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Chapter 8: Apprehension
Get on the train and start her up, you are in for a hell of a
ride. You get the opportunity to get off the train before it
crashes, and you can do that, but you can also ride it all the way
down the hole into the drink. Swim to the bottom of the pool and
release the crates down there, when they float to the surface you
can use them as a bridge to get to the other side corridor.
Lots of swimming, lots of searching, but soon enough you'll enter
a large room with a pool and a suspended cage. Climb up to the top
of the cage and grab the crossbow before descending into it. Use
the switch to drop the cage into the drink. Kill the LARGE fish
monster with the crossbow (the 9mm pistol also works -none of your
other weapons work underwater. except the trip mines, which make
for a satisfying, but difficult, kill).
If you are fast you can skip the fish, but it is much easier to
open the grate and leave the room by killing it first.
When you reach the large control room with the three huge pistons
you have to turn them on, and then jump from one to the other to
reach the suspended catwalk. Kill all the monsters and then the
scientist will let you into the room. He tells you there isn't
anything but danger in the cold room (believe him) and run like
mad through it (the cold does damage) until you find the ladder
that leads out.
After the nice guard gets assassinated mid-sentence you will have
to face one of the greatest enemies a 3D action game has given us.
The leather clad sniper/assassin girls. These quick moving targets
are best dispatched with the crossbow from afar (use zoom mode) or
by relentlessly chasing them through the room with the machine gun
or shotgun blazing. Once they are all killed (there are three),
you can move up the catwalk to the platform and use the wheel to
open the door.
There appears to be no way to avoid what happens next. Gordon gets
captured by two sadistic guards who figure its better to kill him
and hide the body than deal with the paperwork. So they place you
in a Batman TV series (the Adam West 60's version) deathtrap, and
then they don't wait around to see if it works.
No weapons, but you still have your HEV suit and the walls start
closing in on you. Carefully but quickly, climb the crates to the
ledge, wait until the walls close and use them as a bridge to the
other side. Grab the crowbar and break open the grate to leave the
room.
Chapter 9: Residue Processing
Lots of traps, noxious gasses, radioactive mess, and danger in
this sprawling jump-fest of a level.
BASIC TIPS:
Save often, jump carefully, and time your movements through moving
machinery well.
When you reach the large vats use the plungers to make it to the
other side. Duck under the grinding wheels. Upon reaching the
control room note the conveyer belts and the massive pounders,
move all three switches to the up position and go and press the
green button. Don't dally, they pounders don't stop for long, run
up either conveyer.
Jump from conveyer belt to conveyer belt until you see two
conveyers side by side, get to the one of your left. To get rid of
the nasty trip mine around the corner you want to drop a detpack
on the belt, wait around five seconds, and detonate (be sure to
backpedal to avoid the blast).
Chapter 10: Questionable Ethics
Shoot the electrode switch on the fence to open the door. Once
inside note the terrifying monster behind the glass, take a deep
breath, then break the glass over the switch, and press the
button. Fight the monster with whatever weapon you wish but note
the armored areas, only fire into areas that give you that yellow-
green blood reward.
Run around and try to let the monsters fight the soldiers for you,
once the battle is over pick off the survivors. Find four rooms
with switches and turn on all the lasers. Then find the room with
the sign that says "Do Not Obstruct Laser Shield". Move the box
underneath the laser and then press the button, which lowers the
shield and the box obstructs it from blocking the beam. The beam
burns through the wall and you have your way out. but be sure to
pick up the funky gun from the scientists in one of the other
laser rooms before you leave.
Chapter 11: Surface Tension
A situation like this isn't pretty. You have a dam in front of
you, with a bunker shooting bazooka rounds, a long drop off to one
side, and a pool of water with a vicious monster fish on the
other. oh, and don't forget the lethal attack helicopter circling
above. You can destroy the chopper but it is extremely difficult
and not really worth the effort. Head immediately into the water,
and up the ladder to the tower on the far side. Try and keep the
tower between you and the chopper, also beware the snipers on the
dam; head inside and pull the switch. Jump back into the water and
kill the fish, or avoid it. Make for the wall of the dam and find
the red wheel. Turn it and swim through the open grate.
