PC | Half-Life

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			             Half-Life

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Written By:Gamerhelp
Email: gamerhelp@gamerhelp.com

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Guilding Gordon Freeman through the perilous, alien-infested Black Masa Research 
Center requires wits, a quick trigger-finger, and a little help from your friends. This 
detailed, point-by-point graphical guide to Half-Life will help you avoid alien ambush 
and find the MP5-and maybe even make it out of the complex alive. Be warned: this 
walkthrough will ruin surprises, and it's but one critical path through Half-Life. Extra 
exploration is encouraged-leave no crate unbashed!

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Introduction
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After the initial tram ride, the guard opens the door to the Main Lobby 1 for you. Another 
guard will clue you in to that day's work. You'll need to follow the green line to the 
Personnel area, go to the suit-up room 2 (Map 2), and press the middle button on the 
control panel. Hop into your Hazardous EnVironment (HEV) suit. As you're getting 
briefed on its impressive capabilities, head to the locker with "Freeman" on it 3 and get 
the battery in there. Leave the locker room, backtrack toward the Main Lobby, but 
continue down the hallway to the security pass-point at 4 and the guard will let you in. 
Go past the pass-point and take the elevator 5 down. Keep walking until you get to the 
Control Room. Go past the scientists and take the elevator down to the Testing Labs at 6 
(Map 4). Walk until you get to the test chamber. Get briefed and follow the scientist's 
instructions.

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Unforeseen consequences
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Leave the test chamber via the small room with a sparking door trigger and backtrack to 
the elevator. The black scientist at 7 will use the retinal scanner to let you out. You may 
need to talk to him to get him to follow you. In the Control Room, energy beams from the 
failed experiment will blow the door out. Keep walking until you get to 8. Look out for 
the headcrab (HC) there.
 
Continue to 9 (Map 3), use the crowbar to break out the glass in the door, and crawl 
through the hole. Summon the elevator 10 and feel bad for the poor bastards getting the 
shaft in the shaft. Break the glass in the door with the crowbar and climb up the ladder in 
the shaft. At 11, help the guard kill the zombies (or let him die and take his gun). If you 
keep him alive, he will help you at 12 (Map 2). Remember, he has unlimited ammo and 
you don't. Go back to the locker room and get the ammo from your locker at 13. There's 
also ammo in Guthrie's locker. If you are wounded, there is a First Aid Panel in the 
bathroom there. 

If you lead the guard back to the Main Lobby 14 (Map 1"notice the hole in the wall 
behind the desk), he will shoot the face-hugger inside the computer room. Crawl into the 
computer room, deal with any remaining HCs, and climb up the tipped-over computer 
bank at 15. At 16, the fallen vent has an HC hidden in it"look out. Continue to the pass 
station where the guard dies shooting the zombie.
 
Crawl through the broken door and use the button on the wall to open the second door. 
Be ready for a pack of houndeyes (HE) at 17 (Map 5). Continue forward until you meet 
the second batch of HEs. There is a red-lighted room to your left (there's a large "19" on 
the wall above the left-hand passage). Opposite the "19" there is a door"go through it. 
Kill the HC and climb the ladder just enough so you can see the next floor. Quickly shoot 
the gas tanks, killing all the enemies in the room. Finish climbing the ladder and take a 
right. Get the scientist to follow you to 18. Kill the zombie there, and the scientist will 
open the door for you. Grab the ammo and grenades.
 
Go back to the "19" near the red-lit room and go through the passageway under it. An 
alien grunt will burst from the door at 19. Kill it. In the room is more ammo. At 20 there 
is an HC and a hiding scientist. Drop into the hole at 21 and go to the water control wheel 
at 22. Use it and swim up to 23.
 
In the room with the huge elevator platform, use the lever to start the elevator, then grab 
the ammo from the fallen guard and go down to the bottom of the shaft. HCs will 
constantly attack you"try to dodge them and they'll fall into the sludge at the bottom of 
the shaft. There is a platform with a First Aid Panel at 24 (Map 6). You can reach it if you 
jump off the platform before it reaches the bottom. There is an HE in this room. Kill it.
Continue to 25 and jump along the pipes to cross the room. At 26, drop down onto a crate 
and into the water. Swim to 27 and continue to where the bullsquid (BS) is. Kill it and go 
through the door on that side of the water. Progress forward until you reach the dangling 
crates (Figure 7). Jump from crate to crate to cross the room. Aim your crosshairs at the 
cables holding the crates when you jump so you hit them and don't slip off. 
Continue on until you find yourself at the opposite side of the water-trench room. 
Continue to the elevator at 28 and use it to leave the level.

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Office complex
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Leave the elevator and shoot the grate at 29 (Map 8). Crawl through to 30, shoot the 
grate, go into the room at 31, and turn off the power to the loose cables in the hall. Go 
down the hall to 32 and break the window. Climb through and go to 33. Let the zombie 
break out the door"kill it and grab the ammo in the room. Continue to 34 and break a 
path through the crates there until you see the guard station. 
Grab the shotgun at 35 (Map 9) and approach the gate. Kill the zombie and the guard will 
let you in. There is an HC in the room past the guard. Kill it and grab the ammo at 36. 
Drop down to 37 and break the crates for health and power batteries. Go back to the 
flooded room near 32 now (Map 8). If you can, try and get the guard to follow you. You 
need to turn off the power in the flooded room by flipping the switch at 38. Climb in the 
window and jump over there. Watch out for the HC! In the cabinet at 39 there's a battery. 
Break the grate on the wall and climb through the vent, killing HCs until you reach the 
fan at 40; crawl under it until you fall through the ceiling at 41. Kill the HCs there. If you 
got the guard to follow you earlier, let him in.
 
