Half-Life - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Half-Life - Strategy Guide (Page 01).
RUN. THINK. SHOOT. LIVE
HALF-LIFE
A WALKTHROUGH
BY GRANT MORRISSEY
PLEASE BE MADE AWARE THAT THIS DOCUMENT IS COPYRIGHT 2002 BY GRANT MORRISSEY.
ANY DUPLICATION FOR PUBLIC DISPLAY REQUIRES MY PERMISSION. THIS IS SIMPLE AND
NOT OPEN TO INTERPRETATION OR NEGOTIATION.
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1. MISCELLANEOUS INFORMATION
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CATALOG INFORMATION:
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NAME: HALF-LIFE FAQ / WALKTHROUGH
BY: GRANT MORRISSEY
STARTED: WENDESDAY, 9TH OF JANUARY, 2002.
LAST UPDATED: MONDAY, 4TH OF MARCH, 2002.
VERSION: 2.0
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CONTACT: ZEOBRIA@HOTMAIL.COM
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YOU CAN READ THIS AT:
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WWW.GAMEFAQS.COM WWW.CHEATPORTAL.COM
WWW.PS2DOMAIN.NET WWW.911CODES.COM
WWW.CHEATCC.COM WWW.911CHEATS.COM
WWW.NEOSEEKER.COM WWW.FASTCHEATER.COM
WWW.PSXCODEZ.COM WWW.25000CHEATS.COM
WWW.GAMEYOURWAY.COM WWW.SKALI.COM
WWW.PS2CHEATERS.CO.UK
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UPDATES-
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4TH MARCH 2002 - Final update. FAQ is 'Complete and Comprehensive' Minor
updates may occur over the next few months but, for the most part, this thing
is complete. If you have any questions about the game feel free to contact
me...but...on the other hand...leave me alone so I can get to work on Metal
Gear Solid 2!
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CONTENTS
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1. Miscellaneous information
2. "Fun to be had" - The Monsters
2.1. Headcrabs (killer chickens)
2.2. Houndeye's (sound-hounds)
2.3. Bullsquid's (upchuckers)
2.4. Barnacles (mutated mouths)
2.5. Zombies (zombies)
2.6. Alien Slaves (lighteningainga's)
2.7. Alien drones (Arnies)
2.8. Flyers (Archangels)
2.9. Snarks (alien cockroaches)
2.10. Ichthyosaur (Goberfish)
2.11. Gargantuan's (Big Blue Bastard's)
2.12. Marines (grunts)
2.13. Assasins (cat burgulars)
3. "Fun in your hands" - The Weapons
3.1. "Useless shite" The Crowbar
3.1.1. Crowbar
3.2 "Getting Better..." Pistols
3.2.1. Pistol
3.2.2. Magnum
3.3. "Now we're talking..." Heavy-arms
3.3.1. M15
3.3.2. Shotgun
3.3.3. Tranquilizer gun
3.4. "Oh Oh baby..." Technologically advanced weapons
3.4.1. Laser
3.4.2. Gluon Gun
3.4.3. Hivearm
3.4.4. Rocket Launcher
3.5. Passive weapons - The Explosives
3.5.1. Grenades
3.5.2. Charges
3.5.3. Tripmines
3.5.4. Snarks
4. "Don't act like you didn't come here for this" - The Walkthrough
4.1. 'Black Mesa Inbound'
4.2. 'Anomalous Materials'
4.3. 'Unforseen Consequences'
4.4. 'Office Complex'
4.5. '"We've Got Hostiles"'
4.6. 'Blast Pit'
4.7. 'Power Up'
4.8. 'On a Rail'
4.9. 'Apprehension'
4.10. 'Residue Processing'
4.11. 'Questionable Ethics'
4.12. 'Surface Tension'
4.13. '"Forget About Freeman!"'
4.14. 'Lambda Core'
4.15. 'Xen'
4.16. 'Gonarch's Lair'
4.17. 'Interloper'
4.18. 'Nihilanth'
4.19. 'End Game'
5. Cheat Codes
6. "The Administrator"
7. PC version VS PS2 version
8. Kudo's & conclusion
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2. "Fun to be Had" - The Monsters
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2.1. - HEADCRABS (KILLER CHICKENS)
The killer chickens are the basic drones in this game and are easy to kill.
