Half-Life - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Half-Life - Strategy Guide (Page 04).
Run around the corner and note the approaching lighteningainga's. Use your M15 to kill the close ones, and the tranquilizer to kill the faraway ones (and use the corner as cover) When you kill one batch, another will spawn in. About a dozen will appear before they stop coming so kill them all. Run up the slope (and don't even THINK you could use the turret you run past) and use the alien-popper to ascend to the next level. Listen to the battle and wait for it to finish then walk to the edge and kill whatever is left with grenades. Fall down into this area and smash open the grate. Turn on your torch, equip your shotgun, and crawl down. When the end burst's open kill the cockroaches as you walk backwards (you'll loose some health & H.E.V.) When their dead, crawl in to collect some cocky-egg's and go up the vent in the turn just before the end. Go left again up the top and equip your crowbar. As you crawl towards the grate you should notice a signifigant drop in frame-rate. Go and smash the grate and retreat back to the corner then kill the 2 marines in the garage with your magnum. Fall down, collect the batteries and use the the health machine. Walk over to the door and open it. Get away from the small room as soon as you open it and wait for the explosion's to cease (there will be 2) Walk over to hanging switch (near the missing wall section) and press it. When the platform lowers, press it again and climb onto it. When you've ascended, kill the 2 marines, drop down and run over to the cannon. Use this to shoot out the door. Depending on the variables, 2 arnie's may run out straight away, or you may have to lure them out. Either way, kill them with the cannon. Run down the hall and listen to the battle. Kill one arnie, then the marine with the M15, and finally the marine with the shotty (the other arnie should be dead by the time you've killed those 3) Run over to the ladder at the end of the catwalk and climb down. Run to the side room (underneath the catwalk you just ran across) and collect some plutonium & batteries from there. Ascend the ladder again and walk over to the gap in the middle of the catwalk (against the back wall) Jump onto the middle section, and then onto the other side (no matter how small it seems you can't clear the gap in one leap) Continue on to the doorway (there is health on the left when you go through) After the marine has epitomized 'overkill' lay a charge in the doorway just ahead of him to kill the arnie that will run through. Walk through the doorway and M15 grenade the 2 marines down the gap to the left. Stay up the top and walk to the gap in the wall- wait for the battle to finish and kill the remaining aliens when it does. NOW get down onto the roadway and walk to the alien-ascender just before the checkpoint. Equip your shotty, jump up, and blast the marine that is hidden on the roof (behind the airconditioner unit) Just behind where he was is a grate so smash that and fall down into the water. Climb up into the pipe and walk down. As soon as the door opens, walk backwards into the water, and stay under. Look up and wait for the fireball to go, then surface and continue down the pipe. At the end kill the marine & run out of the room. While the chickens and marines are fighting each other you can kill all of them with one explosive. If you need health you can climb down and use the machine, otherwise, go to the end of the catwalk and turn the wheel. Go up the ladder and down the vent. At the end, poke your head out and kill the marine on the right (magnum recommended) Climb out, down the stairs, past 2 shelves, and double-blast the marine. Go back up the top, kindly ask the guard to follow you, and get him to open the door opposite the bottom of the stairs. With him continuing to follow you, grenade 2 lighteningainga's at the bottom of the slope and run to the checkpoint. Get the guard to open the door (in the small command room) and go down the hall. LOAD. Run into the carpark. Hello Mr. Big Blue Bastard! Just turn right and keep running, turn right again and go down to large hall to the left. If you move quickly he probably won't even notice your there. Use the alien ascender to get onto the large wall, and then use the other ascender down below to access the silo that has the command station on top: "Come in...Cooper...do you copy? Forget about Freeman- we're abandoning the base. If you have any last bomb targets mark them on the tactical map. Otherwise, get the hell out of there. Repeat, we are pulling out and commencing air strikes. Give us targets or get below!" Oh yeah! You'll give 'im targets all right. First off, aim the reticle for the top-left (press the 'horizontal' button once to move left, and again to move right. The same applies for the 'vertical' button) The square in the top-left comprises of 2 sides- aim for the right side. Keep aiming until the wall is destroyed, then aim for the large door blocking access to the underground. When that is destroyed, move to reticle right and make the radio tower (directly infront of the targeting screen) topple. For kicks, you can try to lure the big blue bastard out into the open (from the carpark) and get the planes to drop bombs on him as well (its the only way to kill him) If you can't be fudged doing that, get off the silo, go down to the radio tower, across that, and run to the entrance to the underground compound. Running down that breathe a sigh of relief- you've just finished one bugger-long section! LOAD. ---------------------------------------------------------------------------------- 4.13 "FORGET ABOUT FREEMAN!" ---------------------------------------------------------------------------------- Run