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| HALF LIFE: Guia del joc |
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Entry Hall
Follow the corridor into the main entry
hall of the alien research labs. Kill a pair of Grunts standing in the
foyer, and then kill a third Grunt that runs into the area. Get their
weapons; one has a Shotgun. Charge up at an HEV Station, and then proceed
across the entry hall. Take a corridor up a short flight of stairs to a
balcony overlooking the entry hall. Upstairs, walk into a room, but make
sure you leave the Security Guard behind. Press a wall button to release a
bunch of Headcrabs, and then enter a booth in the corner and press a
button to fry most of them with an energy pulse. Kill any remaining
Headcrabs with your Pistol, and then enter the two chambers they
originally occupied. You'll find a Crossbow in one, and some Snarks in the
other. Take both. Follow a new corridor (take along the Security Guard if
you left him behind earlier) and descend some steps to a T-junction. Take
a right, and kill a pair of Grunts. Proceed to a large room with computer
banks, Laser Mines guarding a corner and some interesting alcoves. Take a
pair of Batteries from one wall, and then follow a small corridor to a
balcony overlooking the room. Don't disturb the Laser Mines set up in the
corner of the room. When you're up on the balcony, take out
your Pistol and shoot one of the Laser Mines on the other side of the
room. Slide back from the balcony as they explode. Two Alien Grunts and
several human Grunts now enter the room separately, and they'll slug it
out. Try to go unnoticed while this is happening. Kill any survivors that
try to climb the ramp to your balcony; then descend back into the large
room. Walk through the doorway the Laser Mines guarded. Proceed down the
corridor, wary of the Grunt that will try to ambush you. Eventually you'll
come to a junction with a room full of crates ahead and another hallway to
the right. If you enter the crate room, save first
and then break the crates slowly and carefully; a Laser Mine back here
will detonate if you destroy the crate it's aimed at. Now take the hallway
to the right. Beware the four glass-walled alcoves flanking this hallway.
Headcrabs burst from behind glass to attack as you cross. Kill them all.
When the Headcrabs are gone, take the hallway that intersects with this
one between the two sets of Headcrab-filled alcoves. As you climb the
stairs, you can hear breaking glass and the sounds of fighting. Peek into
the long hallway at the top of the stairs and then duck back into the
stairwell. Grunts and Bullsquids are fighting in the long hallway. Stay
back until the fighting dies down.
Enter the long hallway and take the first
right. You'll enter a small lab room. Kill any enemies you find there,
take two Batteries from a ledge and press a red button to send a white
energy beam into the ceiling. Return to the long hallway and take the next
left. Explosive crates lie ahead. You'll hear a conversation between a
Scientist and a Grunt. Stand well back from the explosive crates. After a
moment, the crates explode, and a moment later a second explosion takes
place ahead. Walk forward toward the source of the explosions into another
lab. Collect a Tau Cannon from the floor, and press a console button to
activate the second white energy beam. Re-enter the long hallway. Ignore the
next right and take the next left into another lab, this one infested with
Houndeyes. Kill them all and activate a third white energy beam. Return to
the long hallway and enter the final lab. Collect some Tau Cannon
ammunition from a wall, use a First Aid Station and turn on the fourth and
final white energy beam. Investigate the crates stacked at the end of the
long hallway. There are probably a few Grunts holding out back there, but
you'll find valuable Combat Rifle grenades in the crates. Return to the
lab you skipped earlier and enter. Slide the metal crate flush with the
wall, under a sign that says "Do Not Obstruct Laser Shield."
Press a red button on a console at one side of the room. A laser shield
tries to descend from the ceiling, but if you positioned the metal crate
correctly, the shield is blocked and forced to go back up. The red laser
beam shoots the wall instead of the shield, blasting a hole. Jump down
through the hole the laser made. It's a long drop, so save the game first.
Then leap onto a pipe located about a third of the way down. From there,
drop onto the lower section of the same pipe, and from there to the floor.
Escape Walk into a small room with three
Scientists. Listen to them, but don't have any of them follow you.
Approach an adjoining room with spinning metal blades mounted on
swing-arms. Cross through the blades to the other side of the room.
Activate a console on the other side of the room to stop the blades. Stop
them so the walkway across the room is clear. If the blades block the
path, start them again with the console and then stop them again at the
right moment. Retrieve a Scientist and have him follow you across the
room, through the motionless blades. Open the door on the other side of the
room by pressing a nearby control panel. Go through. In the corridor
beyond, take a left and then a right. You'll run through the corridor
where Headcrabs attacked you earlier. Go all the way to the end of this
corridor, round a bend and pass through a door. You're back in the entry
hall to the alien research labs. Run to the Retinal Scanner and let the
Scientist open it for you. Listen to him, and then exit. Pass through a
revolving door to an outside area. Kill a nearby Grunt and two
Tripod-Mounted Chainguns on a rooftop. Shoot a pile of explosive crates
from a safe distance. Go through the tunnel they blocked. Break crates in
the tunnel for gear. Approach a large door to end the level. Surface Tension Trouble at the Dam Press the button and walk just through
the sliding doors, but no farther. You're looking at a canyon where fuel
barrels lie scattered in clusters. Grunts wait in ambush to the left and
right and several more hide farther down the canyon. Kill the Grunts to
your right and left. Then turn your attention down the canyon. Instead of
shooting Grunts, you can shoot the fuel barrels they're standing next to
and clean them out quickly. Pick up the ammunition and First Aid Kits the
Grunts left behind and advance down the canyon. Walk beneath a rock arch
to where you can see a dam ahead and hear an Apache Helicopter flying
above. Stop. Remain in this semiprotected rock alcove while the Apache
flies back and forth overhead. After hiding in the alcove for a couple
of minutes, equip the Crossbow, save the game and dash toward the dam when
the Apache isn't pointing at you. Run straight for the reservoir and jump
into the water. The Helicopter and Artillery Gun will fire at you, but
you'll be more or less unscathed if you get into the water quickly.
Underwater, swim down several feet, out of sight of the Apache.
Immediately look for the Ichthyosaur and shoot it with multiple Crossbow
bolts to kill it. If you allowed the Apache to soften it up earlier, it
shouldn't take much. Look for an underwater ladder. It's attached to a
tower. Climb the ladder when the Helicopter isn't too close. Hurry! At the
top of the ladder, run into a small room that has a First Aid Kit and a
wall button labeled "Turbine Control." Press the button. Then,
when the Apache isn't too close, leap from this room back into the
reservoir. Underwater, locate a valve wheel. Turn it to open a pair of
underwater grates. You must turn the wheel for several seconds to open the
grates wide enough to swim through. Swim through either grate and duck past
the stalled turbine rotor. You'll be swept into a small river. Collect a
Battery from a nearby rock, and then proceed downstream, ducking
underwater when the Apache gets close. The river terminates at a ledge.
