GetDotted Domains

Retro Game Walkthroughs For
"Half Life"
(PC Games)

Retro Game Walkthroughs for Half Life (PC Games)
Submitted By: Shooby
This walkthrough could also be used for the PS2 version, but the
PC version is way better.....And also, you'll have to ingore the
file references for maps etc.

Anomalous Materials
1) Follow the green stripe to the locker room, then go left to
the HEV room. Press the button on the computer console to open
the storage door for the suit. Walk up to the suit in the chamber
that just opened and you'll don the suit automatically.
Amusement: Press the button on the main lobby guard's desk to
watch everyone freak out. 2) Follow the blue stripe to the
security door, the guard will only open the door for you if
you're wearing your HEV suit. Once inside, it's a straight walk
down a few halls and up an elevator or two. Use the buttons on
the elevators to make them work. 3) Once inside the test lab,
you'll have to listen to the two scientists talk for a bit, then
they will open the door for you. 4) Inside the test chamber,
climb to the platform, wait for the switch on the console to
open, and then press the switch. 5) Climb back down and walk over
to the cage. When it opens, get behind the cart and push it into
the particle beam. Then pay attention, this is a cool part.

Unforeseen Consequences

1) Use the broken retinal scan panel to open the door, then exit
the test chamber. Make sure you pick up the crowbar you see by
one of the doors on the way to the main lobby. 2) Find your way
back to the main lobby security desk, then use your crowbar to
smash open the vent panel by the floor on the right. Go through
the hole into the vent. 3) There are a few headcrabs near the
vent on the other side. If you brought the guard with you that
you met in the hall (by Using him), he'll shoot at least one of
them for you. Also watch out for the exploding computer. 4) Climb
up and exit through the other air duct (smash it with your
crowbar to open it -- get used to doing this, there are quite a
few vents in the game, and many of them must be smashed with the
crowbar or shot open with a gun -- crowbar saves ammo, which
you'll need). 5) Pick up the gun from the dead guard you'll find.
You could also kill the guard you had following you around (using
the crowbar) and take his gun, but it's not necessary (and not
very nice). 6) Keep walking to the end of the hall, kill the
monster on the other side of the iron bar door (which you can't
open). Then drop down through the square hole into the sewer.
Inside the sewer there are two open holes in the roof (one you
just dropped through) and one covered with a grate. Note the
location of the 2nd open hole before proceeding. 7) Find the
concrete thing with the wheel valve control on it, use it, then
walk/swim to the open grate you located. You can then swim up to
the hole and exit, and you'll be on the other side of the iron
bar gate. If you killed the monster from the other side, this
part will be a bit easier. 8) Use the big lever that's on the
platform by the huge lift, then run down and get on the platform
before it descends too far. As you descend, look behind you.
Headcrabs will start falling after you. Don't try too hard to
kill them, just dodge them by moving to the side and opposite
their direction of motion as they fly by. 9) Be careful on the
steel-grating bridge. It will break when you step on it. To get
around to the opening on the left, jump up onto the silver pipes
and walk around. Once at the other side, you can try to jump for
the opening, or break the grate to your right with the crowbar
and crawl through -- it takes you to the same place. 10) Watch
out for the hanging tongue things while crossing the water. You
can jump into the water, or push boxes in to make a bridge. Go
left and up the ladder, out the door, then in the other door. 11)
Continue walking along the corridors until you find the elevator.
Use the button outside to open the door and walk inside, then use
the button inside to activate the elevator.

Office Complex
1) Once outside the elevator break the grate on the wall by the
floor near the electrical wire that's shooting sparks. Stay clear
of the wire, and wait a bit first so the headcrabs come for you
and get zapped. Crawl into the vent shaft. 2) Crawl to the right,
bust the grate with the crowbar (watch the scientist get eaten by
the tongue monster), and then jump down into the room. Find the
electrical room door, go inside and turn off the main power. The
lights will go off, so use your flashlight to navigate around the
room (watch for more tongue monsters). You can then open the door
to the hall by the elevator and the electrical wire, which will
now be safe to pass. 3) Break the glass in the window at the end
of the hall and climb through. Then break through the crates to
proceed. 4) Get the shotgun and shells from atop the green box,
then kill the alien that attacks the guard behind the fence. If
you don't save him, you can't get behind the gate (he opens it
for you if he's alive), and there's some ammo and health inside.
There is also ammo and health to be found by busting the crates
below the catwalk. 7) Go to the flooded room, climb in and jump
on objects to avoid touching the water (and electric shock). Find
the light switch on the left wall and turn it off to make the
water safe to touch, then get the goodies from the cabinets
before busting the vent on the left wall and climbing out of the
room. Watch out for the fan in the vent shaft (duck). 8) Move the
small and large crates to make two steps up to the ladder in the
hall by the locked door. Break all the vent covers in the shaft,
but you might want to save before exiting the last one -- there's
a security gun just outside. 9) Either duck and shoot the
security gun with the shotgun to destroy it, or jump down and run
for the switch under it to turn it off. 10) Climb up the stairs
after getting the guard follow you by using him -- they make for
a great distraction target for the security guns you'll run
across. Then go out the EXIT door and up the stairs. There you'll
find another guard to help you if you managed to get the other
one killed. 11) Stop by the room to the left and down to pick up
a few grenades, the go back to the right and break open the
boarded-up exit with your crowbar. Walk through (the flashlight
helps) and find the freezer door, open it by using the handle to
the left. But before entering the freezer, get all the health and
ammo you can hold from the previous area -- once inside the
freezer you can't go back out. 12) Inside the freezer, walk
around to the left and find a red switch. Use it to start the
cart moving back and forth along the rail on the ceiling. 13) Go
back to the entry door and climb up the ladder, then smash open
the vent and crawl through the vents and across the shelves until
you come out near the track of the ceiling-cart. 14) When the
cart moves by, jump on and cross to the other side. You may need
to smash the crates on the cart with the crowbar to get on, and
you may need to wait until the cart comes around again to get off
at the vent on the other side. Getting stuck between the cart and
a wall or shelf is fatal. 15) Keep climbing up the vent shaft and
exit up to the left. To the right there is a dead guard and a few
HEV power cells that might come in handy. 16) Go up the stairs
and find the open elevator shaft. Inside, on the far, wall is a
ladder to which you can just barely jump (don't jump too early,
and consider saving before trying this one -- a fall is fatal).
17) Keep climbing up ladders until you can jump up on top of the
elevator. There is no way to save the scientist who is hanging by
his fingernails above you -- he'll fall as soon as you hit the
elevator. 18) Once atop the elevator, find the access panel and
smash it open with your crowbar and drop inside. The panel is at
the rear left, and the flashlight will help you find it more
easily.

