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