to the end of the hall, onto the walkway on the left, and down the hall. As the room rumbles, move onto the right section (between the 2 large doors) and wait for 3 pieces of rubble to fall onto the walkway. Quickly climb ontop of this rock and navigate over it to the small hall. As you come into the room... "Forget about Freeman! We are cutting out losses and getting out. Everyone locked down there is on his own. Repeat, if you weren't already you are now!" Check all your weapons and make sure you have full clips for everything. Behind the radio is a switch for the turret- don't bother using it at all as it won't do squat. Run out onto the balcony and into this area. Behind the box, under the turret, is a guard. Get him to run into the middle of the room before the doorway then leave him there and go through it. M15 grenade (or use the charge) the arnie and run to the corner where he was. Behind the boxes, to the left of the ramp, is another arnie. Kill him quickly. In the time you have done this another arnie and a lighteningainga has spawned in near the doorway and the guard has kept them distracted so they don't kill you. Now that the guard is dead, kill the 2 aliens using the boxes, and doorway, as cover (losing no health or H.E.V. in this small battle is nearly impossible) Go down the ramp. If you decide to go left you will be following a non-quest path to collect some items (and have some fun) If you want to "get on with it" then turn right and skip to the next paragraph. Otherwise, going left run up to the cockroach nest. As soon as it burst's turn around and run all the way back to the room where you heard the radio (its the only way of escaping the cockies) When you can't hear them anymore, run back to where it exploded and smash through 2 flesh-mesh's and repeat the process. When you come to the 3rd one, walk to the far left & crouch, and smash the mesh. Lay a charge down next to the orange box, get a safe distance back, and detonate it. The room on the left has some cockie egg's and a rocket launcher. Go down the slope, smash the flesh mesh, and retreat from a final batch of cockies. Directly infront of where the nest was place a tripmine (trust me) Run into this warehouse and kill the arnie behind the first batch of boxes. When he dies, a arnie will spawn in where you placed the tripmine and he will be killed instantly. Use the alien jump pad to access some cockroach egg's and health (and also to get on top of the crates for ammo) Under where the egg's were are some more ammo and batteries. Run back into the hall and turn left at the end. Go straight ahead and turn left. 3 lighteningainga's await you so take care of them with your tranquilizer gun (use the zoom) Run up to the hatch, over the water, and smash the cockie nest. When you've retreated and ran back jump into the water and collect a battery behind the island. Climb out, turn the wheel, and climb down the shaft. LOAD. When you enter the chamber turn around halfway down the ladder and kill the chicken in the pipe (the gun won't autoaim) Get off the ladder and shoot out the turret there. Walk down the tunnel but watch out- as you begin to exit there a chicken will ambush you from the right. Kill it and jump onto the middle section between the water canals. 2 chickens are hidden on either side (behind the boxes) so kill them. When all is done push one of the boxes into the far canal. Kill the mouth on the other side of the mesh and climb over. Collect a battery at the 'T' section, go to the end, and climb out on the left. Face the large lake. To the left is a small water channeling-area-thingy-place and go down there (there is no point in killing the goberfish in the lake as he is protecting nothing and you don't have to kill him to progress in the game) Go down the channel and turn at the corner. The gaps in the gears might look small but its easy to get through. Crouch and crawl through the gears as they are near the middle of their turn. Stay in the water and swim through the leeches. Surface again and go through the spinning thing (stay as far forward as possible and you won't get crunched) Just after this is a small surface you can climb on- do that and kill the turret. Try and launch a M15 grenade (or equivalent explosive) down the tunnel. Kill the remainder of the marines. Climb up the ladder and use the rocks as cover. Equip your magnum and kill 2 marines. The tank can't be killed so just run to the far left corner and then directly infront of it. Behind the tank kill the turret on the left and go down in the lift. LOAD. Run down the hall, jump over 2 spills and turn left. Run over the toxic spill to the left of the machine and collect the battery. Use the fallen pillar as a run off to jump over this same spill and run back the other way. Around the corner a grunt will have his back turned, equip your shotty and double-blast him (as there is a railing in the way the gun will not auto aim) Before going up the stairs you can continue going down the hall for another battery and some health & shells in the crates. Go up the stairs, listen to the battle, and kill whatever is left (most probably an arnie) Walk on the platform and take the ladder down. Smash the boxes for ammo and get into the tank. In the hatch press 'X' to blow out the door, and press it again to kill one lighteningainga. The other 2 can be killed with your M15 (crouch to avoid there attacks) Once again, don't bother trying to use the turret to the left of the hatch. Get out of the tank and walk through the door you blew open. Kill the lighteningainga on the right and take out the arnie on the left (use the magnum) Go down the side the arnie was on and go through the double