Climb a ladder to the ledge, and enter either of two pipes there. Fortification in the Sand
Follow the pipe until it terminates in a
steep, artificial canyon. You can either take a left or go straight ahead;
an Apache still buzzes overhead. Take a left, kill three Headcrabs and
collect a First Aid Kit near a dead Grunt in a dark cave. Then backtrack
to the pipe and go in the other direction. You'll find a ladder and
several crates. Break the crates for ammo, and then climb the ladder to a
ledge. Leap across the ledge to a broader, sand-covered ledge that holds a
dead Grunt, a cactus and a lot of supplies. This is where you'll make your
stand. Get out the Tau Cannon and charge up its secondary fire mode when
you hear the Apache coming. Give the Apache a highly charged Tau Cannon
blast. If this doesn't bring it down, give it another and another. After
downing the Apache, jump back to the narrow ledge and follow it around a
corner. You'll come to a ladder near the end. Climb it and walk forward. Two paths lead through the rocks. Both
lie on your left. Approach the rocks and take the closest path to find
yourself in a sandy gulch with a Tentacle." Draw your Pistol and fire
several rounds into the Tentacle. It will rise straight up, thump the sand
once, and then hide for a few seconds. Run close to it as it hides, and
you can collect valuable gear strewn on the sand. Quickly get away before
it reemerges. Shoot it again, and make another mad dash if you missed
anything good. Backtrack and take the other path through the rocks. This
path leads to another sandy gulch. Instead of another Tentacle, this gulch
contains three Grunts. Kill them all. After killing the Grunts, enter a small
structure with a valve wheel labeled "Storm Drain Hatch." Turn
the wheel. Investigate the gulch. The rocks have several crevices you can
crawl through to get supplies. Beware the Grunts' hideout, however;
there's a Laser Mine set up inside. Proceed with caution and you'll do
fine. One of the crevices leads to a new area filled with mines. Your goal
is to reach a storm drain surrounded by barbed wire. To get past the
barbed wire, climb up on a sandy hillock right beside it and jump over.
Climb a ladder down the drain, smash a grate at the bottom, and crawl
through a tunnel. Vertigo As you approach the end of the tunnel, a
jet flies past in front of you. Halt and watch it go by. Don't drop out
the end of the tunnel. Instead, peek out and to the right. Shoot a
Tripod-Mounted Chaingun on a distant ledge by popping in and out of the
tunnel, firing periodically. Also, kill a Grunt to the right. Now drop out
of the tunnel to a small ledge. You're standing on a sheer cliff wall.
Look over the left side of the ledge. Below you lies a narrow ledge and
below that a broader ledge with a Grunt on it. The Grunt is barely
visible; shoot him. Then drop down to the narrow ledge, and from there
drop to the big ledge with the dead Grunt on it. Look down from this
ledge. Below, you'll see two more ledges: a long, narrow ledge, and a
wider ledge farther down. Drop to the narrow ledge. A crevice in the cliff wall near the
narrow ledge contains a dead Grunt and some First Aid Kits. Jump over some
rocky debris to claim the First Aid Kits. Get back out onto the ledge.
Look down from the extreme left-hand side of this ledge where it gets very
narrow, and you'll see a series of narrow ledges leading down. Leap down
two of these steps, and then jump to the broad ledge below them. Make that
last jump a long one. Approach a rickety bridge. Save the game, and then
run across. The wooden planks tend to fall apart as you cross the bridge,
so it's easiest if you line yourself up on one of the metal cables
supporting the planks on either side, and cross on that. Round a bend to
see a big metal platform. Ignore it. Keep following the ledge, killing a
Grunt as you go. You'll round another bend and find a cave
with a Grunt guarding it. Kill the Grunt and enter the cave quickly. Smash
crates and collect gear, including a Rocket Propelled Grenade Launcher and
several rockets. You'll hear an Apache hovering outside. Wait in the cave
entrance for the Apache, and then shoot it with the RPG. If this doesn't
destroy it, hide in the cave until the Apache makes another pass, and then
shoot it again. When the Apache's gone, make sure you have everything from
the cave, and then continue along the ledge. You'll find a ladder. Climb
to a higher ledge. Follow the higher ledge to a ramp. This in turn leads
to a short series of ledges, like stairs. Jump up these steps to another
ladder. Climb this ladder to another ledge, and on to a pipe sticking out
of the cliff wall. Approach the pipe, kill the Headcrab inside, and follow
the pipe into the cliff. Combat The tunnel eventually reaches a
T-junction. From there, the tunnel branches into a complex network of
foxholes that riddles a fortified area filled with Grunts and a single
Tank. From that first T-junction, take a right. Follow the tunnel as it
curves left and drops you into a trench with shallow water. Wade forward,
ignoring a path that leads to the right. Jump into another tunnel at the
end of the trench. When this tunnel reaches a T-junction, take a right.
Follow the tunnel to the end, and climb a ladder. Now you're in the
fortified Grunt compound behind the Tank. Don't worry about it as long as
you're behind it. Just concentrate on killing Grunts. When all the Grunts
are dead, break all the crates behind the Tank and heal yourself at a
First Aid Station in a garage. You'll collect a lot of great stuff from
the crates, including more RPG rockets and some Satchel Charges. Destroy
the Tank with a Satchel Charge, and scour the fortified compound for ammo.
Locate a small shed with a wall button in it. Press the button to open a
big door leading out of the compound. Exit through the door, into a long street
with crates on both sides, and a Tank that shoots rockets at the far end.
Destroy the Tank and then break all the nonexplosive crates along the
street for Batteries and grenades. Leap through a hole in the wall beside
the dead Tank. On the other side, kill a pair of Grunts standing at the
bottom of a sandy ravine. When both are dead, go break boxes at the bottom
of the ravine. Return to the street with the burning Tank. Walk to the end
of the street and go through a big garage-type doorway into an alcove, and
then through a second garage-type doorway. Ordinance Storage Facility, Exterior
Pass through the second big door to find
yourself in an enclosure around an Ordnance Storage Facility. An alien
craft flies overhead and drops an Alien Grunt and a Vortigaunt. Kill both
aliens and take a right. Round a corner and destroy a Laser Mine stuck to
the wall. Then advance to a small stairway. Stand back as some rubble
falls from above, and then go down the stairs. There's a Laser Mine at the
foot of the stairs, and on another small staircase leading up. You can
jump over both, but save the game first. Past the Laser Mines, you'll come
across a dying Security Guard lying out in the open. He cries for help,
but don't approach him. Instead, turn around. Look up to see a partially
camouflaged hole in the wall, and if you look very closely you'll see a
gun sticking out. Throw a Grenade up there and kill the sniper before
proceeding. Approach another sign that warns of a minefield. Throw a
Grenade into the minefield to detonate mines, and then advance to a
corner. Throw another Grenade around the corner
to detonate more mines. Save the game and move forward. There's another
sniper in a hole in the wall up ahead; you must take him out with a
Fragmentation Grenade or Combat Rifle grenade. Throw one more Grenade to
ensure there are no mines ahead. Then walk up to a section of barbed wire
so low you must crawl under it. Two metal towers stand on the other side
of the wire; one leans against the Ordnance Storage Facility. Some
explosive barrels lie beside a pair of power converters. Shoot the
explosive barrels from a distance, destroying the converters and
"de-electrifying" the towers. Jump up on the leaning tower and
walk to the roof. Locate a gaping hole in the roof there. You must jump
over a rooftop fan to reach it. Storage Facility You fall into a room with a Scientist.
