Half-Life Walkthrough By: S_T_A_L_K_E_R I General Strategies A The Armory 1 Weapons 2 Miscellaneous Items B The Bestiary 1 Early-Game Enemies 2 Mid-Game Enemies 3 Late-Game Enemies C General Strategy 1 Adjusting Initial Settings 2 Movement Fundamentals 3 Key Tactics 4 Matching Weapons to Situations 5 General Techniques II The Half-Life Walkthrough A Walkthrough Part 1 1 Black Mesa Inbound 2 Anomalous Materials 3 Unforeseen Consequences 4 Office Complex B Walkthrough Part 2 1 We've Got Hostiles 2 Blast Pit C Walkthrough Part 3 1 Power Up 2 On a Rail D Walkthrough Part 4 1 Apprehension 2 Residue Processing 3 Questionable Ethics E Walkthrough Part 5 1 Surface Tension F Walkthrough Part 6 1 "Forget about Freeman!" 2 Lambda Core 3 Xen 4 Gonarch's Lair G Walkthrough Part 7 1 Interloper 2 The End III Multiplayer A Multiplayer Half-Life 1 Preliminaries 2 Joining Up 3 Advanced Tips IV Codes V Credits A Who Wrote the Walkthrough B Contact Me General Strategies The Armory Weapons Rather than sort the weapons by category, I've listed them in order of appearance in the single-player game. This corresponds roughly to weapon power; in other words, you tend to receive the least powerful weapons near the start of the single-player game, and the most powerful near the end. This isn't strictly the case; however, as you'll see if you read a bit further. Weapons with the long name typically are referred to with an abbreviated name throughout this walkthrough. In the descriptions that follow, the abbreviated name appears in parentheses after the proper name - for example, "9 mm Semi-Automatic Pistol (Pistol)." Later, when you read "Pistol" you'll know I mean the 9 mm. Crowbar Damage: 10 pts per whack Ammo: N/A Max Ammo: N/A The Crowbar is the first weapon you collect, and it's the only weapon that doesn't require ammunition. It's fairly potent hand-to- hand, but obviously you can't use it against medium to long-long range targets. You use the Crowbar in the following situations: ? To damage or destroy objects. Never waste valuable ammo destroying crates, barrels, or other breakable objects if you don't have to. The Crowbar is the weapon of choice against inanimate objects. Of course, some objects are close enough to bash, and others are too dangerous to sand close to (explosive barrels come to mind). Destroy these objects with other weapons. ? To kill weak enemies. Some enemies, such as lone Mawmen, are easy to dispatch with a series of swift Crowbar blows. To waste ammunition on such enemies is foolish. ? In extremely tight quarters. The Crowbar often is the best weapon for crawling through ventilation ducts and other close environments; any enemy you encounter is likely to be at close range, and thus a prime candidate for a Crowbar blow to the head. ? To kill small, swarming enemies. Fore example, when swimming underwater, occasionally swarms of tiny, irritating Hagworms will block your way. The Crowbar is the best way to kill these, and any other tiny foes so close, or so agile, that shooting them is nearly impossible. ? Whenever ammo is limited. If you can't afford to waste ammunition, you must make do with the Crowbar. 9 mm Semi-Automatic (Pistol) As you might expect, you don't want to use the Crowbar against enemies that present a real threat. Engage truly dangerous foes at medium to long range with the potent weapons; getting close enough to use the Crowbar on these usually is a bad idea. In multiplayer game, ammo typically is plentiful and heavy- hitting weapons reign. The Crowbar is virtually useless in multiplayer, unless you want to humiliate a truly inferior opponent. Damage: 8 pts per shot Ammo: 17-bullet clips Max. Ammo: 18 bullets in gun, 250 bullets in reserve Soon after collecting the Crowbar, you'll locate a Pistol. The Pistol isn't a potent weapon, but it's ideal for picking off small enemies from a distance, where they have a hard time counter-attacking. The best creatures to fight with your Pistol include Mawmen, Headcrabs, and Houndeyes. These creatures either possess no long-range attack, or have long-range attacks that you can dodge. With these sorts of foes, simply hang back and dodge, occasionally firing a few pistil rounds until you're victorious. The Pistol is one of the more accurate long-range weapons in your possession. Thus, it's useful in extremely long-range duels where power isn't a great concern. On the downside, the Pistol lacks close-range power, even in secondary fire mode, and isn't great fore destroying inanimate objects. For a more effective close-range attack, try the Shotgun. Semi-Automatic Assault Shotgun (Shotgun) Damage (primary): 5 pts per pellet, 6 pellets per shot (maximum 30 pts per shot) Damage (secondary): 5 pts per pellet, 12 pellets per shot (maximum 60 damage per shot) Ammo: Hand-loaded shells, up to 8 at once Max Ammo: 8 shells in the gun, 125 in reserve The Shotgun fires a tight cluster of lead pellets that gradually scatter at long range. The weapon is most effective at medium range to close range, where all the pellets are likely to hit their mark. The Shotgun's secondary fire mode is arguably more useful that it's primary one. In secondary fire mode, it fires two shells simultaneously for twice the power; the drawbacks are its wider pellet spread (fore decreased accuracy at long range), and slightly longer reload time. Because the Shotgun Fires in discrete, powerful bursts, it lends itself to hit-and-run tactics where you leap out from behind obstacle, fire a shell, and then duck for cover. Use the Shotgun when you're likely to face close-range foes. Put it away when you're likely to engage in long-range duel; even in primary fire mode, it's less than ideal. Reloading the Shotgun is always a matter of concern. Because each shell loads separately, the reloading process is quite time-consuming compared to that of other weapons. It's in your best interest to press the "Reload" key during quite moments, so you'll have a full complement of ammunition when the lead starts flying. In multiplayer games, maximize the Shotgun's strengths and minimize its weaknesses by lurking in small confined areas. Avoid open areas, where players wielding other weapons usually can get the best of you. Fragmentation Grenades (Grenades) Damage: 100 (less if the hit is indirect) Ammo: You can only hold one at a time Max Ammo: 10 Fragmentation Grenades are extremely potent, yet they're very easy to misuse. Miscalculate slightly and you'll end up bouncing them back into your own lap instead of depositing them at the enemy's feet. Grenades blow up after a short delay, during which they tend to roll around. Practice throwing Grenades at different angles and watch how they roll; getting them to land where you want them to is something of a fine art. The Grenade's biggest weakness-slow and somewhat indirect delivery-is also its biggest asset. You can lob Grenades over a low wall or bounce them around a corner to damage an unseen threat; this is an excellent way to clear out laser mines. Grunts often use Grenades to flush you out from behind cover. You can use them that way too, although enemies often will move away as soon as they notice the Grenade. Don't try to use Grenades in normal combat situations. A tough enemy with a direct, straight-shooting attack can usually capitalize on your delayed Grenades. Instead, use them for sneak attacks on enemies that haven't discovered your presence, throw them into high-traffic areas for cheap multiplayer kills, or lob them over obstacles to clear out threats you don't want to fire at directly. Combat Rifle with Grenade Launcher (Combat Rifle) Damage (primary): 5 pts per bullet (maximum 250 damage per clip) Damage (secondary): 100 (less if hit is indirect) Ammo: 50 bullet clips, Combat Rifle Grenades Max Ammo: 50 bullets in gun 200 bullets in reserve, 10 Combat Rifle Grenades The Combat Rifle is a great all-around weapon. Its rapid rate of fire makes it a heavy hitter, and its precision makes it effective at any range. The grenades it launches in secondary fire mode are extremely potent, especially against multiple enemies or particularly though foes. The Combat Rifle shines when you're in unknown territory and don't know what sorts of enemies to expect. Other weapons can be awkward in this situation, because they aren't appropriate against certain foes; just try entering a room full of Grunts with a Pistol drawn. You'll never have this problem with the Combat Rifle. It may not me ideal against every target, but it's very good against most things. Want to kill a Headcrab? Just fire sparingly, shooting one or two bullets at a time to save ammo. How about a Grunt? Hold the trigger down for fully automatic gunfire. What about a huge monster, or multiple enemies in a tight formation? Use the Combat Rifle's secondary fire mode to launch a Grenade. Because the Combat Rifle deals damage in a steady stream rather than in discrete bursts, it demands different tactics from, say, a Shotgun. Although the Shotgun is ideal for hit-and-run, the best way to use the Combat Rifle is to circle-strafe (see General Strategy for more info) Use the Combat Rifle frequently, in both single-player and multiplayer. .357 Magnum Revolver (.357 Magnum) Damage: 40 pts per shot Ammo: 6 bullets, hand-loaded Max Ammo: 6 bullets in gun, 36 in reserve The .357 Magnum is a true heave hitter. Like the Shotgun, it deals dame in discrete, powerful packages, making it a good hit-and-run weapon. It holds two fewer rounds in it's chamber than the Shotgun, but because the Shotgun must fire two shells at once for full impact, the .357 Magnum compares in terms of ammo capacity. The .357 Magnum. Like the Shotgun, is great for point-blank attacks on enemies rounding a corner. The magnum is slightly less potent than a double-barrel Shotgun attack at close range assuming the Shotgun hits with all 12 pellets (it doesn't always). Also, the Shotgun takes much longer to reload, which makes the .357 Magnum better against multiple targets. Adding to the .357 Magnum's versatility is its range: it's as effective against distant targets as close ones. It's a highly accurate weapon, great for picking Xen Masters out of the sky or shooting distant snipers. Once you get hold of a .357 Magnum, you'll want to use it all the time in the single-player game. It's especially valuable when you must dispatch multiple targets quickly. The limiting factor is ammunition, which you'll go through fast. The .357 Magnum isn't quite as potent in multiplayer games, where incendiary weapons suck as the Combat Rifle Grenades and RPGs are so plentiful, there's often no need to conserve them. But the Magnum still has advantages over those weapons: its shots are instantaneous, have unlimited range, and can't backfire. You'll use this weapon a lot. Laser-Triggered Claymore (Laser Mine) Damage: 150 (less if target isn't at point-black range) Ammo: You can only hold one at a time Max Ammo: 5 The Laser Mind is a sneaky weapon that's immensely powerful but hard to use properly. Its value is much greater in multiplayer games than in single-player, but it has its uses in both modes. You can toss Laser Mines onto any nearby surface, including walls, floors, and ceilings (if you're close enough to get them up there). They stick to the surface you throw them at, and after a second emit a laser beam. The Laser Mine detonates when someone or something interrupts the beam or when the mine itself is shot. In single-player games, you can use Laser Mines to kill pursuers or lay them where you suspect your enemies will walk. Because the mines' laser beams are highly visible, try to place them where your enemy is unlikely to spot them until it's too late-around corners, under drop-offs and at the tops or bottoms of ladders. Satchel Charge Damage: 150 (less if target isn't at point-blank range) Ammo: You can only hold one at a time Max Ammo: 5 Satchel Charges are small packs of explosives. When you pull the trigger in primary fire mode, a Satchel Charge will slide onto the floor if front of you. Pull the trigger a second time to detonate the explosives. In secondary fire mode, you can drop multiple Satchel Charges. Then, press the primary fire button to detonate them all at once. Like the Laser-Triggered Claymore, the Satchel Charge is extremely potent but hard to use properly. Generally, it's easier to use; however. Use Satchel Charges against enemies that approach from around a corner or down a long hallway: throw down the Satchel Charge, retreat, and detonate it when the enemy gets close. Satchel Charges are also good against massive, slow-moving enemies, such as Tanks, and durable boss monsters. In multiplayer game, you can get a lot of mileage out of setting traps with Satchel Charges, watching from a hiding spot, and detonating them with an enemy gets close. And Satchel Charges are better than both Grenades and Laser Mines for killing pursuers because you can control exactly when to detonate them. Crossbow Damage: 50 pts per shot Ammo: 5-bolt clips Max Ammo: 5 bolts in Crossbow, 50 in reserve The Crossbow is far more potent than you might expect. Its bolts deal massive damage-more than the .357 Magnum, itself a heavy-hitting weapon. This power comes at a price; however, and thanks to certain disadvantages, the Crossbow isn't ideal for all situations. Crossbow bolts travel quickly, but they aren't instantaneous, like bullets. This makes the Crossbow a bad choice against extremely fast enemies, such as the Assassin, and against any moving enemy at long range. Stationary, slow-moving, or reasonably close enemies; however, are all fair game. The Crossbow can hold only a small number of bolts at once, and its reload time is agonizingly slow, much like the Shotgun. Thus, the Crossbow is a bad choice in situations where you need firepower on demand, and a single clip of bolts can't finish off all your enemies. On the other hand, in addition to its great power, the Crossbow has certain unique abilities. Its scope makes it good against stationary, unwary foes, and you can fire it underwater, unlike every other weapon except Grenades and the Crowbar. Thus, it's crucial for killing Ichthyosaurs and underwater denizens. Also, the Crossbow is quiet, and its secondary fire mode toggles a zoom lens that magnifies enemies. This makes it perfect for sniping immobile enemies from long range, often with a lethal shot. Snark Damage: 10 pts per attack (see description) Ammo: You can only hold one at a time Max Ammo: 15 Snarks Snarks are small alien creatures you can collect and throw at enemies. When released, Snarks scuttle around and leap at the nearest enemy, dealing respectable damage over a period of several seconds. Snarks die on taking any damage whatsoever, and the explode after about 15 seconds. However, their tiny size and excellent speed make them difficult to hit with non explosive weapons, so they-re seldom killed. Although Snarks are quite fast, they often lose track of their prey if it runs around multiple corners and make a concerted effort to flee. This is important to know, because if you throw down a Snark and you're the closest target, it's likely to come after you. You'll encounter a few enemy Snarks over the course of both single-player and multiplayer games, and it's good to know that "fight" is your best option. Snarks are a good distraction weapon in multiplayer games, damaging enemies and breaking their concentration. Snarks are slightly less useful in single-player games, although you can use them to combat other small enemies, such as Headcrabs, or any foes you want to damage without exposing yourself to risk. Note: If you throw a Snark without any enemy around, it will come after you. Tau Cannon Damage (primary): 20 pts per