never be to rich, to thin, or have to much
ammo!") When you've completed your spree walk over to the opening in the wall.
Down below kill the 2 marines next to the tank (use the window sill as cover)
The tank can't aim on a Y-axis, so climb onto the ledge and navigate yourself
down the passage the gun nest was in.

At the end of the ledge, climb onto the green power box. Use that to jump onto
the next one across (on the left) From there, jump onto the ladder hanging from
the fire escape, climb up onto the platform and get into the ruins. Walk around
the sub-station and look down the sloped timber. Slightly to the right of that
is a marine. Make quick work of him with a magnum & run down the timber.
Directly infront, at the bottom, is a wall. Strafe around it to the right and
kill the marine behind it (his back should be turned on you) This will lure out
another marine that will come out from behind the sloped girder. He may grenade
you, or use a mine, so take care of him from a distance (keep moving as well)
Go through the green door on the wall and get yourself back to the armory to
replenish your items. Go back to the girder you climbed down on and climb back
up that (at the top of the girder climb up, don't jump, onto the level) Infront
of the substation is a very thin section of steel. Walk along that to the blue
surface. With your back on the substation, there is a destroyed section of wall
down to the bottom-right (there is another level at the bottom of it) Jump down
onto this destroyed section of wall, crouch, and land on the next level (don't
worry about coming to a complete stop on the ledge)

Walk across the beam to the next pillar and jump onto the ledge on the doorway.
Walk out now onto the heliport. When you hear the helicopter retreat to the
doorway you came through. Equip your rocket launcher (its the only thing that
will work) You can kill the ghastly machine with 3-4 rockets (and you can kill
the marines, when it hovers, if you shoot the rockets when they are starting to
rappel down) When the copter-thing is dead, equip the charges. Run out and lay
some infront of the arnies when they burst out of the door. When you detonate
it you should kill one and weaken the other. Finish the last one off and run
through the blasted door! Magnum the last arnie that comes running around the
corner and run down to where he came from. Open the doors and run to the
storage area and collect the guard. Now, run back to where the arnie came
screaming around the corner and get the guard to open the door nearby. H.E.V.
and health yourself and run back to the corridor that leads to the double doors
(helipad side) Climb on the boxes next to it and use the cannon to destroy the
large door on the helipad (it takes 2 shots) Run to the destroyed door and head
down the hall. LOAD.

Run around the corner and note the approaching lighteningainga's. Use your M15
to kill the close ones, and the tranquilizer to kill the faraway ones (and use
the corner as cover) When you kill one batch, another will spawn in. About a
dozen will appear before they stop coming so kill them all. Run up the slope
(and don't even THINK you could use the turret you run past) and use the
alien-popper to ascend to the next level. Listen to the battle and wait for it
to finish then walk to the edge and kill whatever is left with grenades. Fall
down into this area and smash open the grate. Turn on your torch, equip your
shotgun, and crawl down. When the end burst's open kill the cockroaches as you
walk backwards (you'll loose some health & H.E.V.) When their dead, crawl in to
collect some cocky-egg's and go up the vent in the turn just before the end. Go
left again up the top and equip your crowbar. As you crawl towards the grate
you should notice a signifigant drop in frame-rate. Go and smash the grate and
retreat back to the corner then kill the 2 marines in the garage with your
magnum. Fall down, collect the batteries and use the the health machine.

Walk over to the door and open it. Get away from the small room as soon as you
open it and wait for the explosion's to cease (there will be 2) Walk over to
hanging switch (near the missing wall section) and press it. When the platform
lowers, press it again and climb onto it. When you've ascended, kill the 2
marines, drop down and run over to the cannon. Use this to shoot out the door.
Depending on the variables, 2 arnie's may run out straight away, or you may
have to lure them out. Either way, kill them with the cannon. Run down the hall
and listen to the battle. Kill one arnie, then the marine with the M15, and
finally the marine with the shotty (the other arnie should be dead by the time
you've killed those 3) Run over to the ladder at the end of the catwalk and
climb down. Run to the side room (underneath the catwalk you just ran across)
and collect some plutonium & batteries from there. Ascend the ladder again and
walk over to the gap in the middle of the catwalk (against the back wall) Jump
onto the middle section, and then onto the other side (no matter how small it
seems you can't clear the gap in one leap) Continue on to the doorway (there is
health on the left when you go through)

After the marine has epitomized 'overkill' lay a charge in the doorway just
ahead of him to kill the arnie that will run through. Walk through the doorway
and M15 grenade the 2 marines down the gap to the left. Stay up the top and
walk to the gap in the wall- wait for the battle to finish and kill the
remaining aliens when it does. NOW get down onto the roadway and walk to the
alien-ascender just before the checkpoint. Equip your shotty, jump up, and
blast the marine that is hidden on the roof (behind the airconditioner unit)
Just behind where he was is a grate so smash that and fall down into the water.
Climb up into the pipe and walk down. As soon as the door opens, walk backwards
into the water, and stay under. Look up and wait for the fireball to go, then
surface and continue down the pipe. At the end kill the marine & run out of the
room. While the chickens and marines are fighting each other you can kill all
of them with one explosive. If you need health you can climb down and use the
machine, otherwise, go to the end of the catwalk and turn the wheel. Go up the
ladder and down the vent. At the end, poke your head out and kill the marine on
the right (magnum recommended) Climb out, down the stairs, past 2 shelves, and
double-blast the marine. Go back up the top, kindly ask the guard to follow
you, and get him to open the door opposite the bottom of the stairs. With him
continuing to follow you, grenade 2 lighteningainga's at the bottom of the
slope and run to the checkpoint. Get the guard to open the door (in the small
command room) and go down the hall. LOAD.

Run into the carpark. Hello Mr. Big Blue Bastard! Just turn right and keep
running, turn right again and go down to large hall to the left. If you move
quickly he probably won't even notice your there. Use the alien ascender to get
onto the large wall, and then use the other ascender down below to access the
silo that has the command station on top:

"Come in...Cooper...do you copy? Forget about Freeman- we're abandoning the
base. If you have any last bomb targets mark them on the tactical map.
Otherwise, get the hell out of there. Repeat, we are pulling out and commencing
air strikes. Give us targets or get below!"