doors. LOAD. ---------------------------------------------------------------------------------- 4.14 LAMBDA CORE ---------------------------------------------------------------------------------- Finally. After all the bitching and moaning and whining from the scientists about how you must reach the Lambda Complex- your finally here! Run into the control room and press the red button. Walk around to the left side of the industrial-lift and jump down to on top of the truck (when it is lowering) From that position, when you reach the bottom, kill some chickens and an upchucker in the hall. Smash all the boxes in this storage area and go up the ladder. Collect some health, shell's and grenades then make your way through the door. Down the hall and through the door, prepare for another fight with the assasin-ninja-catburgular-leather jumpsuit people. Remember, they are un-predictable as hell. After the door, strafe right and use your M15 grenade to destroy the explosives down the hall- this should kill one. Run down to where the explosives were and locate another assasin. Get a lock and keep it- your gonna have a bugger hard time locating them again. When 2 or 3 are dead move to the boxes in the side room and smash them good. When you begin to reach the stairs in there run to the wall next to them and double-shotgun blast the inept assasin that comes running down the stairs. Run up them and kill one last assasin that is on the catwalk (listen to her footsteps) When your looking at the entryway from these stairs, the left doorway goes to health & H.E.V. and the right entryway goes to the elevator. Do what you must, but go down the lift. LOAD. When you reach the bottom step out into the roadway & turn right. 2 sections (a section being a texture before its repeated again) to the left of the doorway place a tripmine. Now, go down the tunnel and run back when the arnie opens the door. When your faraway enough (but not near the tripmine) M15 grenade it. Now, the arnie that spawned in has been destroyed by the tripmine as well. For the next 2 arnies (when you kill one the other will spawn in) Charge your laser and blast them away with that. Run into the warehouse and go up the ladder and into the newly opened room in the top-right: "I apologize Mr. Freeman. But I couldn't risk opening that door until I was sure that you'd secured the area. This is the last entrance to the Lambda complex. Every other has been sealed off to contain the invasion. When we realised that you might actually make it here we drew straws to see who should stay behind to let you through. Obviously, I drew the short one. My colleages are waiting at the top of the Lambda reactor. Waiting for you I mean. The reactor is shut down right now but you could activate it on the way up. You'll have to flood the core anyway to get into the teleportation labs. Your not authorized to know about those but I can see you already know a great deal more than any one man is supposed to" Collect some darts on the green boxes and wait for the scientist to open the door. Health & H.E.V. yourself and go up the lift. Go into the room on the right: "Were you in weapons research to? I built the gluon gun but I just can't bring myself to use it on another creature. You don't look as if you have any trouble killing things" Pick up the gluon gun and also some plutonium on the shelf. If you want you can open the shutters and have some target practice. Otherwise, go back out into the hall, to the end, and take the lift down. LOAD. From now on the game becomes a REAL challenge. To put it in cliched-laymans terms "the party is over" Run out, left, and left again. Blast away the lighteningainga. Turn around and note the big 'LAMBDA' sign. An arnie will spawn in on the left and a lighteningainga will spawn in on the right. Kill both of them. Turn around and go to the 'MAINTENCE STATION' (look at the sign) Go past the boxes, guard, and down the stairs: "Freeman isn't it? You'll need to activate both pumps to flood the reactor and then that access pipe down there will take you to the core- time is short!" Collect the ammo and, once again, take the option of H.E.V.ing and healthing yourself. Go back up the top and to the main junction where the 'LAMBDA' sign is. Go down the left, blue 'COOLANT SYSTEM' side (another arnie and lighteningainga may spawn in) Go over the water, down the hall (remember- it should be blue) When you get to the last, long, hall turn around and walk backwards. Kill the lighteningainga the second it spawns in. Equip your laser and charge it to the max. Open the door and blast away the arnie on the far left. Then, repeat this process on the arnie on the direct left side of you. Kill the final one up the top on the catwalk. Climb up the ladder that is opposite the door and go through the door at the end. Go up the stairs and kill the chicken making its way (slowly but surely) towards you. Walk out and kill another one down near the blue thingamajig. Walk out, wait for a few secs, and a lighteningainga will spawn in near the ladder. Kill it and also kill the other lighteningainga that has spawned in behind the machine. Go down, and press the switch on the unit. Kill the lighteingainga that spawns in to your right, hide behind the machine, and kill the lighteningainga up on the platform. Go back up and out of the room, into the large chamber, down the hallway, and into the central area. Go down the other (orange) side. Run through the rubble and to the door. Once again, charge the laser and blast away 2 arnies. There is health to the right. If that doesn't tickle your fancy, then go up the ladder on the left. When the arnie spawns in it won't see you so drop a grenade (on short fuse) down on top of it. When its dead crawl