<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2036793659014645021</id><updated>2011-11-27T16:09:16.627-08:00</updated><title type='text'>Game Book ...!!!</title><subtitle type='html'>Game Book Contain game cheats, walkthroughs, cheats, tips and lot of about Your favorite game. Visit here and enjoy...!!!

GL and HF ...!!!</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://yourgamebook.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2036793659014645021/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://yourgamebook.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/2036793659014645021/posts/default?start-index=101&amp;max-results=100'/><author><name>YPJ</name><uri>http://www.blogger.com/profile/14712822602112380614</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>188</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2036793659014645021.post-1596612912368472735</id><published>2009-05-22T15:25:00.002-07:00</published><updated>2009-07-16T20:57:34.933-07:00</updated><title type='text'>Half-Life 10th Anniversary Ultimate Strategy Guide</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_l_LeIfMsnN4/Sl_2XeK8d0I/AAAAAAAAAAM/4v-RAmeVIJ8/s1600-h/halflife-gordon-freeman.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 320px; height: 237px;" src="http://3.bp.blogspot.com/_l_LeIfMsnN4/Sl_2XeK8d0I/AAAAAAAAAAM/4v-RAmeVIJ8/s320/halflife-gordon-freeman.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5359272964690573122" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;FAQ TITLE:&lt;br /&gt;&lt;br /&gt;The Half-Life 10th Anniversary Ultimate Strategy Guide (PC version)&lt;br /&gt;&lt;br /&gt;COPYRIGHT INFO:&lt;br /&gt;&lt;br /&gt;This FAQ is copyright 2008-2009 by Stanley E. Dunigan (dunigase@wmconnect.com).&lt;br /&gt;&lt;br /&gt;This FAQ may be posted and used anywhere by anyone as long as it's unaltered,&lt;br /&gt;but always check one of the official websites listed below for the latest&lt;br /&gt;version.&lt;br /&gt;&lt;br /&gt;If you want to print this walkthru out, it's best to do that with the version&lt;br /&gt;from GameBoomers, since it's the only one that's formatted for word wrap, and&lt;br /&gt;would therefore take up much less paper (especially if you use 1/2 inch or less&lt;br /&gt;margins and a font size of 9 or 10).&lt;br /&gt;&lt;br /&gt;Also, check the Universal Hint System (www.uhs-hints.com) for a complete Half-&lt;br /&gt;Life hint file. It's not a FAQ-style walkthru, but instead organizes the hints&lt;br /&gt;into a hypertext-like Q&amp;A document, making it easier to find the hints you need&lt;br /&gt;without accidentally seeing other hints you don't want yet.&lt;br /&gt;&lt;br /&gt;FAQ DESCRIPTION:&lt;br /&gt;&lt;br /&gt;This FAQ is a *very* complete walkthru of Half-Life that includes all of the&lt;br /&gt;best tips, strategies, and secrets that I've discovered or heard about during my&lt;br /&gt;nine years of playing the game. (I didn't get it until 1999, when it was on sale&lt;br /&gt;for $10 at CompUSA on the day after Thanksgiving. I got there late, and picked&lt;br /&gt;up the last copy they had!) I didn't keep track, but I estimate that I've played&lt;br /&gt;through the game more than 50 times by now, and am therefore more than qualified&lt;br /&gt;to write the ultimate, most super-detailed walkthru ever for it. And what better&lt;br /&gt;time to do it than on the 10th anniversary of its original release?&lt;br /&gt;&lt;br /&gt;To write this walkthru, I played through the game in its original version&lt;br /&gt;(1.0.0.5) and with the version 1.0.1.5 and 1.1.0.6 patches installed. I don't&lt;br /&gt;know what all differences other patches make, and I have no idea what Steam's&lt;br /&gt;Source version of the game is like, but this walkthru should work pretty well&lt;br /&gt;with all versions of the game. Some strategies that key off of exact details or&lt;br /&gt;specific creature behavior might need a bit of adjusting, and related updates&lt;br /&gt;will be made if I ever get a chance to play other game versions.