Listen to him, and then break all the crates in the room and walk out the
door. Outside, you'll see a hallway filled with Laser Mines. Jump over the
first Laser Mine. Push a wooden crate to the foot of a short staircase.
Jump onto the crate, and then jump from there to the top of the staircase,
thus avoiding a second Laser Mine. Jump across a third Laser Mine and
proceed, ignoring a metal door to the left. You'll approach a big, open
area. Crawl under a Laser Mine into the open area. Look for a pair of
Headcrabs in the middle of this area and shoot both with your Pistol
before they trigger any Laser Mines. Take a left. Approach the boxes.
Destroy the leftmost box, but stay well away from the box with the laser
shooting at it. Walk around the laser, through the area you just opened by
destroying the box. Approach another box, destroy it and jump over a Laser
Mine behind it. Proceed to the concrete wall, take a
left, and climb a short, red-tinged staircase. Upstairs is a small control
room. Kill a lone Headcrab with your Pistol, and then jump over a Laser
Mine to reach a wall button. Don't press it yet. Turn left from the button
to see the top of a crate. Shoot the crate and it will crumble. Now turn
back to the button and press it, summoning a lift to your left. Board the
lift. Then jump down onto another lift surrounded by metal bars and Laser
Mines. It's a tough jump, but you can make it. Press a button to descend. Downstairs You descend into a room filled with
crates. Collect a Hivehand on the floor and goodies from the crates; then
get moving down a tunnel. As you walk through the tunnel, a Security Guard
runs past pursued by two Grunts. Kill the Grunts, preferably by shooting
explosive barrels near them. Proceed along the tunnel, leaving the
Security Guard behind. You'll encounter a truck. Destroy a Tripod-Mounted
Machine Gun in the back of the truck. Then jump inside, collect some ammo
from a crate and get moving again. You'll enter a basement area. An
explosion rocks the place. Save the game and run up a ramp, out of the
basement and into an open, outdoor street area. Immediately run either
back into the basement area or up the ramp to the right. An alien ship
soon drops Alien Grunts onto the street. Shortly thereafter, a jet drops
bombs that kill them all. Needless to say, you should be hiding as all
this happens, or you'll get fried. After the bombs drop, peek around the
corner to see a pair of Grunts and an artillery-firing Tank at the end of
the street. Hide and let the Grunts come to you; then destroy the Tank
with your Tau Cannon's secondary fire mode. After destroying the Tank, walk up to it.
Then follow the street to the right. You'll enter an alley. As you do,
turn around and throw a Grenade up into a hole in the wall behind you to
kill a sniper. Walk down the alley and enter a door to the right. You'll
enter a small room with two Grunts. Kill the Grunts and climb a short
flight of stairs. Upstairs, walk up to a Security Guard and have him
follow you to a locked door labeled "Storage." He'll open the
door. Beyond lies a veritable candy store of ammunition. Collect ammo from
racks and break boxes. By the time you're through, you'll be at or near
maximum ammo capacity for almost every weapon. Exit the storage room and
walk back to the stairs. Don't go down. Instead, approach a window and
walk out on the window ledge. Take a right on the window ledge and follow
it back into the alley. Drop onto a pair of electrical converter boxes
just below the ledge. Jump from the converter boxes onto a second pair of
converter boxes across the alley. Jump from them onto the piece of red
ladder nearby and climb the ladder. Climb a second ladder to the top of
the wall. Bigger Guns You stand on a platform above a maze of
twisted and broken walls. Go to the right side of the platform, near a
beam that descends diagonally to ground level. Equip your Crossbow and
look over the edge. Kill a Grunt down there. Slide down the beam to ground
level. Kill two more Grunts on the lower level, collect some First Aid
Kits from a dark alcove, and then walk back up the beam. Cross the maze to
a doorway out of the area. First walk out to the lone piece of ceiling,
then leap from there onto some broken walls, and from there to the
doorway. The doorway leads to an open courtyard. Two Alien Grunts
materialize as you start to cross; kill both. After killing the Grunts,
cross the courtyard. Go through a tunnel and take a right to confront
another Alien Grunt. Kill it and then leap up a series of nearby crates.