We've got Hostiles (Maps in this chapter: c1a3.bsp, c1a3a.bsp,
c1a3b.bsp, c1a3c.bsp, c1a3d.bsp)
1) Watch out for security guns, trip wires (red lasers, which
activate sentry guns in the area and close fire doors), and trip
mine lasers (blue lasers, which will blow up the trip mine -- and
you -- if crossed by anything, including an enemy). It's pretty
painful to take on a sentry gun head on -- it's best to avoid
activating them at all by ducking under or jumping over. If you
do activate one, strafe out from behind a wall or crate and take
a shot with your shotgun (both barrels preferred, use Alt Fire)
and then strafe back to safety before trying again. 2) When
trying to creep through the area without activating sentry guards
(by avoiding touching the red lasers), watch out for aliens that
may appear and kill them quickly -- they can activate the guns as
easily as you can. If you've destroyed all the sentry guns in an
area, it's safe to cross the red lasers -- nothing will happen
when you do (assuming you destroyed all of the sentry guns). 3)
Creep past the lasers and guns (touching a sentry gun sets it off
also), climb the crates and jump down to the hallway. Watch out,
there are more guns there. 4) There's a pretty hairy area with
sentry guns, a wet slippery floor, and an open elevator shaft (a
fatal fall). You may want to grenade the sentry guns in this area
to get past, then the red lasers are harmless. Be careful
grenading near fire doors, as breaking the glass on their wall
switches will close the doors. They can usually be re-opened with
the switch on the wall. 5) Make sure you don't cross a blue beam
-- those are trip mines, and they blow up when you do. They
inflict heavy damage. Also be careful not to push a crate or box
into one, or move a box that a blue beam is hitting. 6) Climb up
the ladders to the exit. There you'll see a scientist run to the
soldiers, thinking he's getting rescued. While the soldiers
mercilessly slaughter the scientist, blast them with grenades.
Note that pressing the fire button with a grenade in-hand pulls
the pin, but you don't throw it until you release the button. Try
to time it so that the grenade explodes soon after hitting the
target area, of the soldiers will run away before it explodes
(they aren't stupid!) 7) Exit by using the freight elevator, then
go out the firedoor onto the catwalk. At the fork, go right. Find
the conveyor belt and walk up it (the wrong way), in the next
room you can climb the crates to get back onto the conveyor belt
and continue walking up it the wrong way. 8) Destroy the sentry
guns below with a grenade, then jump down. This is much easier
than trying to come through this area by the other way (by not
using the conveyor belts). Keep an eye out for the sentry gun
behind the open fire door. 9) Climb the stairs in the warehouse
and wait for the soldiers and the aliens to kill a few of each
other before taking them on. The soldiers are tough in this area,
and they will try to flank you. They are also deadly accurate
with a grenade toss, so if you see one coming, take cover. 10)
Walk up the catwalks to the top of the room and go down the
corridor. Kill all of the soldiers from this height advantaged
position before going onto the floor. Once down, take the
elevator up to the surface. Save here, it's nasty up above. 11)
If you kill the soldiers that the plane drops off, they will just
keep bringing more. Your best bet is to make a run for the bunker
(to the left, near the middle of the outdoor area) -- running
around the perimeter of the area seems a bit safer than the
middle. 20) open the door to the ventilation shaft, go down to
the bottom. Once inside the bunker, dive down the ladder as
quickly as possible and take cover. 12) In the vent system, drop
past the (deadly) fan blades in the far right corner. Then exit
the fan chamber through the middle vent (the others have a few
goodies in them, but are dead ends). 13) Once outside the vent,
use the control on the computer panel to open the silo door, and
then exit.