&lt;br /&gt;&lt;br /&gt;If you have a favorite Half-Life strategy or secret that isn't in this walkthru&lt;br /&gt;yet, send me an email at the address listed above in the copyright section. If I&lt;br /&gt;like it enough to include it after I try it out, I'll add it to the walkthru and&lt;br /&gt;give you credit for it as long as you specifically tell me what contributor name&lt;br /&gt;you want me to use.&lt;br /&gt;&lt;br /&gt;VERSION 1.25 (4/5/2009) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;I played through the 1.1.0.6 game version yet again, and carefully reproofed the&lt;br /&gt;entire file, fixing errors and making minor improvements. No one's written in&lt;br /&gt;with anything, and I probably won't ever be able to find any more new tips, so&lt;br /&gt;this is likely to be the last release of this walkthru.&lt;br /&gt;&lt;br /&gt;VERSION 1.2 (10/11/2008) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;I played through the 1.1.0.6 game version again and came up with various new&lt;br /&gt;things, including:&lt;br /&gt;&lt;br /&gt;* another way to safely shoot the explosives past a ladder in section c1a1b&lt;br /&gt;* easier way to kill the first bullsquid in section c1a4&lt;br /&gt;* better way to handle firing chamber entry in section c1a4i&lt;br /&gt;* slightly better way to get the crossbow in section c2a3a&lt;br /&gt;* helpful notes for the lobby combat in section c2a4e&lt;br /&gt;* sneaky way to take down the marines in section c2a5w&lt;br /&gt;* way to make the rocket-firing tank blow itself up in section c2a5b&lt;br /&gt;* note about one teleport-in alien grunt not appearing in section c3a2c&lt;br /&gt;* great new shortcut for getting through section c4a1a&lt;br /&gt;* a few little misc. changes&lt;br /&gt;&lt;br /&gt;VERSION 1.1 (9/28/2008) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;For this version, I replayed the game with the 1.0.1.5 patch version installed.&lt;br /&gt;I didn't find anything new, but I re-proofed the entire walkthru and made quite&lt;br /&gt;a few minor adjustments and clarifications. I also added brief, descriptive&lt;br /&gt;names to each chapter section's title to help you more quickly figure out which&lt;br /&gt;one you're in, and I added several sites to the official website list in the&lt;br /&gt;copyright section.&lt;br /&gt;&lt;br /&gt;VERSION 1.0 (9/10/2008) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;This is the original version of this walkthru, so I have no one else to credit&lt;br /&gt;yet.&lt;br /&gt;&lt;br /&gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;&lt;br /&gt;**** STARTING TIPS AND NOTES ****&lt;br /&gt;&lt;br /&gt;This walkthru is organized around the same major chapter divisions that the game&lt;br /&gt;is, with these starting tips and notes put in at the beginning. If you're&lt;br /&gt;"joining us with a game already in progress," so to speak, you'll need to search&lt;br /&gt;for the title of the chapter that you're in. Or you can quickly browse through&lt;br /&gt;the chapters in order by repeatedly searching for five asterisks followed by a&lt;br /&gt;space.&lt;br /&gt;&lt;br /&gt;Each chapter's info is divided up into sections that correspond to the chunks&lt;br /&gt;that the game itself is divided into. Whenever you move from one section to&lt;br /&gt;another, you'll see the word "LOADING..." in the middle of the screen while the&lt;br /&gt;section you're moving into loads up. Each section has an internal codename, and&lt;br /&gt;I use that in naming the sections in this walkthru so that if you're on the PC,&lt;br /&gt;you can use the console's "status" command to see what section you're in (check&lt;br /&gt;the "map" field).&lt;br /&gt;&lt;br /&gt;In many places in this walkthru, I refer to the quicksave and quickrestore keys.