Upstairs is an Artillery Gun. Use it to blast a hole in the compound's
front gate. Send a couple more shots in the same direction to kill two
Alien Grunts behind the door. Run through the door you just blasted
open and down a corridor beyond. You'll come to a hallway with several
Vortigaunts and a Heavy Machine Gun. Shoot the nearest Vortigaunts with
your Combat Rifle, then slide up to the Machine Gun and Use it. A series
of Vortigaunts will now teleport into existence down the hallway. Use the
Machine Gun to mow them all down. Be patient, as there's a slight delay
between Vortigaunt appearances. When all the Vortigaunts are gone, and no
more seem to be forthcoming, proceed to the end of the hallway. There
you'll find what looks like a giant, spongy growth on the floor. Step onto
it: it's sort of an alien trampoline. Use it to jump up to a crumbling
ceiling level. Approach the edge of the ceiling; several
Grunts will shoot at you. Back off and take shelter. The Grunts will
battle an Alien Grunt and a Vortigaunt. Approach the edge again and kill
the stragglers. Drop to where the Grunts and aliens were and collect First
Aid Kits from a stack of crates. Shoot out a small grate near the floor
and crawl through. As you follow this tunnel, a pack of Snarks springs
toward you. Retreat when they appear, and deal with them using either a
rapid-fire weapon or explosives. Go to the end of the ventilation tunnel
and smash a grate. On the Run After smashing the grate, back up
immediately. A pair of Grunts below shoots out a section of ventilation
duct, which falls to the floor; you won't fall if you backed up far
enough. Shoot the Grunts from up here, and then drop to the floor. You're
in a small garage. There's a metal door on one wall. Open it, and then
back up quickly. An explosion blocks the doorway and rips a hole in the
wall. There are two lifts in this garage, but only one has a vehicle on
it. Press a button hanging from the ceiling near the lift without a
vehicle. That lift descends. Press the button a second time and hurry onto
the lift, which rises. Now you can see through a big hole near the top of
the garage wall. Shoot two Grunts through this hole, and then jump through
it. Outside, there's an artillery cannon. Use the cannon and blast a hole
in a big door ahead. Keep shooting through the ruined doorway; several
Alien Grunts behind the door will try to emerge. When all the Alien Grunts are dead, go
through the doorway you just blasted open. The hallway beyond leads to a
balcony above a huge warehouse. A big fight is going on down on the main
floor. Stay back as the fight rages, allowing both sides to weaken. Kill
any survivors, and then descend a ladder to the warehouse floor. Collect
gear from a small room off to one side, plus any ammo from the dead
Grunts. Climb back up the ladder. Leap across a gap in the balcony and
proceed through a door on the other side. Take the hallway beyond, past an
Alien Grunt that knocks a hole in the wall to get at you. Kill it, and
then look out over an open outdoor area. Kill any enemies you can see from
up here, and then drop onto a pile of crates. Downstairs, scour the
outdoor area for more enemies; then jump onto a rooftop with a giant alien
"trampoline." On the roof you'll find a grate. Smash it and drop
through the floor. Inside Drop through the grate into a shallow
pool. Follow a tunnel away from the pool. When a Grunt at the far end of
the tunnel opens a hatch and drops in some explosives, back up all the way
to the pool and submerge during the explosion. Again, enter the tunnel.
This time, go to the end and kill the Grunt. Proceed to a balcony
overlooking a room where Grunts battle Headcrabs. Let both sides slug it
out, and then advance along the balcony. Jump onto a pipe with a valve
wheel on it. Turn the valve wheel and then back up as a hatch opens. Go
through the newly opened hatch. Follow the pipe beyond the hatch until it
ends in the middle of a staircase. Kill a Grunt, and then go upstairs.
You'll find a Security Guard up here. Have him follow you. Go downstairs.
Kill another Grunt, and have the Security Guard open a door. Pass through
the doorway and walk down a hall. You'll find yourself back in the open
outdoor area. Approach the checkpoint and run inside the small guardhouse,
keeping the Security Guard with you. Have him press a console button in
there to open a metal door. Go through the metal door and into a parking
garage. Incoming As you enter the parking garage, a
Gargantua appears to your left and smashes a pair of Grunts. Flee to the
right. Don't wait for the Gargantua to start coming toward you: just go!
Eventually the parking garage gives way to an enclosed outdoor area.
There's a big wall here and an alien trampoline. Use the trampoline to
jump across the wall and steer yourself into a convenient water storage
area on the other side. Climb onto the rim of the water storage area and
walk along a narrow pipe to the top of a high tower. Atop the tower is a
radio and a map of this outdoor area. The radio informs you that you can
call in air strikes with the map. Play with the map's controls to see how
they move the targeting crosshair. If the Gargantua followed you out here,
it will approach the wall and stand there for a while before trying to
smash through. Using the controls to either side of the map, move the
crosshair into position more or less where the Gargantua is standing. Press the central button several times to
unleash air strikes on the targeted position. Watch where they fall. If
they don't hit Gargantua, move the crosshair and try again. Now move the
crosshair over to the wall. Launch an air strike. It should break a wall
protecting a corner of this area. If it misses, tweak the crosshair and
try again. When the wall's demolished, place the crosshair over the door.
Launch an air strike. It should break open a large door beyond the broken
wall. As always, adjust the crosshairs and try again if the first strike
misses. Save the game and then drop to a ledge near your tower. Leap from
there through the wall you just took out with an air strike; go through
the door you just destroyed. Follow the corridor beyond to a short
stairway. Go up the stairs to another corridor, and the next level will
load. Forget Freeman! Turret Troubles Immediately after this level loads,
you'll walk forward into a garage area. A door closes behind you
automatically, and chunks of the ceiling start to fall. Slide back and
press against the door that just closed behind you, making sure to stand
near dead center of the door. Jump over the debris and go out the room's
only exit. You arrive in a guardroom elevated slightly above a large open
area. A radio spouts messages, and you'll find a wall-mounted lever and a
computer. Jump down to the main floor. Note that you can get back into the
guardroom by leaping on a broken piece of concrete near the wall. Locate a
Security Guard and have him follow you farther out onto the main floor.
You'll encounter some Alien Grunts. As soon as they engage you, run back
to the guardroom. Throw the wall lever to activate a Turret on the ceiling
of the main floor. Then remain near the wall by the lever, crouching to
avoid enemy fire. The Turret will destroy some of the Vortigaunts and
Alien Grunts entering the area. When no more enemies are visible, turn
off the Turret and return to the main floor. Kill any aliens down here.
Down on the main floor, you can jump on a pile of crates to get over a
railing to a First Aid Station. Jump back down when you're finished and
walk into new territory. Follow the main floor to a T-junction with a stop
sign. Take a right instead. After taking a right, you'll pop up in a hall
with some Vortigaunts. Kill the Vortigaunts with the help of an explosive
crate, and then walk out onto a small bridge over water. Flee from the
Snarks that pop out of a sphere on the bridge and return in a minute. Walk
across the bridge and turn a valve wheel. A hatch opens. Descend the
ladder beneath the hatch.
Downstairs is a small room with a
Headcrab. Shoot it before it triggers a laser beam that activates a
Tripod-Mounted Machine Gun, and then destroy the Machine Gun. Go through a
short tunnel. You'll emerge in a room with two shallow canals. Break a
crate in the middle of the room for a First Aid Kit and then jump over a
low grate guarding one of the canals. You'll land in the water on the
other side. Swim down the canal and take a left onto a small walkway.
Follow the short walkway to another watery area. Now you can jump into the
water again and go either left or right. To the right is deep water with
an Ichthyosaur; avoid it. Go left instead, into a shallow section. The
shallow section leads to a massive gear. Swim under and through the gear,
and then through several underwater pipes. You'll come to another gear. Swim under
it to approach a small area with a Tripod-Mounted Machine Gun and a Grunt
behind. Destroy both and get back on land. In a small alcove you'll find
several RPG rockets and a ladder leading up. Climb the ladder to an
outdoor area with two Grunts and a Tank. You'll have a tough fight; kill
the Grunts first while hiding from the Tank and dodging Grenades. Then
take out the Tank with several RPG shots. Walk past the ruined Tank into
an alcove with an elevator and a Tripod-Mounted Machine Gun. Destroy the
Machine Gun and descend in the elevator. Tank Commander The elevator takes you down to a corridor
covered with radioactive waste. It ends in a T-junction. Take a left
there, hopping over waste, to collect a Battery. Then return and take the
other path. You'll approach a platform with two Grunts on it. Kill both
and collect a First Aid Kit from a nearby alcove. Get on the platform the
Grunts were on and go down a short hallway to a warehouse. There an
immobile Tank and several Grunts are fighting Alien Grunts. Hide as the
two forces slug it out; then kill the survivors and jump down to the main
floor. Collect ammo from crates. Climb a short ladder up onto the Tank.