Blast Pit (Maps in this chapter: c1a4.bsp, c1a4b.bsp, c1a4d.bsp,
c1a4e.bsp, c1a4f.bsp, c1a4g.bsp, c1a4i.bsp, c1a4j.bsp,
c1a4k.bsp)
1) Use your crowbar to break the barrier and duck under the
hazard barriers. Then enter the control room to your right and
use the switch there. You can exit by using the freight elevator.
2) Jump up on the train, and press use to activate its controls.
When the big arrow thing appears on your HUD, forward increases
speed, and back decreases it. Use again or strafe to either side
to let go of the controls and leave the train. 3) Running train
at full speed will help you avoid hits from the monsters in the
tunnel (and run over a few in the process). Once you smash
through the barrier, you can't stop the train. So either stop
right after the barrier and climb over the pipes up to the
ladder, or prepare to swim to the low box in the center of the
slime when you go flying off of the train. 4) Personally, I found
flying through the air a lot of fun, and it doesn't cause much
damage if you get out of the slime and onto a box pretty quickly.
You can then jump to the other boxes and make your way to the
platform opposite the slime. Either way, next you can jump up
onto the walkway to get to the ladder which leads you up into the
pipe. 5) Next climb the ladder and get on top of the pipe so you
can walk past the slime, and once inside the big slime-filled
room, walk along the upper pipes and jump over the rail and onto
the platform. From there you can take the elevator up and out. 6)
When exiting the elevator you'll run into an alien. You can shoot
the canisters next to it to cause an explosion that will kill it.
Make sure you're not too close when you do. It's tricky not to
cause the explosion, but if you can manage to avoid it do so,
otherwise you'll have to jump across the bridge that gets damaged
in the blast. 7) Use the switch by the door to open up the
airlock, and step inside. Another switch is waiting, which you
must use to get through the airlock. Note that the scientist here
in the test fire control room cannot be saved -- he's a goner. 8)
Before entering the test fire chamber, shoot the crates that
block the ladder to your left. It's much easier to do this now
than while you're trying to creep past the tentacle. If you break
the boxes while inside the chamber, the tentacle will hear you
and attack. 9) Note that the "Test Fire" switch on the panel
cannot be activated until you turn on the power, oxygen, and fuel
(this is how you destroy the tentacle -- there is no other way).
You'll need to creep past the tentacle at least twice to activate
these, and doing so can be tricky. The easy way is to walk (hold
down the 'walk' key if you have auto-run on) or crouch while
moving past him, being careful to avoid the whapping tentacles.
The hard way is to distract the tentacle with grenades and/or
shotgun blasts, causing it to briefly retreat into the hole while
you run by. Either way is nerve-wracking, take your pick. go to
the second level from the bottom. 10) First we'll turn on the
oxygen and fuel (although the order is unimportant, you could
turn on the power first if you want). Creep around the tentacle
and through the door on the second floor of the test chamber. Run
fast after breaking the boards with your crowbar, because the
tentacle will hear you and attack as soon as you do. Walk across
the bridge and follow the red and blue pipes down the halls. 11)
Enter the sewer grate by ducking on top of it, aiming down, and
smashing it with the the crowbar. Follow along the pipe and turn
left at the fork (right is a dead end), then climb the ladder.
12) Climb down the ladders to get below the huge fan. Save here,
this is tricky. Turn on the switch and run immediately back up
the ladder, trying to avoid the fan blades. Once above it, wait
until the fan spins up to full speed before proceeding. 13) Look
up and notice the boards over the roof. You have a choice for
dealing with them: the visually appealing way is to toss a
grenade (assuming you have one) out above the blades and watch as
it flies up and explodes through the boards. If you have no
grenades, or want to save them, just jump out above the fan
blades (trust me :) and take out the boards with the crowbar once
you float up to them. 14) Once above the boards, break the vent
cover on the wall with the crowbar and climb through. Ducking
helps here. 15) Crawl along the shaft until you get to the
Oxygen/Fuel control room. Turn on (use) both switches on the
control panel. You'll know they're both on by the lights and the
bubbles that will start flowing in the pipes. Then exit by
climbing up the ladder and follow the blue and orange pipes back
to the tentacle. 16) Next we'll turn on the power so we can make
some tentacle jerky. Creep through the test fire chamber again
and exit the door on the lower level. 17) Jump over the broken
section of the metal walkway -- I know it looks too far to jump,
but it isn't. Just make sure you don't jump too soon. Save before
trying. 18) Before crossing the puddle of water round up all the
boxes and crates you can find and build a bridge across it. It's
harmless now, but once you turn on the power it will become
electrified, and then it's very difficult to cross and survive.
Make sure that you can jump onto and off of your crate bridge
without touching even a drop of the water. See #24 below for
details. 19) Walk over to the catwalk and use the elevator
button. Once on the elevator, use the button inside to start it
up. The elevator will malfunction and stop half way (or so) up
the shaft. As soon as it does, jump off and grab the ladder on
the wall to your left. If you wait too long, the elevator will
fall with you in it and you'll take damage from the radioactive
sludge at the bottom before you can climb back up the ladder on
the wall. Larry says you don't need to jump off right away, just
wait until it starts falling again and when it's close to the
platform jump off. No damage! (Sounds risky to me). 20) Once at
the bottom, climb around on the pipes to avoid touching the
radioactive sludge. 21) Climb the stairs to get to the power
generator control area. There are two switches -- one on either
side of the generator in the center. Both have to be turned on to
start up the generator, but make sure you are not on top of it
when the second switch is activated, or you'll get fried. 22)
Moving around the generator can be tricky. Avoid getting hit by
the fast-moving platform thing. It'll kill you. Just stand for a
few moments and watch it run, you'll get the pattern and the
timing so that you can safely move around. 23) Once the the power
is on (you'll know if it is), leave the way you came in. There's
a conveniently located ledge you can use to avoid damage from
jumping off of the ladder. 24) Use your crate bridge to avoid
touching the (now electrified) water on the way out. If you
forgot to do so, use one of Keith's strategies: You can get up on
the large stationary box at the end of the hall (in order to get
up on the pipes and walk around the wall on the pipes OVER the
water) if you slide the other boxes up to it then do the
Half-Life spasm jump. Run then hit the JUMP and CROUCH keys
simultaneously. I'm told this will get you up there. You will
NEED this spasm jump later on in the game. (BTW, you don't need
the Jump Pack thing for this jump.) This is my solution that I
found: I slid two boxes end to end into the water on the left
side by the wall. Then I lined up two more boxes right next to
those in the water. Then I stood on the left pair of boxes facing
the second row of boxes. This is the weird part -- I held down
the USE key and strafed left. This sent the second row of boxes
sliding out into the water. With the correct slide I was able to
jump from box to box and get over the water without damage!! 25)
Go back to the top and into the test fire control room by the
tentacle. All the lights on the panel should be lit (if not, you
didn't turn on power, fuel, and oxygen). Press fire and watch the
action. You'll probably take a little heat damage in the process
since the doors will close and lock while the test fire is
underway, but it's not fatal (and worth it :) 26) Enter the test
fire chamber and leave the room through the hole in the floor in
which the tentacle was sitting (save first, drowning is common
here). Make sure you fall in the center of the hole, or you'll
hit the side on the way down and die. There's a nice .357 magnum
waiting for you at the bottom of the water if you make it, so get
it. 27) There are two fans at the bottom of the pool also; ignore
them, they can't be broken open or used to escape. Note that the
pool looks as if it is surrounded by four equally spaced pipes,
two on each side, but one is missing. That missing pipe is your
way out. Swim up to that side and up out of the pool. 28)
Continue walking on the pipes and go to the end. When you see the
wheel. jump off of that pipe into the one by the wall that has a
broken grate in it. Climb inside and keep walking, but be
careful. You'll notice a slight change in color of the pipe in
one area, and that part is going to break off when you step on
it. Jump back immediately when the breaking starts and you can
avoid going down with it, which causes a lot of damage. 29) Once
the pipe breaks, assuming you didn't go down with it, walk to the
left and drop down between the pipe and the steel beam. You'll
land on the ceiling of the room below, and then can jump the rest
of the way down. Don't worry too much about taking a few hits of
damage; there are health kits at the bottom.

