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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter H » Half-Life - Strategy Guide (Page 03)

Half-Life - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Half-Life - Strategy Guide (Page 03).

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

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

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

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

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

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

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

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

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

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

"They say he was at ground-zero"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Where are we taking this Freeman guy?"

"Topside for questionin'"

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

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

"Body? What body? HAHAHA!"

"HAHAHA!"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Put that down. Its a prototype"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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