&lt;br /&gt;If you're not already intimately familiar with them, get that way at once! To&lt;br /&gt;find out (and/or change) what keys are defined for those functions, go to the&lt;br /&gt;game's main menu and choose "Configuration" and then "Controls." I strongly&lt;br /&gt;advise you to redefine quicksave to be F5 and quickrestore to be F9. That way,&lt;br /&gt;the two keys won't be too close together. (That's practically an industry&lt;br /&gt;standard by now, anyway.)&lt;br /&gt;&lt;br /&gt;Another thing you should do on the main menu's configuration screen is choose&lt;br /&gt;"Video" and then "Video Options," and move the gamma slider all the way to the&lt;br /&gt;right. That'll make all the game areas much easier to see in, and it won't blind&lt;br /&gt;you or wash out all the colors like some games' full-gamma settings do.&lt;br /&gt;&lt;br /&gt;I don't include anything about the Hazard Course in these hints, but you should&lt;br /&gt;start out by playing through it at least once, especially if you're not yet&lt;br /&gt;familiar with the concepts of jump-crouching and crouch-jumping. Those moves are&lt;br /&gt;essential in many places throughout the game. I remember having a heck of a time&lt;br /&gt;on my earliest playthrus because I didn't know how to jump-crouch, and therefore&lt;br /&gt;had to use the "noclip" cheat to get past all the obstacles that you're supposed&lt;br /&gt;to jump-crouch onto.&lt;br /&gt;&lt;br /&gt;I mention crouch-walking a lot in this walkthru, but what I'm usually referring&lt;br /&gt;to is crouch-running, meaning you're moving around while using the "Duck" key,&lt;br /&gt;but not the "Walk" key. True crouch-walking involves using the "Duck" and "Walk"&lt;br /&gt;keys at the same time, and makes you move extremely slowly. This is sometimes&lt;br /&gt;useful, but usually not necessary. You can take any reference to crouch-walking&lt;br /&gt;to really mean crouch-running, unless I say to very slowly or very carefully&lt;br /&gt;crouch-walk, in which case true crouch-walking should probably be used.&lt;br /&gt;&lt;br /&gt;A favorite tactic of mine that I'll often say to use is sneak-shooting. That's&lt;br /&gt;when you sneak up on an enemy who's unaware of your presence and position&lt;br /&gt;yourself so that you can see only a small part of him, such as an arm or a leg.&lt;br /&gt;When you shoot that part, the enemy will often just turn in place to face you.&lt;br /&gt;If he still can't see you due to an obstruction to his view, you can keep&lt;br /&gt;sneak-shooting exposed parts until he's dead. Some enemies will move around a&lt;br /&gt;bit when sneak-shot, but they still won't be aware of you unless they get a&lt;br /&gt;clear look at you while moving around. If you're afraid that will happen,&lt;br /&gt;quickly strafe to where you'll be out of sight right after taking a sneaky shot.&lt;br /&gt;Once you get the hornet gun in the "Surface Tension" chapter, you can often use&lt;br /&gt;it to sneak-shoot enemies around corners, and even through ceilings and the&lt;br /&gt;bottoms of walkways, without having to see any part of them at all.&lt;br /&gt;&lt;br /&gt;There's a peculiar glitch that might cause you to be frozen in place after you&lt;br /&gt;ride on a lift or elevator. When it happens, you may or may not start slowly&lt;br /&gt;taking damage. In any case, crouch and start moving around in order to break out&lt;br /&gt;of the glitch. If you're already crouched when the glitch happens, there won't&lt;br /&gt;be any way to break out of it, so don't ever crouch on lifts while they're&lt;br /&gt;moving. (Unless you briefly crouch and then stand up again before the lift&lt;br /&gt;stops. That may help prevent the glitch in some cases.)&lt;br /&gt;&lt;br /&gt;One fun thing you could do to extend gameplay is to use the crowbar to beat on&lt;br /&gt;all the dead bodies you find (and make) until they splattify. I've always&lt;br /&gt;enjoyed doing that immensely, and I'll never forgive Half-Life 2 for making dead&lt;br /&gt;bodies invincible.