Power Up (Maps in this chapter: c2a1.bsp, c2a1a.bsp, c2a1b.bsp)
1) Don't hesitate at the start, try to make it across the open
area and to the tunnel to the left while the big ugly beast is
fighting with the marines. They should all ignore you while
they're trying to kill one another. It'll be harder to make it by
without damage once the monster smacks the marines. 2) Continue
down the tunnels until you come upon red doors and a wheel. Use
the wheel to open the doors (hold use down until they open enough
to go through) and ten climb up the tunnel to the top. 3) Go
across the open area and up to the other side, then go left
towards the power generator (follow the signs). Once you get to
the elevator, send it down (without you on it) by using the
button. Then you can shoot the trip mines below, or better yet
send down a detpack on the elevator and set it off from the
safety of above. Bring the elevator back up (use the button),
climb aboard and go down with it this time. 4) Take the stairs
down and continue all the way to the bottom. Watch out for the
freaky leech-worms in the water -- they don't do much damage,
especially if you have some HEV suit power remaining, but they
gross me out bigtime (the crowbar works on them nicely). Once you
make it to the (non-operational) power generator, use your
crowbar to smash the boxes that are blocking the pistons (on the
front of the generator). 5) Climb back up the stairs and go to
the fan control panels. One fan is not on, so you have to turn it
on with the switch there. Now the power generator is on, so you
can head back up to the elevator and then to where that lovely
monster is waiting for you. Note that the track main power still
has to be activated for you to use the train in the center of the
open area (by the monster). 6) Find the the boarded up doorway
labeled "Track Control". Ignore the switch for now, just jump out
the window and let the monster follow you. Go down the large
tunnel on the left (the one that isn't obviously a dead end) all
the way to the far wall of the room at the end. Pull the switch
there and when the monster walks between the two huge electrodes,
he'll fry like an egg. 7) Exit the room through the door, which
will lead back around to the tunnel you took to get there. Go
back to the large open area with the train car and jump on -- you
now have power. Drive the train straight (full speed is fine)
until it stops at the rotating platform on the track. Go back
into the track control room and use the switch there. The
rotating platform will spin, pointing the train car in the
direction you want to go, then hop out the window, back onto the
train car, and smash through the barrier at full speed.

On A Rail
1) Once your train car stops at the guard, listen to his story
and get off the car to use the switch on the wall. The gate will
raise, and you can continue driving the2 train along. Avoid the
water and the center track of the rails -- they will damage you
(to the tune of about 10 points per touch). 2) Continue driving
the train straight ahead until you see the second track switch
sign. Shoot the sign to change the way the arrow points (you want
to go straight instead of turning), and your train car will
switch tracks at that point. 3) Stop your train car at the
platform by the stairs and the monster. Take out the monster and
climb the stairs, but don't smash the crates -- there's a sentry
gun behind them. Instead, toss a grenade to the other side of the
crates and take out the gun with no hassle. Then enter the little
room and use the switch to move the hanging hook that was
blocking the train tracks. 4) At the next track switch sign,
shoot it to change tracks. That should take you down the track
where the hanging hook was blocking before you moved it. Once you
make it to the next gate, get off the train and use the switch to
raise it, then continue riding the train down the track. 5) When
the train car stops at the end, you have to get off and go it on
foot. Shoot the marines on the left and keep moving. Smash open
the boarded-up room to find the friendly guard and get him to
join you (use him). 6) Be careful turning the next corner --
there is a feisty mounted artillery gun in a bunker straight
ahead that will perforate you if you stand there long. It can
also shoot and destroy crates, so once it knows you're there, run
like crazy up to the right side of it's bunker. There's just
enough space there between the wall and the bunker to toss in a
grenade or two and take out the gun. 7) If you're hurting at this
point, climb up atop the blast doors and get the health and HEV
power cells before entering the blast doors. Once inside, shoot
or toss a grenade at the trip mines and stand clear. 8) Walk down
the stairs to find another train car and take it for a spin.
Watch out for falling debris (that can knock you off your train
and onto the electrified rail as your car runs off without you)
and red sentry gun lasers. Duck under them to avoid unnecessary
firefights with sentry guns. 9) Also watch out for the marine
with the rocket launcher around one of the bends in the track.
It's best to disembark to take him on, as he aims for the train
car pretty darn well. Continue along the track. If you lost your
train when fighting the rocket launcher, you'll find it up ahead
soon (it stops at the next gate). 10) On the platform by the
train track kill a few aliens and then hop up over the green
boxes blocking the doorway. You have to duck at the peak of your
jump to do this (see the Hazard Course for details if you haven't
already). Once inside, use the switch to raise the gate on the
track and continue down the track on the train car. 11) Continue
to the next gate, and then kill everything in the room. To kill
the mounted gun, toss a grenade into the bunker with it. The
switch for the next gate is near that bunker. Feel free to take
off on foot at any time -- the train is not critical to
completion, but it does save a little walking time. The train car
also comes in handy for clearing out trip mines -- you can just
let it go on it's own and catch up with it later (it will stop at
gates). 12) The train car also makes a pretty good shield against
incoming rockets, which you will run into at least a few times in
the tunnels. Duck behind the control panel and speed by to avoid
them, there is no benefit in taking the time to destroy them. 13)
At the next track switch sign, shoot it so that you continue
going straight. At the next gate, get off and take the ladder
down, but be careful not to cross the red sentry gun laser --
near the bottom of the ladder jump away from the wall and strafe
to the side at the same time to avoid it. 14) Enter the control
room and choose your path. You can either take out the sentry
guns with grenades (why?) or just hop out the window and avoid
all of the red lasers while walking away to safety. You're going
to need your ammo soon anyway :) 15) At the end of this tunnel is
a rather ugly situation: a mounted gun in a bunker right in the
tunnel, a mounted machine gun behind some sand bags just to the
right of it, and a load of marines crawling around the large room
to the right of that. First kill the machine gunner, then push
the crates as cover while walking up by the bunker. Climb up the
bunker and throw in a grenade to shut it down. You're on your own
with the firefight with the marines in the main room. 16) Once
you enter the blast doors, watch out for red sentry gun lasers.
There are several of them up a staircase, and these are attached
to a few hundred points of explosives lining the room. One wrong
move and it's all over. To get past the lasers, first push the
larger box under the last beam. Then crawl under the first two
lasers and jump from the stairs on to the box. You can jump over
the last red laser from the box. 17) Take out the few guards (a
nice silent snipe with the alternate fire crossbow works wonders)
and go press the launch button in the control room overlooking
the launch pit. Enjoy the show. 18) Leave the building (careful
of the red lasers -- they're still there) and then exit out the
blast doors (the way you came in to the launch area). 19) The
large doors to your left will now be open (watch out for the
sniper off to the right and up on the rocks), go through the
newly opened doors.