shot Damage (secondary): Variable (highly damaging) Ammo: Primary fire mode uses 2 units of uranium per shot; secondary fire mode uses up to 12 units of uranium per shot Max Ammo: 100 units of uranium The Tau Cannon is an extremely potent weapon with two very different fire modes. In it's primary mode, it shoots laser-like energy beams. These beams may not seem to deal that much damage on paper, but you can shoot them in rapid succession-much faster than a .357 Magnum or a crossbow. And because there's no need to reload, the weapon is always at the ready, unless you're out of ammunition. The Tau Cannon's secondary fire mode requires you to hold down the button and charge up. When you let the button go, all the energy is releases in a single, damaging shot. This mode is good against heavy targets, such as Apache helicopters. Bother fire modes are extremely accurate, and although the weapon generates a beam rather than a bullet, the beam reaches its target in no time. The Tau Cannon has a few drawbacks; however. Fore one, you can hold the button down for only a limited time in secondary fire mode, and them the weapon overheats and it damages you. So be careful, and once you see the weapon has used all the ammo it can use, fire it within a couple of seconds. Also, the Tau Cannon packs quite a kick, and moves you backward as you fire. Unless you're propped against a wall, then, prepare to slide around. Finally, ammunition is the constant concern. Although you can hold 100 units of uranium at once, the Tau Cannon chews through ammo quickly in either fire mode. To make matters worse, the Gluon Gun, another high-powered weapon, also uses uranium. This is more of a problem in single-player mode than in multiplayer, where ammo tends to be plentiful. Rocket-Propelled Grenade Launcher with Laser Designator (RPG) Damage: 100 pts (less for indirect hits) Ammo: Rockets; only one can be loaded at a time Max Ammo: 1 rocket in weapon, 5 rockets in reserve The RPG is a potent weapon. As the name suggests, its projectiles are essentially Grenades attached to a high-speed delivery system. In its primary fire mode, the RPG emits a read laser dot that paints the target. You can "steer" the rocket in midair simply by aiming the laser dot after you've fired; the rocket homes in on the dot. The benefits are obvious: you can easily hit a moving enemy just by keeping the red dot squarely on target. Pressing the secondary fire button toggles the laser on and off. When the laser is off, rockets are dumb-fired; that is you can't steer them in midair. This actually can be useful. For example, if your enemy is lighting your up with heavy gunfire, you can't afford to stand around pointing a laser. Instead, disable the laser, take a quick shot, and then get back behind cover without worrying about aiming the rocket. The RPG is no more powerful than a standard Grenade, so its main asset is its ability to deliver a Grenade-like payload quickly, accurately, and at long range. In the single-player game, save the RPG for battles with Apaches, Tanks, emplaced Gun Turrets, and other big threats. In multiplayer games, on the other hand, you can use the RPG indiscriminately. If you're a fan of other 3-D action games, be warned: although the RPG is indeed potent, it's not the all-powerful weapon it is in other games. It can chamber only one rocket at a time, you can hold only a few rockets in reserve, and it has a lengthy reload time, so it's risky for multiplayer use. Weigh the weapon's power against the delay before you can get off a second shot. Hivehand Damage: 8 pts per hornet Ammo: Hornets, generated within the hivehand itself Max Ammo: Infinite The Hivehand is a curious alien weapon that shoots the alien equivalent of hornets. It's the weapon Alien Grunts are equipped with; late in the single-player game, you'll get one too. In its primary fire mode, the weapon discharges hornets that fly slowly, but hone in on their targets. The Hivehand's rate of fire is decent but not awe-inspiring. Secondary fire mode fires those same hornets far more rapidly, and at higher velocity, but they don't home in; instead they fly in a straight line. The Hivehand always has maximum of eight hornets ready to fire. It generates new hornets at a reasonable pace, so you can fire more or less continual stream of Hornets at your foes-but the stream becomes quite slow unless you allow the weapon to recharge. Experiment to get a fell for what it's capable of. Unlike other weapons you'll pick up this late in the game, the Hivehand isn't terribly powerful. It deals moderate damage and is good against small to medium-sized targets; but once it runs out of its initial hornet supply, its rate of fire becomes too slow for genuinely intense combat situations. In these cases, a faster-firing weapon might serve you better. Despite these drawbacks, in the single-player game you should always use the Hivehand if you fell you can get away with it. To put it another way, every enemy you kill with the Hivehand is an enemy you didn't have to waste a bullet on-and that saved ammo comes in handy later in the game. During the game's later stages, then, try to use the Hivehand whenever you don't fell genuinely threatened. Use it to pick off lone Vorigaunts or packs of Headcrabs. Also, use it when you can hide behind cover and prevent the enemy from getting a straight shot at you. Then you can often use the Hivehand's primary fire mode to shoot homing hornets that slowly kill your enemy while you sit in safety. Gluon Gun Damage (Primary): 14 pts per unit of uranium spent Ammo: Uranium; how much is used depends on how long the trigger is held Max Ammo: 100 units of uranium The Gluon Gun is the last weapon you'll receive in the single- player game. It has only a single fire mode, but it's incredible potent: pull the trigger and hold it down, and a vortex of deadly energy flies out in a straight line. The Gluon gun is highly accurate and deals awe-inspiring damage. The only downside is the Gluon Gun's ability to chew through ammunition. The rate of ammo drainage is astounding, so that after only a few seconds of continuous fire you can go from 100 units of uranium down to zero. In single-player games, you must hold onto the Gluon Gun and use it only in times of dire need. It's ideal both for situations where you're facing a single huge fore, and when you must cleat out multiple smaller foes quickly. Again, you needn't be quite so conservative in multiplayer games. Use the Gluon Gun whenever you have the ammo and watch your enemies dissolve. Miscellaneous Items Here's a look at some of the miscellaneous items, both portable and permanent, you'll encounter throughout the game. The HEV suit You collect the HEV Suit early in the game, and it never leaves you. It provides you with certain baseline functions even when it doesn't have any power, and it generates protective armor when it does have a power supply. (Power comes in two forms, the HEV Station and Batteries, both discussed later) The HEV Suit give you a numerical readout of both your current health status (from zero to 100) and the suit's power status (also zero to 100). Power is equivalent to armor; the suit loses power as it absorbs damage that otherwise would have injured you. It's flashlight works regardless of whether the Suite has any power left; it has its own power supply that slowly drains while it is turned on, and charges back up while it's off. If you leave the flashlight on too long, it runs out of power and turns itself off automatically. Whenever you're damaged, the HEV Suit flashes red damage indicators that tell you where the damage is coming from. An indicator on the lift side of your screen means that you were attacked from the left; and indicator on the right means the damage came from the right. A high indicator mans you were damaged from the front, and a low one means you were damaged from the rear. Finally, the HEV Suit icons explain what's damaging you. A snowflake indicates cold damage; a radiation symbol means you're in a radioactive area; a Biohazard symbol means your standing on something toxic, and so on. There's no icon for creature attacks or weapon fire, so if you see no icon you're probably being damaged by a creature, not an environmental hazard. Ammo You'll find ammunition of many kinds as you progress through Half-Life. Most of it is self-explanatory. Pistol ammo comes in clips, Shotgun shells come in shell boxes, Crossbow ammo comes in arrow clips, Tau Cannon ammo comes in a box marked with a radiation symbol. The only confusing ammunition item is a "mixed ammo" canister. Very late in the game you'll encounter several of these. They contain various types of ammo, and you won't know what in them until you pick them up. First Aid Kits and First Aid Stations You health is restored primarily via First Aid Kits, which you must walk over to collect, and First Aid Stations, which are attached to walls. Their healing value depends on the level of game difficulty. At Easy and Medium difficulty, First Aid Kits provide 15 health. They provide only 10 health at Hard difficulty. First Aid Stations can bestow 50 health at easy difficulty, but only 40 at Medium, and a meager 25 at Hard. Late in the game, in alien territory, you won't find any first aid stations. You will; however, find small blue pools and blue structures that look a bit like phone booths. These restore health, just like First Aid Stations. Batteries and HEV Stations Batteries and HEV Stations power up your HEV Suit, just as first Aid Kits and First Aid Stations restore your health. As with healing items, their benefits vary depending on game difficulty: Batteries bestow 15 energy at Easy and Medium difficulties, and 10 at Hard. HEV Stations bestow 75 energy at Easy, 50 at Medium, and 35 at Hard. The Bestiary You'll encounter a wide variety of enemies in Half-Life. These rage from alien creatures to government troops, and all are capable of making your life miserable and short. This section examines these enemies, with information on their strengths, weaknesses, and behaviors, and provides relevant tips on how best to beat them. Read on, and learn about these creature the easy way-infinitely preferable the hard way. Early-Game Enemies The enemies in following roster appear in the earliest stages of the single-player game. They aren't too formidable compared to later foes, but they're more then capable of taking you out, especially if you approached them without first considering your strategy. Headcrab Health: 10/10/20 Damage: Bite, 5/10/10 Headcrabs are the first enemies you'll encounter in Half-Life. These tine, scuttling creature look inconsequential, but don't ignore then; if they latch onto your head and penetrate your brain, you'll become a mindless Mawman. As you wonder the ruins of the Anomalous Materials Lab, you'll encounter many examples of their handiwork. Headcrabs aren't a major threat to an armed and vigilant player, but because they're small, you may fail to notice them. Take care not to let Headcrabs wear you down for your encounters with other enemies. Headcrabs possess no long-range attack, but can leap at your face from short to medium range. Shoot them from long range, then, so they don't have a chance to strike back. The Pistol is the ideal way to kill Headcrabs. It's accurate, requires only a few shots, and can destroy them from ranges where they can't retaliate. Using anything more than a Pistol to kill Headcrabs is overkill, and a potential waste of ammunition. In enclosed spaces, suck as ventilation ducts, the Crowbar also is effective. Barnacle Health: 10/10/10 Damage: Falling Damage, instant death if it drags you all the way up The Barnacle is a silent, deadly creature that attaches itself to the ceiling and waists. When a roughly human-sized victim passes beneath it, the Barnacle snatches it with its long tongue and pulls it up to its waiting claws. Barnacles typically hang in cluster or colonies; if you see one, you can bet there are more nearby. They can be easy to miss, especially where they're far above eye level. Your best defense against Barnacles is to scan new areas thoroughly as you enter them, paying close attention to the ceiling. The Barnacles, stand back and dispatch them with multiple Pistol or Hivehand shots (or any weapon you have the most ammo for). As long as you don't stand directly beneath them, they can't counterattack. Methodically clear all Barnacles from the area, even the seemingly out- of-the-way places. You don't want to forget about them and run under them later! If you do wander beneath a barnacle you'll immediately be snatched up and dragged skyward. When this happens, look straight up immediately and fire your weapon rapidly. Kill the Barnacle before you dragged all the way up, and you'll drop to the floor unharmed. If you're slow; however, you will be damaged not only by the Barnacle's sharp claws, but from a long dangerous fall. Mawmen (Zombie) Health: 50/50/100 Damage: Single strike, 10/20/20; Double strike, 25/40/40 The Mawman, created when a Headcrab latches onto a living human's head, is a fearsome sight-a shambling monster out of a nightmare. After fighting them a few times; however, the nightmarish quality subsides. True, Mawmen can inflict serious damage with their long, razor-sharp claws, but they possess no long-range attacks-and their slow foot speed means they can't catch up to you if you make it a point to backtrack as you fight. Any weapon can make a short work of a Mawman, even the lowly Crowbar. If you choose the latter, you'll succeed if you charge in, swing the Crowbar a few times, and then dash back and wait for the Mawman to swipe both arms at you. Then charge in again for another swift attack. If you're good, you won't take any return damage. You have noting to fear from a Mawman if you fight it in open areas. It's in enclosed spaces that Mawmen require more attention. If you get caught in a tight spot with a Mawman, consider fleeing to familiar territory and confront it in a bigger area. There's no reason no to pick and choose your fights. Houndeye Health: 20/20/30 Damage: Sonic blast, 10/15/15 (singly; increases with numbers) Houndeyes are thee-legged alien animals with huge, sonic "eyes" that they use for navigation and attack. Houndeyes aren't terribly fast, but they possess a number of attributes that make them tough- especially in packs. The Houndeye's attack is a sonic blast. You can tell when it's coming, because it "charges up" for a second to two before letting loose. When you can, confront Houndeyes near a corner or large obstacle, or fight in a large, open area where you can hide to avoid the sonic blast or retreat to a distance where it does less damage. Houndeyes prefer to hunt in packs, and it's in packs that they're most dangerous. They tend to attack simultaneously, flanking their targets to prevent escape. Their sonic attacks increase in intensity with each additional Houndeye. Thus, they actually gain strength in numbers, because their attacks gain additional resonance and power. This makes packs of Houndeyes tougher than they appear, especially if you're used to encountering them singly. A good policy is to retreat as you fight them, firing all the while. Force them to approach you from a great distances, where you can shred them with a Pistol or Combat Rifle, or from around a corner, where you can dispatch them with a Shotgun blast. Vortigaunt Health: 30/30/60 Damage: Minor rake, 8/10/10; Major rake, 25/25/25; Electrical bolt, 10/10/15 Vortigaunts are low-caste aliens with powerful electrical attacks. They usually aren't a major threat; however, because they aren't terribly fast or durable. If you let them stick around, they