Oh yeah! You'll give 'im targets all right. First off, aim the reticle for the
top-left (press the 'horizontal' button once to move left, and again to move
right. The same applies for the 'vertical' button) The square in the top-left
comprises of 2 sides- aim for the right side. Keep aiming until the wall is
destroyed, then aim for the large door blocking access to the underground. When
that is destroyed, move to reticle right and make the radio tower (directly
infront of the targeting screen) topple. For kicks, you can try to lure the big
blue bastard out into the open (from the carpark) and get the planes to drop
bombs on him as well (its the only way to kill him) If you can't be fudged
doing that, get off the silo, go down to the radio tower, across that, and run
to the entrance to the underground compound. Running down that breathe a sigh
of relief- you've just finished one bugger-long section! LOAD.

----------------------------------------------------------------------------------
4.13 "FORGET ABOUT FREEMAN!"
----------------------------------------------------------------------------------

Run to the end of the hall, onto the walkway on the left, and down the hall. As
the room rumbles, move onto the right section (between the 2 large doors) and
wait for 3 pieces of rubble to fall onto the walkway. Quickly climb ontop of
this rock and navigate over it to the small hall. As you come into the room...

"Forget about Freeman! We are cutting out losses and getting out. Everyone
locked down there is on his own. Repeat, if you weren't already you are now!"

Check all your weapons and make sure you have full clips for everything. Behind
the radio is a switch for the turret- don't bother using it at all as it won't
do squat. Run out onto the balcony and into this area. Behind the box, under
the turret, is a guard. Get him to run into the middle of the room before the
doorway then leave him there and go through it. M15 grenade (or use the charge)
the arnie and run to the corner where he was. Behind the boxes, to the left of
the ramp, is another arnie. Kill him quickly. In the time you have done this
another arnie and a lighteningainga has spawned in near the doorway and the
guard has kept them distracted so they don't kill you. Now that the guard is
dead, kill the 2 aliens using the boxes, and doorway, as cover (losing no
health or H.E.V. in this small battle is nearly impossible) Go down the ramp.

If you decide to go left you will be following a non-quest path to collect some
items (and have some fun) If you want to "get on with it" then turn right and
skip to the next paragraph. Otherwise, going left run up to the cockroach nest.
As soon as it burst's turn around and run all the way back to the room where
you heard the radio (its the only way of escaping the cockies) When you can't
hear them anymore, run back to where it exploded and smash through 2
flesh-mesh's and repeat the process. When you come to the 3rd one, walk to the
far left & crouch, and smash the mesh. Lay a charge down next to the orange
box, get a safe distance back, and detonate it. The room on the left has some
cockie egg's and a rocket launcher. Go down the slope, smash the flesh mesh,
and retreat from a final batch of cockies. Directly infront of where the nest
was place a tripmine (trust me) Run into this warehouse and kill the arnie
behind the first batch of boxes. When he dies, a arnie will spawn in where you
placed the tripmine and he will be killed instantly. Use the alien jump pad to
access some cockroach egg's and health (and also to get on top of the crates
for ammo) Under where the egg's were are some more ammo and batteries. Run back
into the hall and turn left at the end.

Go straight ahead and turn left. 3 lighteningainga's await you so take care of
them with your tranquilizer gun (use the zoom) Run up to the hatch, over the
water, and smash the cockie nest. When you've retreated and ran back jump into
the water and collect a battery behind the island. Climb out, turn the wheel,
and climb down the shaft. LOAD.

When you enter the chamber turn around halfway down the ladder and kill the
chicken in the pipe (the gun won't autoaim) Get off the ladder and shoot out
the turret there. Walk down the tunnel but watch out- as you begin to exit
there a chicken will ambush you from the right. Kill it and jump onto the
middle section between the water canals. 2 chickens are hidden on either side
(behind the boxes) so kill them. When all is done push one of the boxes into
the far canal. Kill the mouth on the other side of the mesh and climb over.
Collect a battery at the 'T' section, go to the end, and climb out on the left.
Face the large lake. To the left is a small water channeling-area-thingy-place
and go down there (there is no point in killing the goberfish in the lake as he
is protecting nothing and you don't have to kill him to progress in the game)

 Go down the channel and turn at the corner. The gaps in the gears might look
small but its easy to get through. Crouch and crawl through the gears as they
are near the middle of their turn. Stay in the water and swim through the
leeches. Surface again and go through the spinning thing (stay as far forward
as possible and you won't get crunched) Just after this is a small surface you
can climb on- do that and kill the turret. Try and launch a M15 grenade (or
equivalent explosive) down the tunnel. Kill the remainder of the marines. Climb
up the ladder and use the rocks as cover. Equip your magnum and kill 2 marines.
The tank can't be killed so just run to the far left corner and then directly
infront of it. Behind the tank kill the turret on the left and go down in the
lift. LOAD.

Run down the hall, jump over 2 spills and turn left. Run over the toxic spill
to the left of the machine and collect the battery. Use the fallen pillar as a
run off to jump over this same spill and run back the other way. Around the
corner a grunt will have his back turned, equip your shotty and double-blast
him (as there is a railing in the way the gun will not auto aim) Before going
up the stairs you can continue going down the hall for another battery and some
health & shells in the crates. Go up the stairs, listen to the battle, and kill
whatever is left (most probably an arnie) Walk on the platform and take the
ladder down. Smash the boxes for ammo and get into the tank. In the hatch press
'X' to blow out the door, and press it again to kill one lighteningainga. The
other 2 can be killed with your M15 (crouch to avoid there attacks) Once again,
don't bother trying to use the turret to the left of the hatch. Get out of the
tank and walk through the door you blew open. Kill the lighteningainga on the
right and take out the arnie on the left (use the magnum) Go down the side the
arnie was on and go through the double doors. LOAD.