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** BLACK MESA INBOUND *****&lt;br /&gt;&lt;br /&gt;^ Sections c0a0 thru c0a0d: RIDING TO WORK&lt;br /&gt;&lt;br /&gt;This is just the long, scenic tram ride that you have to go through every time&lt;br /&gt;you start a new game. You don't need to do anything during the ride, and could&lt;br /&gt;just go take a break until it's over, but you might want to check out the sights&lt;br /&gt;along the way.&lt;br /&gt;&lt;br /&gt;To start with, you'll see a security guard on a little platform pounding on a&lt;br /&gt;door. That'll be *you* pounding on that door soon after you start playing the&lt;br /&gt;Blue Shift add-on game (though hopefully you won't look nearly as goofy as this&lt;br /&gt;guy does). You'll go through several areas past that, some of which you'll be&lt;br /&gt;seeing again as you pass through them on foot in the Opposing Force add-on game.&lt;br /&gt;Near the end of the ride, your car will stop briefly next to another one in&lt;br /&gt;which you'll see the so-called "G-Man," who I've nicknamed "Briefcase Bastard."&lt;br /&gt;He's *always* carrying that briefcase, and he's such a ... you know!&lt;br /&gt;&lt;br /&gt;^ Section c0a0e: BEING LET IN&lt;br /&gt;&lt;br /&gt;After the tram reaches the end of the line and stops, wait for the security&lt;br /&gt;guard to come over and open the door for you. Exit the tram and follow him over&lt;br /&gt;to a big reinforced door that he'll also open for you. Go through it and walk up&lt;br /&gt;to the second big door, then wait for the Anomalous Materials chapter to start.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** ANOMALOUS MATERIALS *****&lt;br /&gt;&lt;br /&gt;^ Section c1a0: STARTING FUN&lt;br /&gt;&lt;br /&gt;Go through the door and up to the desk with the security guard seated at it.&lt;br /&gt;After he finishes talking to you, look down at the desk and hit the "Use item"&lt;br /&gt;key in order to press a hidden button and sound an alarm briefly. That and using&lt;br /&gt;the communications console in the corner to the left are good for a few laughs.&lt;br /&gt;When you're done there, start down the big corridor with the large colored&lt;br /&gt;stripes on the walls.&lt;br /&gt;&lt;br /&gt;After you turn a corner, you can check out a computer room to the left, and then&lt;br /&gt;follow the brown wall stripe past a couple of rooms and to a guarded door. You&lt;br /&gt;can have fun trying to listen in on the G-Man's conversation with a scientist or&lt;br /&gt;by turning off the lights in the other room, but what you need to do is return&lt;br /&gt;to the corridor junction and go toward the small downramp to get to section&lt;br /&gt;c1a0d.&lt;br /&gt;&lt;br /&gt;^ Section c1a0d: GET YOUR HEV ON&lt;br /&gt;&lt;br /&gt;Turn right past the ramp and follow the green wall stripe to the break room.&lt;br /&gt;Walk up to the microwave oven and press the "Use item" key repeatedly while&lt;br /&gt;facing it. You should soon be able to cause the microwave casserole inside to&lt;br /&gt;explode! (Note that this bit of hilarity will earn you a reproachful comment&lt;br /&gt;from Dr. Magnusson near the end of Half-Life 2: Episode Two.)&lt;br /&gt;&lt;br /&gt;Leave the break room and continue following the green wall stripe to reach the&lt;br /&gt;employee locker room. The bathroom in the back right corner of the locker room&lt;br /&gt;isn't very interesting, but the HEV suit room in the back left corner is. Use&lt;br /&gt;its control panel to open up the one case that still has a suit in it, then walk&lt;br /&gt;into the case in order to put the suit on. Now you're ready to do some half-&lt;br /&gt;lifing!