Their small and have 4 leg's extending from their body- when you get close
enough they pounce before you know whats happening. The main problem is when
they come in numbers or when they get you by surprise. If you get a lock onto
them then don't just shoot- make sure that the crosshair is onto them as well
(they move ALOT)
The best way to kill these annoying bugger's is with the Glock pistol or the
crowbar. A good strategy is to wait for the chicken to pounce, then at the last
second, swing your crowbar (it only takes one swing to kill them) You'll find
these things at every stage of the game.
2.2. - HOUNDEYE'S (SOUND-HOUNDS)
These are probably the most un-intimidating and un-dangerous adversaries in the
game. The sound-hound's look like a witchety-grub on legs and they emit a a
high shriel just before they "detonate" When you see them running at you just
wait for them to stop and start "charging" all you need do then is just back
off a bit, to get out of the range of their attacks, and put these mutated
dog's to sleep with any standard bullet weapon. If you are hit by one of their
shockwaves you won't loose much health or H.E.V. The sound-hound's usually come
in packs so don't run straight in expecting to take on a single one.
2.3. - BULLSQUID'S (UPCHUCKERS)
Don't let their spray fool you- they can attack you from practically any
distance (see the start of 'Blast Pit' if you don't believe me) The upchuckes
only have one attack, which is the spray they spit at you, so keep strafing and
they should be dead quickly (only encoutered one at a time) The closer they are
to you the more devestating their attacks.
2.4. - BARNACLES (MUTATED MOUTHS)
You can very easily mistake their slender tongue for any kind of ceiling
foundation. They also easily blend into the textures they're against. Most
importantly, sometimes they will extend their tongues just as you are passing
underneath. These guys aren't hard to deal with- just don't let yourself get
caught. If you are, shoot up at it or hit it with the crowbar at the last
second (if you are munched you usually die) But, if you escape, you still have
the drop to the floor...
2.5. - ZOMBIES
Slow, dumb and white. These guy's are rarely encountered and are the result of
a headcrab incubating an unfortunate scientist. Shoot these enemies from a
distance with the pistol or shotgun. Should you want a challenge, wait for them
to swipe, move back quickly and smash them with a crowbar. Aside from that, a
double-shotgun blast will make quick work of them.
2.6. - ALIEN SLAVES (LIGHTENINGAINGA'S)
Hunchbacked and one-eyed, these monster's charge up a strong electrical current
within themselves and throw it at you causing massive loss to your H.E.V. When
you get close they love nothing more than to swipe your razor sharp claws at
you. However, the word "slave" doesn't mean nothin'. These guy's are as sharp
as a cricket ball and will charge in blindly oblivious to their own safety. Use
this to your advantage- they aren't hard to kill.
2.7. - ALIEN DRONES (ARNIES)
Big, built, fast, armored and carrying a very big gun. These aren't encountered
until later on in the game but when they are its going to take all your skill
to avoid not losing any health from them. They may be big but they can run fast
and track you. From a distance they use their hivearm to shoot you from around
corners. When at a close distance the Arnie swings it tree-trunk arms at you
breaking every bone in your body.
The hivearm weapon itself is an enemy as the bullets will track you around
corners, up levels and over great distances. They can turn at very sharp angles
so don't think standing next to the doorway is going to get you safe.
2.8. - FLYERS (ARCHANGELS)
Eerie, fast and usually fighting in packs these creatures are one of the most
difficult in the game. The best weapon for use against these guys is the magnum
or the laser because they have a powerful affect at a distant range. Keep
moving because their fireball's are like automated weapons- if one bullet gets
you so will a dozen others.
2.9. - SNARKS (ALIEN COCKROACHS)
Small, fast and devestating. If you run into these guys turn around and run as
far away as you can until these little buggers detonate. They are very hard to
shoot and usually come in packs (watch out for their nest's at the start of
'"Forget About Freeman!"')