----------------------------------------------------------------------------------
4.14 LAMBDA CORE
----------------------------------------------------------------------------------

Finally. After all the bitching and moaning and whining from the scientists
about how you must reach the Lambda Complex- your finally here! Run into the
control room and press the red button. Walk around to the left side of the
industrial-lift and jump down to on top of the truck (when it is lowering) From
that position, when you reach the bottom, kill some chickens and an upchucker
in the hall. Smash all the boxes in this storage area and go up the ladder.
Collect some health, shell's and grenades then make your way through the door.
Down the hall and through the door, prepare for another fight with the
assasin-ninja-catburgular-leather jumpsuit people. Remember, they are
un-predictable as hell. After the door, strafe right and use your M15 grenade
to destroy the explosives down the hall- this should kill one. Run down to
where the explosives were and locate another assasin. Get a lock and keep it-
your gonna have a bugger hard time locating them again. When 2 or 3 are dead
move to the boxes in the side room and smash them good. When you begin to reach
the stairs in there run to the wall next to them and double-shotgun blast the
inept assasin that comes running down the stairs. Run up them and kill one last
assasin that is on the catwalk (listen to her footsteps) When your looking at
the entryway from these stairs, the left doorway goes to health & H.E.V. and
the right entryway goes to the elevator. Do what you must, but go down the
lift. LOAD.

When you reach the bottom step out into the roadway & turn right. 2 sections (a
section being a texture before its repeated again) to the left of the doorway
place a tripmine. Now, go down the tunnel and run back when the arnie opens the
door. When your faraway enough (but not near the tripmine) M15 grenade it. Now,
the arnie that spawned in has been destroyed by the tripmine as well. For the
next 2 arnies (when you kill one the other will spawn in) Charge your laser and
blast them away with that. Run into the warehouse and go up the ladder and into
the newly opened room in the top-right:

"I apologize Mr. Freeman. But I couldn't risk opening that door until I was
sure that you'd secured the area. This is the last entrance to the Lambda
complex. Every other has been sealed off to contain the invasion. When we
realised that you might actually make it here we drew straws to see who should
stay behind to let you through. Obviously, I drew the short one. My colleages
are waiting at the top of the Lambda reactor. Waiting for you I mean. The
reactor is shut down right now but you could activate it on the way up. You'll
have to flood the core anyway to get into the teleportation labs. Your not
authorized to know about those but I can see you already know a great deal more
than any one man is supposed to"

Collect some darts on the green boxes and wait for the scientist to open the
door. Health & H.E.V. yourself and go up the lift. Go into the room on the
right:

"Were you in weapons research to? I built the gluon gun but I just can't bring
myself to use it on another creature. You don't look as if you have any trouble
killing things"

Pick up the gluon gun and also some plutonium on the shelf. If you want you can
open the shutters and have some target practice. Otherwise, go back out into
the hall, to the end, and take the lift down. LOAD.

From now on the game becomes a REAL challenge. To put it in cliched-laymans
terms "the party is over" Run out, left, and left again. Blast away the
lighteningainga. Turn around and note the big 'LAMBDA' sign. An arnie will
spawn in on the left and a lighteningainga will spawn in on the right. Kill
both of them. Turn around and go to the 'MAINTENCE STATION' (look at the sign)
Go past the boxes, guard, and down the stairs:

"Freeman isn't it? You'll need to activate both pumps to flood the reactor and
then that access pipe down there will take you to the core- time is short!"

Collect the ammo and, once again, take the option of H.E.V.ing and healthing
yourself. Go back up the top and to the main junction where the 'LAMBDA' sign
is. Go down the left, blue 'COOLANT SYSTEM' side (another arnie and
lighteningainga may spawn in) Go over the water, down the hall (remember- it
should be blue) When you get to the last, long, hall turn around and walk
backwards. Kill the lighteningainga the second it spawns in. Equip your laser
and charge it to the max. Open the door and blast away the arnie on the far
left. Then, repeat this process on the arnie on the direct left side of you.
Kill the final one up the top on the catwalk. Climb up the ladder that is
opposite the door and go through the door at the end. Go up the stairs and kill
the chicken making its way (slowly but surely) towards you. Walk out and kill
another one down near the blue thingamajig. Walk out, wait for a few secs, and
a lighteningainga will spawn in near the ladder. Kill it and also kill the
other lighteningainga that has spawned in behind the machine. Go down, and
press the switch on the unit. Kill the lighteingainga that spawns in to your
right, hide behind the machine, and kill the lighteningainga up on the
platform. Go back up and out of the room, into the large chamber, down the
hallway, and into the central area. Go down the other (orange) side.

Run through the rubble and to the door. Once again, charge the laser and blast
away 2 arnies. There is health to the right. If that doesn't tickle your fancy,
then go up the ladder on the left. When the arnie spawns in it won't see you so
drop a grenade (on short fuse) down on top of it. When its dead crawl onto the
track the crane is going on (next to where the platform collapsed) Crawl along
the crane, under the platform, turn around, and climb up onto it. Go through
the door and turn off the steam with the wheel (right next to the door) Up the
stairs, kill the chickens before they can reach you and completely annihilate
(HHHHMMMM...this whole guide for a game where you kill stuff and thats the
first time I've used that word. Now where was I...) the mutated mouths. Fall
down next to the machine, collect the batteries and pull the switch. Now, go
all the way back to the maintence station to health and H.E.V. yourself (C'mon,
admit it, you lost some health in all those battles) Also listen to the
scientist's devine advice:

"Don't linger Mr. Freeman! You've turned on the pumps. Now take the access
pipe, flood the core and get on up to the labs without delay!"

Go up the stairs, ignore the guard if you haven't already, and go straight down
the hall (to "AUX TANK REATOR ACCESS") Open the door. If you can't be fudged
fighting, just run straight into the room and into the pool in the middle (or
just kill the arnies) In either case, swim down the small pipe under the water.
Equip your peashooter and, at the end, kill the mutated mouths from under the
water. Surface and make your way along the catwalk. LOAD.