&lt;br /&gt;&lt;br /&gt;Find the locker labeled "Freeman" near the bathroom entrance and push against&lt;br /&gt;its door to open it up. Go inside the locker to pick up an armor battery, then&lt;br /&gt;check out the wall-mounted first aid station just around the corner. You don't&lt;br /&gt;need any aid yet, but you're going to have to get used to the stupid "hee-yee-&lt;br /&gt;hee-yee" sound that first aid stations make when you use them, and now's a good&lt;br /&gt;time to get in some practice.&lt;br /&gt;&lt;br /&gt;Go back the way you came, then go down the corridor with the blue wall stripe&lt;br /&gt;until you reach the security post. The guard will see that you've got your HEV&lt;br /&gt;on, and will open up the nearby security door for you. Go through it and the&lt;br /&gt;next door to get section c1a0a to load.&lt;br /&gt;&lt;br /&gt;^ Section c1a0a: MOVING TOWARD THE TEST CHAMBER&lt;br /&gt;&lt;br /&gt;Go around to where you can use a button panel to the left of some doors to open&lt;br /&gt;them, then get on the lift past the doors and use its button to descend to a&lt;br /&gt;lower level (or climb down the side ladder to reach the same area). Go through&lt;br /&gt;some doors and down the corridor. Keep going until you reach the spot where&lt;br /&gt;section c1a0b loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a0b: STILL MOVING TOWARD THE TEST CHAMBER&lt;br /&gt;&lt;br /&gt;Enter the control room and wait while three scientists talk to you. After one of&lt;br /&gt;them uses a retinal scanner on the other side of the room, go through the door&lt;br /&gt;he unlocked and on to where two scientists (one of whom will supposedly be Dr.&lt;br /&gt;Eli Vance in Half-Life 2) notice some equipment problems.&lt;br /&gt;&lt;br /&gt;Across from them, use a button panel to summon a lift, then use its button panel&lt;br /&gt;to go up a level. Exit the lift and go down the corridor until you reach the&lt;br /&gt;test chamber door, where section c1a0e will load.&lt;br /&gt;&lt;br /&gt;^ Section c1a0e: THE TEST CHAMBER&lt;br /&gt;&lt;br /&gt;Enter the test chamber's outer room and wait for the two scientists to finish&lt;br /&gt;talking and open the main test chamber doors for you. Go through them and across&lt;br /&gt;to the other side of the chamber, where you'll be able to go up a small ramp.&lt;br /&gt;Look for a ladder on the wall past that, and climb it to reach an upper walkway.&lt;br /&gt;&lt;br /&gt;Go over to the upper walkway's computer panel and watch for the red glass cover&lt;br /&gt;on the button to rise. When it does, use the button, then watch as the big&lt;br /&gt;scanning machine powers up. Climb back down the ladder and go stand next to the&lt;br /&gt;cage that's near the ramp's bottom. When the "specimen" arrives, do a quicksave,&lt;br /&gt;then get behind the gadget it's mounted on and push it forward into the scanning&lt;br /&gt;beam.&lt;br /&gt;&lt;br /&gt;Move back a bit after the crystal enters the scanning beam, and wait while&lt;br /&gt;you're teleported to a couple of harmless border world locations, and then to&lt;br /&gt;the Unforeseen Consequences chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** UNFORESEEN CONSEQUENCES *****&lt;br /&gt;&lt;br /&gt;^ Section c1a0c: LEAVING THE TEST CHAMBER AREA&lt;br /&gt;&lt;br /&gt;The first thing to do is check to see if a vortigaunt is in the test chamber&lt;br /&gt;ruins with you. This only happens very rarely, and when it does, you'll want to&lt;br /&gt;restore your quicksave and go through the telezapping stuff again in hopes that&lt;br /&gt;the vortigaunt won't be there next time.&lt;br /&gt;&lt;br /&gt;Leave the test chamber through the big jammed-open doors, then try using the&lt;br /&gt;retinal scan device that's next to the exit door. After the door opens, go&lt;br /&gt;through it to find a scientist trying to revive a security guard. You could wait&lt;br /&gt;around and take the guard with you (by talking to him after he's on his feet),&lt;br /&gt;but that's not helpful, since he can't get over some nearby rubble.