can deal significant damage. But by spotting them immediately and shooting them with a reasonably powerful weapon, you can neutralize them before they can get in a single attack. Vortigaunts "charge up" briefly before their electrical attacks. This gives you time to duck behind a convenient obstacle. You're in trouble if there are no obstacles at hand; though, because Vortigaunts seldom miss a target that's out in the open. Vortigaunt attack speed is up by 50% at Hard difficulty level. The Shotgun is a good weapon for killing Vortigaunts, as the Combat Rifle. The Pistol also works well, if you have sufficient cover, and can afford to kill the Vortigaunt as a leisurely pace. Using powerful weapons, such as the .357 Magnum or Crossbow, is usually overkill, unless the situation is unusual-if there are multiple enemies, for example, or there's no cover, and you must eliminate the Vortigaunt quickly. Midgame Enemies These enemies appear near the game's middle stages. Generally speaking, they're a much tougher crew than the foes you'll have encountered up to then. Bullsquid Health: 40/40/120 Damage: Bite, 15/25/25; Whip, 25/35/35; Spit, 10/15/15 Bullsquids are squat, powerful alien creatures that can spit acid or physically attack you at close range. The key to fighting them successfully is to keep your distance: the Bullsquid's acid spit isn't as bad as its close-range attacks. Also, the spit travels slower than most projectiles, and you can dodge it relatively easily. Bullsquids can be high-priority or low-priority enemies, depending on their position. If you're far away from them and all they can do is spit at you, the Pistol is sufficient for bringing them down. You won't even need any cover, because their spit is slow enough to dodge. On the other hand, a Bullsquid that pops up a close range is a genuine threat. Lay it low with a double-barreled Shotgun blast, or perhaps a .357 Magnum shot. At hard difficulty level, it will take multiple shots. Backpedal and maintain distance as you fire: Bullsquids' close-range attacks are not only damaging, but they can disorient you, making the fight that much harder. Stationary Weapons Health: Varies Damage: Varies You'll encounter a variety of stationary weapons throughout the game. These include unmanned weapons, such as Tripod-Mounted Chainguns (frequently deployed by Grunts) and Automatic Turrets (usually attached to the ceiling; can be disabled with a switch). This category encompasses unmanned weapons stations, such as Tripod-Mounted Heavy Machine Guns and Rocket Launchers, Cannon Emplacements, and Artillery Emplacements. You can use a few of these weapon-notable, the Heavy Machine Guns-if you get close enough. Only Grunts can use the others. Strategies for dealing with these weapons vary. Tripod-Mounted Chainguns are activated by red laser beams and proximity, so your chief options are to destroy them with a potent weapon (preferably before tripping the laser beam or getting too close, so you don't take return fire), or to avoid the beams that trigger them. Ceiling-Mounted Turrets, on the other hand, can be destroyed, avoid, or shut off with a power switch (usually mounted on the wall somewhere nearby). To deal with manned weapons, simply kill the Grunt in charge. The best procedure for dealing with them differs for each weapon, and I'll cover specific tactics in the actual walkthrough. Stationary Weapons can be deadly if you approach them thoughtlessly. However, a patient and methodical player will have no problem. Grunts / Squad Leaders Health: 50/50/80 Damage: Kick, 5/10/10; Shotgun Pellets, 3/5/6; Combat Rifle, 3/4/5 Grunts and Squad Leaders (just tougher Grunts) are government troops sent to contain and cover up any traces of the Black Mesa incident. Grunts are tough enemies, especially in groups. They possess a wide range of weapons, from Combat Rifles to Grenades to Shotguns, and in some cases can operate heavy weapons, such as Emplaced Cannons. Grunts fire Grenades faster at Hard difficulty level. They wait at least sex second between shots on Easy & Medium, but only wait two to five seconds on Hard difficulty. Grunts aren't terribly durable, but they're crafty. They like to run from place to place, using available cover, and attack from each new spot. They also tend to approach aggressively, flanking you and getting behind your cover to shoot at point blank. This makes it a bad idea to remain stationary for long when you fight them. Also, Grunts like to use Grenades to flush out their target. It's a bad idea to remain behind cover that a Grenade can be thrown over-and you can bet a Grenade is forthcoming. Grunts usually attack you with Combat Rifles, but occasionally use Grenades, Shotguns, or Combat Rifle Grenades. Flush out Grunts using the reveal-and-retreat tactics discussed in "General Strategy." Retreating as soon as they see you, and then forcing them to approach you along a path you're familiar with allows you to fight on your terms, no theirs. You're far less vulnerable to Grenades and flanking tactics this way. If possible, try to make Grunts approach you from around a corner, and then let `em have it with the Shotgun's secondary fire mode, or a .357 Magnum bullet (preferably to the head), or a Crossbow bolt. All these weapons can kill a Grunt outright at Easy to Medium difficulty. If you're forced to face Grunts in an area where retreat is implausible and cover is negligible, circle-strafing is effective for minimizing the damage (again, see "General Strategy"). Note: Some Grunts have helmets, aim for the body on those that do. Tentacle Health: Immune to conventional weapons Damage: 300/300/300 You'll encounter a Tentacle in the game's middle stages, and they'll pop up several times later on. Tentacles are massive and deadly, capable of smashing you flat with one fast swat. Despite this immense power, Tentacles are very limited: they have no long-range attack,, and can't move from where they're rooted. You can't kill Tentacles using conventional means. In other words, you weapons are no use against them. The easiest way to avoid damage from the Tentacle, then, is simply avoid it. This is usually easy, as the Tentacle can't give chase. But avoidance isn't always possible. Occasionally you must get within a Tentacle's striking range to travel somewhere important. If you must approach the Tentacle, remember two things: First, Tentacles can't see you; they only hear you. If you crouch and crawl along the ground instead of walking normally, the Tentacle is likely to lose track of you. If you make noise by running or firing a weapon, then you'll give your position away. The second way to deal with a Tentacle is to damage it. Deal enough damage, and it will withdraw into its hole. It only cowers for a moment; however, so this isn't a permanent fix. If several Tentacles emerge from the same hole, you must damage them all simultaneously to reap any benefit from this technique. Hagworm Health: 2/2/2 Damage: Bite, 2/2/2 Hagworms, or "Leeches", are tiny, wriggling foes underwater. Their bite doesn't miniscule damage, but if enough of them swarm you, the damage can add up. Also, these creatures then to get in you way and clock you as you swim. It's usually a bad idea to attack Hagworms individually; there are simply too many of the, and they're just not worth the effort. Instead, carry the Crowbar while you swim, and swing it in front of you continually. This will smash any Hagworms in you way, clearing a path and reducing the damage they inflict. Gargantua Health: 800/800/1000 Damage: Slash, 10/30/30; Fire, varies (usually 25 on first contact; more if you stand in the flames); Ground Fire, 50/100/100 A Gargantua is a massive creature that's surprisingly agile for its size. It isn't the most observant foe, but once it catches sight of you, it's relentless. Gargantua can attack several ways. At close range, they blast you with a stream of potent flames: if you stick around for more than a second, they'll reduce you to a crisp. At long range, they can stomp the ground and send a fire along its surface toward you. And at extremely close range (where you never want to be), Gargantua can slap you sill with their massive arms. These creatures are fast-about as fast as you are, in fact. They're too big to enter some areas you can get into easily; however, and they have more trouble getting around obstacles on the ground that you do. Still, never underestimate their power and speed. You're never to expected to kill Gargantua using conventional weapons. On two occasions, you must kill a Gargantua using large, prominent features built into the level itself. On two other occasions you expected to sneak past, evading the Gargantua but no killing it. While it's possible to kill a Gargantua with conventional weapons, it would be a massive waste of ammo. Instead, always look for ways to run past it, avoid it, kill it with inherent features of the level itself, or hide long enough that it loses interest and wanders elsewhere. Ichthyosaur Health: 200/200/400 Damage: Shake, 20/35/50 The Ichthyosaur, a powerful and fast underwater dweller, is a true nightmare. It wouldn't be so bad if you could use just any weapon on it, but because most weapons don't work well underwater, you're often forced to use the Crossbow. (The Crossbow usually is fine, but it's better to use an explosive weapon and kill the Ichthyosaur quicker). Ichthyosaurs tend not to notice you immediately, especially if they're in a large body of water; however, if you get to close, or if they glimpse you from the corner of their eye, they'll come after you in a split second. Attacking them also attracts their attention right away. Ichthyosaurs are very fast swimmers, so you're in trouble if one comes after you. The two best responses to an Ichthyosaur attack art to swim backward furiously, firing the Crossbow into the Ichthyosaur's open maw to discourage to kill it, or to stay close to the surface and jump out of the water before you get bitten. Once an Ichthyosaur bites and shakes you, things go downhill fast. Not only does the bite do massive damage, but the shake spins you around and disorients you, leaving you uncertain what you're looking at. You can always reorient yourself, but in the time that takes, the Ichthyosaur is likely to have grabbed hold again. Try to have a Crossbow with at least 10 bolts at the ready before dive, even if this means conserving the Crossbow's ammo at other times. Then, when you dive into a new body of water, always keep a sharp lookout for this massive underwater predator. If an Ichthyosaur does appear, follow one of the foregoing two courses of action-attack from the surface, where you can hop out quickly, or swim backward while firing the Crossbow. Assassin Health: 30/50/50 Damage: 8/10/10 Assassin are unique and deadly foes. They're unusual because they're the only enemies in the game that are much faster and more agile than you. Sure, a few enemies can keep pace with you, or even move a bit faster than you, under ideal circumstances, but the Assassin consistently can outpace you. To make matters worse, on Hard difficulty, the Assassin uses a cloaking field that makes her invisible when she's not moving. This speed, combined with the Assassin's uncanny ability to sneak up from behind or attack from where you aren't looking, might give you the feeling you're being attacked by shadows. Trying to chase an Assassin can be a frustrating ordeal. Besides leaving you in the dust, Assassin can jump vertically when cornered, often lading right behind you. If your circle-strafing and overall movement skills are excellent, you can chase Assassin around and beat them at their own game. Use a potent weapon with fast projectiles; the .357 Magnum is ideal. If you're having trouble; however, retreat to an enclosed area where you can't be attacked from behind. In other words, a dead end, or with your back to territory you've already explored. It's imperative Assassins attack only form the front. Then, equip a potent weapon, such as the Combat Rifle or .357 Magnum, and wait for the Assassin to approach. If you're standing near corner, a Shotgun also will work. (the Crossbow's bolts travel too slowly to be accurate against Assassins). Or throw a Satchel Charge past the corner and blow up the Assassin when she appears. Above all, be patient. Running after Assassins can result in disorientation and surprise attacks. Force Assassins to come to you, instead. Late-Game Enemies This last set of enemies is truly formidable crew. They appear in the game's middle to late stages, after your combat skills have been honed in earlier fights. You'd better hope you learned something from those early enemies; this last bunch will lay you low! Alien Grunt Health: 60/90/120 Damage: Punch, 10/20/20; Hornets (from Hivehand), 4/5/8 The Alien Grunt is an extremely tough customer. It's hulking, armored alien equipped with a Hivehand-a weapon you'll find late in the game. Alien Grunts don't have the variety of weapons human Grunts game, but the Hivehand's homing projectiles are very hard to avoid. Also, Alien Grunts are considerably more durable and possess better armor than human Grunts, so they can't be killed as easily with a quick Crossbow bolt to the gut. Thus, you're more likely to take damage from Alien Grunts than from human Grunts. It's hard to escape damage from the Hivehand completely, even if you hide behind corners or run away at full speed; however, this doesn't mean you should fight Alien Grunts out in the open. It just means you should fight them quickly. Try to kill them within a few seconds, or they'll linger and continue to hit you with occasional Hivehand-fired hornet. Alien Grunts aren't terribly fast, but then again, they don't have to be. The Crossbow, Combat Rifle, and .357 Magnum are good weapons to use against alien Grunts. Heavier weapons and explosives also work, although usually you can't afford to waste these on lone Alien Grunts. Lesser weapons, such as the Pistol and Hivehand, are definitely not recommended. The back and shoulders of the Alien Grunt, and the back of its head, are heavily armored, so sniping possibilities are limited. Learn to shoot for exposed flesh (usually the stomach), not armor. The bottom line on the Alien Grunt is that there's no "clean," easy way to kill it without taking damage-except lobbing heavy weapons such as Combat Rifle Grenades the instant you see an Alien Grunt, and that's wasteful. All you can really do is attack Alien Grunts fast and hard, dispatching them as quickly as you can. Helicopters (Apache and Osprey Heliplane) Health: Apache, 150/250/400; Osprey, 400/400/400 Damage: Apache Rocket, 150/150/150; Apache 12mm gun, 8/10/10 (10 rounds per second) The Apache is a high-powered attack helicopter capable of firing both rockets and a Heavy Chaingun at land targets. Fortunately, you face few of these menaces, and in at least one case, fighting is optional. The Osprey Heliplane is a combination helicopter-plane that also launches rockets and fires a Chaingun, although it does so less frequently than the Apache. Its main task isn't to attack you directly, but to drop paratrooper Grunts. The apache will fire its rockets at you only if you stand still for quite awhile, and that's good, because a rocket hit will almost always kill you outright. Instead, you'll usually find yourself dealing with the Chaingun, a weapon that can tear you to shreds quickly. The best policy against the Apache is to hide at almost all times. Cling to a wall or hide under cover. Reveal yourself only when you're just about to fire. When you finally come out of hiding, try to pop up when the Apache is flying away from you. This isn't too hard if you listen