2.10. - ICHTHYOSAUR (GOBERFISH)
Encountered underwater these things move, when stirred up, at a very erratic
frame-rate. One second their on one side of the pool then BAM their right in
front of you. It get's even worse when they are close. You'll loose a fair bit
of health when they munch on you so keep moving regardless of what your
shooting at them with.
Speaking of which- forget trying to kill them with the tranquilizer. The thing
shoots slowly, does hardly any damage, and takes ages to reload. In the time it
takes you to operate that thing the Goberfish can munch, swallow and digest
you. Equip your pistol and secondary fire the Goberfish away.
2.11. - GARGANTUAN (BIG BLUE BASTARD)
Rarely encountered, but when they are, you wish they weren't there. They fire
an intense fire out of their arms that can disintergrate you in a few seconds,
and when they have time, will stomp on the ground sending a missile of
red-plasma towards you. You can tell when they are close because your
dual-shock will go crazy and you'll hear their feet hitting the groud.
Big Blue Bastard's can't be killed with any hand held weapon. You have to
manipulate the environment to kill them, lure them places to kill them, or
simply NOT kill them and run past.
2.12. - MARINES (GRUNTS)
The best the United State's Marine Corp's have to offer. Smart, quick and
deadly these guy's have a Ph.D. in advanced video game artificial intelligence.
If you take cover behind a box they'll lob a grenade at you. If you come across
a group, one will shoot at you as the others move up closer towards you (and it
WORKS. You'll be battling one when two will come up on either side and you
didn't even know they were there)
The marines come in groups and have different weapons and combat fatiques.
Launch explosives to take care of groups of them and always take them on
one-at-a-time. You have 10 seconds to comply. OVER.
2.13. - ASSASINS (CAT BURGULARS)
The assasins are to marines what the Arnies are to headcrabs. Quick, very quick
and deadly accurate you won't know where they are until they're sticking a
silenced pistol bullet up your ass. They're unpredictable as hell and you can
use just about any bullet-weapon against them. However, they aren't invincible,
and a few well placed shotgun shells or magnum bullets should put them down.
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3. "FUN IN YOUR HANDS" - THE WEAPONS
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3.1. - "USELESS SHITE"
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3.1.1. - THE CROWBAR.
Ideal for smashing through blockades and killing the lesser enemies.
UUUMMM...thats all there is to it.
PRIMARY FIRE: Swing
SECONDARY FIRE: None
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3.2. - "GETTING BETTER" - THE PISTOLS
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3.2.1. - GLOCK 9MM
This is the first weapon you acquire. Not to be underestimated- you'll be using
this alot in the intial stages of the game and a few more times later one. This
is one of only 2 weapons that can be fired under water.
AMMO NUMBERS: 17 / 250
PRIMARY FIRE: Bullets.
SECONDARY FIRE: Quick succession of bullets.
3.2.2. - .357 MAGNUM
You'll first be able to get this after you kill the trio of tentacles in 'Blast
Pit' This is one of the best weapon's in the game with a devestated punch in it
regardless of the distance it is fired from. This is ideal for taking out
marines before they can get to you and taking out the quick moving Archangels.
AMMO NUMBERS: 6 / 36
PRIMARY FIRE: Bullet
SECONDARY FIRE: None (single player) Zoom (multiplayer)
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3.3. - "NOW WE'RE TALKING..." - HEAVY ARMS
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3.3.1. - M15 AUTOMATIC ASSAULT RIFLE
From the second you pick this up (in '"We've Got Hostiles'") You'll be using
this everywhere in the game. Blisteringly fast automatic fire rate, good
coverage over long distance, the in-built grenade launcher and the ready supply
of ammo found throughout the game make this hands-down the 'must own' weapon.
AMMO NUMBERS: 50 / 250
PRIMARY FIRE: Bullets "CAN YOU FEEL THE POWER?!?!"
SECONDARY FIRE: Grenades. These will explode on impact and will probably be the
most-used explosives in the game.
3.3.2. - ASSAULT SHOTGUN
Only for use at close distances. Found in intial stages of 'Office Complex' Get
within arm's length of an enemy, fire this thing and that should rip 'em to
pieces. This thing has a long reload time that can get very annoying in the
heat & passion of battle.