Kill 2 mouths again and jump into the water. Swim into the large chamber and
turn the wheels that are next to the pipe entrances (they are opposite each
other) When the water level has risen surface and blast the lighteninainga's
opposite the ladder. Climb up the ladder (the beams may kill the
lighteningainga's for you) On the first level, there is one beam doing a
constant oscillating motion, and another that ignites between the ladder your
currently on, and the next one along, every 4 seconds. So, jump up, run behind
the oscillating beam and jump over the beam that is stabbing out. At the next
ladder climb up but don't go onto the level. Just look up. 2 beams are
oscillating but one is quicker than the other. Wait for 2 beams to pass in
quick succession and climb up. Turn right and run along the rim. Avoid the
stabs of electricity and jump the gap. In the alcove where the door is stand
right next to it (whatever you do not in front of it) When the beam that is
emmiting to the door stops open the door (crawl under it as it opens) and get
right as soon as possible. Go down the hall. LOAD.

At the end collect ammo and batteries in the supply room. Go into the elevator
shaft and up the ladder. Climb to the very top, turn around and jump down onto
the fallen door (nothing to it) Go into the door on the right for health and
some shell's then go to the security room with the guard. Crawl through the
window, open the door up and get the guard to follow you into the hall. Place a
tripmine just to the left of the door to the security room. Equip your M15 and
blow up the arnie that will spawn in next to the pipe on the right. Then move
on to kill the arnie that will spawn into the middle of the hallway. The room
on the left is pretty much useless (it will be refered to as 'the useless room'
for future archival reference) Equip your charges and throw one between the
lighteningainga and arnie that will spawn in further down the hall. Be sure to
get well back before you detonate it. Another pair of them will spawn in,
either repeat this or run into the useless room and take them out one at a time
(from the corner next to the doorway) When all is done (and all is dead) Run to
the end of this hall (DO NOT turn the wheel's on the pipes) and go down the
ladder. LOAD.

In this room climb over the fence with the boxes. On the bridge over the toxic
slurry crouch on the right side and crawl under the diagnol girder. Collect
some health, plutonium and make your way back up the ladder. LOAD.

At the top take the first hall on the left and go through the door [which says
'CORE LEVEL B'] Stand in front of the orange portal and quicksave. Step
through. If you land on the spinning platform- great! If not, quickload, count
to 3, and step through. NOW you should land on the platform (this technique
should be used when going through ALL the portals) Each portal does the
following things:

PORTAL 1: Large chamber that you saw in the side room off the first corridor.
There are many, many chickens in here so kill them all (watch out from the
side) In the main area don't walk on the grating- walk on the edges of it. If
you fall down quickly move over the spill & up the ladder. Step on through the
nexus.

PORTAL 2: Progress to next level up

PORTAL 3: Go into an item area under the side-room of the useless room.

PORTAL 4: Progress to next level

PORTAL 5: Area accessed by side-room at top of elevator shaft (do down the
ladder next to where you warp into and you'll know where I mean) Collect
batteries and health at the end and step through.

PORTAL 6: Nothing but a ride. An exceptionally fun ride- but still nothing more
than that.

PORT 7: LOAD. See paragraph after 'PORT 9'

PORT 8: LOAD. Viewing room of area accessed by PORT 7. Collect some plutonium
and use the H.E.V. unit (a lighteningainga may spawn in for good measure)

PORT 9: Death. End of life. Non existence. Nothingness. Leaving this mortal
coil. Becoming more powerful than you could possibly imagine. Saying 'goodbye
cruel world!'

After going through PORT 7 you'll arrive at the main port to the Lambda
reactor. Run across a spinning section to the portion that is steadily rising
up & down. Turn left and navigate across this (if its lowering you have plenty
of time as it doesn't dip into the murk) When you see the balcony with the '01'
button jump onto it and press the switch. Wait for the lowering section to
start lowering again and jump on. Walk around to the '02' switch, jump onto the
balcony and press it. Jump onto the riser, the mid-spinners and, finally, the
portal in the middle (it doesn't matter which one) LOAD.

Turn around and go through the door. LOAD.

In the hall turn left and go up the ladder in the right alcove. Go to the end
of the yellow hall and wait for the scientist to open the door:

"Gordon Freeman you finally found is!"

"So this is the guy? We thought you'd never make it"

"This is the supply depot for our first survey team. Quite a few handsome
specimins were collected from the border world and brough back this way.
Uuuhhh... before the survey members started being collected themselves that is.
We suspect there to be an immense portal in there created by the intense
concentration of a single poweful being. You will know it when you see it. I
hate to say this Gordon...but you must kill it"

"Yeah...you'd better kill it"

"Of course, you owe use nothing Mr. Freeman. But you've come this far, you know
as much about these creatures as anyone"

"But enough to know that if you don't wipe it out there won't be much for you
to come home to"

"Yes...so...if your willing my colleage is waiting for you at the main portal
controls. He will open the gate for you Mr. Freeman. Do hurry."

"Don't forget to gear up and I'll cover you while your waiting for that portal
to warm up"

Turn around and start stocking up on supplys. But the crowning tool is at the
end of the hall:

"This Mr. Freeman is a long jump module created expressly for navigation in the
world beyond. I certainly hope you recieved long jump training. Because once
your in Xen you will need it. I would advise you to practice before crossing
over"

Collect everything that is in there (make sure your clips are full as well!)
and fully H.E.V. & health yourself. By the time your in the Lambda reactor you
should be 100% ammo and body condition.

"Hello Mr. Freeman! I'm up here! Practice your long jump if you must- but hurry
up!"

So do a few quick jumps, for practice, then walk over to the ladder against the
large section protruding from the wall. At the top watch the scientist:

"Alright...I can open the portal now...but the process if complicated and once
its begun I must not be interrupted or I will have to start all over again.
Don't enter the beam until I give the OK. Understand? I will begin"

This bit is difficult and you'll lose a fair bit of health. The Archangels will
start spawning in and you have to shoot them dead. You could just run around in
circles to dodge their attacks but unfortunatly they also have the balls to go
after Professor Frink who's trying to arrange your travel plans. From the
viewing platform kill the that spawn in (the guard will kill a few as well) A
good method is either using charged laser blasts, or using the magnum. From the
platform you have a good view of all the threats to you and the professor- but
kill the Archangels that are harming him before worrying about the ones
attacking you. After, like, forever he will tell you jump in. So fall down, run
around to the left and jump into the bright nexus...LOAD.