&lt;br /&gt;&lt;br /&gt;Go around the corner and forward slowly. After a computer bank falls over, go&lt;br /&gt;past it and jump over the debris that's in the corridor leading to the lift.&lt;br /&gt;It'll still work, so get in it and use its button. Go through the doors and over&lt;br /&gt;to the two scientists nearby. After they're through talking, get the black one&lt;br /&gt;(Dr. Vance, I presume) to follow you over to the control room door's retinal&lt;br /&gt;scanner.&lt;br /&gt;&lt;br /&gt;After he opens the door, move far enough through it to get a large electrical&lt;br /&gt;surge to shoot into the control room through the window that's over to the&lt;br /&gt;right. Wait until the surge blows up the door at the other end of the room, then&lt;br /&gt;carefully time your run across the room so you won't get zapped. In the next&lt;br /&gt;hallway, section c1a1 will load.&lt;br /&gt;&lt;br /&gt;^ Section c1a1: YOUR FIRST TWO WEAPONS&lt;br /&gt;&lt;br /&gt;When you reach the next room, run through it and out its other door as quickly&lt;br /&gt;as you can, since a headcrab will teleport in right after you enter the room,&lt;br /&gt;and you have nothing to kill it with yet. In the next hallway, carefully crouch-&lt;br /&gt;walk under the red laser beam and over to where another laser beam will break&lt;br /&gt;free of its confining pipe.&lt;br /&gt;&lt;br /&gt;Don't try to crouch-walk under this one, but instead run around it right after&lt;br /&gt;it slices through a dead security guard's body. Pick up the crowbar that's next&lt;br /&gt;to the nearby doors, then go back past the two laser beams and to the room where&lt;br /&gt;the headcrab teleported in earlier.&lt;br /&gt;&lt;br /&gt;Quicksave before entering the room, then check to see if the headcrab is&lt;br /&gt;levitating up in the air. If it is, you'll need to go around the large fallen&lt;br /&gt;pillar and toward the headcrab, right-strafing at the last instant to dodge its&lt;br /&gt;leap. Quickly turn and run up to it, then crouch down and crowbar-whack it&lt;br /&gt;before it can turn and leap again.&lt;br /&gt;&lt;br /&gt;If the crab starts out on the floor next to the other end of the pillar, you can&lt;br /&gt;do the same dodge-the-leap thing, or you can let it see you, then crouch and&lt;br /&gt;back up around your end of the pillar so it can't leap at you. When it walks&lt;br /&gt;into view in front of you, quickly move forward and crowbar-whack it to death.&lt;br /&gt;&lt;br /&gt;Move on until section c1a0c loads back up, then time your run through the&lt;br /&gt;control room again. (Note that it's best to wait for the surge to hit the spot&lt;br /&gt;that's farthest from you, then quickly run through.) Go all the way back to the&lt;br /&gt;test chamber door, then quickly crowbar-whack the revived security guard to&lt;br /&gt;death. After you do, you can take his pistol. It'll come in real handy soon.&lt;br /&gt;&lt;br /&gt;Go all the way back to where you picked up the crowbar, then crouch down and use&lt;br /&gt;it to bash out one of the doors' lower glass panels so you can crouch-walk&lt;br /&gt;through. Do the same with the next set of doors, and watch the elevator crash.&lt;br /&gt;Turn right and climb down the ladder so you can grab an armor battery from the&lt;br /&gt;floor next to the elevator wreck.&lt;br /&gt;&lt;br /&gt;Climb back up that ladder, then climb up the ladder that leads up to the next&lt;br /&gt;floor. Quickly get off the ladder and run through the doorway to find a zombie&lt;br /&gt;closing in on a nearby security guard. You want the guard to survive the attack,&lt;br /&gt;which he may not be able to do on his own.&lt;br /&gt;&lt;br /&gt;That's the main reason I had you go all the way back to the test chamber to get&lt;br /&gt;that other guard's pistol. Use it to quickly head-shot the zombie before it can&lt;br /&gt;kill this guard. Or if the zombie notices you and starts coming toward you, back&lt;br /&gt;away from it while the guard shoots it for you.