Stack the crates so you can reach the ladder on the ceiling at 42. Break the grate at 43 and 
drop down to the second grate. If you're quick enough, you can save the scientist in 44. 
Either way, run to 45 and grab the ammo at 46. You can let the guard into this area if he's 
still around.
 
Run quickly to get under the turret in room 47. Note that if the turret's beeping stops, you 
get a few extra seconds to run. Pulling the lever there will turn the power to the turret on 
and off. You can lure the HCs at 47 into 44 and use the turret to wax them. 
Continue past 47 and go up the stairs. The guard at 48 (Map 10) can help you. Be ready 
for the HC to drop on you as you enter the hall on your way to 49, where a couple 
scientists get eaten. Grab the battery and health there. This whole area is swarming with 
alien grunts and HCs. Kill them as you find them. In room 50, there is a "Maintenance 
Access" sign above a couch. Break the ceiling above the couch and climb the ladder to 
the top. Pull the lever at 51 and collect the items just past 51. Backtrack to 52 and 
continue on to the stairwell. Talk to the scientist and continue up the stairs and down the 
hall to 53.
 
Go through the fire door and down the ramp. Kill the BS and the alien grunts. Get the 
grenades. Go back up the ramp and through the doorway opposite the First-Aid Panel. In 
the large room with the dead scientists, kill the zombie and HCs that fall from the ceiling. 
Break through the boards on the doorway in the room and continue on to 54 (Map 11). 
Kill the zombies and continue to 55. Kill the BS and HCs and collect the ammo and 
grenades at 56.
 
At 57, flip the switch to start the platform moving. Go back to 58 and climb the ladder. 
Go through the ventilation shafts to 59 and use the platform to cross the hallway, going 
back into the shafts until you arrive at 60, the large ventilation room. Climb up the 
ventilation ducts to continue your clambering through the shafts, until you drop into the 
stairwell at 61 (Map 12). At 62, kill the zombies and HCs and climb through the window. 
Collect the ammo and health there and in the room next to it. Continue on to the elevator 
shaft. Walk about the ledges and climb the ladders as needed to get on top of the elevator 
at 63. Break the vent and drop into the elevator. Use the flashlight to find the door. Walk 
into it and prepare for one of Half-Life's more demanding levels.
We've got hostiles!

Upon your entry, the red beams will alert the auto-turret (AT) at 64 (Map 13). Hide 
behind a crate and let the AT take out the HCs that teleport in. Destroy the turret and 
everything else in the room. Jump over and duck under the claymores at 65 and use the 
crate at 66 to hide behind while fighting the grunts (let the crate absorb the lightning). 
Continue to 67 and jump over the red beam. Put your back against the crates and drill the 
hell out of the alien grunts that teleport in. At 68, break the crates and destroy the AT 
now visible. Grenade the other AT and climb over the crates to continue to 69. Climb 
over these crates and slide on the water into the wall to the right of the open elevator 
shaft.
 
Jump over the activation beams (AB) so the turrets at 70 (Map 14) are not activated until 
you have a chance to blow them up. Continue to 71, destroying all crates on the way. 
Climb the ladders to get to 72. If you can, save the scientist, ace the marine, blow up 
everything, and go up the elevator at 73.
 
When you leave the elevator, the level is crawling with marines. Wax them as needed. 
Follow the wall on your left to 74 (Map 15). Climb the ramp and cross over to 75. Go 
right to 76 and follow the conveyor belt to 77. Climb the crates and continue moving on 
the raised conveyor belt to 78. Waste the marine behind the sandbags and eliminate the 
turrets beneath the ramp at 79. Drop down into the lower hall and continue to 80. Clear 
out all the marines on your way through 81 and 82. Don't forget to backtrack through 
both areas breaking boxes and crates for ammo and health. When everything is clear, take 
the elevator at 83 up to the surface.
 
Make your way to 84 (Map 16), and quickly go down the ladder to 85 (Map 17). Bust the 
crates. Go through the door and, the moment it opens, drop to the platform beneath you to 
the right at 86, then to the platform on the left at 87.
 
Continue down the large ventilation shaft to 88 (Map 18). Point your crosshairs at the 
vent opening one level down and run forward. Continue down this vent to 89. Exit the 
vent and grab the ammo. Climb back up and continue to 90. Grab the ammo, continue to 
91, and loot the ammo room. Go back to 88, turn left on the ledge, and jump on top of the 
ladder. You can survive a fall, but you can't survive the fan. Climb/drop to the bottom 
and crawl through to 92. Climb to the middle level and drop down into the control room 
with the scientist. He'll blab for a while and tell you that you need to get to the Lambda 
team. Pop the silo door by using the button on the control panel, and go through it.

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Blast pit
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Break through 93 (Map 19) and kill the HCs and the BS. Go to 94, kill the zombie, and 
pull the switch to raise the lift. Clean out the small room next to 94 and go down in the 
lift by pressing the button at 95. When you get to the bottom, hop on the tram at 96. 
Max out the speed and ride until you lose control. Jump off before it hits the block at 97 
(Map 20"next page). Climb up on the tram, then onto the block that stopped it, and then 
onto the ledge running along the side of this room. Crouch under the pipe and kill the BS 
at the end of the room at 98, climb up the ladder, and walk on top of the pipes to the 
opening at 99.