carefully; the Apache fights by making multiple passes, and you can tell by listening whether it's coming toward you or flying away. If you come out of hiding as the Apache is flying away, you wont get shot at. All you'll see is the back end of the Apache: now rock it with a shot from a serious weapon. The RPG and the Tau Cannon's secondary fire mode are really the only appropriate weapons; everything else is too slow, too weak, or inappropriate for long-range combat. After pasting the apache with either weapon, go back into hiding and repeat the process when you have another good opportunity. Tank Health: Varies Damage: Varies You'll face several Tanks as you play Half-Life. They attack in various ways, and have various characters. Some fire rockets, and others artillery-style projectiles. Some have turrets that can spin all the way around, and others can aim only in a narrow arc. These Tanks all have several things in common, despite their differences: they're all immobile, they all can take good deal of punishment, and they're best fought two ways. First, hide behind an obstacle at long range, and pip in and out of cover firing potent weapons. Such as the RPG. Second run up close to them, where their slow-moving turrets have a hard time training on you. Then keep moving around so the Turret can't get a lock and pick apart the Tank at you leisure. Tanks are formidable only in the sense that they dispense heavy damage if they hit you. If you're agile, and if you fight smart, they won't get a chance to do that. Snark Health: 2 Damage: Bite, 10; Explosion, 5 Snarks are small, scuttling creatures. They deliver a nasty bite, but almost anything can kill them. As you learned in the "Weapons" section, they last only for about 15 seconds before they explode, but their great speed, small size, and aggressive tendencies make them a real nuisance for that 15 seconds. The best policy with Snarks is simply to flee until they die of their own accord Xen Master Health: 60/30/100 Damage: Zap, 15/25/35 Xen Masters are dangerous flying creatures that shoot strings of potent fireballs. They're highly maneuverable and tend to attack from medium to long range, so slow-firing weapons, such as the Crossbow, and short-range weapons, such as the Shotgun, don't work well against them. Xen Masters are surprisingly durable: even at Easy difficulty, a single Crossbow bolt or .357 Magnum bullet won't kill them. Xen Masters aren't too accurate with their fireballs, especially if you keep moving or use cover effectively. Thus, you can afford to spend some time fighting them if there are only one or two in the area. This allows you to use the Hivehand; this weapon takes a while to kill a Xen Master, but its accurate homing projectiles are still quite effective. If you're in a tense situation and must kill Xen Masters quickly (if there are multiple enemies in the immediate area, for example), .357 Magnum is a good choice for dropping them. Two bullets is enough to kill a Xen Master at Easy or Medium difficulty. Gonarch Health: 2100/3150/4200 Damage: Slash, 50/60/70; Blast, 100/120/160; Radius Blast, 250/250/275 The Gonarch is a massive alien consisting mainly of four powerful legs and a huge egg sac. It attacks by kicking, spitting acid, and by spawning tine creatures akin to miniature Headcrabs. Don't allow the Gonarch to get close enough to kick you. Its kicks are extremely damaging. It's a fast creature when it gets up to speed, but if you fun backward, strafe, and use terrain obstacles, you should be able to maintain good separation. The Gonarch's acid spit is easier to avoid than its kicks, because it travels in a clearly visible arc. Seer well clear of it, or you'll be splashed for serious damage. The final Gonarch attack, and the hardest to deal with, is the stream of tiny Headcrab-like creatures it spawns continually. These creatures aren't durable, but they're fast, and small, and thus extremely hard to hit. Your best policy against them is simply to keep moving and leave them behind or make them mist you. Spending more than a moment trying to kill them is a waste of time. The Gonarch is a unique enemy, and you'll encounter it in a unique environment. You'll find more information on beating the Gonarch in when you encounter it in the walkthrough and in tactics. Nihilanth Health: 800/800/1000 Damage: Zap, 30/30/50; Teleport, actual attack, no damage The Nihilanth is the final enemy you'll encounter. Beat it, and you win the game. When you actually fight it in the walkthrough I will give you more details, but I will cover some basics here. The Nihilanth is a massive, floating being. Spheres of energy orbit its head like a halo. It attacks two ways, the first attack is a stream of deadly energy projectiles. A single projectile won't kill you, but one hit virtually guarantees more, so the likely result is death. The Nihilanth's second attack is a huge, green sphere that teleports you somewhere else. In some cases you might actually want to be teleported, but usually it's just a nuisance. Avoid the Nihilanth's attack with high-speed strafing, or by hiding behind a large obstacle. Avoid the teleportation sphere by hiding as well, but strafing won't work: the teleportation sphere home in on you aggressively. Note: You can destroy the teleportation sphere by shooting at it. The most effective is the Hivehand because you won't waste ammo that way. Glowing beacons orbiting the Nihilanth's head provide it with energy, both for attack and defense. When this energy supply runs low (and it will, if you shoot the Nihilanth enough), the Nihilanth restores itself by draining energy from one of three yellow "power spikes" on the walls of ifs cavern. Because these yellow spikes provide limitless amount of energy, your primary task is to destroy all three spikes. Once they're gone, attacking the Nihilanth actually means something, because it can no longer heal itself at will. After destroying the yellow energy spikes that feed the Nihilanth, attack it in earnest. After dealing a substantial amount of damage, the glowing spheres around its head disappear, and its attacks become more and more feeble. Keep attacking! Soon thereafter, the Nihilanth's head spontaneously peels open like a ripe banana. At this point, you must jump high enough (using an alien "trampoline") to get a go shot at the Nihilanth's brain, which looks like a ball of pure energy. Deal enough damage to this brain sphere- ideally with the potent Gluon Gun-and the Nihilanth will crumple. General Strategy Half-Life is a game of exploration and problem solving, as well as a game of combat. The walkthrough section will help you explore and solve problems. What they can't help you with; however, is combat. That's where this section comes in. The following pages cover combat basics, and a few non-combat issues that directly affect your ability to stay alive. Most of the advice in this chapter applies to both single-player and multiplayer experience. Refer to the Multiplayer section for more specific tips on succeeding in multiplayer games. Adjusting Initial Settings Regardless of your skill, you'll be at a disadvantage if you don't adjust the initial settings like game difficulty and screen brightness to optimal levels. Adjust the following settings before starting to play. Game Difficulty Game difficulty doesn't affect your surroundings. Regardless of whether you play at Easy, Medium, or Hard difficulty, you'll encounter all the same walls, elevators, wall buttons, First Aid Stations, and other key features you would on any other difficulty level. Neither does game difficulty effect the total number of useful items or monsters you encounter. If a monster is located in a given spot on Hard difficulty, you can be sure it's also there on Easy. So what does change? Your enemies tend to be ore durable at higher difficulty levels, and easier to kill at lower ones. And enemy attacks inflict more damage at higher difficulty levels than lower ones. Enemies also become smarter and more aggressive at higher levels. Difficulty levels make a vast difference on how the game plays. Which should you pick? If you're a relative novice at computer games in general, or 3-D actions games in particular, consider Easy. This is especially true if you don't like to replay sections of the game several times to get them right. And Easy is good if you're more interested in Half-life's narrative elements-the mood, the spooky environments, the story-than in shooting monsters and humans. If you have any experience with 3-D action games, of have played lots of non-3-D action games, go with Medium difficulty level. Medium starts out easy, in terms of combat, but the difficulty ramps up significantly as you proceed. Medium difficulty provides a good challenge for all but the most devoted action gamer. Finally, if you're a real veteran of 3-D action games, of if you're the sort of person who loves a challenge and doesn't mind playing sections of the game again and again just to make it past them, fell free to go with Hard. This difficulty level prepares you well for multiplayer games, but beware: Some parts of the game are truly brutal on Hard. Even if you have excellent reflexes and know exactly what to expect, you still might get frustrated. Brightness (Gamma Correction) Game brightness, "Gamma" in the Video Options submenu, is extremely important. Half-Life is much harder when you can't see anything. Finding the right brightness setting can take some experimenting. On one hand, you want to see things clearly. On the other hand, some areas of the tame are supposed to be dark-after all, you HEV Suit had a built-if flashlight, and it isn't there just for appearance. Expect certain areas to be brighter than others. If you crank up the brightness too high, you'll make the make look washed-out and pale. Half-Life is supposed to be dark, moody, and even scary at times. Try to strike a fine balance; therefore, between visibility and mood. Controller Setup Mastery of the controls is key to succeeding in Half-Life. The mouse-keyboard combination is recommended because it's extremely versatile. The mouse provides great control, allowing you to turn quickly, slowly, or any speed between. The keyboard supplements the mouse, adding enough keys to trigger all vital combat commands. Set up a keyboard and mouse configuration that works best for you. It can be anything you like, but bear the following points in mind: ? All vital combat commands should be at your fingertips. Non-combat commands (such as the key that toggles your flashlight on and off) needn't be quite as handy. ? Use both mouse and keyboard. Theoretically you can be a good player with the keyboard alone, but id doesn't allow you the fine control over movement the mouse affords. Give the mouse a try; you'll learn to love it. ? With any configuration you choose, stick with it. You'll be a far better player when the commands are second nature. Here's a sample configuration that uses three-button mouse and keyboard. Try it out, but ditch it if it doesn't suit you. Some example also could be the first letter in the word for a button (for example, "D" for duck). This setup assumes you have a Mouse Look from the Advanced Controls menu turned on. With this setting enabled, the mouse controls where you look instead of where you move. Your right hand controls the mouse. Mouse buttons are set up this way: ? Mouse movement controls your orientation ? Right mouse button make you move forward ? Left mouse button fires your primary weapon ? Center mouse button (assuming you have one) fires you secondary weapon Your left hand rests on the keyboard, with your index finger on the "." key and your pinkie on the "N" keys are set up this way: "/" Switches to the next weapon "." Strafes to the right "," Strafes to the left "M" Moves you backward "N" Crouches "Spacebar" Jumps This simple arrangement lets you handle just about anything you might want to do in combat. The primary keys are all either under your fingers or close at hand. You might also want to assign your favorite weapons to nearby keys (like the Num Lock keys) so you can switch to a favorite quickly without having to cycle through weapon with "/". Movement Fundamentals Movement is the key to survival in Half-Life. You're faster than most of your enemies, but you aren't terribly durable. You must learn how to move to best avoid most enemy attacks. Here are the basics. Keep Moving Beginners ten to stand still when they fight. That's the worst thing you can do. Standing still make s you and easy target, and ensures that 99% of the projectiles fired at you will hit. You won't live very long if you take that sort of pounding! The next few pages cover some common movement tactics, but first, remember this: In combat, movement of any kind is almost always preferable to standing still. Strafe, Don't Turn "Strafing," in action game terms, means press a key that moves your character sideways. This differs from turning. Turning actually turns you viewpoint around, whereas strafing slides your whole virtual body sideways as you face the same direction. Strafing is useful in combat because it allows you to dodge shots without turning away from your enemy. Press the left strafe key and you'll slide neatly out of the path of an incoming projectile; press the right strafe key to slide right back to where you where before. Strafing usually is preferable to turning in a fight because it allows you to move sideways and dodge incoming shots while keeping your eyes glued on your target. When you turn, on the other hand, you must abandon the view of the target. If you find yourself in a long-range firefight, you'll find it a little bit of strafing goes a long way toward keeping you alive. Strafe just a bit to either side to avoid incoming projectiles, and then strafe back to center position and fire a few more rounds at the enemy. Now strafe a few steps in the other direction, and return to cent to fire again. This technique ensures that your enemy doesn't hit you with everything it throws (or shoots) at you. Strafe Around Corners After you've figured out how to strafe, you must mater all- important techniques of strafing around corners. An average person in an everyday setting doesn't put much though into turning into a corner. He or she generally takes a corner by walking slightly past it, and then gradually turning toward the new hallway while walking forward. If you're a 3-D action game novice, you'll probably walk as you continue to walk forward, and stop turning when you're completely pointed in the direction of the new hallway. This is a bad way to turn corners in Half-Life. Unlike in everyday life, in Half-Life you're likely to get shot when you turn that corner. The problem with this cornering method lies in that first moment- the moment after you walk past the corner, but before you start to turn in the new direction. For that split second, you don't see what lies around the corner. But anyone waiting there can see, and can shoot at you. Get in the habit of turning toward the new hallway before reaching the corner, and then strafe past the corner. Learn to Run Backward Though less critical than strafing around corners, running backward can be a valuable trick. It's easiest to perform if you're using a mouse to control your movement, and if you have a Mouse Look enabled. As you run forward (that I, hold down your Move Forward key), simultaneously take your finger off the "Move Forward" key and whip you mouse sideways, so you turn 180 degrees. Then, a split-second later, press and hold down the "Move Back" key. You're now running backward. When is this trick useful? Let's say you run into a group of tough enemies. Standing