&lt;br /&gt;&lt;br /&gt;Hopefully, the guard will be able to shoot down the other nearby zombie all by&lt;br /&gt;himself, so you can just stay out of the way and watch. After that's done, talk&lt;br /&gt;to the guard to get him to follow you, then go through the nearby open doors to&lt;br /&gt;reach section c1a1a.&lt;br /&gt;&lt;br /&gt;^ Section c1a1a: LOCKER ROOM REVISITED&lt;br /&gt;&lt;br /&gt;Past the next set of doors, go around the corners just far enough to get your&lt;br /&gt;guard pal to notice two zombies ahead, then stay out of the way while he shoots&lt;br /&gt;them down. He won't notice the nearby dead scientist with a live headcrab on his&lt;br /&gt;head, so either ignore that or whack it to death with your crowbar.&lt;br /&gt;&lt;br /&gt;At the path split, go straight ahead to find the corridor with the break room&lt;br /&gt;and employee locker room that you visited before. All you can do in the break&lt;br /&gt;room now is have fun vandalizing the soda machines with your crowbar. In the&lt;br /&gt;locker room, get two armor batteries from the "Freeman" locker, then grab the&lt;br /&gt;two bullet clips in the flapping-open "Guthrie" locker.&lt;br /&gt;&lt;br /&gt;Go back the way you came, then turn left and go up the slanty bit of hallway&lt;br /&gt;floor to reach the spot where section c1a1f loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a1f: GETTING TO THE FORMERLY RESTRICTED AIRLOCK&lt;br /&gt;&lt;br /&gt;Turn left and follow the hall to get back to the room you first entered at the&lt;br /&gt;beginning of the previous chapter. Notice the explosion that destroys a vent&lt;br /&gt;covering near the floor. Shut off the annoying alarm by using the security&lt;br /&gt;desk's button, then go over to the wall hole where the destroyed vent covering&lt;br /&gt;was.&lt;br /&gt;&lt;br /&gt;If you can get the attention of the headcrab that you can see a short way past&lt;br /&gt;the wall hole, back off so your guard pal will shoot it for you. Otherwise,&lt;br /&gt;slowly crouch-walk toward the crab until it's crushed by a falling computer&lt;br /&gt;bank. Stand up and look to the left to see a second headcrab in the distance.&lt;br /&gt;You can either shoot it to death or try to lure it out to where your guard pal&lt;br /&gt;will shoot it for you. Either way, this is the end of the line for the guard, so&lt;br /&gt;crowbar-whack him to get his pistol.&lt;br /&gt;&lt;br /&gt;Before you reenter the computer room, go over to the big doors that lead to the&lt;br /&gt;tram arrival platform. You can partly open those doors by crowbar-bashing the&lt;br /&gt;largest of the three panels on the wall to the right of the doors. Crouch-walk&lt;br /&gt;under the upper door, then run down to the other set of doors and do the same&lt;br /&gt;thing. You can then grab a bullet clip from near a dead guard, and you can kill&lt;br /&gt;a scientist by walking a short distance onto his unsteady bit of walkway, then&lt;br /&gt;quickly retreating before it collapses.&lt;br /&gt;&lt;br /&gt;Go back through the two half-open door sets and then crouch-walk through the&lt;br /&gt;wall hole to get back into the computer room. Go to the room's back left corner&lt;br /&gt;and jump onto the slanty computer bank, then crouch-walk through the small&lt;br /&gt;crawlspace to where you can drop down into a corridor. Watch the scientist in a&lt;br /&gt;nearby room get headcrabbed, and carefully avoid the same fate by not going near&lt;br /&gt;the section of fallen vent shaft that's just to the left of that room's windows.&lt;br /&gt;&lt;br /&gt;In the dark room across the hall, you can whack a chair zombie to death and&lt;br /&gt;smash a few things. Past that, you'll come to an area where a security guard and&lt;br /&gt;a zombie are both about to die. If you're quick, you can crowbar-whack one of&lt;br /&gt;them a few times before they both turn intangible, but it's not useful. Grab the&lt;br /&gt;guard's gun and crouch-walk through the left part of the first set of doors to&lt;br /&gt;reach section c1a1b.