onto the track the crane is going on (next to where the platform collapsed) Crawl along the crane, under the platform, turn around, and climb up onto it. Go through the door and turn off the steam with the wheel (right next to the door) Up the stairs, kill the chickens before they can reach you and completely annihilate (HHHHMMMM...this whole guide for a game where you kill stuff and thats the first time I've used that word. Now where was I...) the mutated mouths. Fall down next to the machine, collect the batteries and pull the switch. Now, go all the way back to the maintence station to health and H.E.V. yourself (C'mon, admit it, you lost some health in all those battles) Also listen to the scientist's devine advice: "Don't linger Mr. Freeman! You've turned on the pumps. Now take the access pipe, flood the core and get on up to the labs without delay!" Go up the stairs, ignore the guard if you haven't already, and go straight down the hall (to "AUX TANK REATOR ACCESS") Open the door. If you can't be fudged fighting, just run straight into the room and into the pool in the middle (or just kill the arnies) In either case, swim down the small pipe under the water. Equip your peashooter and, at the end, kill the mutated mouths from under the water. Surface and make your way along the catwalk. LOAD. Kill 2 mouths again and jump into the water. Swim into the large chamber and turn the wheels that are next to the pipe entrances (they are opposite each other) When the water level has risen surface and blast the lighteninainga's opposite the ladder. Climb up the ladder (the beams may kill the lighteningainga's for you) On the first level, there is one beam doing a constant oscillating motion, and another that ignites between the ladder your currently on, and the next one along, every 4 seconds. So, jump up, run behind the oscillating beam and jump over the beam that is stabbing out. At the next ladder climb up but don't go onto the level. Just look up. 2 beams are oscillating but one is quicker than the other. Wait for 2 beams to pass in quick succession and climb up. Turn right and run along the rim. Avoid the stabs of electricity and jump the gap. In the alcove where the door is stand right next to it (whatever you do not in front of it) When the beam that is emmiting to the door stops open the door (crawl under it as it opens) and get right as soon as possible. Go down the hall. LOAD. At the end collect ammo and batteries in the supply room. Go into the elevator shaft and up the ladder. Climb to the very top, turn around and jump down onto the fallen door (nothing to it) Go into the door on the right for health and some shell's then go to the security room with the guard. Crawl through the window, open the door up and get the guard to follow you into the hall. Place a tripmine just to the left of the door to the security room. Equip your M15 and blow up the arnie that will spawn in next to the pipe on the right. Then move on to kill the arnie that will spawn into the middle of the hallway. The room on the left is pretty much useless (it will be refered to as 'the useless room' for future archival reference) Equip your charges and throw one between the lighteningainga and arnie that will spawn in further down the hall. Be sure to get well back before you detonate it. Another pair of them will spawn in, either repeat this or run into the useless room and take them out one at a time (from the corner next to the doorway) When all is done (and all is dead) Run to the end of this hall (DO NOT turn the wheel's on the pipes) and go down the ladder. LOAD. In this room climb over the fence with the boxes. On the bridge over the toxic slurry crouch on the right side and crawl under the diagnol girder. Collect some health, plutonium and make your way back up the ladder. LOAD. At the top take the first hall on the left and go through the door [which says 'CORE LEVEL B'] Stand in front of the orange portal and quicksave. Step through. If you land on the spinning platform- great! If not, quickload, count to 3, and step through. NOW you should land on the platform (this technique should be used when going through ALL the portals) Each portal does the following things: PORTAL 1: Large chamber that you saw in the side room off the first corridor. There are many, many chickens in here so kill them all (watch out from the side) In the main area don't walk on the grating- walk on the edges of it. If you fall down quickly move over the spill & up the ladder. Step on through the nexus. PORTAL 2: Progress to next level up PORTAL 3: Go into an item area under the side-room of the useless room. PORTAL 4: Progress to next level PORTAL 5: Area accessed by side-room at top of elevator shaft (do down the ladder next to where you warp into and you'll know where I mean) Collect batteries and health at the end and step through. PORTAL 6: Nothing but a ride. An exceptionally fun ride- but still nothing more than that. PORT 7: LOAD. See paragraph after 'PORT 9' PORT 8: LOAD. Viewing room of area accessed by PORT 7. Collect some plutonium and use the H.E.V. unit (a lighteningainga may spawn in for good measure) PORT 9: Death. End of life. Non existence. Nothingness. Leaving this mortal coil. Becoming more powerful than you could possibly imagine. Saying 'goodbye cruel world!' After going through PORT 7 you'll arrive at the main port to the Lambda reactor. Run across a spinning section to the portion that is steadily rising up & down. Turn left and navigate across this (if its lowering you have plenty of time as it doesn't dip into the murk) When you see the balcony with the '01' button jump onto it and press the switch. Wait for the lowering section to start lowering again and jump on. Walk around