Climb through the pipes to 100 (Map 21" next page) and climb out, following the tops 
of the pipes to 101. Enter the large room and blast the BSes here. Walk down the long 
pipe to the rounded wall and walk around it to 102. Make your way back to the lift and 
hit the cherry-red button to start it. At the top, take a right around the walkway, smiting 
enemies as you go. Try to ace enemies as you see them, regardless of distance. Be careful 
not to let the explosives that litter the level blow!
 
Walk to the first airlock (door labeled "01") and use the lever to open it. Continue on past 
the wounded scientist"look out for the barnacle next to him. Open the door, and watch 
the sad little scientist get his. Continue on to the roomful of explosives. Grab the 
grenades. Note that the tentacles cannot see you, they can only hear you, so walk 
everywhere! Toss a grenade far away from you to attract the tentacles' attention. Step out 
onto the ledge near the explosives (Map 22). Toss another grenade to clear the boxes near 
the ladder; one more grenade to 103 to clear the boards and distract the tentacles. Go 
down to Level 2 and walk around so you can throw a grenade at 104. This will clear the 
boards and distract the tentacles again. Go through 103 to the airlock portal (Door 03). 
Go through and cross the bridge"follow the red and blue pipes and walk to 104 (Map 
23).
 
There's a pair of zombie jokers waiting for you down the first ladder. Waste 'em and bust 
the round grate with the crowbar. Go down the ladder and follow the pipe. Take a left at 
the T-junction and climb to the top of the ladder. Fill the zombie waiting for you fulla 
lead, and bust the grate. Climb the rest of the way up and grab the grenades in the nearby 
room. Continue through the sliding door into the large cylindrical room. Kill the zombies, 
climb down both ladders, and press the button to turn on the fan. Quickly turn and head 
back up the two ladders. Jump into the middle of the room"the fan will blow you to the 
top, and you will be able to break through the boards there. There is a grate at the very 
top. Break through it. Smash all the HCs you meet as you go through the vents. Climb 
down the ladder at 105 (Map 23) and Schwarzenegger the zombies there. Turn on the fuel 
and oxygen at 106 and go up the ladder at 107. Backtrack all the way to the tentacle room 
(Map 22) and once again distract the tentacles with a grenade. Walk down to 104 and 
take a right, jumping over the broken span and blasting the zombie. Open Door 02 and 
cross the bridge span. Kill the HEs on your way to 108 (Map 24).

Disturb the BS's meal by adding some bullets to his diet. Pull the crates at 108 into the 
hall so they cover the water puddle. You will need to cross this water when it is 
electrified later, so make sure you can cross it without touching the water before you 
continue. Summon the elevator by pressing the keypad at the end of the walkway. Either 
jump on the window- sill of the elevator or on the railing of the walkway to the elevator. 
Jump from either place to the ladder. Climb down to 109 and mosey on to 110. Use the 
first rotating platform to get to 111. Climb the ladder and avoid the second rotating 
platform. If you hug the wall, the second rotating platform will not sweep you off. Go 
around the ledge and climb either ladder to 112. You need to press the two buttons on 
each side of the generator. Quickly make your way back to 109 and climb back up to the 
top of the ladder. Turn to your right and walk into the alcove there. From there, run off 
the edge onto the elevator roof and back onto 108. Boogie across the crates you laid out 
across the now-electrified water and wind your way all the way back to the control room 
at the top of the tentacle silo (where the tentacle dragged off the unfortunate scientist). 
Slap the "test fire" button and BBQ those tentacles! STAND BACK! After the light 
show, drop down the hole at 113 (Map 22"previous page) all the way to 114 (Map 25"
previous page).
 
Make sure to grab the .357 and ammo before you drop down into the water, swim 
through 115, and come up at 116. At the bottom of the ladder is a First-Aid Panel and 
power panel. Walk counterclockwise on top of the pipes to the large one. Turn the valve 
on top of it to extend it. Drop into the opening at the top of the pipe and go through it 
until you get to the purple pipe. This one will break and fall. If you are careful, you can 
avoid falling with it. In any case, you will need to drop down to the room below. Bust up 
everything in the room and grab all the claymores, ammo, and health there. Continue 
down the hall.

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Power up
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Run past the alien destroyer to 117 (Map 26). Take a left and continue on, killing the 
alien grunts, to 118. The walkway here will break and fall. Be ready. Break through the 
boarded-up door to 119. Get the .357 and power up a bit if you like. Kill everything en 
route to 120, where you will come upon a red valve. Turn it and enter the hazardous-
waste shaft. To your left is a ladder"take it and continue up to 121 (Map 27). 
There are tons of marines here. Smash everything"grab ammo and go to 122. When you 
reach the marine behind the sandbags, shoot the explosive boxes behind him and drop 
down into the small alcove under the ramp leading into the room.
 
Once things are clear, go to the red ledge on the left at 123 (Map 28). Jump off and aim 
for the fan below. It will slow you down enough so the jump should be safe. Go into the 
room with the electric arcs and kill the HC. Take a left and go down the spiral staircase to 
the water"rush forward and break the crates lodged in the machinery. Tip: Use the 
crowbar, which also works best against the worm creatures in the water. Try to avoid 
combat in the water! Once the machinery starts, go back up and over to 124 and turn on 
the generator. Go back to the spiral staircase and head up this time. Kill all the HEs on 
the way to 125. You need to take the elevator at 126. Hopefully, the claymores are still 
there. When you turn the corner to 126, you will see the elevator drop. It will have two 
marines on it"either shoot the claymores to kill them or waste them the old-fashioned 
way. There will be a million marines waiting for you at the top. As the elevator rises, you 
should be flinging pineapples like it was the last luau on Earth. The grenades will spook 
the marines, and they'll clear away from the elevator"giving you a chance to feed them 
lead. Be aggressive at the top"there are health packs, ammo, and a power panel to boost 
you when your massacre is done. Go all the way back to 117 (Map 26) and hustle around 
the corner (make sure Mr. Big Attitude follows you) to 127. Flip the switch and watch the 
light show as he goes poof. Go back to the tram at 128 and ride it all the way forward. Go 
to 119 (Map 26), pull the lever to rotate the track, get back on the tram, and go for a ride.