Apprehension (Maps in this chapter: c2a3.bsp, c2a3a.bsp,
c2a3b.bsp, c2a3c.bsp, c2a3d.bsp, c2a3e.bsp)
1) There's no way to stop the train; get off or ride it all the
way in. At the bottom of the water is a set of barrels or
canisters tied down. If you swim down and "use" the lock on them,
they will float up to the surface and make a bridge over which
you can walk to get up the other side. 2) Walk around the
catwalks and jump into the water. Swim around until you find the
sloped floor that leads to the exit of the water. Through you'll
probably take damage from not having enough oxygen, it's only
temporary and your health will return shortly. 3) In the room
with the cage hanging from the ceiling, go around the catwalks to
get to the top. Climb out onto the cage support and enter the
cage. In a few seconds the cage will drop into the water -- you
can stay put and fire from there or, easier, move up and out and
near a wall to prevent attacks from behind. Shoot the big fish
with the crossbow and/or the 9mm pistol (it also fires
underwater). 4) Swim down and open the grate by holding "use"
down on the red wheel. It starts closing as soon as you stop
holding "use," so be sure to open it enough to allow yourself to
swim through. 5) Climb the stairs and walk along the catwalks.
They will break apart in places, so stay near the center where
the main support is (it stays while the rest breaks). If you fall
off, you have to go back to get back up there. 6) When you come
to the steel cage wall, you can try to jump past the hanging
electrical wire, but it will probably hit you for a few points.
Instead, jump in the water and swim through the opening to your
right. 7) Climb the stairs and chose one of two methods to get to
the catwalk on the opposite side of the room: 1) Push the two
crates down to the floor and build a staircase up to the broken
ladder (smash the boxes blocking it) or 2) Use the button on the
control panel to start the pistons moving and jump across them to
the other side. 8) Once you kill everything in the next room, the
scientist will open the door for you. Like he says, there
Submitted By: Kyz22
Complete walkthrough taken from game-revolution.com - 100% tried
and tested!

* ^ * ^ * ^ * ^ * ^ * ^ * ^ * ^ * ^ * ^ * ^ * ^

Chapter 1: Anomalous Materials

This is mostly cinematics, an intro that sets the mood and is
pretty cool in its own right. Not much to do, though. After the
intro train ride, explore the lab a bit, talk to people, find
your (Gordon Freeman's) locker, the HEV suit, then proceed to
the test chamber. In the test chamber listen to your
instructions, and follow them to the letter. Then watch as all
hell breaks loose�.


Chapter 2: Unforeseen Consequences

Now you're into the game proper. Use the sputtering retinal scan
device to get the door to open slightly. As you make your way
out don't miss the crowbar on the floor (you will need it). You
will need to have a scientist follow you to activate the next
retinal scanner.
In the main lobby go through the hole (smash the vent) to enter
the next room. Proceed to the area with the hound-eye beasts
(they look like Smithfield hams with legs). Find a square vent
hole leading downwards (to save health, kill the zombie on the
other side of the bars first). Enter the sewer, find the other
square hole vent (in the ceiling this time) and the valve. Turn
the valve, which floods the tunnel, swim up through that second
hole.

On the descending platform dodge the falling head crabs by
moving side to side. Later use ledges to avoid the falling floor
pipes. And you can use the crates to make a bridge in the water,
or just swim around until you can ascend on the other side.

Chapter 3: Office Complex

Avoid the dangling live wire and use the vent to enter the room
with the scientists (watch out for the 'fisher-tongue' critters
on the ceiling). There is an electrical room, and you can shut
off the power there. Exit through the door and now you can
safely bypass the live wire.

When you find the guard in the little control room, try and save
him by killing the zombie who attacks him. Do it fast enough,
and he'll survive to let you in, where you can pick up a
shotgun, some ammo, and other nifty toys.

In the flooded room turn the power off with the light-switch,
making the water safe to navigate. Open the vent and exit the
room, but beware of the fan blade in the vent shaft (duck to
proceed).

Guards make good diversions for the annoying head crabs and
security guns you'll find on the stairs. Proceed to the
freezer�.

Hit the red switch at the far end, and use the ladder to enter
the duct system. Jump onto the moving platform from the upper
levels of the shelves, and move on through the vent.

The elevator is out. Make a running jump and push 'up' to grab
and climb the ladder. Continue moving around the shaft climbing
ladders until you reach the top of the elevator, and break the
vent with the crowbar to drop down.


Chapter 4: We've got Hostiles

Jump or duck to avoid the red or blue trip lasers (red activates
sentry guns, and blue sets off nasty explosions).

Fight the soldiers, but if aliens are around, let them kill each
other. Beware flanking tactics and grenades from the soldiers
(they are very smart). Continue on until you can take the
elevator to the surface.

An Osprey drops guards on the surface to massacre you. Kill all
on the ground and make for the bunker (if you wait, the plane
airdrops more, and more�). Don't hesitate, explosions are
constantly rocking the ground and will eventually get you if you
dally.

In the vent system avoid the fan, kill the soldiers, and use the
middle vent (the other two go nowhere) and find a computer
panel; activate it to exit.

Chapter 5: Blast Pit
Find the train/tram, jump on it and hit 'use' to activate it
(forward makes it go faster). Best of all it runs down a lot of
the monsters in the tunnel. Note: at full speed the train will
break through the barrier and send you flying (not necessarily a
bad thing as you can still continue providing you can afford the
health), use the boxes to climb past the slime to the pipe.