to the '02' switch, jump onto the balcony and press it. Jump onto the riser, the mid-spinners and, finally, the portal in the middle (it doesn't matter which one) LOAD. Turn around and go through the door. LOAD. In the hall turn left and go up the ladder in the right alcove. Go to the end of the yellow hall and wait for the scientist to open the door: "Gordon Freeman you finally found is!" "So this is the guy? We thought you'd never make it" "This is the supply depot for our first survey team. Quite a few handsome specimins were collected from the border world and brough back this way. Uuuhhh... before the survey members started being collected themselves that is. We suspect there to be an immense portal in there created by the intense concentration of a single poweful being. You will know it when you see it. I hate to say this Gordon...but you must kill it" "Yeah...you'd better kill it" "Of course, you owe use nothing Mr. Freeman. But you've come this far, you know as much about these creatures as anyone" "But enough to know that if you don't wipe it out there won't be much for you to come home to" "Yes...so...if your willing my colleage is waiting for you at the main portal controls. He will open the gate for you Mr. Freeman. Do hurry." "Don't forget to gear up and I'll cover you while your waiting for that portal to warm up" Turn around and start stocking up on supplys. But the crowning tool is at the end of the hall: "This Mr. Freeman is a long jump module created expressly for navigation in the world beyond. I certainly hope you recieved long jump training. Because once your in Xen you will need it. I would advise you to practice before crossing over" Collect everything that is in there (make sure your clips are full as well!) and fully H.E.V. & health yourself. By the time your in the Lambda reactor you should be 100% ammo and body condition. "Hello Mr. Freeman! I'm up here! Practice your long jump if you must- but hurry up!" So do a few quick jumps, for practice, then walk over to the ladder against the large section protruding from the wall. At the top watch the scientist: "Alright...I can open the portal now...but the process if complicated and once its begun I must not be interrupted or I will have to start all over again. Don't enter the beam until I give the OK. Understand? I will begin" This bit is difficult and you'll lose a fair bit of health. The Archangels will start spawning in and you have to shoot them dead. You could just run around in circles to dodge their attacks but unfortunatly they also have the balls to go after Professor Frink who's trying to arrange your travel plans. From the viewing platform kill the that spawn in (the guard will kill a few as well) A good method is either using charged laser blasts, or using the magnum. From the platform you have a good view of all the threats to you and the professor- but kill the Archangels that are harming him before worrying about the ones attacking you. After, like, forever he will tell you jump in. So fall down, run around to the left and jump into the bright nexus...LOAD. ---------------------------------------------------------------------------------- 4.15 XEN ---------------------------------------------------------------------------------- There is nothing to rocket jumping in Xen. As well as the rocket pack, you also have the bonus of Xen's lessened gravity to make air movement easier. Turn left and rocket jump to the faraway platform suspended in mid-air. Collect the health and battery that is here and equip your tranquilizer. Use this to snipe the lighteningainga that has spawned in on the next platform, then jump across to it. A sound-hound and lighteningainga will spawn in behind you which common sense dictates you should kill. Once that is done look around for a spinning platform that level with your position. Rocket jump onto that. Repeat this process 3-4 times until you are on the bottom, immense formation. Walk around the edge of that until you see one (of the many] spires that protrude from the bottom level. Fall down onto that, turn around and shoot all the sound-hound's that are on the bottom level. When all the one's you can see are dead climb up and walk around the rim of the "island" You need to stay away from the bug-zapper's as they launch lightening at you. Opposite the healing pond is a small gap. Walk through this and smash the flesh-mesh that is on the left. Climb up and into the surreal chamber. There are 3 toadstool switches in this room- 2 against the left wall (facing away from the entrance) and one opposite the entrance. When these have been pressed walk into the corner of this room and smash the cylinder to let out the 3 moths. When they land walk into the newly opened portal in the middle of the room. LOAD. ---------------------------------------------------------------------------------- 4.16 GONARCH'S LAIR ---------------------------------------------------------------------------------- This is the first of the big boss battles of the game. To make things easier for both you and me I'm going to summarise and make notes of this battle in point form: *. Don't attack Gonarch when he's casually emerging from the tunnel & walking into the middle of the field. Although this is a prime opportunity to attack him, as he won't fight back, I'm pretty sure there's a bug in the programming that makes him invulnerable at this stage (don't attack until he starts attacking aggressive [and you'll know when he is]) *. Gonarch has 3 attacks- swipping his legs at you, toxic wasting you (which is very harmful) and launching munchkin's at you. Here's a general rule (really common sense) DON'T LET HIM HURT YOU. *. Attack him first with the rocket launcher. The trick is to