In the next clearing you'll find another seemingly bad situation,
a familiar looking tentacle monster guards some ammo and power-ups
(again a grenade will buy you time to grab it, but it isn't
necessary), the attack chopper is still tracking you, and these
odd bulges in the ground keep sending head crabs your way. Best to
head over to the small hole to the right. Watch out. there is a
mine field beyond.
Use grenades or your machine gun to detonate the mines before
proceeding. Continue on until you find a red wheel to turn and
then head back to the now open grate. Be careful, this fall will
kill you. use the ladder to descend.
This next area, an open area of pipes, canals, and sand bunkers,
displays Half-Life's brilliant soldier AI perfectly - much to your
chagrin. The best way to handle this situation is to climb up the
ladder, pop up fast like a gofer, use the crossbow or .357 magnum
to quickly dispatch nearby soldiers, and pop back down fast. Move
quickly, as the soldiers will soon begin sending grenades down all
nearby holes. Repeat this process with as many of the pipe tunnels
as possible. As far as the tank is concerned - the laser guided
missile launcher is recommended, as is jumping on it and dropping
a couple detpacks. Strafe and try to use grenades or missiles to
destroy the next armored vehicle, which while somewhat lighter
than the tank is no less deadly.
In this area proceed cautiously. Avoid trip mines and land mines,
and watch out for snipers (two of them) in the windows (a rocket
or grenade works wonders here). Blow up the barrels to knock out
the power and crawl under the barbed wire to get to the fallen
power lines. Climb to the roof and jump into the hole.
DO NOT SET OFF ANY TRIP MINES IN THE NEXT AREA! Why? Because there
are a couple of nukes in the warehouse and some idiot decided to
trip mine the entire area. Be careful when moving crates as some
of them can pass through, or are connected to, trip mines. The
easiest way to handle this tense situation is to turn your
computer off - just kidding. Find the crate that rests on a simple
lift and destroy it. Push a crate to the stairs and jump over the
laser line, enter the control room carefully and activate the lift
(if you didn't destroy that crate. boom). From the lift at its
highest position jump into the central area and descend to safety.
Around a corner you'll find some big aliens; let the soldiers take
care of them for you. Round the corner and kill any survivors and
strafe to kill the tank. As you continue, watch out for a sniper
in the window as you round the second corner (this sniper can make
continuing impossible if she kills the nearby guard). Go up the
stairs and find the guard. Have him open the locked storage room
for you, and grab the power-ups. Go through the window and leap to
the opposing ledge. Climb up on the roof and drop down to take
care of any opposition. Then climb back up and proceed to the
opposite hallway (use the rafters).
The next clearing features more of those hornet gun armed aliens
and a circling transport regularly dropping troopers. Let them
fight it out while you make a dash for the tunnel. Move through
the tunnel until you reach the alley where you left that guard you
needed to open the locked door. Enter the room, grab some health
from the station and move up the stairs and up to the big cannon.
Use the cannon to kill any soldiers and blast open the big door
you can barely see to your left.
Whew! Use any of the mounted machine guns to clear the waves upon
waves of aliens coming at you and use the 'bounce crater'
trampoline to jump the wall. Break open the grating and beware the
insect-things (called snarks). Kill or avoid them (they self-
destruct after around 25 seconds). Enter the shaft, kill the
soldiers in the next room, and use the tank to kill the aliens
that appear. Use the mechanic's lift to exit the room , then use
the bounce crater to get to the next area.
Now use the green map to call in airstrikes to get out of here.
Call one on the wall across the moat, the fortress door, and the
tower before you. Climb across the moat on the fallen tower and
you are done.
Chapter 12: Forget about Freeman
No real puzzles here, just a lot of enemies and killing - have
fun!