Continue on and see what is happening at the Test Fire Chamber.
Its not a pretty sight, but that horrible monster needs to be
killed� how convenient that it is sitting under a rocket engine.
To fire the engine and kill the critter, you must provide
oxygen, power, and fuel. To do this you must get past the
tentacles�.

You have two choices: you can walk and crouch past and descend
to the various hallways that lead to the controls rooms, or you
can use grenades or shotgun blasts to cause the tentacles to
retreat briefly (then you run for it, repeating the blast at
every platform). When going after the oxygen, fuel and power
switches, remember: the order is not important.

Oxygen & Fuel switches: Go down to the level directly below you,
and break the boards with your crowbar to exit the chamber.
Cross the bridge (hint: don't shoot at the alien on the bridge,
those boxes explode and will make you have to jump across) and
follow the red and blue pipes down the hallway. Break the sewer
grate and drop into the pipes, follow the pipe and turn left,
then climb up.

Approach the huge fan and before pushing the button you'd better
save the game (this is dangerous). Hit the button and run up the
ladder hopefully avoiding the fan blades now in motion. Once the
fan hits full speed jump toward it and ride the air current up
to the boarded up ceiling (use your crowbar to break them). Use
the vent to get to the Oxygen/Fuel control room and activate
both. Exit by using the ladder and head back for the test
chamber and the giant tentacle monster.

Power switch: Descend to the lowest level, avoiding the
tentacles as you did before (explosives or skulking). The
walkways have huge holes in them and these jumps are tough, save
first. It helps to look downward to time the jump better.

Once across you will see a huge puddle of water on the floor
(this will become electrified soon, so you might want to arrange
the boxes to form a bridge now) move across it and enter the
room. Avoid or kill the fisher/tongue creatures that hang from
the ceiling and activate the elevator with the button.

Look to your right when it arrives; see that ladder? As the lift
descends, but before it breaks and falls, make a flying leap for
that ladder. Descend the ladder to the radioactive goo and
piping. Walk on the pipes to avoid damage. Find the generator
room and activate both switches (do not do this while on top of
it though, or you'll become all dead and crispy). Watch the
spinning platform to get the timing right and exit the generator
room safely. Climb the ladder again, and look for a platform to
jump to.

Once you reach that puddle again you will either have it easy
(you made a box bridge before hand) or hard (you didn't); the
electrified pool is extremely damaging. If you have set up the
boxes, cross using them. If not you can move two crates to form
a bridge most of the way, but it will still cost you around 20
health to make it across.

Now that the oxygen, fuel, and power are on, you can make some
fried calamari by ascending to the top and hitting the now
active test fire button. Watch the tentacles go boom (you won't
take damage if you back away as far as you can go away from the
window, but you'll miss a pretty explosion).

Exit through the hole once occupied by the tentacle monster.
Fall through the center or you will die by hitting the slanted
ground first. Grab the .357 magnum at the bottom of the pool.
Swim around until you find a broken pipe to swim through, walk
on the pipes until you reach one suspended by cables.

Look across and see a very hard jump to an opening with a broken
grate. Make the jump and beware, the pipe ahead will break (note
the wall discoloration); if you fall with the pipe you will
perish, so jump back as it falls. Use the small ledges on the
sides to make a controlled descent into the room. Kill the head
crab under the table and collect the power-ups.

CHAPTER 6: Power Up

Through the tunnel you come upon an open area where there is a
massive firefight going on. A gargantuan armored alien beast is
making short work of a handful of the government's best and
bravest. They don't deserve your help; after all, haven't they
been trying their best to perforate your geeky skin? Make a
break for the open passageway (across from you, behind the
beast) as soon as you can. Waiting for the soldiers to die just
makes the beastie gun for you (not good).

When you reach the red doors, find the valve-wheel, turn it
until the doors open and climb up through the opening. Follow
the signs to the Power Generator (signs mark the route). Shoot
the trip mines below you, or simply send a detpack (those
explosives you may have found) down the elevator without you.

After the elevator take the stairs down to the bottom, enter the
flooded room (watch out, those fish-things pack a tiny bite, but
you can kill them with your crowbar) and destroy the boxes
obstructing the generator. Climb up one level of those stairs to
turn on the fan. Then head back to where the gargantua is
waiting (by now all the soldiers are dead). Rush past the beast
and go immediately to your left down the corridor. Find the
switch, and then head back to the corridor you that you just
came from.

You need to find the track control room. You'll find it by going
up and leaping across the hole. There is a wounded guard there
who'll talk with you a while � if you like. Turn on the power
and the beast will eventually walk into the electric stream and
die. Or, before you do any of this you will find that monster
killable if you use explosives. Grenades, detpacks, � whatever
you got so long as it goes boom. Frankly, though, it's not worth
the ammo. Fry him.

Ride the train to the middle of the room, go back to the track
control room and use the switch to turn the train to the other
track. Then ride the train through the boxes.

Chapter 7: On a Rail

Tips for the enormous train areas:
Shoot the arrow-signs to switch the track. Stop the train
whenever you find an area with monsters, doors, or ladders. It
is much more dangerous to go through this area without the train
(but it can be done) as the water and train rail are
electrified. Look for switches, boxes, sentry guns, and
monsters. If you seem to be going in circles on the train find
an arrow sign to shoot so you switch tracks.

When you come upon soldiers using mounted rocket launchers get
off the train, crouch, and use your big weapons to fry them. The
rockets pass harmlessly overhead if you are crouched (the train
can protect you from these as well, simply crouch and speed by
them, but you will sometimes miss power-ups).

Finally, after much rail travel, you will come upon a nasty
situation. A huge bunker with a cannon in it, a machine gun nest
on the left, and an open area with lots of soldiers around the
corner. Use a grenade to take out the machine gunner, and hide
behind the boxes to avoid cannon-fire. You can push the boxes
ahead of you to get in closer to the bunker. If you are lucky
you can run past the bunker, into the corridor, guns a'blazing
and hope to take out the soldiers fast enough. But you can buy
yourself a little time to snipe if you take out that cannon.
Rush it, climb atop it, and drop a grenade or detpack into it is
one way. Or throw grenades at the top and hope you get lucky by
killing the gunner.