AMMO NUMBERS: 8 / 125
PRIMARY FIRE: Single shell
SECONARY FIRE: Double blast. Very devestating.
3.3.3. - TRANQUILIZER GUN
Found in shark cage before first fight with Goberfish in 'Apprehension' This
contains a darts of strong poison that will kill any weakened enemy with one
shot. The reason you use this weapon is for the secondary fire which acts as a
zoom function. Don't even think of using primary fire underwater- any enemy can
chew you to pieces in the time it takes to fire, empty a clip and put in a new
one. In fact- don't even think about using primary fire at all!
AMMO NUMBERS: 5 / 50
PRIMARY FIRE: Darts.
SECONDARY FIRE: Zoom function. Ideal for taking out faraway enemies.
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3.4. - "Oh Oh Baby..." - Technologically advanced weapons
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3.4.1. - LASER
Found after quick dialogue between scientist & marine in 'Questionable Ethics'
Like the magnum, this weapon is devestating at long ranges. Its immense heat
and power leave scorch marks whereever it is fired. This weapon is great for
getting the enemies out of the way- and quickly.
AMMO NUMBER: 100
PRIMARY FIRE: Devestating, yet erratic, laser blasts.
SECONDARY FIRE: Charged shot. Hold down secondary fire button to do so (maximum
of 13 units can be charged) If you hold it to land the gun will overload and
detonate in your hand.
3.4.2. - GLUON GUN
You locate this after the scientist fill's you in on what you must do in
'Lambda Core' Like the laser, this hold's the same ammo and fire's the same
kind of beam (except it is continuous) In fact- maybe this is TOO simular to
the laser.
AMMO NUMBER: 100
PRIMARY FIRE: Basically a horizontal lightsabre
SECONDARY FIRE: None.
3.4.3. - HIVEARM
Found near fleeing scientist (after warehouse of tripmines) in 'Surface
Tension' When you fire this little bugs will emit and hone in on the nearest
person (whether it be friend or foe) However, they won't go for Arnies or any
other alien.
AMMO NUMBER: 8 (Will replenish)
PRIMARY FIRE: Steady stream of bugs
SECONDARY FIRE: Very quick succession of bugs
3.4.4. - ROCKET LAUNCHER
Found on cliff face storage room in 'Surface Tension' This thing is so powerful
that it should only really be used against boss's and large aircraft. But, if
you want some overkill, use this and only this.
AMMO NUMBER 1 / 5
PRIMARY FIRE: Rocket. It will land wherever your crosshair is pointed (And, in
turn, the crosshair will be red when it is locked onto a heat source)
SECONDARY FIRE: None (Single player) The rocket will shoot in a straight line
regardless of where the crosshair is (multiplayer)
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3.5. - "PASSIVE WEAPONS" THE EXPLOSIVES
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3.5.1. - GRENADES
These are common and your going to be using them all the time. Great for
killing marines who have taken cover or blowing up dumb aliens that haven't
seen you yet. Remember that the angel your at (looking up or down etc) controls
the height and length the distance of the grenade covers.
AMMO NUMBER: 10
PRIMARY FIRE: Throw. The longer you hold it down the shorter the fuse (IE. The
quicker it explodes)
SECONDARY FIRE: None.
3.5.2. - CHARGES
Even more damaging than the grenades these explosives will destroy anything
within a large radius. Great for when a grenade won't be strong enough or for
when you want to lay a trap (like placing them at your feet when being pursued
or throwing them into lift's for waiting marines at the top)
AMMO NUMBER: 10
PRIMARY FIRE: Throw.
SECONDARY FIRE: Throw another charge before first one has detonated.
3.5.3. - TRIPMINES
These are great for laying traps and killing pursueing enemies also. In
addition, if you play through an area, reload a quicksave and do it again you
can place these tripmines and kill the enemies when they are spawning in! (Or
read where they will end up in my guide)
AMMO NUMBER: 5
PRIMARY FIRE: Wall placement.
SECONDARY FIRE: None.
3.5.4. - SNARKS (ALIEN COCKROACHES)
Throw these down and they will go for the nearest life source. Be careful
though- if there aren't any around they will go for you! Throw these around
corner's where you can hear the anguished grunts of marines trying to swat
these away.