As the ceiling and walls come down try to climb up and through the
newly created hallway. Proceed and fight your way through. Hint:
You can avoid the tank by running like mad to the elevator. Watch
for ambushes, sentry guns, and trip mines.
Chapter 13: Lambda Core
After the snipers are dispatched kill all monsters you find. Once
finished the scientist opens the door; grab the big experimental
gun he's been building. Activate each cooling system switch and
enter the water, swim to the reactor and activate both switches.
Climb out and hurry as the reactor begins shooting lightning.
Time it correctly to use the teleporter to get yourself inside the
core and on the rotating platform. Jump across to each door in
turn, then up to the next level of the puzzle. It's challenging
but fairly obvious once you get a good look at it. Once finished
open the door and meet the scientist and the guard, listen to
their story and grab everything they offer you.
Once the process for activating the big teleporter (that allows
you to bring the pain to the alien world) starts, try and kill the
flying aliens as fast as possible. don't let them kill the
scientist opening the 'porter. Once he says go. you'd better
hurry.
Chapter 14: Xen
Welcome to Half-Life Super Mario style. Use your super long jump
ability to go from floating platform to floating platform, and
don't fall. If you see a pool of water from now on, stand in it
and it will slowly heal you.
In the big chamber on the center island 'use' each of the strange
mushroom things, then break the webbing imprisoning the floating
lights (butterfly things). They each go to an open mushroom and
activates the teleporter.
Chapter 15: Gonarch's Lair
Head crabs have to come from somewhere right? Ugh, she is a bad
momma. Aim for the egg sack on the bottom of this exceedingly
strange monster. If it releases pupae versions of the head crabs,
use the hornet gun on them. Once Gonarch runs away follow her to
the next area and keep fighting, while trying to stay alive. If
low on health try and get to the hole and drop down to the ledge
below, watching for adult head crabs. In the tunnels down there
you'll find some ammo and a healing pool. Then use the bounce
crater to re-enter the fray.
After you do enough damage a third area opens up and you fall into
a pit. Fire at the sack repeatedly until Gonarch drops down with
you. Then hide behind the strange tree things until you eventually
kill her. Note that you can, if careful, avoid being sucked into
the pit until you're good and ready. Toss some grenades and det
packs in on top of old Gonarch to soften 'er up before getting up
close and personal.
Chapter 16: Interloper
Look for a yellow colored area inside the cave, remove the webs
and ride the white tower elevator to the top. More jumping, just
like in Xen, but this time it's much harder. Jump from floating
rock to floating rock until you come within range of those strange
winged bird things - jump on one of them and ride its back to the
teleporter.
Use a grenade or walk slowly past another tentacle monster and
proceed to the next teleporter. Once you enter the factory you'll
see why those lightning spewing beasties are called slaves --kill
them if you like, but they won't attack you. The fliers are what
you need to worry about. Take the lifts to the conveyers and enter
the one that doesn't have a blue forcefield. In the next area
avoid destroying the large barrels. they contain hornet toting
aliens with a bad attitude.
Enter the red vents to find a large room with spinning cog-like
lifts, ride them all the way up to another teleporter.
Chapter 17: Nihilanth
Welcome to the end boss. watch out, he may look like a big baby,
and he is quite cranky, but he has powers that will annoy the hell
out of you. Avoid the lightening balls he throws, but most of all
use the rock formations as cover when he tosses a green energy
ball. These teleport you to the most annoying mini-levels you'll
face.
The idea here is to destroy the three triangles. You have to use
the bounce craters to get high enough to nail the last one and
then start shooting at Nihilanth's big ole head. After enough hits
his head opens up and you need to send a couple detpacks,
grenades, or yourself inside there to destroy his brain. Good
luck, you will need it!
Once the big baby is destroyed you are treated to a wonderful
cutscene featuring that suited character you may've seen. He sheds
much light on this affair and gives you a choice of outcomes for
the endgame. I won't reveal these to you, though; after all, you
have to do something for yourself!