rocket jump as far away from him as you can, avoiding both him and his munchkins, and then turn around and let off a rocket at him. As he charges you you may have to rocket jump twice to get a good distance. Repeat this process until all your rockets are exhausted. *. Aim only for his abdomen (the sack) This is the only part of him that isn't immune to attacks. *. Behind the rockface in the corner of the field is a healing pool (suspended on a rock in the air) When you feel that his little munchkin's are getting to many rocket jump onto that and take them out with your pea-shooter from there (they are very small and it may take a few bullets to kill even one) *. This rockface also act's as good cover from Gonarch. Equip your magnum. Go around the right side. Peek around, let off a few shots, and go around the left side. Repeat until he buggers off. When he is gone run out into the field (rocket jump over the munchkins) And collect the various batteries and healths in the area. Then go down the tunnel he went down. LOAD. *. Collect the ammo at the end and the battery (note its location) When you go around the bend after these items Gonarch may be charging you. Rocket jump past him on the right side and fall down the middle section (onto one of the pillars) *. Quickly scramble for one of the gaps. With any luck Gonarch has decided to follow you. Aim up at him and let off a few more bullets into his sack (if you can't see him then move to one of the other pillars) There is a healing pool opposite the gap with the body, batteries and alien launch pad. *. When he moves off after coping some flak go to the alien launch pad. Walk onto it and ascend- but don't climb off. Instead, aim for Gonarch and let off about 12 shell's into him (thats one per elevation- so your basically bopping up and down 12 times) If the shell's don't work try explosives as well (if you use charges make sure you detonate them when your towards the bottom and if you use grenades put them on a short fuse) *. Eventually he will move off. Collect all the batteries (and the one back up the tunnel if you didn't earlier) and heal yourself in the pond. Walk down the tunnel he ran down and fall onto the ledge underneath the yellow crystal (opposite the ledge) Jump across to the other side so your falling against the cliff face...LOAD... ...and its gentle slope has helped break your fall. *. Don't try rocket jumping from the ledge onto one of the pillars suspended on the roof of this large chamber (that are protruding from the wall) Yes, you can get onto them. Yes, you can rocket jump from one to the other. Yes, you can only aim straight down on him- which is his armor shell that is inpenetrable. *. Jump down and land on one of the foundations of the bottom chamber (these are sloped and will also break your fall) Use these as cover to take shots at Gonarch. *. Don't worry about killing Gonarch with flying colours, if you loose alot of health & H.E.V don't sweat, just keep enough to get through the damn battle! *. Yes, the munchkins are very annoying, there are very many of them, and they are making defeating Gonarch very hard. The trick is to rocket jump, let off one or two shots into Gonarch, then rocket jump away again. When you feel that there are just TOO many off them then lay a charge at your feet. Rocket jump away and detonate it. This will kill most of the munchkin's attacking you. *. Eventually, when you pack enough heat, Gonarch will fall down. Here, this boss becomes VERY unpredictable. Sometimes you can lay a dozen tranquilizer dart's into him and he'll run over and collapse. Other times you'll empty every bit of ammo you have (including your underwear) at him and he won't even sweat. Hell, sometimes he'll just STAND THERE no matter what you do. The amount of ammo it takes to kill him, and to get him to fall down to where you are, is generally dicatated by what ammo's and the amount of it you used against him up until that point. *. The general tips are to keep moving (to avoid the munchkins), use the foundations as cover and, most importantly, empty everything you have into him. Eventually he will fall over (with any luck) and the munchkin's will come in droves. Fall down the hole he creates (ignoring the healing pool) LOAD. ---------------------------------------------------------------------------------- 4.17 INTERLOPER ---------------------------------------------------------------------------------- If at this point you have less than 30 or 40 H.E.V and even less health don't stress. From here there aren't very many things that can cause you harm until you find some replenishment. Run to the back-left corner of the island (jump over the iris door's in the ground) and go into the cave. Kill the lighteningainga and heal yourself in the large chamber to the left (collect a battery in the back corner) Fall down the hole behind the lighteningainga and crawl down the cavern, through the red muck & smash through the flesh mesh at the end. Run through this cavern quickly so the spire's don't trap you in and knock you out with gas. Kill the 3 mutated mouths and collect the ammo pack that is opposite the corner with the health. Just next to the ammo pack is a section of flesh mesh- smash that and go into the small room. Wait for the spire to get to the bottom and equip your magnum. After you've climbed ontop and your ride has reached its destination (level 10 to the power of 9) rocket jump across to the platform that is level with your position. Around 3 Archangel warriors will be hovering around so kill them. What you need to do now is fall down onto the spinning platform's as they travel below you (don't rocket jump- you loose health) After falling onto around 5 platform's (and killing about as