----------------------------------------------------------------------------------
4.15 XEN
----------------------------------------------------------------------------------

There is nothing to rocket jumping in Xen. As well as the rocket pack, you also
have the bonus of Xen's lessened gravity to make air movement easier. Turn left
and rocket jump to the faraway platform suspended in mid-air. Collect the
health and battery that is here and equip your tranquilizer. Use this to snipe
the lighteningainga that has spawned in on the next platform, then jump across
to it. A sound-hound and lighteningainga will spawn in behind you which common
sense dictates you should kill. Once that is done look around for a spinning
platform that level with your position. Rocket jump onto that. Repeat this
process 3-4 times until you are on the bottom, immense formation. Walk around
the edge of that until you see one (of the many] spires that protrude from the
bottom level. Fall down onto that, turn around and shoot all the sound-hound's
that are on the bottom level. When all the one's you can see are dead climb up
and walk around the rim of the "island" You need to stay away from the
bug-zapper's as they launch lightening at you. Opposite the healing pond is a
small gap. Walk through this and smash the flesh-mesh that is on the left.
Climb up and into the surreal chamber. There are 3 toadstool switches in this
room- 2 against the left wall (facing away from the entrance) and one opposite
the entrance. When these have been pressed walk into the corner of this room
and smash the cylinder to let out the 3 moths. When they land walk into the
newly opened portal in the middle of the room. LOAD.

----------------------------------------------------------------------------------
4.16 GONARCH'S LAIR
----------------------------------------------------------------------------------

This is the first of the big boss battles of the game. To make things easier
for both you and me I'm going to summarise and make notes of this battle in
point form:

*. Don't attack Gonarch when he's casually emerging from the tunnel & walking
into the middle of the field. Although this is a prime opportunity to attack
him, as he won't fight back, I'm pretty sure there's a bug in the programming
that makes him invulnerable at this stage (don't attack until he starts
attacking aggressive [and you'll know when he is])

*. Gonarch has 3 attacks- swipping his legs at you, toxic wasting you (which is
very harmful) and launching munchkin's at you. Here's a general rule (really
common sense) DON'T LET HIM HURT YOU.

*. Attack him first with the rocket launcher. The trick is to rocket jump as
far away from him as you can, avoiding both him and his munchkins, and then
turn around and let off a rocket at him. As he charges you you may have to
rocket jump twice to get a good distance. Repeat this process until all your
rockets are exhausted.

*. Aim only for his abdomen (the sack) This is the only part of him that isn't
immune to attacks.

*. Behind the rockface in the corner of the field is a healing pool (suspended
on a rock in the air) When you feel that his little munchkin's are getting to
many rocket jump onto that and take them out with your pea-shooter from there
(they are very small and it may take a few bullets to kill even one)

*. This rockface also act's as good cover from Gonarch. Equip your magnum. Go
around the right side. Peek around, let off a few shots, and go around the left
side. Repeat until he buggers off.

When he is gone run out into the field (rocket jump over the munchkins) And
collect the various batteries and healths in the area. Then go down the tunnel
he went down. LOAD.

*. Collect the ammo at the end and the battery (note its location) When you go
around the bend after these items Gonarch may be charging you. Rocket jump past
him on the right side and fall down the middle section (onto one of the
pillars)

*. Quickly scramble for one of the gaps. With any luck Gonarch has decided to
follow you. Aim up at him and let off a few more bullets into his sack (if you
can't see him then move to one of the other pillars) There is a healing pool
opposite the gap with the body, batteries and alien launch pad.

*. When he moves off after coping some flak go to the alien launch pad. Walk
onto it and ascend- but don't climb off. Instead, aim for Gonarch and let off
about 12 shell's into him (thats one per elevation- so your basically bopping
up and down 12 times) If the shell's don't work try explosives as well (if you
use charges make sure you detonate them when your towards the bottom and if you
use grenades put them on a short fuse)

*. Eventually he will move off. Collect all the batteries (and the one back up
the tunnel if you didn't earlier) and heal yourself in the pond. Walk down the
tunnel he ran down and fall onto the ledge underneath the yellow crystal
(opposite the ledge) Jump across to the other side so your falling against the
cliff face...LOAD...

...and its gentle slope has helped break your fall.

*. Don't try rocket jumping from the ledge onto one of the pillars suspended on
the roof of this large chamber (that are protruding from the wall) Yes, you can
get onto them. Yes, you can rocket jump from one to the other. Yes, you can
only aim straight down on him- which is his armor shell that is inpenetrable.

*. Jump down and land on one of the foundations of the bottom chamber (these
are sloped and will also break your fall) Use these as cover to take shots at
Gonarch.

*. Don't worry about killing Gonarch with flying colours, if you loose alot of
health & H.E.V don't sweat, just keep enough to get through the damn battle!

*. Yes, the munchkins are very annoying, there are very many of them, and they
are making defeating Gonarch very hard. The trick is to rocket jump, let off
one or two shots into Gonarch, then rocket jump away again. When you feel that
there are just TOO many off them then lay a charge at your feet. Rocket jump
away and detonate it. This will kill most of the munchkin's attacking you.

*. Eventually, when you pack enough heat, Gonarch will fall down. Here, this
boss becomes VERY unpredictable. Sometimes you can lay a dozen tranquilizer
dart's into him and he'll run over and collapse. Other times you'll empty every
bit of ammo you have (including your underwear) at him and he won't even sweat.
Hell, sometimes he'll just STAND THERE no matter what you do. The amount of
ammo it takes to kill him, and to get him to fall down to where you are, is
generally dicatated by what ammo's and the amount of it you used against him up
until that point.

*. The general tips are to keep moving (to avoid the munchkins), use the
foundations as cover and, most importantly, empty everything you have into him.
Eventually he will fall over (with any luck) and the munchkin's will come in
droves. Fall down the hole he creates (ignoring the healing pool) LOAD.