Now you come upon a staircase, with lots of red-laser trip
mines. Since there are no sentry guns you may figure you can
jump these safely. You thought wrong. See the explosives lining
the walls? What you need to do is push the boxes under the
second laser, run back and up the stairs, moving under the first
laser (crouch). Then jump onto the box, then over the last laser
and to the door. Watch out for a couple of soldiers nearby.

Move along until you find the launch controls. Launch the
rocket, and stay at the window for the show! Remember you have
to exit the way you came, which means avoiding the trip mine
staircase!



Chapter 8: Apprehension

Get on the train and start her up, you are in for a hell of a
ride. You get the opportunity to get off the train before it
crashes, and you can do that, but you can also ride it all the
way down the hole into the drink. Swim to the bottom of the pool
and release the crates down there, when they float to the
surface you can use them as a bridge to get to the other side
corridor.

Lots of swimming, lots of searching, but soon enough you'll
enter a large room with a pool and a suspended cage. Climb up to
the top of the cage and grab the crossbow before descending into
it. Use the switch to drop the cage into the drink. Kill the
LARGE fish monster with the crossbow (the 9mm pistol also works
�none of your other weapons work underwater� except the trip
mines, which make for a satisfying, but difficult, kill).

If you are fast you can skip the fish, but it is much easier to
open the grate and leave the room by killing it first.

When you reach the large control room with the three huge
pistons you have to turn them on, and then jump from one to the
other to reach the suspended catwalk. Kill all the monsters and
then the scientist will let you into the room. He tells you
there isn't anything but danger in the cold room (believe him)
and run like mad through it (the cold does damage) until you
find the ladder that leads out.

After the nice guard gets assassinated mid-sentence you will
have to face one of the greatest enemies a 3D action game has
given us. The leather clad sniper/assassin girls. These quick
moving targets are best dispatched with the crossbow from afar
(use zoom mode) or by relentlessly chasing them through the room
with the machine gun or shotgun blazing. Once they are all
killed (there are three), you can move up the catwalk to the
platform and use the wheel to open the door.

There appears to be no way to avoid what happens next. Gordon
gets captured by two sadistic guards who figure its better to
kill him and hide the body than deal with the paperwork. So they
place you in a Batman TV series (the Adam West 60's version)
deathtrap, and then they don't wait around to see if it works.

No weapons, but you still have your HEV suit and the walls start
closing in on you. Carefully but quickly, climb the crates to
the ledge, wait until the walls close and use them as a bridge
to the other side. Grab the crowbar and break open the grate to
leave the room.

Chapter 9: Residue Processing
Lots of traps, noxious gasses, radioactive mess, and danger in
this sprawling jump-fest of a level�


BASIC TIPS:
Save often, jump carefully, and time your movements through
moving machinery well.

When you reach the large vats use the plungers to make it to the
other side. Duck under the grinding wheels. Upon reaching the
control room note the conveyer belts and the massive pounders,
move all three switches to the up position and go and press the
green button. Don't dally, they pounders don't stop for long,
run up either conveyer.

Jump from conveyer belt to conveyer belt until you see two
conveyers side by side, get to the one of your left. To get rid
of the nasty trip mine around the corner you want to drop a
detpack on the belt, wait around five seconds, and detonate (be
sure to backpedal to avoid the blast).

Chapter 10: Questionable Ethics
Shoot the electrode switch on the fence to open the door. Once
inside note the terrifying monster behind the glass, take a deep
breath, then break the glass over the switch, and press the
button. Fight the monster with whatever weapon you wish but note
the armored areas, only fire into areas that give you that
yellow-green blood reward.

Run around and try to let the monsters fight the soldiers for
you, once the battle is over pick off the survivors. Find four
rooms with switches and turn on all the lasers. Then find the
room with the sign that says "Do Not Obstruct Laser Shield".
Move the box underneath the laser and then press the button,
which lowers the shield and the box obstructs it from blocking
the beam. The beam burns through the wall and you have your way
out� but be sure to pick up the funky gun from the scientists in
one of the other laser rooms before you leave.

Chapter 11: Surface Tension

A situation like this isn't pretty. You have a dam in front of
you, with a bunker shooting bazooka rounds, a long drop off to
one side, and a pool of water with a vicious monster fish on the
other� oh, and don't forget the lethal attack helicopter
circling above. You can destroy the chopper but it is extremely
difficult and not really worth the effort. Head immediately into
the water, and up the ladder to the tower on the far side. Try
and keep the tower between you and the chopper, also beware the
snipers on the dam; head inside and pull the switch. Jump back
into the water and kill the fish, or avoid it. Make for the wall
of the dam and find the red wheel. Turn it and swim through the
open grate.

In the next clearing you'll find another seemingly bad
situation, a familiar looking tentacle monster guards some ammo
and power-ups (again a grenade will buy you time to grab it, but
it isn't necessary), the attack chopper is still tracking you,
and these odd bulges in the ground keep sending head crabs your
way. Best to head over to the small hole to the right. Watch
out� there is a mine field beyond.
Use grenades or your machine gun to detonate the mines before
proceeding. Continue on until you find a red wheel to turn and
then head back to the now open grate. Be careful, this fall will
kill you� use the ladder to descend.

This next area, an open area of pipes, canals, and sand bunkers,
displays Half-Life's brilliant soldier AI perfectly � much to
your chagrin. The best way to handle this situation is to climb
up the ladder, pop up fast like a gofer, use the crossbow or
.357 magnum to quickly dispatch nearby soldiers, and pop back
down fast. Move quickly, as the soldiers will soon begin sending
grenades down all nearby holes. Repeat this process with as many
of the pipe tunnels as possible. As far as the tank is concerned
� the laser guided missile launcher is recommended, as is
jumping on it and dropping a couple detpacks. Strafe and try to
use grenades or missiles to destroy the next armored vehicle,
which while somewhat lighter than the tank is no less deadly.

In this area proceed cautiously. Avoid trip mines and land
mines, and watch out for snipers (two of them) in the windows (a
rocket or grenade works wonders here). Blow up the barrels to
knock out the power and crawl under the barbed wire to get to
the fallen power lines. Climb to the roof and jump into the
hole.