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On a rail
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You will soon meet a guard after a short ride. Get off the tram, listen to him, and pull the 
switch behind him to lift the bar. Get back on the tram and continue until you come 
across some wooden structures laid across the track. Stop and grab the battery, then 
continue on to 129 (Map 29"previous page). At 130 there are some crates: smash them 
and grab the ammo. Continue on, duck under the dangling electric cable, and stop near 
131. Kill everything and move on. Stop at 132. There are aliens all along here"kill them. 
Get off and go down the corridor til you see the switch that extends the bridge (Figure 
30). Cross over, being careful to avoid barnacles, go to the small alcove near the busted 
elevator door, and loot the area. Go back to the tram.
 
Go around to 133. Shoot or smack the turn switch. Continue to 134. Stop there, kill all 
aliens, jump in the water (there's a .357 in there), climb out, and get back on the tram. 
Waste the barnacle whose tongue is dangling in the path of the tram on your way to 135. 
Stop there and bust those crates. Continue to 136. Stop and blast the AT at 137. Flip the 
switch there to move the crane out of the way. Get back on the tram and swing round to 131. 
Smack the turn switch to turn the tram toward 138.
 
Stop the tram before you enter the room. Jump into the room and toss some grenades up 
to 139 (Map 31). Happy birthday, marines! BOOM! Climb the ladder and smoke the 
marine there. Climb the ladder at 140 and toast the marine around the corner of 141. 
Look down on 139 and make sure the marines there are "sleeping" for good. Now, go 
back down and get back on the tram. Go forward and take the tram to the top. 
Mosey over to 142 (Map 32) and kill the marine near the machine-gun emplacement. Use 
the machine gun to waste everything you see. Flip the switch there to let the tram 
continue. Get on the tram and then jump off after you get it moving, letting it go on its 
merry way without you. Go to 143, killing all the way, and head up the ramp to 144. 
There are enemies aplenty"you know what to do. Go to 145, go up the stairs, and vent 
frustration on everything you meet on the way to the stairs at 146. 
Go down the stairs to 147 (Map 33). Walk to 148 and treat the marines at 149 to some 
free grenades. Continue through the doorway that's not sandbagged. Free the guard 
behind the boarded-up door and collect the .357 ammo from the boxes there. Go around 
the bend to the soda machines (you can get a can if you're thirsty) and do an Ike Turner 
on everything there.
 
Grab the battery and continue to 150 (Map 34). Run and jump across the tracks to where 
it says "Surrender Freeman" on the wall. Donate a pineapple to the shy marine behind the 
turret. Hop up the inclines to get above the Caution: Blast Damage door. Grab the battery 
up there. Drop down, open the blast door, back up and shoot the claymores, and go into 
the silo. Kill the marine one level down.
 
At 151 (Map 35), break the crate and grab the .357 ammo. Get on the tram and continue 
on, ducking under the red lasers at 152, and stop when you enter the room. Kill the BSes 
and shoot the ATs at 153. Stop off at 154 and smoke the BS, HC, and barnacle there. 
Collect ammo, get back on the tram, and take it around the bend to 155. 
Stop there and get off the tram. Stroll over to 156 (Map 36"previous page) and crawl 
your way close enough to the rocket-launcher turret to see the marine operating it. Give 
him a lead sandwich"the rockets will fly overhead harmlessly so long as you're 
crouched. From a distance, shoot the claymore, then go back to the tram and continue on. 
Shoot the claymore from a safe distance on your way to 157. Stop there, get off, and 
shoot everything that moves on your way to 158. Pull the switch there to raise the gate 
blocking the tram. Jump down and go to 159 and take the new tram to 160. Stop and get 
off. The room at 161 is loaded with marines and a sandbagged turret. Move fast and try to 
use the .357 to hit them from a distance. Next to the turret is a switch that will open the 
gate so your tram can continue.
 
Go to 162 (Map 37), stop the tram, send the elevator up, grab the satchel charge at the 
bottom of the shaft, and bust the crates next to the shaft. Get back on the tram and send it 
forward. When it rises, jump off at 163. Nail the marine there and climb the ladder to 
164. Blast the marines and everything else, then inch around to 165 to collect grenades 
for your MP5. Go back to 164 and go up the ladder to 166, where the tram will be 
waiting for you. Get on it and continue. Just past the electric arcs, there are some more 
claymores. Shoot from a distance and go on. Stop the moment you see moving crates. 
To the right of the red-and-white bar blocking the track is a wooden crate. Shoot it until it 
breaks, revealing the two marines waiting to ambush you. Drill these bushwhackers from 
where you are. Continue on the tram, ducking under the moving crates. The switch on the 
wall to the right of the gate will open it. At 167 (Map 38) is another rocket turret. Simply 
duck and stop the tram when you're close enough to kill the marine operating it. Duck 
under the electric bolts at 168 and shoot the turn switch to steer the tram to 169 (Map 39). 
Get off and go down the nearby ladder. Near the bottom of the ladder, jump off so you 
don't trigger the red laser. Go forward into the room and blast the zombies there. Loot it 
and take out all the ATs through the glass windows. Climb on the desk and shoot the 
claymores in the passageway from whence you came.
 