out in the open would allow all these bad guys to shoot at you all at once, and that's unacceptable, so you spin around and start running backwards. As you do, you lob a Grenade back at them, and it blows them up as they try to give chase. Generally, running backward is most useful when you face smart, aggressive enemies such as humans. Human opponents won't give up the chase, and they can't run just a quickly as you can, so simply fleeing doesn't often work. If you run backward; though, you can return fire as you escape. This gives you the chance to kill your pursuers, or at least slow them down: them must respect the threat of your Grenade, Satchel Charges, or other potent weapons. Key Tactics You've learned the importance of staying on the move, and acquired some basic, but highly effective, movement tricks. The combat tactics that follow are among the most effective in Half-Life, and all depend on movement. Slide and Attack Slide and Attack is the most basic combat style (other than standing still - which, again, is a bad idea). It was mentioned in the "Strafe, Don't Turn" section: it involves attacking your target from a fair distance while continually strafing a few feet left, then a few feet right, then a few feet left again. When you use this technique, you aren't really going anyplace; you're just sliding back and forth while keeping your target in view. Your slight side-to-side motion is usually enough to keep some of your opponent's shots from hitting you. This technique works best against creatures with slow projectiles, such as Bullsquids. These creatures fire projectiles that you can actually see, and thus dodge with relative ease. Faster- shooting enemies, such as Human Grunts, will have a moderately difficult time hitting you if you use this technique, but ideally you should use one of the more advanced techniques against them. Jack-in-the-Box A technique we'll call "Jack-in-the-Box" involves bursting from over just long enough to squeeze off a few rounds and then returning to cover. Here are some examples. You round a corner into a new hallway. Several Grunts stand a long way down the hall. You fire several rounds at them, and then strafe sideways behind the corner. Repeat. Essentially, you're using the Slide and Attack technique, but you're doing it with benefit of cover (the corner). This makes you a lot harder to hit. Or say you shoot a few rounds at the enemy and then duck behind a small crate. Moments later you pop up, shoot some more, and then crouch behind the crate again. You get the idea. Anytime you can move quickly from an attacking position to a position of full cover, you can use this highly effective technique. This technique doesn't work when your enemies are so close they can run behind your cover and attack you from point-blank range, however. In that case, use Reveal and Retreat tactics. Reveal and Retreat The terrain in every Half-life level is either terrain you've already explored or new territory. Terrain you've already explored usually is safe. Sure, there may be a few environmental hazards, but you've already killed all the bad guys you encountered there, and you know what it looks like. Unexplored terrain, on the other hand, is dangerous. There could be anything out there! Reveal and Retreat is a powerful technique that helps minimize the risk of entering new areas. You walk into a large room. It looks fine at first, but then a squad of Grunts start shooting at you. Standing your ground will just get you killed. Running around in the new room is risky, because you haven't had time to really look at it yet and figure out where the best cover is. In this case, your best option is to retreat back into the hall you arrived through. Now you're back in familiar territory. Now what? You have three options - Corner Ambush, Gradual Retreat, or Reentry. Corner Ambush Ok, so you ran back into that familiar hallway. What now? Those Grunts are likely to chase you. Any minute now they'll pop up around the corner. That's great! As we mentioned in "Strafe, Don't Turn," rounding a corner toward a waiting enemy is very dangerous. The waiting enemy usually has the advantage, especially if the guy turning the corner isn't strafing. Because computer-controlled enemies in Half-Life don't do a perfect job of strafing around corners (although they do turn pretty fast); you'll have a split-second head start on attacking them. Thus, it's usually advantageous to lure computer-controlled enemies around corners. To maximize the value of your corner ambush, equip a heavy- hitting weapon that deals massive damage at close range (the .357 Magnum and the Shotgun's secondary fire mode come to mind). That way you can shoot `em dead the instant they round the corner. Drop a Satchel Charge or Grenade near the corner, or plant a quick Laser Mine. Your enemies usually will be in such a rush, they won't notice the explosives until it's too late (he he) - and if there are multiple enemies, this technique will take out many at once. Gradual Retreat If there isn't a convenient corner to hide behind, or you enemies are so potent you don't think you can kill them all with a close-range ambush, engage in a Gradual Retreat. The Gradual Retreat is just what it sounds like - a gradual retreat through territory you've already explored. As you retreat, you can damage your enemy using the aforementioned tactics. For example, you can run backward as you fire, and then use the Jack-in-the-Box strafing techniques when you reach a corner or other suitable cover. You can even set up a Corner Ambush with explosives, and then continue retreating if your enemies still aren't dead. Reentry The preceding two tactics cover most situations. But sometimes your enemies refuse to chase you; instead, they stay put and force you to come to them. Perhaps they're in a great defensive position and don't want to leave it. Mabey they're up on a ledge and can't chase you, or maybe they're operating a big machine gun they can't move. Whatever the case, sometimes you have no choice but to go in there and get `em. But don't run in just yet. Here's the best procedure: 1. First, lure the enemies out using Reveal and Retreat tactics. Sometimes none will budge, but often a few will give chase. Kill those that do. Each enemy you kill in familiar territory is an enemy you won't have to face in unexplored territory. 2. Approach the edge of the new area and see if there are any enemies that you can kill using Jack-in-the-Box tactics. For example, you may be able to kill enemies in a large room by popping in and out of the doorway. 3. Locate the enemies you can't shoot directly, and then lob Grenades, if you can. This works well against enemies positioned behind boxes or sandbags. 4. Finally, after exhausting steps 1-3, enter the room and slug it out with the enemies that remain, use any appropriate tactics to kill the stragglers. Circle Strafing Circle Strafing is the most difficult tactic to master, but also the most generally useful for both single-player and multiplayer games. You'll find Circle Strafing and its variants effective in almost any combat situation. Basic Circle Strafing Circle Strafing takes basic strafing one step further, but from a conceptual standpoint it's pretty simple: To circle-strafe an immobile target, hold down either left or right Strafe key (either is fine) as you face the target. You'll slide off in one direction. As you slide, your target will slip out of your field of view. That's bad! You want to keep looking at the target as you move, so keep holding down the strafe key, and simultaneously slide the mouse sideways to turn your view back toward the target. If you're strafing left, slide the mouse right to keep the target in view. If you're strafing right, move the mouse to the left to maintain your view. As you continue strafing sideways, you must continue using the mouse to turn yourself to keep the target in view; it's an ongoing process. So make sure you have plenty of room to move your mouse to one side. If you do run out of room than either move the mouse or change strafing directions. Keep this up for awhile and you'll realize you're moving in a circle. Your constant efforts to keep the target in view have caused you to fun circles around it. Congratulations, you're circle-strafing! Of course, for this tactic to be useful, you must fire at the target as you circle it. Aiming as you run takes practice. Add Direction Changes Basic circle strafing skill will take you a long way, but no all the way to excellence. Your human enemies usually will circle strafe, and computer-controlled enemies are often clever enough to lead you properly. You must mix up the formula to stay one step ahead of them. The most basic way to mix up your circle-strafing pattern is to switch directions frequently. Circle-strafe left for a while, and then circle-strafe right. Do this often to keep your enemy off balance. Add Jumping and Ducking to the Mix As you improve your circle-strafing skills, you can develop your won variants. One way to do this is to add jumping and/or ducking to the circle-strafing mix. If you're skillful or lucky enough, you'll actually manage to jump over or duck under a few projectiles. Matching Weapons to Situations There's no one perfect weapon for all occasions. You'll become far more skilled at Half-Life if you learn to choose the right weapon for each situation. Note: However, that there's never a single "right" way to approach any problem. Don't feel obligated to follow a rigid code of weapon use. Just be aware that certain weapons are easier to use in some situations than others are. Weapon vs. Enemy In many cases, the enemy you face dictates the weapon you use. Refer to the weapons section on which weapons to use on which enemies. Generally, you want to use powerful weapon against dangerous enemies and weak weapons against minor enemies. For example, a Headcrab is a minor threat, and can be killed with a minor amount of damage. That makes the accurate, fast-firing Pistol a good choice. The Pistol lacks power, but against the Headcrab doesn't matter. On the other hand, a Grunt can be a formidable enemy. You don't want to confront a Grunt with a Crowbar; it takes too long to kill a Grunt that way, and you'd have to get so close you'd surely take a beating. Instead, use a potent weapon such as the .357 Magnum, which (at Easy and Medium difficulty levels) often can kill a Grunt with one good shot. Weapon vs. Terrain Another major consideration affecting weapon choice is terrain. For example, the Shotgun usually is a good choice for killing Vortigaunts, but its pellets dispense at long range, making it inaccurate and not very powerful against distant foes. Thus, when fighting Vortigaunts at long range, you might want to put away the Shotgun and use the more accurate Pistol instead. Ammo Conservation You might deal with ammo shortages from time to time. Mabey you'd love to use the .357 Magnum against a Grunt, but you don't have enough bullets; this forces you to use the Combat Rifle, instead. Be prepared to make weapon substitutions based on ammo availability. General Techniques It's easy to get caught up in the combat that figures so prominently in Half-Life, but problem solving and exploration can be equally difficult tasks. This section provides a few tips for meeting those non-combat challenges. Master the Moves It's strongly recommended that you practice the Hazard Course before starting the actual single-player game. If you complete the Hazard Course twice or even three times before playing, you'll better remember the crucial moves. Moves that might throw even a veteran 3-D action gamers for a spin are the jumps. The "jump and crouch," where you jump vertically and press and hold the crouch button in midair, is rarely seen in other action games. It prevails in Half-Life, though, where you'll use it for everything from leaping over tall windowsill to jumping out of radioactive pond onto a bobbing crate. It's easy to forget this move, but if you do you'll have a difficult time in Half-Life. The long jump, which you can perform only after you've collected a special power-up item, also may be forgotten. Finally ladders can be a little tricky at first. When in doubt, use caution with ladders. Walking (default "Shift") or crouching and slowly creeping onto a ladder may seem like overkill, but a few long falls will convince you that you can't take your hold on a ladder for granted. Explore Thoroughly If may seem obvious, but it bears repeating: many times you'll think you're stuck, but the real problem is lack of exploration. If a dangerous electrified wire blocks your path, you probably need to seek the power source so you can turn it off. If a security door blocks your path, chances are you must locate a switch that activates it. Exploring thoroughly give you a full sense of your options. Clear the Area Be methodical. If there are multiple enemies in an area, kill them all before moving on. In most cases this is required, as the bad guys will kill you if you can't kill them first. But sometimes you'll face immobile enemies, such as barnacles, you can avoid easily, or enemies on distant ledges that can't reach you. Kill those enemies immediately! If you leave a Barnacle, if might grab you as you walk beneath it later on. If you leave a creature on a distant ledge alive, you might find yourself confronting it at close range after taking an elevator or corridor that leads you closer. Be methodical in your quest for supplies. Leave no crates unbroken and no lockers unopened. Ammunition and supplies are rare, and you don't want to miss out just because you weren't thorough. Check your Bearings Half-Life levels can be complex. Move slowly through the levels, taking time to check for exits, entrances, and distinguishing features. Even though the walkthrough provides detailed instructions on beating each level, you can still get lost if you failed to look around and get your bearings. Save Often Half-Life saves the game for you automatically at certain junctures, but you should save the game periodically, just in case. This can be handy if, for example, you realize that you could have won that last combat without wasting as much ammunition - and now you need the ammo you wasted. If you save frequently, it's easy to go back and do it over, this time conserving ammo. Half-Life maintains two quicksaves. Therefore, even if you quicksave at a bad spot, you can always return to a previous quicksave. For added insurance; however, you should periodically do a full save by pressing "esc" ONCE and selecting "Save" from the main menu. Experiment Finally, don't be afraid to experiment. What's over on that far ledge? What's behind the shadowy door? Is there something under the stairs? If you're about to do something dangerous, by all means save the game before trying it - but do try it. That's half the fun of the game, and you'll miss some great opportunities if you play if too safe. The Half-Life Walkthrough Walkthrough Part 1 This and the next few chapters provide a complete walkthrough of Half-Life, a guide to each level of single-player game. Rather than read it word for word, following it to the letter, try to refer to the walkthrough only when you get stuck to gain the satisfaction of discovering new areas on your own. By exploring difficult areas before you read about them, you'll become familiar with your surroundings. You'll find these directions easiest to follow if you're familiar with a level already. Read chapters 1-3 before tackling the single-player campaign and, at the very minimum, complete the Hazard Course before starting the walkthrough. It's a great learning tool, and will prepare you for most of the challenges ahead. Black Mesa Inbound As the game starts, your on a train bound for the heart of the Black Mesa Federal Research Facility. The train makes no stops, and you don't need to do anything in particular during the ride. Just make a point of observing your surroundings as you cruise toward your destination. Eventually the train comes to a stop. A security guard approaches and lets you out. Follow him to a large, sealed entry door. Wait as he opens the door, and then go inside. The door closes behind you, and a new door opens. Walk through it. You're inside the Anomalous Materials Lab of the Black Mesa Federal Research Facility. Reaching the Test Chamber 1. Locate the Suit Room by follow the stripes on the wall. 2. Press the button on the computer console to lower the glass that guards your Hazardous Environment Suit. Walk onto you suit to put it on. 3. In the locker room just outside of the Suit Room, approach the locker labeled "Freeman". Tack the Battery from inside the locker. 