----------------------------------------------------------------------------------
4.17 INTERLOPER
----------------------------------------------------------------------------------

If at this point you have less than 30 or 40 H.E.V and even less health don't
stress. From here there aren't very many things that can cause you harm until
you find some replenishment. Run to the back-left corner of the island (jump
over the iris door's in the ground) and go into the cave. Kill the
lighteningainga and heal yourself in the large chamber to the left (collect a
battery in the back corner) Fall down the hole behind the lighteningainga and
crawl down the cavern, through the red muck & smash through the flesh mesh at
the end. Run through this cavern quickly so the spire's don't trap you in and
knock you out with gas. Kill the 3 mutated mouths and collect the ammo pack
that is opposite the corner with the health. Just next to the ammo pack is a
section of flesh mesh- smash that and go into the small room. Wait for the
spire to get to the bottom and equip your magnum. After you've climbed ontop
and your ride has reached its destination (level 10 to the power of 9) rocket
jump across to the platform that is level with your position. Around 3
Archangel warriors will be hovering around so kill them. What you need to do
now is fall down onto the spinning platform's as they travel below you (don't
rocket jump- you loose health) After falling onto around 5 platform's (and
killing about as many Archangels) you'll find you can rocket jump onto the
stingray's that are flying across. When your onto one of these wait until you
are close enough to the teleporter that they are flying towards and rocket jump
to the rock (the stingray's will fly off if you don't). Step into the vortex.
LOAD.

There are 2 batteries in here- one behind you and one to the left. Collect both
and go down to the end of the cavern. Hello! Crawl around to the left, making
little or no sound, and walk up the gentle slope on the left. Equip your
tranquilizer and shoot the Arnie in any organic bit (non-armored) on his body.
On the immediate right, on the ridge, is another Arnie. Snipe it to. If you
hear a fire-alarm that sound's like it was made with bell's (and the radio
tower's blind red lights at their tips) Then equip your M15 and wait for the
Arnie to drop in (HAHAHA!) in between the large spires & grenade him. Once
again, equip your tranquilizer and snipe the lighteningainga tending to the
machinery. Run down to there and into the cave on the right. As you go through
the entryway blast the lighteningainga huddled in on the right & kill the other
one hidden in the corner of the right room. Collect the ammo, health and
batteries from here and go out the way you came (back to the machinery) Keeping
going down the tunnel only takes you to another lighteningainga and an ambush
from 3 Archangels.

Go down the tunnel opposite the good's tunnel. Before it curves around to the
right go through the entrance way on the left and into the large healing
cavern. If you don't need health continue to go down the tunnel. After you go
through the first gap on the right there is a small rock on the left. Climb
ontop of that and rocket jump towards the right (otherwise the flesh-mesh will
stop your momentum) and squeeze past the Big Blue Bastard. Run down this field
and rocket jump over the rocks to the left and over the chasm (it doesn't
matter if you land on the top or bottom level) Crawl past the long-arms of the
Xen law and behind the rock to collect some batteries and grenades. Climb up
the rockface (near the drop from the first level) and crawl around on the
walkway. At the end poke your head around the corner and snipe the Arnie
standing oblivious to your presence & blast the other one hidden behind the
rock. Reload your ammo (so the chambers are full) and collect the ammo pack
next to the vortex. Then step on through. LOAD.

Before you go anywhere your going to hear some very mysterious urging from an
unknown source. This is Nihilanth, the grand master of all things Xen,
communicating with you. If you decipher the slurred speach and heavy accent
you'll find that he is basically saying "...YOU ALONE...YOU ALONE..." Feel free
to e-mail me if you think differently.

Anyway, walk off the transporter and down the hall. How would you like to loose
no ammo or health? Nothing to it really. Ignore all the monsters and don't fire
a single bullet. Wait for the lighteningainga directly infront to come & go
then walk through the chamber to the lift in the top left. Get off at the next
level, wait for it to go down, then climb ontop of the support section running
up the column. At the top rocket jump onto the far conveyor & fall down the gap
(make sure your pressing against the far wall...LOAD...

...so that you land either on the ledge of the vat, or in the water close to
the edge so you have no trouble getting out. This is a prime ambush and you
WILL get zapped atleast twice. In the middle of this large area are 2 pillars-
hide next to the left one. Equip a devestating weapon & make quick work of the
patrolling Archangels. When it is dead a lighteningainga has un-doubtly charged
you so make sure you kill it quickly. Kill the other lighteningainga that is up
on the first level. Behind where you have taken cover is a large barrel. Don't
shoot these or detonate explosives near them as they contain Arnies that are in
stasis (you'll find these containers everywhere in this area) Before you go up
run into the dark section (under the balcony) and collect the battery hidden in
the corner. You can also go through the opening and use the health machine next
to the chasm. Go up to the next level on the small lift next to the vat of
chemicals (where you fell in) and shoot the lighteningainga that will run out
on the slightly-elevated left balcony (use the tranquilizer zoom) Run down the
side of the right conveyor and blast away the lighteningainga before he knew
what hit him. Go through the gap into the left chasm and kill both an
Archangels and lighteningainga, move along the balcony and shoot another
lighteningainga near the ramp.

Run up this way, around the corners, and blast the lighteningainga away that is
on the top balcony (behind the fast moving pistons- you'll see it running out)
Then, use these pistons to access the next balcony up (you may need to rocket
jump from the last piston to access it) Also be on the look out for 2
lighteningainga's which will spawn in. Going around the corner, into the
"warehouse" you'll get the attention of 2 lighteningainga's. Back out and stay
within close proximity of the door. Equip your shotty and blast them, one at a
time, when they come running out. Proceeding in, the first alcove has a
lighteningainga and some charges so kill & collect these (respectively) 2 more
lighteningainga's await further on (and some more items) when you do a 180 and
come to a new corridor rocket-jump over the container at the end and shoot dead
the lighteningainga from next to the tub. Then, proceed to exterminate the 2
Archangels in the chamber. When they are dead use the health machine, collect
the ammo pack next to it and go down the red "vent" LOAD.

Crawling down the vent use the strut's to break your fall at the drop. Crawl
along and fall into the unknown at the end. Don't move from your position- stay
where you are. One Archangel should be down in the chasm so make quick work of
it. Watch out for 2 more of them and a lighteningainga running out along the
balcony on the left. Kill these 3 and then run along the left balcony (watch
for another lighteningainga at the end) Up the ramp use your tranquilizer to
snipe around 2 more on the various balconies around the chasm. Then, ascend on
the spinning platform on the left. Before the lift comes to a complete stop,
however, rocket jump towards the right (next to the barrel) to avoid the
lighteningainga's attack. Blast it away and proceed to kill 3 more Archangel
warriors from above. If you want some more challenges and items them go through
the red corridors otherwise skip to the paragraph after next.