DO NOT SET OFF ANY TRIP MINES IN THE NEXT AREA! Why? Because
there are a couple of nukes in the warehouse and some idiot
decided to trip mine the entire area. Be careful when moving
crates as some of them can pass through, or are connected to,
trip mines. The easiest way to handle this tense situation is to
turn your computer off � just kidding. Find the crate that rests
on a simple lift and destroy it. Push a crate to the stairs and
jump over the laser line, enter the control room carefully and
activate the lift (if you didn't destroy that crate� boom). From
the lift at its highest position jump into the central area and
descend to safety.

Around a corner you'll find some big aliens; let the soldiers
take care of them for you. Round the corner and kill any
survivors and strafe to kill the tank. As you continue, watch
out for a sniper in the window as you round the second corner
(this sniper can make continuing impossible if she kills the
nearby guard). Go up the stairs and find the guard. Have him
open the locked storage room for you, and grab the power-ups. Go
through the window and leap to the opposing ledge. Climb up on
the roof and drop down to take care of any opposition. Then
climb back up and proceed to the opposite hallway (use the
rafters).

The next clearing features more of those hornet gun armed aliens
and a circling transport regularly dropping troopers. Let them
fight it out while you make a dash for the tunnel. Move through
the tunnel until you reach the alley where you left that guard
you needed to open the locked door. Enter the room, grab some
health from the station and move up the stairs and up to the big
cannon. Use the cannon to kill any soldiers and blast open the
big door you can barely see to your left.

Whew! Use any of the mounted machine guns to clear the waves
upon waves of aliens coming at you and use the 'bounce crater'
trampoline to jump the wall. Break open the grating and beware
the insect-things (called snarks). Kill or avoid them (they
self-destruct after around 25 seconds). Enter the shaft, kill
the soldiers in the next room, and use the tank to kill the
aliens that appear. Use the mechanic's lift to exit the room ,
then use the bounce crater to get to the next area.

Now use the green map to call in airstrikes to get out of here.
Call one on the wall across the moat, the fortress door, and the
tower before you. Climb across the moat on the fallen tower and
you are done.

Chapter 12: Forget about Freeman

No real puzzles here, just a lot of enemies and killing � have
fun!

As the ceiling and walls come down try to climb up and through
the newly created hallway. Proceed and fight your way through.
Hint: You can avoid the tank by running like mad to the
elevator. Watch for ambushes, sentry guns, and trip mines.

Chapter 13: Lambda Core

After the snipers are dispatched kill all monsters you find.
Once finished the scientist opens the door; grab the big
experimental gun he's been building. Activate each cooling
system switch and enter the water, swim to the reactor and
activate both switches. Climb out and hurry as the reactor
begins shooting lightning.

Time it correctly to use the teleporter to get yourself inside
the core and on the rotating platform. Jump across to each door
in turn, then up to the next level of the puzzle. It's
challenging but fairly obvious once you get a good look at it.
Once finished open the door and meet the scientist and the
guard, listen to their story and grab everything they offer you.


Once the process for activating the big teleporter (that allows
you to bring the pain to the alien world) starts, try and kill
the flying aliens as fast as possible� don't let them kill the
scientist opening the 'porter. Once he says go� you'd better
hurry.

Chapter 14: Xen

Welcome to Half-Life Super Mario style. Use your super long jump
ability to go from floating platform to floating platform, and
don't fall. If you see a pool of water from now on, stand in it
and it will slowly heal you.

In the big chamber on the center island 'use' each of the
strange mushroom things, then break the webbing imprisoning the
floating lights (butterfly things). They each go to an open
mushroom and activates the teleporter.

Chapter 15: Gonarch's Lair

Head crabs have to come from somewhere right? Ugh, she is a bad
momma. Aim for the egg sack on the bottom of this exceedingly
strange monster. If it releases pupae versions of the head
crabs, use the hornet gun on them. Once Gonarch runs away follow
her to the next area and keep fighting, while trying to stay
alive. If low on health try and get to the hole and drop down to
the ledge below, watching for adult head crabs. In the tunnels
down there you'll find some ammo and a healing pool. Then use
the bounce crater to re-enter the fray.

After you do enough damage a third area opens up and you fall
into a pit. Fire at the sack repeatedly until Gonarch drops down
with you. Then hide behind the strange tree things until you
eventually kill her. Note that you can, if careful, avoid being
sucked into the pit until you're good and ready. Toss some
grenades and det packs in on top of old Gonarch to soften 'er up
before getting up close and personal.

Chapter 16: Interloper

Look for a yellow colored area inside the cave, remove the webs
and ride the white tower elevator to the top. More jumping, just
like in Xen, but this time it's much harder. Jump from floating
rock to floating rock until you come within range of those
strange winged bird things - jump on one of them and ride its
back to the teleporter.

Use a grenade or walk slowly past another tentacle monster and
proceed to the next teleporter. Once you enter the factory
you'll see why those lightning spewing beasties are called
slaves --kill them if you like, but they won't attack you. The
fliers are what you need to worry about. Take the lifts to the
conveyers and enter the one that doesn't have a blue forcefield.
In the next area avoid destroying the large barrels� they
contain hornet toting aliens with a bad attitude.

Enter the red vents to find a large room with spinning cog-like
lifts, ride them all the way up to another teleporter.

Chapter 17: Nihilanth

Welcome to the end boss� watch out, he may look like a big baby,
and he is quite cranky, but he has powers that will annoy the
hell out of you. Avoid the lightening balls he throws, but most
of all use the rock formations as cover when he tosses a green
energy ball. These teleport you to the most annoying mini-levels
you'll face.

The idea here is to destroy the three triangles. You have to use
the bounce craters to get high enough to nail the last one and
then start shooting at Nihilanth's big ole head. After enough
hits his head opens up and you need to send a couple detpacks,
grenades, or yourself inside there to destroy his brain. Good
luck, you will need it!

Once the big baby is destroyed you are treated to a wonderful
cutscene featuring that suited character you may've seen. He
sheds much light on this affair and gives you a choice of
outcomes for the endgame. I won't reveal these to you, though;
after all, you have to do something for yourself!

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