AMMO NUMBER: 15
PRIMARY FIRE: Throw. Nothing to it.
SECONDARY FIRE: None.
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4. "DON'T ACT LIKE YOU DIDN'T COME HERE FOR THIS" - THE WALKTHROUGH
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4.1. BLACK MESA INBOUND
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HALF - LIFE
"Good morning and welcome to the Black Mesa transit system"
BLACK MESA RESEARCH FACILITY
BLACK MESA, NEW MEXICO
[YOU WILL PASS A LOCKED OUT GUARD ON THE LEFT]
"This automated train is provided for the safety and convinience of Black Mesa
personel"
[TRAIN ENTERS A LARGE AREA. A BALCONY IS ON THE LEFT HAND SIDE WITH WORKING
SCIENTIST'S AND OFFICES FACING ONTO THE TRACK. FAR BELOW IS A WALKING AREA]
"The time is now 8:47am. Current topside temperature is ninety-three degree's
with an estimated high of one-oh-five. The Black Mesa compound is maintained at
a pleasant sixty-eight degree's at all times" LOAD.
TED BACKMAN T.K. BACKMAN
KEITH BAILY YAHN BERNIER
[TRAIN EMERGES INTO A CONSTRUCTION AREA. A HYDRAULIC WELDER WORKS ON A MOTOR
AND A LARGE PIPE SECTION, SUSPENDED FROM A LARGE CRANE, NARROWLY MISSES HITTING
THE TRAIN]
"This train is inbound from level three dormitories to sector C test labs. If
your intended destination is a high security area beyond sector C you will need
to return to the central transit hub in area nine and board a high security
train"
[LARGE EXPANSIVE AREA OPENS UP. A ROCKET SIT'S POISED AND READY ON THE RIGHT AS
A FORKLIFT QUICKLY DARTS BELOW]
JOHN GUTHRIE LISA GUTHRIE
MIKE HARRINGTON MONICA HARRINGTON
"If you have not yet submitted your identity to the retinal slearence system
you must report to Black Mesa personel for processing before you will be
permitted into the high security branch of the transit system. LOAD.
CHUCK JONES RANDY LAUREIN
KAREN LAUIR MARK LAIDLAW
"Due to the high toxicity of material routinely handled in the Black Mesa
compound no smoking, eating or drinking is permitted within the Black Mesa
transit system"
YATSZE MARK LISA MENNET
GABE NEWELL DAVE RILLER
"Please keep your limbs inside the train at all times. Do not attempt to open
the doors until the train has come to a complete halt at the station platform"
[TRAIN JOURNEY'S DOWN A LIFT INTO A LARGE CANYON. LIGHT SHOOTS THROUGH NARROW
GAPS IN THE ROCK FACE]
AARON STACKPOLE JAY STELLY
HARRY TEASLEY STEVE THEODORE
"in the event of an emergency passengers are to remain seated and await further
instructions...
[THE TRAIN PASSES A HELICOPTER ON STANDBY FAR BELOW. THE SOUND OF ITS MOTOR
DROWNS OUT THE LOUDSPEAKER FOR A SECOND. A SECURITY GUARD STANDS NEXT TO THE
HELICOPTER MONITORING IT]
...if it is necessary to exit the train disabled persons should be evacuated
first"
DOUGLASS R. WOOD BILL VAN BUREN
ROBIN WALKER BRETT JOHNSON
"Please stay away from the electrified rails and proceed to an emergency
station until assistance arrives"
[THE TRAIN GOES THROUGH A LARGE, SECURE BULKHEAD DOOR. LOAD]
"A reminder that the Black Mesa hazard course decathalon will commence this
evening at nineteen hundred hours in the level 3 facility"
SUBJECT: GORDON FREEMAN
MALE, AGE 27
QUALIFICATION:
Ph.D., M.I.T., THEORETICAL PHYSICS
POSITION:
RESEARCH ASSOCIATE
[TRAIN PASSES A SCIENTIST LOCKED OUT OF A DOOR. HE IS DWARFED BY THE 2 IMMENSE
GENERATORS OPERATING ON EITHER SIDE OF HIM]
"The semi-finals for the high security personel will be announced in a
seperate, secure access transmission. Remember- more lives than your own may
depend on your fitness"
ASSIGNMENT:
ANOMALOUS MATERIALS LABORATORY
CLEARENCE:
LEVEL 3
ADMINISTRATIVE SPONSOR:
CLASSIFIED
DISASTER RESPONSE PRIORITY:
DISCRETIONARY
[INSIDE A LARGE STORAGE AREA HYDRAULIC WALKERS MOVE FROM ONE ENTRANCE TO ONE OF
TWO OTHERS. HOWEVER, THE TRAIN MUST STOP AT A CROSSING BEFORE THE GOOD'S
SHIPMENTS CAN GET PAST. THE BLOCKADE IS LOWERED AND THE TRAIN GOES THROUGH
ANOTHER SECURE BULKHEAD] LOAD.