Use the main Tank Gun once to fire it and blast away a door. Then Use the
Tank's Machine Gun to gun down a host of Vortigaunts and Alien Grunts that
appear near the ruined door. Cautiously walk through the door you
destroyed with the Tank Gun, and then run backward when several Alien
Grunts from the hallway beyond start shooting at you. Dispatch the Alien
Grunts with conventional weapons or Tank weapons. There are still Alien
Grunts both to the right and left of the hallway beyond the door. Return
to the hallway and kill a lone Grunt to the right; then focus on both an
Alien Grunt and Energy Cannon to the left. Walk past the destroyed Cannon
and operate a wall panel to open a massive sliding door. Walk through the
door and press a button on the other side to open a second door. Walk
through it. Lambda Core You appear in a room with a truck on a
lift and a control booth to the right. Enter the booth, press the button
and ride down on the lift with the truck. Downstairs, kill several
Headcrabs and a Bullsquid. Break crates for ammo and climb a ladder to a
raised platform. Go through small a metal door labeled "Hazardous
Material Handling Bays." The corridor beyond the door leads to a
massive room filled with explosive barrels and crates. A big catwalk looms
overhead. Four Assassins inhabit this room, so you should spend awhile
cautiously exploring and killing anybody you find. Try not to expose
yourself to fire from above, because two of the Assassins tend to stay up
on the catwalk. On the right side of the room, several breakable crates
block a corridor. Break the crates, go upstairs to the catwalk and
dispatch any Assassins you find up there. From the catwalk you can locate
a stairway leading down. Take it to gain access to First Aid and HEV
stations. Go back upstairs when you're through. Follow the catwalk into a dark area with
an elevator. Take the elevator down. Downstairs is a massive, semicircular
tunnel. Open the big doors at one end. An Alien Grunt appears behind you
as you open these doors; another appears in front of you. Kill the Alien
Grunt behind you by shooting explosive barrels near it, and then take on
the one in front. Two more Alien Grunts appear in the same general area
after you kill this one. When the Grunts are all dead, climb a ladder on
the other side of the room. This leads to a small room with a Scientist.
Listen to him and watch as he uses a Retinal Scanner to open a door. Go
through the door. Use the First Aid and HEV stations beyond, and then go
up a short lift. Upstairs, take a right at a T-junction. Enter a lab with
a Gluon Gun and a Scientist. You can press buttons to release monsters and
test the Gluon Gun on them, or simply take the Gluon Gun and ammo and
leave. The second choice is wisest if you want to conserve ammo. Return to
the T-junction, and this time take the other path to an elevator. Take the
elevator upstairs. The Core The elevator takes you to the core of the
Lambda reactor. You appear on a balcony overlooking pools of coolant. The
hallways here are conveniently labeled; follow the corridor with a blue
sign that says "Coolant System 01." Follow the corridor down a
ramp and around a bend. Take a right and cross a bridge over a pool of
coolant; another blue sign that reads "Coolant System 01" tells
you you're headed in the right direction. The corridor leads to a big
coolant chamber with three Alien Grunts in it. Kill all three, and then
climb a ladder to a catwalk. Follow the catwalk to a room labeled
"Pump Station 01." In the Pump Station, kill Headcrabs and
Vortigaunts, and then activate a lever labeled "Pump 01". A
large reservoir below fills with water. Return to the main balcony. Follow
the yellow signs leading to "Coolant System 02." Follow the
rubble-filled hallway to "Coolant Station 02," a large room that
looks much like "Coolant Station 01," except for the Barnacles
on the ceiling and a crane hoisting a heavy pipe. Kill the Alien Grunts
and Barnacles, and then climb a ladder to the catwalk. Follow the catwalk to a hallway to
"Pump Station 02." There's a dangerous steam leak in this
hallway; turn a nearby valve wheel to stop the steam so you can cross
freely. Kill the Barnacles and assorted aliens in "Pump Station
02," and press a lever to fill a reservoir below you with water.
Again, return to the main balcony. A sign on the wall should now indicate
with lights that pump stations 1 and 2 are operational. Flooding the Reactor Locate a hallway leading to a T-junction
where signs read "Maintenance Area" and "Aux. Tank Reactor
Access." Take a right into the Maintenance Area. Descend a flight of
stairs to a small room with lots of ammunition and a Scientist who urges
you to hurry. Collect ammo, return to the T-junction, and this time take
the hall labeled "Aux. Tank Reactor Access." This hall leads to
a room with several Alien Grunts and a deep pool partially filled with
coolant. Kill the Alien Grunts, and then descend a ladder into the water.
Swim through a tunnel labeled "Maintenance Access to Main
Reactor." Halfway through the tunnel you come to a small chamber
where you can stop for air. Surface, and then proceed through this chamber
to the main reactor core. There are two valve wheels underwater near the
main reactor core. Turn one, and the water level rises. Swim to the
surface and shoot a Vortigaunt prowling the upper levels of the reactor.
Save the game and then turn the second
valve wheel. This sends the water level high enough that you can swim to a
ladder. It leads to a series of platforms connected by ladders. Your goal
is to ascend to the door at the top of the reactor. Traveling bolts of
electricity shooting from the reactor make it difficult to reach the top.
Instead of rushing up ladders in a mad dash for the top, halt halfway up
each ladder and watch the bolts of electricity as they move around. You'll
avoid most bolts easily if you watch them pass, and then climb the rest of
the way up the ladder when the coast is clear. After ascending a ladder,
always take a right. This leads you around the platform to the next
ladder. There's a particularly nasty bolt of electricity near the door at
the top. Wait for it to subside before running through. Finally, if you're
have too much trouble, save the game every time you make it up a new
ladder.Follow the corridor to a door labeled "Supply D-301." Get
supplies from this room, and then climb a ladder in a nearby elevator
shaft. Teleportation Upstairs, take a right at the sign that
says "Lambda Reactor Core Level B." Get supplies from another
supply room, and then return and take a left. Walk past a room with a
Security Guard in it. Take a left at a T-junction to catch another brief
glimpse of the dark-suited man. Return to the T-junction and take a right.