4. Leave the locker room and proceed to a checkpoint. Wait as the Security Guard opens the door. Then go through. 5. Beyond the Checkpoint you'll come to a large elevator. Take it down to a lower level. 6. Follow the corridor on the lower level. You'll pass through another guarded checkpoint and into a room with three Scientists. Stop and listen to what they have to say. 7. When the three Scientists are done talking, one will unlock a door. Go through the door and follow another corridor. Then take the corkscrew-style elevator at the end of the corridor. 8. Downstairs, go through the door labeled "Test Lab." You'll find yourself in an antechamber with two more Scientists. 9. After speaking to you, the Scientists open the door to the Test Lab. 10. Enter the Test Lab. Performing the Experiment 1. The Scientists tell you to start the rotors. That's your cue to climb the ladder and press the button on the computer console on the balcony. 2. Climb back down and watch the machinery spin. After a while, a metal cage on one side of the room slides away to reveal a cart, something like a futuristic shopping cart. 3. Push the cart into the machine in the center of the room. A huge explosion ensues. Don't worry, back up and watch the machinery break down from a distance 4. You'll teleport briefly to a couple of alien worlds before returning to the Test Lab, but you won't be harmed. Unforeseen Consequences After the disastrous experiment, you reappear in the Test Lab. Wreckage lies everywhere, and, as you'll soon discover, rifts have opened between our world and an alien one. The result? Aliens are prowling the Anomalous Materials Lab, and they aren't just looking for "human" autographs. Your first task is to return to the top level of the Anomalous Materials Lab Getting Back to Where You Started You're standing inside the ruins of the Test Lab. Electricity discharges into the air, and the entire Anomalous Materials Lab is in utter chaos. It's time to get back to the main entrance. 1. Go through the half-open door into the Test Lab's antechamber. There, press the box on the wall near the small door. The door eventually will slide open far enough for you to exit. 2. Walk down the corridor (move slowly, or a bank of computer equipment will fall and crush you). Return to the corkscrew elevator and ride up. 3. Upstairs, a standing Scientist tends to an injured one. Approach them and listen until they're done talking. Then use the standing Scientist to have him follow you. The "Use" function is important throughout the walkthrough. You can't get through the tame without it. 4. Lead the Scientist to the door at the end of the hall. He'll look into the Retinal Scanner on the wall and unlock the door. 5. Walk a step or two through the newly opened door on the far side of the room. After the laser beam shoots out, cross the room and run through the destroyed door. 6. Run through a hallway where a single Headcrab roams. You have no weapons at this point so ignore it. 7. In the next hallway, you encounter a pair of laser beams. Avoid them as you run to the end, where you'll find a Crowbar. 8. Use the Crowbar to smash the glass in the jammed door. Crawl through the opening. 9. Walk through a hallway to the main elevator shaft. Smash the glass door that leads to the shaft. A doomed elevator car plummets down the shaft. 10. Enter the shaft. Descend the red ladder to the bottom of the shaft where you'll find a batter in rubble. 11. Crawl back up the ladder, and then up a second ladder. Exit the shaft. 12. Outside the shaft, and infected Scientist (Mawman) attacks a security Guard. Either kill the Mawman with your Crowbar, or watch as it kill the Guard - and then kill the Mawman. Take the security guard's Pistol if he doesn't survive. 13. Kill a second Mawman nearby, and then make your way back to the locker room (near where you first put on your Hazardous Environment Suit (HEV)). You must kill two more Mawmen along the way. 14. A new locker has opened in the locker room. Take the Pistol Clips you find in it. 15. Proceed to the Anomalous Materials Lab entrance. A new path leads out now - a broken ventilation grate at the floor level. New Territory It's time to explore the rest of the Anomalous Materials Lab - the parts you haven't seen before. 1. Crawl through the hole at the base of the wall. Move slowly, so you can kill a Headcrab that lunges at you and avoid a falling bank of computer equipment. 2. In the room beyond, kill a second Headcrab; then leap onto a series of fallen computer towers and go through a hole in the wall. 3. Proceed through the hallway beyond the hole, noting the rooms to either side, where Scientists try in vain to avoid Headcrabs. 4. The hall ends in a checkpoint where a dead Security Guard and a Mawman lie on the floor. Take the Security Guard's Pistol and crawl through the broken doors of the checkpoint. 5. Kill a pair of Houndeyes that teleport into the vicinity, and then explore the area beyond the checkpoint. You'll get a another brief glimpse of the dark-suited man looking down on you from a balcony. He disappears before you can do anything about him, though. 6. Kill two more Houndeyes and look for a door with a yellow triangle beside it. Go through the door and kill the Headcrab beyond. 7. Equip your Pistol, if you haven't already. Then climb the ladder behind the yellow triangle door. As soon as you climb the ladder, you'll see another Headcrab and Mawman. Shoot the explosive tanks behind the Mawman and drop back down the ladder to avoid the explosion. The blast will kill your enemies. 8. Climb back up the ladder. Walk along a balcony and locate a Mawman feasting on a dead Scientist. You can kill the Mawman by shooting a nearby explosive tank - but be careful to stand back! 9. Backtrack along the balcony and explore in the other direction to find a Scientist. Lead him to the area where the Mawman was eating the scientist, and he'll unlock the door. Go through the door to gain access to a first aid station and Pistol Clips, plus a few Grenades. 10. Go back downstairs. Investigate until you find a door that's slowly bulging outward. The door busts open, revealing a Vortigaunt. Kill it and collect Pistol ammo from the room it appeared in. 11. Nearby, a scientist hides in a Dumpster. A Headcrab lurks in the area, as well. Kill the Headcrab and leave the Scientist. There is a First Aid Station behind the dumpster if you need it. 12. A nearby barred gate stands behind a hole in the floor. If you wait near it for a moment, a Mawman appears on the other side of the gate. You must wait for it and kill it before continuing. After killing the Mawman, save the game, then drop through the hole in the floor. Watch out for the Headcrab at the bottom. 13. Now you're in a small network of tunnels ankle-deep sewage water. Explore the tunnels. You'll find two open, unbarred holes in the ceiling - the hole you fell through, and another. Note the location of the second hole. 14. Locate a valve wheel. Turn the wheel to flood these corridors with more sewage water, and then swim to the hole in the ceiling you noted earlier (not the one you dropped into). 15. Now you're beyond the metal barred gate from step 12. Explore the hallway. You'll find a large mechanical lift. Throw the lever you find above the life; then board the lift as it slowly lowers into new territory. Climb out. 16. As you descend, Headcrabs slide down to harass you. By no means should you allow yourself to fall! Avoid the Headcrabs you can avoid, and shoot the ones that get dangerously close. 17. You can wait until the bottom of the lift to get off, or, if you're fast, you can get off on a raised area that has an extra first aid station. On to the Canal Now you're at the bottom of the big mechanical lift; ahead lies a deadly collapsing bridge and an alien-infested canal. I hope you're ready! 1. Kill the Houndeye that materializes nearby; then go around a bend. A metal bridge lies ahead. Approach the bridge slowly. A Bullsquid suddenly materializes above it, drops, and breaks off a span 2. The remaining span is fragile. Tun across and leap from it to the silvery pipes to the right. 3. Walk around the perimeter of the room on the pipes, jumping when necessary. The pipes lead to a grate near floor level. Break it and crawl into the exposed ventilation tunnel. 4. Crawl until you reach another breakable grate, this one beneath you. Break it and fall through. 5. You're in a short hallway. Pick up a nearby Battery from the floor, and break several crates to reveal more Batteries. Collect them all. 6. From here you can look out over a large, partially water-filled canal with a Bullsquid and several Headcrabs on the ground and Barnacles on the ceiling. Don't jump down, but do shoot the Bullsquid and any Barnacles you can see from here. 7. Go through a labeled "Lower Canal." Go down the ladder beyond and enter the canal area. 8. Shoot all of the remaining Barnacles in the canal area. Heal yourself with a First Aid Station in a dark corner, and then dive into the canal. 9. On one end of the canal you'll find a ladder leading to the other side. Climb up the ladder, go through a door, and then locate and go through a second door. 10. Travel through the tunnels beyond the second door, to a large room filled with suspended boxes. Climb up two ladders and then slowly, carefully, jump across the boxes to the other side of the room. (You may want to save the game prior to jumping). Also when you jump it may help to aim for the wires so you won't over jump or not be able to stop. 11. From the other side of the box-filled room, go through a short tunnel, up a ladder, and through a couple of doors. You'll find yourself in an area where you can look over the canal again. 12. Follow the hallway to an elevator and get inside. Press the button to ascend. Office Complex You've made it through the ruined lab, but now you've to face an alien-infested office complex. The going gets tougher the farther you proceed, but you're up to the task - aren't you? Early Exploration For a moment you get off the elevator, you've got you hands full. Here's what you do: 1. Exit the elevator and shoot the nearby Headcrab. Note the locked red doors nearby and the hod, sparking wires blocking the hall. 2. Break a grate near the floor, next to the electrical wires. Crawl into the newly exposed ventilation duct and take a right. 3. Shoot out another grate and drop into a room filled with vending machine, Barnacles, and frightened Scientists. Kill the barnacles, and then go through a door labeled "High Voltage." Flip the lever beyond the door. 4. Exit this area through the beg red doors that had been locked, you're back in the corridor, near the elevator where you started this section of the game. 5. Walk down the hall, past the new-dead electrical wires. the door at the end of the hallway is locked, but you can break the large window beside it and jump through by crouching as you jump. (This technique was demonstrated in the hazard course. "Jump and while in midair press and hold the "duck" button all the while pressing forward." It sounds confusing when I say it but it is the part in the Hazard Course where you have to go through all of those three pipes. 6. Beyond the window is a flooded lab, a big pair of locked red doors, a wooden door leading to a small storage closet, and more corridors. Approaching the wooden door; a Headcrab-infested Scientist (Mawman) will break down part of the door; stand nearby and beat on the door with the Crowbar until the Mawman breaks down the remainder. Then kill it and take the Pistol Clips from inside the closet. 7. Locate a large storage area. You must break down a wall of boxes to get there. Inside, you'll find a chest with a Shotgun on it. At the opposite end of the room is a locked metal fence, with a Security Guard behind it. A Mawman attacks him as you approach. Shoot the Mawman as soon as he appears with your newly acquired Shotgun, and the Security Guard will survive. Then he'll open the gate and let you in. 8. Behind the gate is an armory packed with useful ammo and a First Aid Kit. Take everything you can and return to the storage room. A ladder leads downstairs. Take it, and in boxes downstairs you'll find another First Aid Kit and a Battery. 9. Return to the flooded lab. Jump in through the window, using a crouch-jump, and then hop across tables and countertops without touching the electrified water on the floor. When you reach the light switch on the wall, activate it. This turns the lights off, but it also makes it safe to touch the water. 10. Turn on your flashlight and look around. You'll find a Battery in a half-opened metal filling cabinet. There' also a ventilation grate on the wall. Break it and get into the ventilation duct. 11. Save the game and move forward slowly with your flashlight on. Hold down the Crouch key, even though it may seem unnecessary. Kill three Headcrabs as you proceed. 12. Eventually the ceiling gets higher, but there's a deadly spinning fan overhead. If you don't hold down the crouch key until you're past the fan belt, you'll stand up and get decapitated! 13. When you reach a grate, destroy it and crawl past. The floor will fall away beneath you, and you'll find yourself in a new section of the main hallway. 14. Walk down this new section of the hallway; another section of the ceiling falls just ahead. Shoot a pair of Headcrabs that come down with it, and then arrange boxes on the floor so you can jump up to the ladder in the ceiling. 15. Climb the ladder and break the floor grate you find upstairs. Drop down, kill a Headcrab, and you'll se another grate. Break it, but take care no to venture to close to it - an Automatic Turret lies in the room beyond. Save the game. 16. Watch as a Scientist runs into the room beyond the grate and the Turret guns him down. A Headcrab is the next to get shot. When the Headcrab is dead, leap into the room below, run toward the Turret (breaking wooden crates with the Crowbar to clear a path), and crawl beneath the metal platform the Turret is mounted on. Flip a switch below the platform to deactivate the Turret. 17. Explore a small storage room nearby. There you'll find Pistol Clips, Shotgun Shells, and a Battery 18. Kill the Headcrabs guarding a stairwell, and climb stairs. Administration, Level 1 The upstairs offices are as infested with aliens as the lower ones; however, you have an advantage up here you didn't have downstairs - Security Guards, on whom you can call for help by pressing the Use button. 1. A Security Guard stands at the top of the stairs. Have him follow you and provide fire support. 