"Do you have a friend or relative who would make a valuable addition to the
Black Mesa team? Immediate openings are available in the areas of materials
handling and low-level security. Please contact Black Mesa personel for more
information. If you have an associate with a background in the area's of
theoretical physics, bio-technology or other high tech disciplines please
contact our civilian recruitment devision. The Black mesa research facility is
an equal opportunity employer."
"A reminder to all Black Mesa personel regular radiation and biohazard
screenings are a requirement of continued emplument in the Black Mesa research
facility."
[ANOTHER LARGE CHAMBER. A WALKER IS CLEANING UP AN OBVIOUS SPILL AS ANOTHER
TRAIN LOAD OF PASSENGERS, ON ANOTHER RAIL LINE, LOOK ON. IRONICALLY, AS THE
ANNOUNCER TALKS ABOUT THE NEED OF TOXIC SAFETY, THE TRAIN RIDES OVER THE SPILL]
"Missing a schedueled urine analysis or radiation check up is grounds for
immediate termination. If you feel you have been exposed to radioactive or
other hazardous materials in the course of your duties contact our radiation
safety officer immediatly. Work safe, work smart. Your future depends on it"
[THE TRAIN ARRIVES AT A BARE PLATFORM. AN ARMORED DOOR STAND'S FARAWAY WITH A
GUARD MONITORING IT. BENEATH THE TRAIN EXIST'S NOTHING BUT A DEEP ABYSS. LOAD.]
"Now arriving at Sector C test labs and control facility"
"Please stand back from the automated door and wait for the security officer to
verify your identity. Before exiting the train be sure to check your area for
personal belongings. Thank you. And have a very safe, and productive, day"
The kind security guard will open the door for you:
"Morning Mr. Freeman. Looks like your running late."
Walk with the guard to the door and wait for him to open it. Step on through.
LOAD.
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4.2 ANOMOLOUS MATERIALS
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Walk forward and wait for the large door to open. The security guard behind the
counter will start talking to you:
"Hey Mr Freeman I had a bunch of messages for you but we had a system crash 20
minutes ago and I'm still trying to find my files...just one of those days I
gss. They were having some problems down in the test chamber too, but I think
thats all straightened out. They told me to make sure you head straight down
there as soon as you get into your hazard suit"
Turn right. See the green line? Follow it along the wall. LOAD
After you've gone down the slope, turn right and follow the corridor down to
the left. Go past the first doorway and enter the locker room. When you enter
go straight to the end and turn left. Walk over to the control panel, activate
the button, and walk down the stairs. Equip the H.E.V. suit and listen to the
erotic commentary by the suit:
"Welcome to the H.E.V. mark 4 protective system. For use in hazardous
environment conditions. High - impact reactive armour activated. Atmospheric
contaminant sensors activated. Vital sight monitoring activated. Automatic
medical systems engaged. Weapon selection system activated. Munition level
monitoring activated. Communications interface online. Have a very safe day."
Now, head back the way you came and walk towards the other corner of the locker
room. The last locker on the left says "Freeman" Open it up and collect the 15%
charge unit. Leave the locker room and head back to the end of the corridor,
turn right, follow that down, turn right again and follow the corridor in the
'U' shape to where the security guard will open the door for you. LOAD.