Proceed down the side of the railway on the left side to 170, behind the large crate. Jump 
to 171, behind the smaller crates. Break the taller stack while crouched, and quickly 
move in still crouched behind the sandbags so the turret doesn't nail you. Move to the 
right of the turret and ace the marine there. Move on to 172 and blast the two marines 
outside. Up near 173, there's a sniper's nest. Fill it full of lead. Go to 174 and use the 
keypads to go through the blast doors.
 
Clear the silo area of marines"using the machine gun to your left if you like"and enter 
the launch-control building. When you get to 175 (Map 40), move the small crate near 
the taller crate and jump up them like steps. Jump onto the ledge under the explosives, 
being careful not to trigger the laser lines. Walk on the ledge to the door at the top of the 
stairs. Go through it, blow away the marines, and go to 176. Press the launch button. 
Backtrack to 174 (Map 39) and go through the huge, now-open track door. Go down the 
ladder to the left and loot this lower room. Get on the red train and go forward to" We 
felt that stopping before the next level"Apprehension"would be rather the appropriate.

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Apprehension
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At 1, jump off the train and decorate the walls with the marines there. Go to 2 and climb 
down the ladder and into the water. Swim through the two doors and go up the first set of 
stairs you see. You will come out at 3. Hop across the barrels and into the stairwell on the 
other side. Run 'n' gun your way to the top and jump into 4.
 
There's one door under the water"go through it and prepare to drown a bit. Whip out 
your crowbar and swim to 5 (Map 2). Come up for air here in the hall. Break the grate 
and go under. Come up at 6 and loot this room of ammo. Go back to 5 and continue on to 
7. Make your way to 8 and climb up to the yapping scientist. Go out onto the cage crane 
and drop into the cage. Grab the crossbow. After the cage drops, swim up and out. About 
four shots from the crossbow will turn this fishy freak into sushi du jour. Come up for air 
as necessary. Turn the valve near the rusted gate until it's raised all the way up. This 
should give you time to get under it. Continue to 9 and enter the barnacle room carefully. 
If you go for the shells on the crate, it will break and two Alien Grunts (AGs) will warp 
in. Give them a hot-lead welcome to Earth.
 
Go to 10 (Map 3), carefully make your way around these walkways, and jump through 
the hole at 11. Swim to 12, then bop on over to 13 and turn on the generator. Go down to 
14 and grab everything. Continue down that hall and get the bolts. Go back to the 
generator controls and jump from generator to generator (the 15s). You can go for the 
satchel charges in the middle of the room, if you want.
 
Hustle up to 16 (Map 4) and get ready to rumble. When you're done, talk to the scientist 
at 17. You're going to need to haul your monkey-ass over to 18 as fast as possible. 
Don't waste time fighting. Climb down the ladder and cautiously move down the hall to 
the lift at 19 (Map 5). Be prepared to meet a few AGs on your way. Take the lift up and 
talk to the guard. After he takes it from behind, hunt down the assassins using everything 
you've got. Don't worry about ammo"you're going to lose it all anyway at the end of 
the level. Swing on up to 20. Turn the Surface Access valve to open the doors to your 
right. Make sure you scour the area for health and energy packs and panels! Go through 
the door past the big doors that you just opened. You get to read some marine Nikes in 
the dark. You find yourself in a trash compactor. Climb up the crates and out of harm's 
way. Grab the crowbar on the ledge and use it to break the grate on the floor. Go down 
the tunnel and out into residue processing.

-----------------------------------------------------------------------------------------
Residue processing
-----------------------------------------------------------------------------------------
Climb out of the water and follow the wall opposite the pipe to the red valve. Turn it until 
you hear a clank. Quickly run up the ladder next to this pipe and run off the rim onto the 
light directly ahead. Turn and fall to the bottom. Crawl through the tunnel to 21 (Map 6) 
and stand back to let the guard do his business. Go to 22 where the guard's remains are. 
Let the barnacles in this area pick you up"look up and use the crowbar to change their 
minds about eating you. Continue down the spiral stairs at 23. Beat the headcrabs (HCs) 
there with the crowbar and use the energy panel. Heal up at the First Aid panel just past 
22 and go back to 24. Climb the ladder and jump and crawl your way to 25. Take the left-
hand pipe until you can't go any further.
 
Jump to the pipe on the right and continue to 26 (Map 7). Bust all the crates here and go 
up the conveyor belt. Fall in the water and make your way through the passageways, in 
and out of the water, until you reach the fire-spewing pipes on the ceiling. Swim 
underwater to avoid getting burned. Continue on underwater until you come to the three 
conveyor belts with the smash-o columns. Climb out of the water on the ledge to the 
right"grab the .357 and plant a bullet in the bullsquid (BS) at 28. Collect all the stuff 
here and flip up the middle switch at 29. Go back to 28 and watch the smash-o columns. 
Press the button when the middle smashers are raised to stop them. Run up the middle 
conveyor belt (CB) and dodge the smashing pipes en route to 30 (Map 8). 
Jump onto the CB to the right and turn around to go under the CB you were just on. 
You'll come to a red-lit room at 31"move on to the left CB and continue. At 32, there 
are two claymores. Shoot the first from a distance and blow up the second with a satchel 
charge. Snake past the rollers at 33 and drop down into the chomping jaws at 34. Run 
forward in the green room and jump onto the ladder.