Go through the red hallway on the left and throw a charge down, onto the lower
level, next to the barrel in the large chamber. This will kill the
lighteningainga and the Arnie that emerges from it. Next, equip the
tranquilizer and shoot dead the lighteningainga that is level with the doorway
(you can only aim for his arm) Walk down to collect health and charges then
make your way up, down the red hall and down the red corridor on the right.
Face straight ahead at the entry way to the chamber and aim your M15 up on an
angle of 45 degrees. There are 2 poles in the middle- aim for the left one.
Fire a grenade and kill the lighteningainga that you can't see. The first
platform has shells, tripmines and grenades (fun for the whole family) run up
and around the central structure some more with your tranquilizer gun's zoom
on- you should spot the head of one last lighteningainga which you can make
quick and painless (for you anyway) work of. Run up to its level and collect
health, an ammo pack and batteries. Now would be a good chance to run- unless
you want to waste your newly acquired ammo and batteries on killing a trio of
archangels. Going through the red area and into the large chamber run to the
end and up the lift. Run into the blue area and from the relative safety of
there kill another trio of Archangels. When they are dead and buried run to the
last ascender and kill the lighteningainga on it then take it up. At the top,
jump into the spinning portal. LOAD.

Not yet...soon...very soon. Jump (no need to rocket) across 4 - 5 boulders
until you are at the altar. No rest for the wicked, nothing to collect here,
jump on through...LOAD.

----------------------------------------------------------------------------------
4.18 NIHILANTH
----------------------------------------------------------------------------------

*. Scramble for the spire's around the exterior of the cavern. These are the
safest as they are the biggest and furthest away from Nihilanth. If you stay
completely behind them Nihilanth also can't teleport you to his various
challenges.

*. If he does get you there are one of 3 area's you will go- to a tall, green
chamber, to a red chamber that is exceptionally small, and to a red chamber
that is expectionally big.

*. In the green chamber you first must shoot up and kill a Archangel. Then,
rocket jump from one ledge to the other to reach the top (whenever you get to a
structure that extends from one side to the other an Archangel will come from
above) Be sure to collect the batteries & health in here.

*. The small red chamber is filled with 3 Archangels who want nothing more than
to make your colour match the same one as the chamber. Don't think you can
grenade them due to the close proximity of the battle- they are to fast. Kill
the 3 with bullets, collect the verious prizes on the side shore, and use the
ascending sphere's to access the teleporter at the top.

*. The big red chamber is has a healing pool, alien ascender and an ammo pack.
If your chucked in here later on a Big Blue Bastard will be there to welcome
you. The water has some Goberfish and another ammo pack. Use the ascender to
access the teleporter at the top.

*. Like I said, you need not be teleported at all if you stay behind the
spires. Use the rocket launcher to destroy the 3 large crystal's on the walls
(these are small- keep the crosshair on them until they have blown up) You can
probably shoot 2 from behind one spire, but will need to rocket jump to behind
another spire to destroy the last crystal.

*. When that is done the fun is to be had. Let all you rockets go into him.
Then, let your magnum into him. Then the laser. BLOODY EVERYTHING. Whenever a
lighteningainga or Archangel comes your way swat them off and keep letting 'er
rip in Nihilanth.

*. Nihilanth has 2 attacks- the green orb, and the very devestating ball
lightening. If you get hit by that start all over (because the game basically
IS over)

*. Forget what you heard about needing to shoot Nihilanth in the head. I'm not
sure how to get above him as he ascend's with you and by the time your at the
top you have no H.E.V. and 10 health. Just let all you have into him, from the
cover of the spire at the bottom, and eventually he will climb up and explode
in a blaze of glory...LOAD.

----------------------------------------------------------------------------------
4.19 END GAME
----------------------------------------------------------------------------------

[XEN ELEVATOR TRAVELING AT ENORMOUS SPEED. THE MYSTERIOUS ADMINISTRATOR STAND'S
IN FRONT OF YOU]

"Gordon Freeman in the flesh, or rather, in the hazard suit. I took the liberty
of relieving you of your weapons. Most of them were government property. As for
the suit...I think you've earned it..."

[FLASH. BATTLEGROUND. TANKS, BARBWIRE, CORPSES AND EXPLOSIONS ENVELOP YOU]

"The border world, Xen, is in our control for the time being thanks to you. Its
quite a nasty piece of work you've managed over there. I'am impressed"

[FLASH. CLIFF AT XEN. A FLOCK OF WINGED CREATURES MOVE IN THE DISTANCE]

"That is why I'am here Mr. Freeman. I have recommended your services to
my..err..."employers" and they have authorised me to offer you a job. They
agree that you display limitlesssss potenstial"

[FLASH. TRAIN. STARS MOVE BY OUTSIDE]

"You've proved yourself a decisive man so I don't think you'll have any
troubles in deciding what to do. If your interested just step into the portal
and I will take that as a yes. Otherwise, well...mmmmm...[BREATH] I can offer
you a battle that you have no chance of winning. Rather an anti-climax after
what you've just survived."

[TRAIN STOPS. A GREEN PORTAL APPEARS OUTSIDE THE DOOR]

"Time to choose..."

[IF "NO" & YOU REMAIN IN THE TRAIN]

"Well it looks like we won't be working together...

[FLASH. YOU WILL BE TELEPORTED INTO AN ARENA WITH DOZEN'S OF ARNIES STANDING AT
ATTENTION]

"No regrets Mr. Freeman..."

                               SUBJECT: FREEMAN

                       STATUS: OBSERVATION TERMINATED

               POSTMORTEM: SUBJECT DECLINED OFFER OF EMPLOYMENT

[IF "YES" AND YOU STEP INTO THE PORTAL]

"Wisely done Mr. Freeman! I will see you up ahead..."