Alien Grunts teleport in ahead and a Vortigaunt appears behind you.
Retreat to familiar territory and kill them all as they give chase. A
valve wheel in this hallway controls a steam leak farther down the hall.
Turn it to turn on the steam. It will damage any Alien Grunts that try to
get through it. Before you reach the steam leak, there's a room on the
left with two teleporters in it. Walk into the yellow teleporter sphere
and you'll reappear in the green one. When you're done experimenting, go
past the steam leak almost to the end of the corridor. If you see Alien
Grunts, backtrack and turn the steam back on to kill them. Proceed when
the coast is clear again. Down the corridor and to the right you'll
find a door. Enter it. Behind the fence is a column with nine little
doorways called "Ports" cut into it. Each Port teleports you to
a different location, and each is numbered. Ports 1 through 3 are on the
lowest level of the column, 4 through 6 are in the middle, and ports 7
through 9 are at the top of the column. Floating platforms circle the
column. You must stand on them to jump into the Ports. How to start: Walk
onto the yellow teleporter sphere in this room, and you'll reappear near
the green sphere next to the column. Time it so that one of the floating
platforms will be below your feet when you arrive at the green sphere, or
you'll fall and have to start over. Watch those moving columns before
walking into the teleporter! You've teleported onto the moving platform,
ride it around and enter the column through ports 1, 2, or 3. Each leads
to a different location.Rreach the next level of moving platforms and gain
access to ports 4, 5, and 6, enter Port 2, which teleports you up to the
next level of moving platforms. Port 1 leads to a small area with
Headcrabs and radioactive waste. You can collect Grenades here, but unless
you're especially keen on Grenades, avoid it. Port 2 teleports you up the
next set of moving platforms, so you can enter ports 4 through 6. Three
leads to a small room stocked with Batteries, Satchel Charges, and other
great stuff. Highly recommended! Four teleports you to the top set of
moving platforms, so you can access ports 7 through 9. Five sends you to a
room with three Scientists. You can collect lots of gear if you do a
little exploration; this, too, is recommended. Six leads to a damaging
fall. Avoid it. Port 7 sends you to the next phase of this level, so take
this Port only when you're ready to move along. Port 8 takes you to a
small room overlooking the reactor you recently flooded. A couple of
Vortigaunts will harass you, but an HEV Station and some ammo for your Tau
Cannon might make this worth the trip. Port 9 kills you. Visit any of the nine Ports. Bear in mind
that whenever you use ports 2 or 4, you should leap in from near the front
of your moving platform. If you enter the Port from near the back of the
platform, you'll miss the higher platform when you teleport and take a
nasty fall. When you're finished experimenting and collecting gear, go
through Port 7. (Do this by teleporting onto the lowest row of moving
platforms, taking Port 2 to the middle level, taking Port 4 to the highest
level, and then entering Port 7.) You see a bizarre teleportation core. Beyond! Save the game. The teleportation core in
front of you consists of a central core, two sets of small, fast-moving
platforms and a ring-shaped platform that constantly moves up and down.
Make your way onto the ring-shaped platform, using the outer set of small
platforms to get there. Walk along the ring until you see an alcove with a
button labeled "1." When the platform is high enough that you
can easily jump there, do so, again using the small outer platforms to
assist you. Return to the ring-shaped platform and walk around it until
you see another alcove, with a button labeled "2." Cross into
the alcove and press the button. Return again to the ring-shaped platform.
The blast shields guarding the central teleportation core now have slid
back far enough that you can jump inside. Jump over to the central core
and hop inside to teleport. You materialize in a small room. Go out
through a doorway. Enter a corridor blocked on both sides by
rubble. Climb the ladder in an alcove. Upstairs you'll find a set of glass
doors. A Scientist admits you. Listen to the Scientist and Security Guard
on the other side of the doors. Collect lots of gear from the rooms on the
other side of this door. Be sure to collect the Long Jump Module, which
allows you to take those long jumps you practiced in the Hazard Course.
When you've got all the gear you can carry, go through the door into the
amphitheater-like main teleportation chamber. Inside, locate the ledge you
must run onto to teleport. It's distinguished by its guardrail, and by the
fact that it extends almost into the middle of the teleportation device. The Scientist in charge explains that he
mustn't be distracted, or the teleportation procedure will fail. As he
speaks, look for a ladder to a tall ledge overlooking the area. Climb it
and get out your Gluon Gun. As the Scientist starts the procedure, several
flying Xen Masters teleport in. Methodically kill them with the Gluon Gun,
staying up on the platform and dodging slightly to avoid Xen Master shots.
If you aren't fast enough, the Xen Masters will kill either you or the
Scientist; if the Scientist dies, the whole room explodes. If you're fast,
eventually the Scientist will tell you it's time for you to go. When he
does, quickly descend the ladder. Leap into the yellow sphere in the
center of the room and teleport to Xen. Xen Culture Shock You appear on a small chunk of rock
floating in the sky. Far below is a huge floating rock you'll want to
visit eventually. There are two other chunks of stationary rock floating
in the sky nearby. Use your Long Jump to leap to the first rock; then
shoot a Vortigaunt on the second rock and jump there. Another Vortigaunt
and a Houndeye materialize on the second rock after you jump there. Kill
both, and then study the numerous moving platforms floating above the
massive central rock. From the third rock, you must leap to the closest
moving platform, and then from platform to platform until you can safely
land on the giant rock below. Remember, you can jump extraordinary
distances now that you have your Long Jump Module. When you've reached the top of the giant
floating rock, you'll notice there isn't much to do there. That's because
all the action is inside the rock! Look for a moving platform hovering
slightly below the top of the giant rock, and jump down onto it. From the
platform you just jumped to, you can see the interior of the rock. Jump to
it and start exploring. Eventually you come to a healing pool. Nearby is a
hole in the wall. Crawl in, stand up and break a wall of moss over a
larger hole. Jump into an inner chamber. Inside, three small columns or
pedestals stick out of the ground. Approach each and Use it. A
diamond-shaped object atop each pedestal will open. Look for something
resembling a cage of moss, with three flickering specks of light flying
around in it. Smash the moss cage with a crowbar to release the specks.
The three specks settle eventually on the three pillars you just Used. A
pillar in the center of the room energizes, in essence becoming a
teleporter. Walk into the newly created teleporter. Gonarch's Lair You appear in a large, open area. Nearby
is a dead man in an HEV Suit. Batteries and a case of assorted ammunition
lie beside him. Take the Batteries, but not the ammunition; immediately
look for a place where a tall rock rises, near the "edge of the
world." When you find this rock, you'll see a narrow space between it
and the edge of the world. Walk behind the rock, so that you're protected
from the Gonarch. You should be able to see a healing pool; long-jump to
it whenever you're injured. Start shooting the Gonarch from behind the
rock. If you're lucky and the Gonarch stands in the right spot, you can
shoot it through a crack in the rock where you're extremely hard to hit.