2. Destroy nearby crates for ammo, and then enter a long hallway. Explore an office left of the hallway; you'll see a pair of helpless Scientists begin dragged into a ventilation duct by an unseen creature. Ignore them for now, and take the Battery and First Aid Kit in this room. 3. Move farther down the hallway - but cautiously. When the hallway broadens, several Vortigaunts attack. Fall back and gun them down. 4. Explore the area. More Alien Grunts lurk around here, and you'll find both Pistol ammo and First Aid Stations in various offices. Watch out for Headcrabs that burst from the ceiling 5. Locate a lounge with a couple of plaid sofas and bookshelf. Shoot the ceiling above the sign that says, "Maintenance Access," to reveal a ladder. 6. Climb the ladder and slide to the right. Nearby, an Automatic Turret starts powering up. Quickly locate the metal fuse box mounted on the wall nearby and flip the lever to disable the Turret. Also, collect a Shotgun on the floor near the Turret. Climb down when you're done. 7. At the edge of the cluster of offices is a broad staircase. Kill the Barnacle at the foot of the stairs and then go up, prepared to shoot the trio of Headcrabs at the top. Administration, Level 2 You're on the second floor of the administration offices. More nasty surprises await! 1. Take the corridor at the top of the stairs. Destroy the lone Mawman you find here, but avoid the nearby boxes: one will explode if you damage it. 2. Proceed along the corridor, killing two Alien Grunts, and go through the red door at the other end. Have the Security Guard on the other side of the door follow you down a nearby ramp. 3. Downstairs you'll find a Bullsquid, Shotgun ammo and some Grenades. Kill the Bullsquid and take the loot. 4. As you try to leave the area, two Alien Grunts teleport in. gun them down as soon as they appear, preferably with the Shotgun. 5. Go back up the ramp. 6. Proceed to an area with a sunken floor. Down on the floor there are several broken tables and Mawman. Shoot the Mawman and any Headcrabs that drop down from the ceiling. Do this from upstairs, avoiding the sunken area. 7. Go down to the sunken area and break apart the wooden planks nailed over the doorway. Go through the doorway and down a dark hall. 8. You'll reach an alcove where two Mawmen feast on dead Scientists. Kill the Mawmen and press a lever next to the door nearby. The door opens, revealing a huge freezer. Go inside 9. Explore the freezer thoroughly, killing the scattered Headcrabs and pair of Bullsquid inside. (If you shoot a hanging slab of meat, it will shatter. And any nearby Bullsquids will eat the meat and temporarily ignore you). Locate a glowing red switch on the wall and throw it. This starts a big red cart moving back and forth overhead. 10. Return to where you entered the freezer. Climb the stepladder and break open a ventilation grate up there. Crawl into the ventilation tunnel. 11. Follow the tunnel to where you can both see and crawl onto the big move cart as it slowly moves past. Get on the cart. 12. Break the crates on the cart and collect the Batteries. Then crawl off the far end of the cart into a wall duct (opposite where you got on the cart). As you enter the duct watch out for Headcrabs. 13. Crawl through the duct, collecting a Battery near a dead Security Guard. Break another grate to exit the duct; you'll find yourself in a large, blue ventilation junction. 14. Methodically kill all the barnacles there, and then jump up a series of stair-like ducts into another ventilation shaft. 15. Inside the new ventilation shaft, take a left and proceed until you hid another grate. Shoot if and drop out; you'll find yourself at the foot of yet another broad staircase. Nearby, a Security Guard crouches over a dead comrade. 16. Shoot the approaching Mawman, and then have the Security Guard follow you up the stairs. At the top is a locked door with a small window. Watch the window: the dark-suited man appears again, but you can't get at him through the locked door. 17. Proceed down the nearby corridor and watch as a Scientists leaps through a window to escape a Mawman. Hot both nearby Mawmen and jump through the window to collect some ammo. 18. Walk to the edge of the empty elevator shaft at the end of the hallway and look up to see a helpless Scientist clinging to a ledge. 19. Save the game, and then run and jump to catch the ladder mounted on the far wall of the elevator shaft. Climb to a ledge, and then climb a second ladder to another ledge, and a third ladder. (The scientist falls to his death; it's unavoidable). 20. From the top ledge, jump to a ladder hanging from the elevator car in the center of the shaft. Climb that ladder and you'll find yourself atop the elevator. 21. Break the ventilation grate atop the elevator car and drop in. flip on your flashlight and move toward the elevator door. Prepare for the next level. Walkthrough Part 2 You've made it through those confusing early stages, but now you're in for a rough ride. You enemies up to this point have been scattered. They weren't to tough, once you leaned their tendencies. But the stakes are higher now. In the next few levels, you'll encounter human Grunts there to cover up what happened in the Anomalous Materials Lab. That means killing anything that lives - including you. The government want to keep its top-secret experiment top-secret, and you've already seen far too much Prepare for a firefight We've got Hostiles The new level starts when you get out of the elevator. Right away, you confront the Laser Mines and emplaced defenses government troops left behind. A key to beating this area is to move slowly. If you don't watch where you're headed, you'll end up in a trap. Storage Areas Your first task is to make your way through a series of Cold War- era storage rooms. You'll get your fist taste of the government troops' automated defense there. 1. Exit the elevator and take a few steps forward. Watch the panicking Scientist bang on the window of a guardroom, and then run headlong onto a laser mine. 2. Charge up your health and HEV Suit at a nearby First Aid Station and an HEV Station. 3. Walk down the corridor. Around a corner a pair of red laser beams block your path. Beyond them lies a stockroom filled with crates. Save the game before crossing the beams. 4. Dash through the beams and hide behind the crate at the far right corner of the room. While ducking behind the crate, lob a Grenade in the direction of the Chaingun, concentrate on the Headcrabs. 5. A Combat Rifle lies on the stockroom floor; you may have unknowingly walked over it and picked it up as you fought the Chaingun. Take the Combat Rifle, if you haven't already, and then destroyed the crates in the room for a few supplies (such as a Battery). Avoid the explosive crates. A few extra Headcrabs teleport is as you explore, but they'll pose no problem. 6. When the stockroom is clear, find a hall out the other side. Move slowly! A blue-green laser beam blocks your path. This beam is attached to a Laser Mine, which will explode if you disturb the beam. Throw a Grenade so it lands squarely under the laser beam. The Grenade will explode, taking out the Mine in the process. (Stand back to avoid the blast). 7. When the Grenade explodes, a heavy fire door descends automatically. Dash forward under the fire door before it closes all the way. You're now in unexplored territory. 8. Around a corner is a second Laser Mine. You can destroy this one by lobbing a Grenade at it or shooting the mine itself from as far away as possible (use your Pistol). 9. Proceed along the hallway. A Vortigaunt teleports in up ahead. Kill it, and any other Vortigaunts that warp into the same place. Use the First Aid Station on the wall nearby, if necessary. 10. Proceed along the corridor and down a ramp. At the base of the ramp is a red laser beam at the floor level, with two Tripod-Mounted Chainguns in the room beyond. Throw a Grenade at the Chaingun before crossing the laser beam. 11. Beyond the beam lies a crate-filled room. A Vortigaunt teleports in behind you as you enter; kill it, and then jump on the top of the pile of crates. 12. From the top of the crates, you could jump down to the other side immediately. But before you do, shoot the two Tripod-Mounted Chainguns on the floor. Further Exploration The traps and Mines get thicker as you proceed through more storage areas. Keep you cool!! If you move cautiously and take out threats early, as I explain in the following pages, you'll be fine. And remember, SAVE OFTEN. 1. When both Chainguns are gone, equip you Pistol and drop down to the new area. Several Headcrabs teleport into the vicinity; shoot them with your Pistol. 2. Walk through the nearby web of red laser beams (they triggered the two Tripod-Mounted Chainguns you already destroyed). Use the First Aid Station, if necessary. 3. Jump up on a pile of crates, and then down the other side. Ahead lies a pool of water on the floor and an open elevator shaft. Save the game before proceeding because it's slippery and you might accidentally slide into a Laser Mine. 4. The water will cause you to slide, and falling down the shaft is deadly, so walk onto the water very slowly. As you move forward you'll see a pair of red laser beams and two Tripod-Mounted Chainguns. Lob a Grenade so it lands just behind the first tripod, and then backtrack. The Grenade should take out both Chainguns so you can cross the red beams. 5. Go through the laser beams. Ahead you'll see another storage area with some red laser beams, two Laser Mines on the walls, and a red wall-mounted ladder. Overhead, the dark-suited man appears on the catwalk. You can't shoot him. All you can do is throw a Grenade towards those two Laser Mines, and stand back while they detonate. 6. When the Mines are gone, explore the storage room and destroy all remaining boxes to collect ammo. When the room is clear, climb the red ladder to a platform, and from there climb a second ladder to the catwalk the dark-suited man stood on. 7. Cross the catwalk to another platform. A Scientist runs down a flight of stairs, saying, "Thank God you're here!" but moments later, the sound of gunfire tells you the Scientist was badly mistaken: the human Grunt at the bottom of the stairs was there to kill him, not rescue him. 8. Save the game and approach the top of the stairs, Combat Rifle at the ready. Kill the Grunt you see down there. 9. Go downstairs and destroy the crates. Avoid the explosive barrels, or detonate them from a distance. When you're all done, press the button near the elevator and get inside. Things Get Rough You've already killed one Grunt, but there are more where he came from. The following states familiarize you with your human enemies. 1. At the top, you'll find yourself in a large storage area. A metal platform looms overhead. Several Grunts wait here, and you'll do best if you hang back and duck in and out of cover, firing a quick Combat Rifle busts whenever they're in your sights. 2. When the Grunts are dead, destroy the crates in this room for extra supplies, and use the First Aid Station and the HEV Station built into the wall. 3. Climb the stairs to the metal platform. 4. Follow the platform to a room with barnacles hanging overhead. Kill the barnacles with Pistol fire and proceed. 5. Past the Barnacles area is a T-junction. To the left are a pair of Laser Mines, and beyond them lie a red laser beams and three Tripod- Mounted Chainguns. To the right is an open corridor. Detonate the nearby Mines with Pistol fire from a safe distance, and then take a right. 6. You'll come to a room with boxes on the floor, Barnacles overhead, and a conveyor belt on the floor. Kill the Barnacles and get on the conveyor belt. Follow it into the wall. 7. You'll come out in a room with a First Aid Station, HEV Station, and a pile of boxes. Jump up on the boxes (don't destroy them). From the top you can locate another conveyor belt, this one high off the ground. Jump onto the new belt and follow it into the wall. 8. Follow the new belt to a small room with a Grunt. Kill the Grunt and use a nearby First Aid Station, if necessary. 9. From this little room, you can look down on a corridor filled with Laser Mines, Chainguns, and laser beams. Save the game. Throw a Grenade down there and clear out the nearest Mines, and, with luck, destroy a couple of Chainguns. Then jump down and go through the fire door that descends automatically. To the Surface Once you get through the fire door, you'll find yourself in a corridor to big storage room, where Grunts are busy gunning down helpless Scientists. You're almost at the surface! 1. Get away from the closing fire door and look down the hallway toward the big area. Grunts appear at long range, intent on killing Scientists. Shoot the Grunts whenever they appear. (Remember, Scientists can heal you if you have taken serious damage, so save them with every possible change you get). 2. When you see no more Grunts ahead, advance. Climb a flight of stairs to a platform, and then climb a second flight of stairs. Follow a catwalk to a third flight, and climb them. 3. At the top, you can go two ways: to the right catwalk leads to a First Aid Station; to the left a ramp leads down. Use the First Aid Station, if necessary, wary of the Barnacle above it, and then descend the ramp. 4. The ramp leads across a bridge with dead Barnacles over head (you should have shot them earlier) and onto a catwalk overlooking new areas. Look over the edge of the catwalk and shoot a pair of Grunts down there. 5. Break the boxes on the catwalk nearby to collect a Battery, and then descend the ramp to the main floor. 6. Downstairs, break more boxes and collect another Battery. Then locate the Surface Access elevator and press the button to open it. Get inside and press the button to ascend. Helicopter Madness Take the elevator to the surface, where a circling osprey helicopter drops government troops into the area. Long-range mortar fire periodically rock the area. You task is to kill few nearby Grunts and beat a hasty retreat to a fortified concrete bunker, where the Helicopter can't get you at all. (Alternatively, you can try to kill the Osprey before you enter the bunker. 1. Leave the elevator. You're in a small concrete structure that's missing one wall. 2. Look out through the open wall and kill several Grunts running toward you. Strafe as you fire, but don't leave the shelter of you building. 3. When the Grunts are dead, heal up at a nearby First Aid Station. 4. Run out into the open 5. Locate the sunken concrete bunker and run inside. Turn on your flashlight. It illuminates a ladder leading down. Crawl down immediately. 6. Downstairs, the ground still shakes from the mortar attacks but you're safe from the Osprey, temporarily. Charge up your health and the HEV Suit at nearby stations. 7. Approach a door labeled "Vent Access." Open it but don't go through it immediately; instead, stand back as an explosion drops tons of debris down the vent. 8. Go through the door. You're in a vertical vent shaft that's open at the top. If you look up you'll see the osprey hovering overhead and occasionally dropping paratroopers (Grunts) down the vent to attack you. 9. Look down. You'll see several ledges or platforms. Jump to a lower ledge, and then jump to a still lower ledge. At the bottom ledge, you can crawl into a wide ventilation duct. 10. Crawl into the wide ventilation duct and follow it around the corner. Backtracking You've just crawled into a set of ventilation ducts that winds through places you've already been, described in the foregoing "Storage Areas" and "Further Exploration." You're free to explore these ducts fully. If you do, you'll find some extra ammo and a First Aid Station in a previously inaccessible room. When you're done exploring, follow this path to the next level. 