-----------------------------------------------------------------------------------------
Questionable ethics
-----------------------------------------------------------------------------------------
Climb up the ladder, smash the grate with the crowbar, and toss a satchel charge into the 
room. Go back down, set it off, and come into 35 (Map 9). If the door is not already open, 
shoot the red thing on top of the fence to open it. Go to 36 and be ready to run after 
smashing the button there. Run through 37 to 38. Talk to the guard and get him to follow 
you into 39 (Map 10A). Back him up as you fight the guards"he'll take hits and dish out 
the pain with the best of 'em. Leave the guard at 39. Clear the area and hike over to 40. 
Press the button to open the doors"back up and lead the HCs into the room. Run into the 
control booth at 41 and press the button to annihilate everything in the room. Grab the 
crossbow and the snark from 42. Go to 43 (Map 10B), collecting energy and claymores 
on the way, and shoot one of the claymores at 44 from the window there. Crouch down 
and wait for the fireworks to stop. Marines and alien soldiers will fight it out. There are 
going to be marines aplenty"be prepared and try to conserve ammo. Go to 45 (under the 
map) where there will be a bunch of crates; they are booby-trapped. Break them from a 
distance and collect the ammo and health. Run through room 46 (Map 10A) and continue 
back to room 39. Get the guard and go back to 46 slowly. Let him help you waste the 
HCs.
 
Boogie up to 47 (Map 11) and back off (let the aliens and marines work on each other). 
Go to all four laser-activation stations at the 48s, and start them up by pressing the nearby 
button. Push the box at 49 so it blocks the laser shield when it comes down. Press the 
yellow button to activate the laser. Jump out the hole in the wall onto the pipe out there. 
Jump down and go in the door there. Go through the "surgery" room and turn off the 
blades so that a scientist can follow you. Lead one back to room 39 (Map 10A), and he 
will open the main door there. Go out and stay close to the small building you're exiting 
as there are two auto-turrets (ATs) on the roof. Kill the marine and destroy all the crates 
in the tunnel there on the way to the surface.

-----------------------------------------------------------------------------------------
Surface tension
-----------------------------------------------------------------------------------------
Open the huge doors and get ready to Rambo. Walk outside to get the marines moving at 
50 (Map 12). Shoot the barrels to blow up the silly marines hiding behind them. Collect 
all ammo and health and move on. There are three challenges here at the dam: a turret at 
51, a monster fish at 52, and a chopper that's busy flying back and forth between 53s. 
Two crossbow bolts or a few gauss rounds will deal with the turret. Two fully powered 
(Alt-fire) blasts from the gauss gun will take out the chopper. The fish is just annoying"
but you will need to kill it to continue. Climb up to 54 and press the button there to stop 
the underwater fans at 55. Go down to 55 and turn the valve to open the grates there. 
Swim down under the dam and go to 56. 

Enter the red-lit pipes. When you come out, you can either go to your left to 57 (Map 13) 
where there's a medpack and some HCs, or you can go straight ahead where there's a 
ladder and some crates. At the ladder, bust the crates, climb up, jump over to 58, and 
collect the goodies. Jump back to the ledge and walk around to 59. Deal with the marines 
and carefully make your way to 60, where you'll find a storm-drain hatch valve. Turn it 
and loot the small camouflaged area at 61. At 62, go through the crack and enter the 
minefield. Shoot the ground to activate the mines. 

If you feel extra frisky, you can go to the tentacle area through a small tunnel at 63 (Map 
14). There's ammo and health there. Remember that tentacles can't see. They can only 
hear. When you're ready, go to 64 and jump into the storm-drain hatch. The pipe ends at 65 
(Map 15). If you peek to the right you can blast the AT at 66. While you're on the cliffs, 
go slowly and snipe the marines wherever you can. Make your way to 67 and aim for the middle 
of the pipe when you slide down it"go slowly! You can try to get across 68 to get a battery or
just continue to 69. At 69, grab the rocket launcher, ammo, and health. Use the rocket launcher
(or gauss gun) to persuade the chopper to explode. Do a George Jefferson up to 70 and crawl 
through the pipes to 71 (Map 16). Run straight through to 72 and come up behind the tank. This 
area has a lot of cover"use it and let the marines come to you. When you're done gettin' jiggy 
wit' it, collect everything in this area and pop the gate at 73. Take care of the tank at the 
end of this road. Bust all the crates as usual and go through the hole at 74. Liberally apply grenades 
and satchel charges to the ravine. This will clear out the marines and let you reap a nice 
military harvest down below. Go to 75 and through the doors. The aliens will drop off a 
welcoming party at 76 (Map 17). Be bold"the bee gun the alien soldier uses shoots around corners. 
Move carefully around to the stairway near 77. There's a sniper here"silence him. At 78, there's a 
minefield, so hug the wall to your left to avoid it. There's another sniper at 79"waste 
him, too. Shoot the power generator at 80 and climb up the fallen tower to the roof. Drop 
down the hole at 81 and get ready to be one nimble little monkey. 
Walk out the door and catapult over beam 1 at 82 (Map 18). Jump on the railing to get 
over beam 2 at 83 and jump over beam 3 at 84. Carefully crawl under beam 4 at 85. 
There are two HCs here. Shoot them carefully"the slightest explosion means certain 
death. Go to 86 and crawl through the small opening under the stacked crates. At 87, 
there's a box marked Fragile. Break the side facing you, then the opposite side. (Don't 
destroy the whole thing"you want to make a tunnel through it.) Crawl under the laser at 
88 and jump over the laser at 89. Press the button there to raise the lift out the window at 
90. Jump/crawl out the window and jump from 90 to the elevator at 91. Press the button 
to go down.