Eventually you'll deal enough damage to the Gonarch that it flees,
breaking through a wall and running down a tunnel. Collect the ammo from
dead man in the HEV Suit, heal yourself in the healing pool and follow the
Gonarch down the tunnel. Collect a Battery and some ammo along the way.
Eventually the tunnel ends in another open area. Stay back in the tunnel,
avoiding the small, whipping tentacles, and shoot a few RPG rockets into
the Gonarch. It will charge down the tunnel toward you. Do your best to
leap aside and run out into the open area. Circle-strafe around the open area,
firing Combat Rifle grenades and other high-powered ordnance at the
Gonarch. Note that there's a hole in the middle of the combat area,
partially obscured by vines. Take care or you'll fall through! Eventually
you'll deal enough damage to the Gonarch that it breaks down another wall
and flees. Don't follow it yet. Instead, look for a small hole in the
ground, not the larger, vine-covered hole in the center of the area. Drop
down the small hole and walk into a central area with a hole in the middle
and two other ledges. Jump to the left ledge and heal yourself in a
healing pool in a chamber beyond it. Return to the central area and jump
to the other ledge, where you'll collect some ammo and find a trampoline
that takes you back to the main level. Approach the hole the Gonarch ran
through. Jump down into it, but take care to leap to a ledge on the other
side of the hole, instead of dropping all the way down in a single fall
and injuring yourself. Drop down into the pit. The Gonarch sits
above, like a spider on a web. Circle-strafe around the pit, firing RPG
rockets and Combat Rifle grenades at the Gonarch, and avoiding miniature
Headcrabs. When you've shot the Gonarch enough, it drops from its web. Let
'er have it with more heavy-duty weapons; if you have any ammo for the
Gluon Gun, that's ideal. A few seconds of Gluon Gun fire should do the
trick. As the dead Gonarch crumples to the ground, a hole opens in the
floor. You can leap right down into it and teleport to the next level, or
look into it first and locate a ledge above the teleporter. If you leap to
the ledge instead of all the way to the bottom, you can use a healing
pool. Jump into the teleporter when you're done. Interloper Early Troubles The ledge you appear on starts to
crumble. Before it does, quickly look around. Note the floating platform
with the teleporter on it. That's your eventual destination, but you can't
get there yet. Now turn in the other direction. Note that, although this
world is mostly flat, there's a big ridge in the distance. Run toward the
ridge, ducking in and out of the cover of the giant columns. Vortigaunts
pose your greatest threat, not your enemies in the sky. Kill any
Vortigaunts that get too close, but don't try to kill them all; just use
the columns for protection, and run as fast as you can when you aren't
behind cover. A cave entrance lies on one side of the ridge. Run into the
cave and kill a Vortigaunt. There's a healing pool just inside the cave.
Use it, and then drop into a tunnel. Break some vines covering a nearby
hole, and then fall down the hole into a horizontal tunnel. Take this
tunnel to a room where massive spikes slowly rise and fall from the
ceiling and floor. Kill a pair of Headcrabs and cross this room quickly,
or the spikes will trap you momentarily, and damaging green gas clouds
will discharge from the ceiling. Proceed through a tunnel to a large
cavern with Barnacles overhead and a Bullsquid in a corner. Kill the
Barnacles and the Bullsquid, and then examine the room. You'll encounter
First Aid Kits, a dead man in an HEV Suit with some ammo nearby, and a
walkway into another chamber. The new chamber contains a curious-looking
column partially obscured by vines. Shoot away the vines and the column
starts to descend. Save the game. When the column reaches the bottom, get
onto it and ride it back up. You'll be carried up into the sky. Shoot any
nearby Xen Masters on your way up. At the top, immediately look for the
nearest moving platform and drop down onto it. Be sure it's the highest
platform available, or you'll take falling damage. Continue dropping from
moving platform to moving platform. After dropping to the fifth moving
platform, pay close attention to the kite-shaped alien creatures that
glide across the sky. As you draw close to
one, jump onto its back. Position yourself squarely in the middle and
crouch, making it difficult for the Vortigaunts on the ground to hit you.
The alien glides slowly toward the teleporter. Shoot any Xen Masters that
appear overhead, and any Vortigaunts that have a clear line of sight at
you. Eventually you'll be close enough to the floating rock with the
teleporter that you can hop on. Do so and enter the teleporter. Caverns
You appear in a cave. Walk to its exit.
To the left is a wide-open area where two Alien Grunt overseers stand on a
pair of hills and a few working Vortigaunts mill around beneath them. To
the right is a Tentacle in a pit, and beyond that, a cliff wall with a
hole in it. Take a right and approach the pit with the Tentacle, but don't
go so close that the Tentacle can slap you. Shoot the Tentacle once with
the Crossbow to make it sink from view momentarily. While it's down,
long-jump across the pit it's rooted in. You'll land on a small ledge
beneath a cliff wall. There's a hole in the cliff above you. Turn around
and shoot the Tentacle a second time with your Crossbow to keep it down.
Then jump up into the hole in the cliff wall. Crouch at the top of the
jump to get a little extra height. The tunnel beyond the hole leads to a
small cavern with a waterfall, a healing pool and two Barnacles overhead.
Heal yourself in the pool. Then jump up onto a ledge on the side opposite
where you entered. Follow a short tunnel. The tunnel leads to a new cavern we'll
call the middle cavern. Look carefully at the screenshot of this new area.
On the extreme left is a narrow ledge you can jump to and climb up. Do so,
and you'll collect some ammunition. Go back down the ledge. Approach the
exit on the right-hand side of that figure, but don't go through it. It
leads back outside. From this exit you should be able to see a Vortigaunt
or two on the ground and two Alien Grunts standing on low hills, like
overseers. Use the Crossbow's zoom feature to snipe the Alien Grunts. An
alien craft is likely to drop two more Alien Grunts outside at this point.