                               SUBJECT: FREEMAN

                                STATUS: HIRED

                              AWAITING ASSIGNMENT

                               [FINAL CREDITS]

----------------------------------------------------------------------------------
5. CHEAT CODES
----------------------------------------------------------------------------------

"Cheat. v.t. deprive of by deceit, defraud; impose upon. - v.i. practise
deceit.-n
[See Also: Fraud, swindle, deception]
                                            That'd be you then...

UNLIMITED AMMO: Down, X, Left, Circle, Down, X, Left, Circle.

INVINCBILITY: Left, Square, Up, Triangle, Right, Circle, Down, X.

INVISIBILITY: Left, Square, Right, Circle, Left, Square, Right, Circle.

SLOW MOTION: Right, Square, Up, Triangle, Right, Square, Up, Triangle.

XEN GRAVITY: Up, Triangle, Down, X, Up, Triangle, Down, X.

UNLOCK ALIEN MODE: Up, Triangle, Up, Triangle, Up, Triangle, Up, Triangle.

---------------------------------------------------------------------------------
6. "THE ADMINISTRATOR"
----------------------------------------------------------------------------------

  This mysterious figure is seen throughout the game and his identity & motives
are never explained, eluded to or implied. Even by the end of the game we know
nothing about him except that he is the representative of a "company" and he
has this knack for being able to survive impossible situations and control
space-time as we know it (he magically can "warp" himself, and you, from one
place to another) Who's he's "employers"? What has it got to do with the
incident? What has it got to do with the United State's government and Black
Mesa? What will Freeman do when he is hired? Why did you need to launch the
satellite in 'On a Rail'? Why Why why?!

  The ending really does make me mad. We had this great 10 minute opening
sequence, at the start of the game, complete with character & setting
introductions as well as the interactive elements. Of course, we battle for 15
hours through the game to try and find out what the hell happened and all we
get is a 3 minute cinema that doesn't explain ANYTHING (except what the
administrator sounds like) and add's about a dozen question's to the hundred's
we had been asking throughout the game. You see- everybody gets to see the
intro. But only the dedicated get to see the ending. It really is a let down
after putting in all that work. Why didn't they just give us a crappy
VGA-resolution picture and a 2 sentence epilogue instead?

Whinging aside (I'm sure you all agree with me) With any luck a sequel will be
made for Half-Life. If it isn't then the ending of Half-Life was just a stupid
& crazy thing to do. Imagine if George Lucas decided to stop making Star War's
after 'The Phantom Menace' We'd have this big plot gap. Thats what Half-Life
could leave us with.

Back to the Administrator. He is seen throughout the game. You can shoot at him
& he is invulnerable to harm. No doubt the reason he is standing in one area,
you go up there and he isn't there, even though you took the only route is
because he can appear and disapear as he pleases. Feel free to e-mail me if
you've seen him somewhere I haven't, but here is a list of where he is seen in
the game:

BLACK MESA INBOUND: On the other train next to the spill with another
scientist.
ANOMALOUS MATERIALS: Seemingly in an argument with one of the scientist's in
the office rooms.
UNFORSEEN CONSEQUENCES: On the balcony, near the storage room, after you
encounter the first Sound-Hounds.
OFFICE COMPLEX: On the other side of the door, at the top of the stairs, in the
final corridor to the elevator shaft.
"WE'VE GOT HOSTILES" - On the balcony, walking across, in the large storage
area after the water spill and the open lift shaft.
BLAST PIT: [Not seen]
POWER UP: Looking down, from the control room, on the marines battling it out
with the Big Blue Bastard.
ON A RAIL: [Not seen]
APPREHENSION: Walking along the balcony when you surface infront of the 3
pistons
RESIDUE PROCESSING: [Not seen]
QUESTIONABLE ETHICS: [Not seen]
SURFACE TENSION: [Not seen]
"FORGET ABOUT FREEMAN!" [Not seen]
LAMBDA CORE: Walking into a vortex in storage area accessed by PORT 1.

He isn't seen from that point on.

----------------------------------------------------------------------------------
7. PC VERSION VS PS2 VERSION
----------------------------------------------------------------------------------

I haven't played the PC version for years but me, and other people, have noted
the following differences between the original PC Version (released in November
1998) and the PS2 version (released in November 2001)

              PC VERSION                                 PS2 VERSION
---------------------------------------------------------------------------------
M15 is chubbier & looks more "plasticy"    | M15 resembles a M16 assault rifle
---------------------------------------------------------------------------------
Health & H.E.V. machines are a basic square| Health & H.E.V. unit's have "arms"
which you walk up to and magically         | that extend out to replenish you.
replenish your health & suit power with    |
---------------------------------------------------------------------------------
After the warehouse full of tripmine's in  | A guard stands outside the
'Storage'
'Surface Tension' the guard, fleeing from  | room who can open the door for
you.
marines, must be used to open the door to  |
the storage area.                          |
----------------------------------------------------------------------------------
Because of the point above, the tank is not| The tank is there.
present on the roadway on the surface after|
the stingray drops in the arnie            |
----------------------------------------------------------------------------------
Mechanical walkers in 'Black Mesa Inbound' |Mechanical walkers move at much
slower
move very smoothly and look smooth too     |frame rate and have distinctivly
                                           |more "dirty" texture on them.
----------------------------------------------------------------------------------
No bonus missions but separate add-on's    | Bonus mission, created
specifically
include Blue Shift (in which you play a    | for the PS2 version, called
'Decay'
security guard) and Opposing Force (in     | where you play one of two female
which you play one of the troops sent in   | scientist's who's actions
in-directly
to 'clean up' the mess)                    | affected Freemans
----------------------------------------------------------------------------------

----------------------------------------------------------------------------------
8. CONCLUSION & CONTACT DETAILS
----------------------------------------------------------------------------------

Thank you to all for taking some time out to read my FAQ. I'm hoping that it
assisted you with whatever you needed help with or simply provided you with
some good reading material. No more grand update's will follow this posting of
it (as of March, 2002) But my e-mail address is here if you need some
one-on-one help with some portion of the game. I've got to move on now to other
FAQ project's now!

CONTACT: ZEOBRIA@HOTMAIL.COM

    SEE YA!

----------------------------------------------------------------------------------
COPYRIGHT 2002. GRANT MORRISSEY.
----------------------------------------------------------------------------------





























































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