Bust all the crates at the bottom and take out the marines down the hall. Move on until 
you are outside"aliens will drop off soldiers who will be blown to deviled ham seconds 
later. Dodge the tank at 92 (Map 19) and gather everything at 93. Strafe to dodge the tank 
fire and get close to it. Grenades, satchel charges, rockets, or gauss-gun shots will quiet it 
down. Nail the sniper at 94 and go into the doorway at 95. Spend the marines and head up 
the stairs"the guard will let you into a weapons storeroom. Hot dog! Grab tons of 
goodies and climb out the window at 96. Go around the ledge and jump to the fire escape 
at 97.

Climb up and follow the path at 98 to 99 (Map 20). Go into the large courtyard. When the 
doors at 100 blow, retreat back to 99 and wait for the fight to end. Fight your way to 101 
and jump/climb up to the gun there. Use it to blow the doors at 102 and go through the 
now-open passageway. When you get to the machine-gun turret, duck behind it and 
sweep it back and forth to kill the alien grunts"do what you can to make sure you are 
covered by the gun's shield.

Let 103 (Map 21) pop you up to the ledge. Approach area 104 and again let the marines 
and aliens play until it's quiet. Finish any stragglers and collect whatever's left. Go 
through the tunnel at 105 and get ready to be snarked. Continue on and you will drop into 
the carport. Deal with the marines there and go through the door. Back up quickly when 
the marines toss a pineapple at you"wait for the alcove to collapse and the wall to 
explode. Toss some grenades or use the bee gun to clear up the area past the hole. Press 
the dangling switch to raise/ lower the hydraulic carlift with no car on it. Get on the lift 
and jump through the hole to 106. Use the cannon there to open the door and blast the 
alien soldiers who come through it.
 
Move to 107 (Map 22) and wait for the fireworks to stop. Finish whoever's left and fight 
your way to 108. Jump on the roof and go into 109. Crawl down the tunnel and be ready 
to back up when the marine drops the satchel charge in with you. Back up and duck under 
the water to avoid being burned and go back down the tunnel to dish out some hot 
payback. Turn the red valve on the pipes to open the pipe that will allow you to escape 
from this area. Drop down out of the red pipe and take a left. Get the guard to open the 
door at the bottom of the stairs and lead him to 110. He'll open the door so you can 
continue on.

When you come into the parking lot, run from the alien gargantuan and jump up to 
111(Map 23). Cross over to 112 and use the airstrike target to take out all points labeled 
113. At 114, the tower will fall and make a bridge across to 115. Go across and into the 
hall there. Keep going until you reach the Lambda Complex doors. Go up the stairs.

Forget about Freeman 
Move forward until the first section of roof falls. Move off the ramp and wait for all three 
sections to come down. Jump up them and move into 116 (Map 24). Climb out, fight 
your way to 117, and collect goodies. Do the same to get to 118. Be generous with the 
bee gun"remember it shoots around corners. The crowbar deals with snarks pretty well, 
too. Turn the valve at 119 and go down to the sewer. Kill the HCs and jump/ crawl over 
the gate with the West sign.
 
Swim to 120 (Map 25) and go under the gear, under the first set of pipes, between the 
second set, and up to 121. Go right and under the gear there. Come up and blast the AT 
and marine. Collect the rocket gear and go up the ladder. Take out the tank and marines 
and summon the elevator behind the tank.
 
Go down and around to 122 (Map 26). Another battle"wait it out and drop down to the 
tank at 123. Use it to blow the door at 124, and shoot a path to 125. Kill the alien soldier 
there and use the cover to take out the laser gun at 126, then hustle on to Lambda Core.

-----------------------------------------------------------------------------------------
Lambda Core
-----------------------------------------------------------------------------------------
Go to the elevator controls and start the 'vator. Go down and take care of the HCs and 
Bullsquids there. Go up to 127 (Map 27) and make your way to 128. There are assassins 
here"deal with them and move on to 129. Take the elevator down. Run and gun your way to 
130 (Map 28). Go up the ladder and talk to the cowardly scientist. Continue on to 131, 
grab the Ghostbusters gun, and move on to 132. Take the elevator down again. Get ready 
to rumble down here 'cause there are more aliens than you can shake a Stretch Armstrong at.
 
Beginning at 133 (Map 29), you will need to turn on Pump Stations 1 and 2. These are at 
134 and 135, respectively. Go slowly and use the bee gun whenever you can. At 136, you 
can turn off the steam with the valve nearby. When the pumps are activated, go down the 
stairs at 137 and collect the ammo and health (you'll need it). Then go into the water at 
the bottom of room 138.
 
Swim into the tunnel labeled Maintenance Access Flow To Main Reactor. Go through it 
and turn on the flow from coolant systems 1 and 2 by using the valves at the bottom of 
the reactor. When the water rises, you will be at 139 (Map 30). Time your movement so 
the arcs don't hit you on your way up to 140. Go into the supply room and loot it. Hop in 
the elevator and climb up the ladder to the top. Jump off it to 141 (Map 31). Pop into the 
nearby supply room for the good stuff. You can fire up the steam jets at the end of the 
hall by turning the valve at 142. Smite the aliens on the way to 143. This next part is 
tricky"save often. The orange globes are teleport entrances, the green ones are exits. 
You will need to teleport yourself to the top. Use the first teleporter at 143 to enter the 
portal tower. You'll want to enter port 2, then 4, and then 7. This will place you in a high-
tech merry-go-round. You'll need to navigate your way around this and press the buttons 
labeled 01 and 02. This will lower the shields protecting the teleporter in the center. Jump 
into it"this will leave you at the top of the portal tower. Go through the door at 144. 
Continue down the hall and up the ladder until you get to the glass door with the Half-
Life Lambda symbol above it. Listen to the scientist and guard and gather all the 
equipment in this area"especially the jump pack"before moving on into the portal-
generator room. Get the guard to follow you into this room"he can help defend the 
scientist who will be creating the portal to the alien world. Do your part with scientist 
defense until the portal is created. Jump into the portal.