Kill both and proceed outside. There, you'll notice the mouth of a cave in
one of the hills the Alien Grunts were standing on. Equip your Shotgun and
go inside. You must kill several Vortigaunts in there, but you'll also
collect lots of valuable ammo. After collecting all the ammo, go back
outside and return to the middle cavern shown. From there, either return
to the healing waters of the waterfall room, or proceed through the
cracked, narrow entrance. This entrance leads to a tunnel blocked with
boulders. Jump up on the boulders; a Gargantua charges toward you. Instead
of retreating, run past its legs and take a right. Dart into a hole in the
wall where you'll be safe. There's a Battery and some First Aid Kits in
here, as well. Look out from your hiding place. You'll see the pacing
Gargantua and a hole to the outside. Wait for the Gargantua to run to the
left, away from the hole; then dash out and approach the hole. Jump up on
the low rocks in front of the hole. Then long-jump from here across a
chasm. This is a tricky jump if you rush, because you fear the Gargantua,
so try to keep your movements calm and smooth. You have more than enough
time to make the leap. Across the chasm is a semicircular ledge. A pair of
Tentacles emerge from the ground nearby. Shoot a Barnacle overhead. Drop a Satchel Charge into the Tentacles'
hole and detonate it so that they both retract. Then follow the ledge,
using a long-jump to cross a broken part. Continue past a third Tentacle.
The ledge leads to a small cavern with a teleporter and two Alien Grunts.
One of them is hidden behind a rock at first. Kill the first Alien Grunt
with a surprise attack; then locate and kill the second. Collect Satchel
Charges and Laser Mines from the floor of this cavern, and then enter the
teleporter. The Mines You appear in a small
room with broken machinery. Take the only tunnel out. The tunnel leads to
a massive mine chamber where Vortigaunts labor to move huge barrels
around. Explore the lower level of the mine, collecting a stray Pistol
clip and First Aid Kit. Then board a massive lift that continually travels
up and down near the center of this room. Ride up to its first stop and
get off. On this level you'll find an alcove with a blue, phone-booth like
structure in it. Get inside to heal yourself. When you're at full health,
return to the giant lift. You want to ascend farther, but don't get on the
actual lift part. Instead, jump onto the top of the ring that supports the
lift. Ride this ring all the way to the top, where you'll see a pair of
conveyor belts with barrels on them. Jump to the nearest conveyor belt. It
carries you toward a central span that connects the two belts. Cross the
span to the other conveyor belt and let it carry you into a hole in the
wall. Stand close to the nearest barrel in front of you. You'll fall off
into a shallow pool of water. Immediately scramble out of the pool and
drop to the floor, or the barrel behind you will fall and crush you. Multiple Targets
Kill a Vortigaunt and a Xen Master
hovering nearby, and then investigate the floor. You'll find an alcove
that leads to a ledge overlooking a big chasm with a blue healing cubicle
you can restore your health with. Near the spot where you fell into the
water, you'll find a small lift that takes you up a floor. Ride it up.
Walk along the conveyor belt here into a new area. Several Xen Masters and
Vortigaunts attack from the new area; stay back and fight conservatively,
proceeding only when the coast is clear. Follow a balcony to a spot where
a huge, piston-like column rises and falls repeatedly from a hole in the
floor. Ride up on this column. Upstairs is a roughly circular balcony.
Both ends terminate in a long hallway filled with barrels, but one end is
blocked. Take the unblocked path into the hallway and kill several
Vortigaunts and a Xen Master in there. Walk down the hallway. Several
Vortigaunts hide in nooks and crannies and Xen Masters fly overhead.
Proceed methodically. After turning a corner, you'll reach a spot where
you must break a barrel to proceed. Do so, quickly kill the Alien Grunt
inside and enter a new room. It contains several Xen Masters and
Vortigaunts. Kill them, and heal yourself at the blue healing station.
Locate three reddish ducts near floor level. Enter one and follow the
tunnel beyond. The tunnel ends in a vertical shaft with horizontal bars
shot through it. Drop down this shaft from bar to bar. Follow the tunnel
at the bottom. Ascent Eventually you confront two holes in the
floor. Save the game, load a potent weapon, and drop through either hole.
You'll drop to a ledge overlooking a huge abyss. Xen Masters float
overhead and Vortigaunts walk on ledges above. Do your best to avoid shots
and return fire. You can move off to the right and hide in a corner, if
you'd like; this cuts down on the number of enemies that can see you. When
all visible enemies are dead, follow the ledge to a short ramp up. Take
the ramp and kill more Vortigaunts. You'll find a blue healing chamber on
this level and a disc-shaped lift mounted on a pole. Get on the disc and
ascend. Upstairs, get off the lift and kill more Vortigaunts and Xen
Masters. Then look for a spot where two sections of balcony enter the wall
with a slight space above them. Take another pole-mounted lift up to
another set of ledges. Kill more Xen Masters and Vortigaunts. From here
you can follow the ledge to a side room and enter a blue healing chamber.
When you're fully healed, take a final pole-mounted lift to the top of
this massive cavern. Jump off into the glowing green teleporter. The
teleporter deposits you in a bizarre landscape of floating rocks, with a
gnarled, evil-looking structure in the distance. Jump from floating rock
to floating rock to the evil-looking red structure. Jump to the rock
supporting it. Jump into the glowing red teleporter at the center of the
structure. You'll whisk away for a final showdown with the Nihilanth. Nihilanth You appear in the arena. Drop to floor
level and hide behind a giant floor spike: one close to the wall, not the
center of the arena. Behind the spike you can avoid Nihilanth projectiles.
Occasional Vortigaunts or Xen Masters might show up to attack, but you can
kill these easily from back here. Shoot the three glowing yellow spikes
sticking out from the walls above. If you can't get a good shot at all
three from your current position, quickly run from one position of cover
to the next, always just after the Nihilanth attacks. Eventually you'll
reach a spot where you can see the third yellow spike, and destroy it.
Hammer the Nihilanth with concentrated weapons fire, ducking in and out of
the cover of a big spike as you do. Conserve your Gluon Gun ammo, but feel
free to fire other weapons. The RPG and the Crossbow, both of which deal
great damage, are recommended. After you've damaged the Nihilanth a lot,
no more glowing spheres will revolve around its head. Continue picking
away at the Nihilanth with the Crossbow or other, lesser weapons.
Eventually the flesh of its skull will peel back like the skin of a
banana, revealing a glowing sphere that is its brain. Run to the trampoline beneath the higher
of the two ledges on the wall. This trampoline will get you the lift. Use
it to jump high in the air. The Nihilanth instinctively will try to rise
and match your height, but for a few moments you should be higher, with a
direct view down into its brain. Hose down the brain with continuous Gluon
Gun fire. If this doesn't kill the Nihilanth, use the trampoline again and
shoot the brain some more. Eventually, you'll deal lethal damage. You might expect that you've won when you kill the Nihilanth. Most of the endgame sequence is non-interactive; that is, you can't affect it one way or the other. At the very end you have a choice: either jump out into the darkness, or stay in the vehicle you're standing in. Just for fun, you'll probably want to see what happens as a result of both choices. The choice which gives you the closest thing to a happy ending is to jump. Espero que t'hagi agradat aquesta guia i que t'hagi estat util per poder acabar aquest joc.
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