1. Proceed down the dark ventilation duct to a small vertical shaft with a fan near the middle. This shaft has four exits, including the one you approached through. You want to reach the bottom exit. 2. Drop to the bottom of the shaft without getting hacked to bits by the fan. Do this by crouching, and then inching forward and right until you fall onto a very narrow ledge. Then creep farther to the right (still crouching) until you fall to the bottom. 3. Crawl into the ventilation duct at the bottom of the shaft. Follow it. 4. This shaft opens into yet another vertical shaft. This shaft, mercifully, doesn't have any dangerous fan in it. What it does contain is a pair of platforms you can reach only by climbing ladders. 5. Climb the first ladder, but not the second one. You're about halfway up the shaft. Enter the ventilation duct you find there. 6. The duct is a short and opens into a room with a Scientist. The Scientist tells you about an old rail system you might be able to use. 7. In the same room with the Scientist is a console with a big red button labeled "Silo Access." Press the big red button, and a huge door opens nearby. 8. Go through the newly opened door, down a short corridor, and around a corner. A new level will load. Blast Pit You're now in a new and dangerous area. You're the ultimate goal is to destroy a huge Tentacle that's taken over a nuclear silo. But getting to the silo is a test in itself! Prepare again, remember to same the game often. Approaching the Silo The government's clean-up squads haven't located this area, yet, so you won't have any human enemies to fight for a while. You will; however, find yourself battling increasingly fierce aliens and some truly dangerous environments. You'll need complete mastery of skills to surmount the obstacles ahead. 1. As the level starts, you face a barricade passage. Use your Crowbar to break down the barricades and boxes. 2. Beyond the barricades are a few Headcrabs. Kill them and look out over the large loading area. There's a Bullsquid out here you can kill easily with your Pistol. 3. To the right lies a ramp. Go up the ramp to find yourself at a control panel with a lever. Throw the lever to summon a freight elevator. As you do, a Mawman bursts from a door to your right; kill it. 4. Enter the room the Mawman came from. This room is packed to bursting with explosives, so don't fire your weapons. Just take the ammo and First Aid Kit you find there and get out. 5. Descend a ladder to the loading area's lowest level. Get on the big freight elevator you just summoned with the lever, and press a button to descend into darkness. 6. Downstairs, you'll find yourself in an abandoned rail tunnel. Several Houndeyes scamper below you. Shoot any that gets too close, and jump onto the rail cart. 7. Press the "Use" key to activate the rail cart's control panel, and then press the Forward key several times to make the rail cart blast forward at full speed. Press the "Use" key one final time when you're at full speed. 8. Stand still as the rail cart hurtles along the tracks. Don't bother shooting the Houndeyes and Bullsquids you pass; they'll attack but you're moving too fast to hit. 9. Eventually the cart will approach a green, radioactive lake. Before you reach that lake, leap up onto the elevator ledge to the right. You can reach it if you crouch after you jump. 10. Follow the ledge. You'll find yourself approaching the green lake. 11. Jump across the water onto another ledge. This one leads to the other side of the lake. 12. On the other side of the lake, climb a ladder to the top of a giant pipe. From there, walk onto a somewhat smaller pipe with a hole in the top. Fall into the hole and crawl forward in the dark. 13. When you reach another hole in the pipe, you'll be tempted to get out immediately. Instead, hop up and down in the hole to spot a Bullsquid just outside. Shoot the Bullsquid every second or two, while avoiding the return fire. 14. When the Bullsquid is dead, jump out of the pipe using the jump- and-crouch technique. This area features several pipes and a pool of radioactive water. 15. Get back atop the pipe you entered though (if you fell off), and jump from it to the topmost of the other two pipes in this room. Line yourself up carefully for the jump, or you'll find it very difficult. 16. Walk along the new pipe. Shoot a Bullsquid in a nearby toxic pool as you balance on the pipe, and then leap down to the balcony. 17. Beyond the balcony is a large room with Batteries and First Aid Kits. Collect as many as you can, and then continue. Entering the Silo You're on the threshold of a missile silo that's been taken over by a giant Tentacle. Entering the silo is the easy part; defeating the Tentacle is another matter. 1. Go through the doorway from the room with the First Aid Kits and Batteries to a ledge overlooking a lake of toxic slime. A missile silo lies beyond the lake. Kill a Bullsquid in the water below. 2. Hop on a pipe that leads out across the water towards the silo. Before it reaches the silo; however, this pipe nearly intersects another pipe that leads to a lift. Hop down onto the new pipe and make your way onto the lift. Watch out for another Bullsquid hiding in a corner of the toxic lake. 3. Press the button on the lift and ride up. 4. Upstairs, walk slowly down a corridor. As it broadens, you'll find a Bullsquid to you right, near a pair of explosive barrels, but stay well away from the barrels. If you shoot them they will explode. 5. Follow a catwalk, killing Houndeyes as you progress, to a bridge. Collect a pair of First Aid Kits near the bridge before crossing. 6. A single Houndeye is trapped between barrels of explosives on the bridge. You can either shoot the Houndeye and just run past the explosives once the Houndeye is dead or you can shoot the explosives, kill the Houndeye and jump over the gap; either works. 7. Kill a pair of Headcrabs on the other side of the bridge. Then enter a small room with a security door and throw a wall switch. The door you entered through closes, and a new door opens. You've reached the missile silo's inner chambers. 8. Kill a Mawman on the other side of the door and walk along the hall. Listen to the dying Scientist on the floor. Then kill a Barnacle on the ceiling and keep going. 9. Go through another security door to see a Scientist standing in the missile silo's control room. After a moment, a massive Tentacle bursts through the window overlooking the missile chamber and grabs the Scientist. 10. After the Tentacle has dragged the scientist away, cross the room, go through a doorway, kill a Barnacle overhead, and climb a ladder. A Security Guard upstairs tells you to be quiet. 11. Pass the Security Guard into a small room with explosive crates and Grenades. Another Security Guard stands here; as soon as you enter, he runs toward the Tentacle and tries to shoot it. Ignore him; the Tentacle will eventually kill him. 12. Collect the Grenades and crawl out into the silo's inner chamber, where the Tentacle waits. Crawl down a ladder to a lower platform. 13. Destroy a ring of boxes around a ladder leading down, and then descends quickly. 14. At the bottom, look for a boarded-up door. Destroy the boards and go through the doorway. 15. Walk down a corridor to a security door. Throw the wall switch to close the door you entered by and open a new one. Activating the Air and Fuel Your master plan to kill the Tentacle requires to restore the power, fuel, and ventilation to the missile silo. You'll do the second two first. 1. Beyond the security door is a bridge with a Mawman on it. The Mawman is trapped between two explosive barrels. You can either run up past the Mawman or shoot the barrels. Shoot the barrels to destroy a section of the bridge; cross by walking on a thick blue pipe to its left. Using the Pistol, you can kill the Mawman without disturbing the barrels. Make sure you have the crosshairs turned on and destroy the non-explosive crates on the other side of the bridge for two First Aid Kits. 2. Follow the corridor to an area with a locked door labeled "Fuel Room" and a ladder leading down. Don't descent down the ladder. Instead, turn on your Flashlight, jump down without using the ladder, and then turnaround quickly to destroy the Mawmen lurking beneath. 3. Down here, you'll find a circular grate in the floor, destroy it and climb down the extremely long ladder below. 4. At the bottom you'll find yourself standing on a rusty pipe suspended above shallow water. Walk along the pipe, talking care not to fall off. (There's nothing of value underwater, and Bullsquids can attack you down there). 5. Take a left at a T-junction. 6. Follow the pipe to a ladder leading up. Climb the ladder, shoot out the grate at the top, and kill the Mawman you find standing up there. 7. Upstairs, collect Grenades from a small alcove, and then follow the only available corridor to a door. Press a button near the door to open it, and shoot two Mawmen on the other side. 8. Beyond them is a huge vertical shaft with a massive, motionless fan in it. Climb down two red ladders to reach the fan's level. 9. Walk up the base of the fan and press a switch to activate it. Then turn and climb back up both ladders as quickly as you can. 10. When you reach the top of the second ladder, jump onto he shaft. That's right - leap right into the void. The fan is blowing so hard, the force of the air propels your body straight up, and you'll come to rest against some wooden planks. Destroy the planks with you Crowbar to float to the top of the shaft. 11. There, destroy a metal grate in the wall 12. Go through the destroyed metal grate. You might need to crouch to do this. You also must be high enough. If you aren't, steer yourself to the middle of the shaft, where the fan blows you higher, and then make a beeline for the blasted-out metal grate. 13. Kill a Headcrab in the ventilation duct. Proceed forward, knocking out grates and killing Headcrabs, to a ladder down. Take it. 14. Proceed to a room with three Mawmen in it. Kill all three Mawmen and approach a console with buttons labeled "Oxy On" and "Fuel On". Press both buttons, you'll know they're on when a light turns on near the button. 15. Climb the ladder to the right of the console. Press a wall button upstairs to trigger a door. 16. Beyond the door, you're back in a familiar territory. Make you way along the corridor toward the central part of the silo - the part with the Tentacle. Restoring Power You've restored fuel and airflow to the missile silo, but you still must turn the power back on. Here's how: 1. Return to the large room with the Tentacle. Locate a ladder leading down (remember to crawl), and take it. You should be at the bottom of the silo, next to the hole the Tentacle emerges from. 2. There's a boarded-up door down there. Smash the timbers blocking it and go through. 3. Walk down the corridor to a hole in the floor. Save the game, then leap across. 4. Continue down the corridor until you find a Mawman feasting on two dead Scientists. As you do, a section of the corridor collapses behind you. Ignore it. Just kill the Mawman and go through the security door. 5. Cross a bridge with explosive barrels on it (as usual, you can cross via a handy pipe if you manage to blow up the bridge). Kill a Bullsquid on the other side, and a trio of Houndeyes in the corridor beyond. 6. Proceed to a large, dark room with Barnacles on the ceiling and Bullsquid eating a dead Scientist in the corner. Kill the Bullsquid, and then the Barnacles. 7. Walk out on a platform and press a button to summit an elevator. Board the elevator when it arrives. As the elevator descends, turn on your Flashlight and scan the wall around you for a ladder. 8. About halfway down, the elevator stops abruptly. At this point, one possibility is to jump to the rim of the elevator, and then leap over to the ladder. If you jump correctly, you can catch the ladder and sustain no falling damage. If this is too difficult for you, let the elevator fall and leap onto the lower level just before it hits the water. 9. Downstairs is a platform with a Scientist. Listen to him, and then follow the only corridor leading away from the platform. 10. Proceed the corridor, jumping up on a large pipe to avoid a spill of toxic sludge about halfway along. 11. At the end of the corridor, kill a Mawman, and then walk forward. You're in the silo's power core. The only alien in here is a Bullsquid at the bottom of the core. Throw a Grenade down to kill it. 12. Walk out onto a mesh basket overlooking the core. Press a button, and the basket will whisk you to the other side. From there, climb a ladder to a catwalk around the core's perimeter. 13. The haywire basket up here is like the one you just rode in, but it moves by itself and will squash you if it touches you. Walk around the catwalk to a ladder up, careful not to let the basket hit you. Climb the ladder. 14. At the top, a beam leads to the center of the power core. Walk along the beam and press a button on the core itself. A red light comes on. 15. Jump on the core and walk across it. Press an identical button on the other side. A second red light will come on. Make sure you're not on the core or you'll be fired. 16. Make your way back down to the room's entrance by descending a ladder and riding the basket again. From there, return to the large shaft with the elevator you jumped out of. 17. Climb the same ladder you climbed down originally. 18. Proceed back to the room with the Tentacle. Along the way you will find an electrified puddle. Arrange metal crates (found in the previous room) into a crude bridge to cross the puddle. Killing the Tentacle and Escaping the Silo You've restored the air, fuel, and power. Now you're ready to fry the Tentacle and get out of this place. Here's how: 1. Climb all the way back to the top of the Tentacle room. Remember to crawl to cut down on noise, or you'll get smacked!!! Also, use Grenades to distract the Tentacle. 2. From the top, return to the silo's control room. Note that the console's Oxygen, Fuel, and Power lights all are now on. 3. Press the "Test Fire" button at the center of the console, and stand somewhat back from the window. Watch as the Tentacle is burned to a crisp by a booster-rocket ignition. 4. Enter the room where the Tentacle used to be. Climb down to the bottom, and descend a ladder into the hole where the Tentacle sprouted. 5. Proceed along a series of nearly vertical tunnels. Eventually you'll find yourself falling into a pool of water. Make sure you hit the water when you land. 6. Swim to the surface and investigate: you're in a small room with a Scientist and a Security Guard, both dead. A .357 Magnum lies near the guard, and bullets for it are scattered on both sides of the room. Take this stuff, and then dive back into the water. 7. Swim straight down toward two circular openings. One is partially covered by Tentacle remnants. Line things up with the Tentacle- covered opening on your left and the other on your right. Then swim straight down through the clear opening, and then go forward. Swim up again to the surface near a platform overlooking a radioactive lake. 8. Descend the nearby ladder to a lower platform with First Aid and HEV stations. Return when you've powered up. 9. From the upper platform, walk along a big pipe that leads out across the radioactive lake. Drop from this pipe to a lower one, and follow it to a concrete wall. Then turn right and drop onto a third pipe. 10. Following along into an even larger pipe. This one has a valve wheel on it. Turn the valve wheel (hold it down for a while), and a section o