-----------------------------------------------------------------------------------------
Xen
-----------------------------------------------------------------------------------------
You will appear on a floating platform (see below). Super Mario your way from platform 
to platform until you land on the main island below. You will need to use the long jump 
(power assist) to get to some islands. Once on the main island, walk off the edge onto one 
of the horns protruding from its side. Jump up into the middle area and move around to 
the glowing pool. The hovering motes heal you"walk into as many as needed. Crawl 
into the passage near the pool"a small alien light is next to it. You will come into a 
chamber filled with red alien slop. Activate the control claws at 145 (Map 32) and then 
shoot the web at 146. This will release the three alien diamonds that will position 
themselves above the control claws. Presto Change-o"go into the portal at 147 and say 
hello to Gonarch's lair.

-----------------------------------------------------------------------------------------
Gonarch's Lair
-----------------------------------------------------------------------------------------
This level has one purpose for you to fulfill. Drive enough hot lead and shrapnel into 
Gonarch's fat belly to make her give up the ghost. Near area 148 (Map 33), there is a 
hidden wealth pool at 149. Remember that only her bloated sack takes damage. Drill 
Gonarch til she leaves down the passage at 150 to the next large room. 
At 151 (Map 34), there is a web over three passages. There's a health pool and some 
ammo down there. An alien jump pad will bounce you up to 152 when you want to come 
back up. After you beat Gonarch like a hopped-up Tommy Lee, she'll run off through 
153. Follow her down the first drop and, without going down the next drop, try softening 
her up with whatever remaining explosives you have left from your perch. Then drop 
down and try to fall through the web there. With persistence and luck, you'll be able to 
kill Gonarch, and she'll fall through a hole in the floor. Drop down there to enter the 
teleporter to Interloper.

-----------------------------------------------------------------------------------------
Interloper
-----------------------------------------------------------------------------------------
There are many aliens teleporting in and being dropped off here. Kill them all. Jump off 
this initial platform and go into the cave at 154 (Map 35). Follow the narrow tunnels until 
you reach Figure 36. Go up to the white latticework wall in there and it will lower down, r
evealing itself to be a tower. Get on the tower and let it lift you to 155 (Map 35). Jump on
the platforms around the tower until you get to the lowest one. Jump onto the alien bird-ship 
that flies directly to 156. Jump into the teleporter at 156 and off you go to 157 (Map 37). 
This area is infested with filthy alien scum"kill and kill and keep killing until everything 
is dead. At 158, there is a cave with a bunch of goodies in it. All the way through it in the 
back there is a health pool. After you have expressed your will on everything in this area, 
go to 159. Go down this passage until you get to the alien gargantuan. Lead him out and 
run past him"he's mainly a waste of ammo.
 
There are health, power, and snarks in 160 (Map 38). At 161, toss a grenade to distract 
the tentacles. Walk over to 162 and jump to 163. Walk to 164 and ace the alien soldiers 
there. Grab the health and pop into the teleporter. Move into the main room down the 
hall. 

The AGs won't attack you, so save your ammo. Move to 165 (Map 39) and get on the 
lift. Get off and wait for the top of the lift to come down at 166. Get on it and go from the 
nearest CB to the one farther away from you via the ramp at 167. 
You'll fall off this CB into hostile territory at 168 (Map 40), so drop the Gandhi act and 
bust a move on the alien freaks"they'll be stepping up for a beat- down from now on. 
Try not to shoot the barrel-looking things"they hide alien soldiers inside. Head along the 
right-hand wall and get the dropped ammo. There's also a healing booth there. When 
you're ready, go to 169 and take the little lift there up to 170. Keep going and blast your 
way to 171. Get on the rising pillar and mosey over to 172. Fight your way to 173. 
Crawl through these tunnels and drop down to 174 (Map 41). Fight! Fight! Fight! Then 
go around, following the wall to 175. Use the healing booth here if you need it. Then go 
and take the rotating elevator to 176. If you like, you can go to the spiral area nearby and 
gather some health and explosives. In any case, take the second rotating elevator at 177. 
At 178, there's a health booth. Keep moving to get on the third rotating elevator at 179 
and jump into the rotating gateway. Hop along the platforms to the red gate (see Figure 
42), which leads you to"

-----------------------------------------------------------------------------------------
Nihlanth
-----------------------------------------------------------------------------------------
OK, here's the score. This overgrown Chernobyl baby (Figure 43) will use the crystals to 
regenerate itself, so first you need to shoot all three orange crystals in this room"the 
.357 is good for this. Once you've taken the crystals out, cut loose on ol' fathead. 
Occasionally he will shoot green energy balls at you, which will teleport you to one of a 
few different "delay the inevitable" chambers. These all have the same theme"kill the 
sucker aliens, collect more ammo and health, and make your way up to the glowing green 
exit. When you get back to the main chamber, continue your assault on E.T.'s Pops. 
When you dish out enough punishment, its bloated little cranium will peel open like a 
banana, revealing its sparkly little brain. Put its lights out permanently with a direct shot 
to the brain"not just because it will save Earth, but also because it's fun to put hulking 
alien jokers like bright boy here in their place. That is all. Congratulations, Freeman 
you've survived Half-Life!

---
End