many Archangels) you'll find you can rocket jump onto the stingray's that are flying across. When your onto one of these wait until you are close enough to the teleporter that they are flying towards and rocket jump to the rock (the stingray's will fly off if you don't). Step into the vortex. LOAD. There are 2 batteries in here- one behind you and one to the left. Collect both and go down to the end of the cavern. Hello! Crawl around to the left, making little or no sound, and walk up the gentle slope on the left. Equip your tranquilizer and shoot the Arnie in any organic bit (non-armored) on his body. On the immediate right, on the ridge, is another Arnie. Snipe it to. If you hear a fire-alarm that sound's like it was made with bell's (and the radio tower's blind red lights at their tips) Then equip your M15 and wait for the Arnie to drop in (HAHAHA!) in between the large spires & grenade him. Once again, equip your tranquilizer and snipe the lighteningainga tending to the machinery. Run down to there and into the cave on the right. As you go through the entryway blast the lighteningainga huddled in on the right & kill the other one hidden in the corner of the right room. Collect the ammo, health and batteries from here and go out the way you came (back to the machinery) Keeping going down the tunnel only takes you to another lighteningainga and an ambush from 3 Archangels. Go down the tunnel opposite the good's tunnel. Before it curves around to the right go through the entrance way on the left and into the large healing cavern. If you don't need health continue to go down the tunnel. After you go through the first gap on the right there is a small rock on the left. Climb ontop of that and rocket jump towards the right (otherwise the flesh-mesh will stop your momentum) and squeeze past the Big Blue Bastard. Run down this field and rocket jump over the rocks to the left and over the chasm (it doesn't matter if you land on the top or bottom level) Crawl past the long-arms of the Xen law and behind the rock to collect some batteries and grenades. Climb up the rockface (near the drop from the first level) and crawl around on the walkway. At the end poke your head around the corner and snipe the Arnie standing oblivious to your presence & blast the other one hidden behind the rock. Reload your ammo (so the chambers are full) and collect the ammo pack next to the vortex. Then step on through. LOAD. Before you go anywhere your going to hear some very mysterious urging from an unknown source. This is Nihilanth, the grand master of all things Xen, communicating with you. If you decipher the slurred speach and heavy accent you'll find that he is basically saying "...YOU ALONE...YOU ALONE..." Feel free to e-mail me if you think differently. Anyway, walk off the transporter and down the hall. How would you like to loose no ammo or health? Nothing to it really. Ignore all the monsters and don't fire a single bullet. Wait for the lighteningainga directly infront to come & go then walk through the chamber to the lift in the top left. Get off at the next level, wait for it to go down, then climb ontop of the support section running up the column. At the top rocket jump onto the far conveyor & fall down the gap (make sure your pressing against the far wall...LOAD... ...so that you land either on the ledge of the vat, or in the water close to the edge so you have no trouble getting out. This is a prime ambush and you WILL get zapped atleast twice. In the middle of this large area are 2 pillars- hide next to the left one. Equip a devestating weapon & make quick work of the patrolling Archangels. When it is dead a lighteningainga has un-doubtly charged you so make sure you kill it quickly. Kill the other lighteningainga that is up on the first level. Behind where you have taken cover is a large barrel. Don't shoot these or detonate explosives near them as they contain Arnies that are in stasis (you'll find these containers everywhere in this area) Before you go up run into the dark section (under the balcony) and collect the battery hidden in the corner. You can also go through the opening and use the health machine next to the chasm. Go up to the next level on the small lift next to the vat of chemicals (where you fell in) and shoot the lighteningainga that will run out on the slightly-elevated left balcony (use the tranquilizer zoom) Run down the side of the right conveyor and blast away the lighteningainga before he knew what hit him. Go through the gap into the left chasm and kill both an Archangels and lighteningainga, move along the balcony and shoot another lighteningainga near the ramp. Run up this way, around the corners, and blast the lighteningainga away that is on the top balcony (behind the fast moving pistons- you'll see it running out) Then, use these pistons to access the next balcony up (you may need to rocket jump from the last piston to access it) Also be on the look out for 2 lighteningainga's which will spawn in. Going around the corner, into the "warehouse" you'll get the attention of 2 lighteningainga's. Back out and stay within close proximity of the door. Equip your shotty and blast them, one at a time, when they come running out. Proceeding in, the first alcove has a lighteningainga and some charges so kill & collect these (respectively) 2 more lighteningainga's await further on (and some more items) when you do a 180 and come to a new corridor rocket-jump over the container at the end and shoot dead the lighteningainga from next to the tub. Then, proceed to exterminate the 2 Archangels in the chamber. When they are dead use the health machine, collect the ammo pack next to it and go down the red "vent" LOAD. Crawling down the vent use the strut's to