As you make your way around to the other side of the column note the modern art
on the walls. These are some destinations and adversaries you'll find
yourselves up against latter. Press the lift button and walk in. Do a 180 and
press the button in the left corner of the lift.
When the lift reaches the bottom all you have to do is follow the corridor down
and enter the room with the 3 scientist's.
"AAAHHH Gordon, there you are. We just sent the sample down to the test
chamber"
"We boosted the anti - mass spectrometer to one-oh-five percent. Bit of a
gamble but we need the extra resolution"
"The administrator is concerned we get a conclusive analysis of todays sample.
I gather they went to some lengths to get it"
"They're waiting for you Gordon...in the test chamber..."
A scientist will kindly open the door at the end of the control room and let
you through. Walk past the 3 light-globes on steroids (don't mind the
explosion) and enter the lift. When in the lift, and facing the door, press the
button on the right. Walk down the corridor, turn right, and enter the
pre-test-chamber-chamber.
"I'm afraid we'll be deviating a bit from standard analysis proceedures today
Gordon..."
"Yes - but with good reason. This is a rare opportunity for us...this is the
purest sample we've seen yet."
"And, potentially, the most unstable"
"Now, now. If you follow standard insertion proceedures everything will be
fine"
"I don't know how you can say that...although I will admit the possibility of a
reasonance cascade scenario is extremely---
"---Gordon doesn't need to hear all this he is a highly trained professional
[Breath] we've assured the administrator that nothing will go wrong"
"[Sigh] Yes your right. Gordon- we have complete confidence in you"
"Well, go ahead, lets let him in"
After the door has been opened go straight ahead up the small stairs and follow
the walkway, around to the right, to the ladder. Climb up it and walk over to
the control panel.
"Testing...testing...[Cough] Everything seems to be in order."
"All right Gordon your suit should keep you comfortable through all this. The
specimin should be delivered to you in just a few moments. If you would be so
kind as to climb up and start the rotors we can bring the anti - mass
spectromiter to 80% and hold it until the carrier arrives"
The cover over the button should now be open. Press the button and run back to
the ladder and descend it. Find yourself a spot where you can see all the rotor
- system and enjoy the light show.
"Very good..we'll take it from here"
"Now to stage one emitters in three, two, one ... [An orange beam will stem
from the middle] I'm seeing predictable phaser rays"
"Stage two emitters activating now" [3 lighter-colored beams will jump out]
"Gordon, we cannot predict how long the system will operate at this level nor
for how long the reading will take place...work as quickly as you can"
"Overhead capacitors to one-oh-five percent. AAHHH...its probably not a
problem, probably, but I'm showing a small discrepancy...well...no...its well
within acceptable bounds. Sustaining sequence."
"I've just been informed that they sample is ready Gordon. It should be coming
up to you any moment. Look to the delivery system for the specimin."
Look over to where the red lights are flashing and wait for the cage the
lower. Get behind the probe and push it into the nexus. Take a few steps back
and enjoy the fireworks (and trippy locales)
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4.3 UNFORSEEN CONSEQUENCES
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The exit is to the right of you. Go through it and walk to the retinal scanner.
After pressing it (and recieving a response generally symbolic of what has
happened to Black Mesa) step on through. Remember the security guard getting
CPR. Follow the corridor (watch for the falling terminal) and go up the lift.
Walk up to the 2 scientist's.
"Why didn't they listen? We tried to warn them! I never thought I'd see a
resonance cascade...let alone create one!"
"Gordon! Your alive! Thank god for that hazard suit. I'm afraid to move and all
the phones are out. Please, get to the surface as soon as you can and let
someone know we're stranded down here. You'll need me to activate the retinal
scanners. I'm sure the rest of the science team will gladly help you"
After the end of the conversation press X on the scientist and run over to the
door (don't worry about the killer chickens - they're trapped) The scientist
will open the door. Walk in, just a little bit, and quickly backtrack when the
green bolt enters the room. Wait for the opposing door to be destroyed and note
the green-streamw hits 3 locations hen it hits the wall. Wait for it to hit the
location furthest away and run across when it is nearly finished streaming
against this location. LOAD.
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