break your fall at the drop. Crawl along and fall into the unknown at the end. Don't move from your position- stay where you are. One Archangel should be down in the chasm so make quick work of it. Watch out for 2 more of them and a lighteningainga running out along the balcony on the left. Kill these 3 and then run along the left balcony (watch for another lighteningainga at the end) Up the ramp use your tranquilizer to snipe around 2 more on the various balconies around the chasm. Then, ascend on the spinning platform on the left. Before the lift comes to a complete stop, however, rocket jump towards the right (next to the barrel) to avoid the lighteningainga's attack. Blast it away and proceed to kill 3 more Archangel warriors from above. If you want some more challenges and items them go through the red corridors otherwise skip to the paragraph after next. Go through the red hallway on the left and throw a charge down, onto the lower level, next to the barrel in the large chamber. This will kill the lighteningainga and the Arnie that emerges from it. Next, equip the tranquilizer and shoot dead the lighteningainga that is level with the doorway (you can only aim for his arm) Walk down to collect health and charges then make your way up, down the red hall and down the red corridor on the right. Face straight ahead at the entry way to the chamber and aim your M15 up on an angle of 45 degrees. There are 2 poles in the middle- aim for the left one. Fire a grenade and kill the lighteningainga that you can't see. The first platform has shells, tripmines and grenades (fun for the whole family) run up and around the central structure some more with your tranquilizer gun's zoom on- you should spot the head of one last lighteningainga which you can make quick and painless (for you anyway) work of. Run up to its level and collect health, an ammo pack and batteries. Now would be a good chance to run- unless you want to waste your newly acquired ammo and batteries on killing a trio of archangels. Going through the red area and into the large chamber run to the end and up the lift. Run into the blue area and from the relative safety of there kill another trio of Archangels. When they are dead and buried run to the last ascender and kill the lighteningainga on it then take it up. At the top, jump into the spinning portal. LOAD. Not yet...soon...very soon. Jump (no need to rocket) across 4 - 5 boulders until you are at the altar. No rest for the wicked, nothing to collect here, jump on through...LOAD. ---------------------------------------------------------------------------------- 4.18 NIHILANTH ---------------------------------------------------------------------------------- *. Scramble for the spire's around the exterior of the cavern. These are the safest as they are the biggest and furthest away from Nihilanth. If you stay completely behind them Nihilanth also can't teleport you to his various challenges. *. If he does get you there are one of 3 area's you will go- to a tall, green chamber, to a red chamber that is exceptionally small, and to a red chamber that is expectionally big. *. In the green chamber you first must shoot up and kill a Archangel. Then, rocket jump from one ledge to the other to reach the top (whenever you get to a structure that extends from one side to the other an Archangel will come from above) Be sure to collect the batteries & health in here. *. The small red chamber is filled with 3 Archangels who want nothing more than to make your colour match the same one as the chamber. Don't think you can grenade them due to the close proximity of the battle- they are to fast. Kill the 3 with bullets, collect the verious prizes on the side shore, and use the ascending sphere's to access the teleporter at the top. *. The big red chamber is has a healing pool, alien ascender and an ammo pack. If your chucked in here later on a Big Blue Bastard will be there to welcome you. The water has some Goberfish and another ammo pack. Use the ascender to access the teleporter at the top. *. Like I said, you need not be teleported at all if you stay behind the spires. Use the rocket launcher to destroy the 3 large crystal's on the walls (these are small- keep the crosshair on them until they have blown up) You can probably shoot 2 from behind one spire, but will need to rocket jump to behind another spire to destroy the last crystal. *. When that is done the fun is to be had. Let all you rockets go into him. Then, let your magnum into him. Then the laser. BLOODY EVERYTHING. Whenever a lighteningainga or Archangel comes your way swat them off and keep letting 'er rip in Nihilanth. *. Nihilanth has 2 attacks- the green orb, and the very devestating ball lightening. If you get hit by that start all over (because the game basically IS over) *. Forget what you heard about needing to shoot Nihilanth in the head. I'm not sure how to get above him as he ascend's with you and by the time your at the top you have no H.E.V. and 10 health. Just let all you have into him, from the cover of the spire at the bottom, and eventually he will climb up and explode in a blaze of glory...LOAD. ---------------------------------------------------------------------------------- 4.19 END GAME ---------------------------------------------------------------------------------- [XEN ELEVATOR TRAVELING AT ENORMOUS SPEED. THE MYSTERIOUS ADMINISTRATOR STAND'S IN FRONT OF YOU] "Gordon Freeman in the flesh, or rather, in the hazard suit. I took the liberty of relieving you of your weapons. Most of them were government property. As for the suit...I think you've earned it..." [FLASH. BATTLEGROUND. TANKS, BARBWIRE, CORPSES AND EXPLOSIONS ENVELOP YOU]
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