&lt;br /&gt;&lt;br /&gt;^ Section c1a1b: HOUNDEYES AND HAND GRENADES&lt;br /&gt;&lt;br /&gt;Use the button panel on the left to get one of the doors ahead of you to start&lt;br /&gt;opening and closing. Time your way through it so it doesn't close on you and&lt;br /&gt;damage you. Turn right past the door and move forward with the crowbar ready.&lt;br /&gt;When a houndeye teleports in, back up a bit, then charge him and whack him with&lt;br /&gt;the crowbar as soon as he starts whining up a sonic charge. Do the same to the&lt;br /&gt;other nearby houndeye who's attacking a scientist. (It's perfectly fine if the&lt;br /&gt;scientist gets slushed.)&lt;br /&gt;&lt;br /&gt;Move on to the next area, where you'll find two more houndeyes. You can either&lt;br /&gt;crowbar them to death, or use the pistol to make sure you don't get zapped. If&lt;br /&gt;you jump into the side room that one of the houndeyes broke out of, you'll find&lt;br /&gt;a first aid station on one wall. Back in the main room, find a door in one&lt;br /&gt;corner with a headcrab past it. Open the door and immediately retreat, then&lt;br /&gt;carefully move to where you can shoot the headcrab without it hitting you.&lt;br /&gt;&lt;br /&gt;When you come to a ladder, get the pistol out and slowly climb the ladder to&lt;br /&gt;where you can shoot the top of some large explosive containers, thereby blowing&lt;br /&gt;them up and destroying the zombie and headcrabs near them. It can be kind of&lt;br /&gt;tricky to climb the ladder just enough to shoot the explosives without getting&lt;br /&gt;damaged by the explosions or leaped at by the headcrabs, so you'll probably want&lt;br /&gt;to quicksave before you try it.&lt;br /&gt;&lt;br /&gt;Or you could go back to the door you came in through and look near it for three&lt;br /&gt;metal barrels. One of them can be pushed and pulled around, so shove it over to&lt;br /&gt;the area with the ladder. Push it up against the wall that's directly opposite&lt;br /&gt;the ladder, then jump-crouch onto it. Stand and face the ladder, and you should&lt;br /&gt;easily be able to shoot the explosives without getting hurt.&lt;br /&gt;&lt;br /&gt;Go along the walkway past the top of the ladder until you come to a dead-end&lt;br /&gt;area where a zombie is passing his hands over a dead scientist in some bizarre&lt;br /&gt;alien ritual. Look near your end of that area to see if there's a large&lt;br /&gt;explosive device there. There may or may not be, depending on whether or not it&lt;br /&gt;was accidentally detonated by houndeyes earlier.&lt;br /&gt;&lt;br /&gt;If it isn't there, you'll want to use the pistol to head-shot the zombie to&lt;br /&gt;death. If it is there, move close enough to the zombie to get its attention,&lt;br /&gt;then retreat past the explosive to where you can just barely see it around the&lt;br /&gt;corner. Shoot it quickly with the pistol when the zombie gets close to it.&lt;br /&gt;Hopefully, the explosion won't damage you any.&lt;br /&gt;&lt;br /&gt;Return to the top of the ladder and go left to find a crouching scientist in a&lt;br /&gt;small niche area. Walk up to him to get him to stand up, then talk to him and&lt;br /&gt;have him follow you back to where you found the zombie. When you pass the&lt;br /&gt;retinal scanner, the scientist will use it to unlock the nearby door, which&lt;br /&gt;allows you access to a room with a first aid station, some hand grenades, and&lt;br /&gt;some bullet clips. Grab those goodies, then return to the houndeye room. (You&lt;br /&gt;can shortcut your trip back there by jumping over a railing.)&lt;br /&gt;&lt;br /&gt;In the short corridor that leads onwards from the houndeye room, push one of the&lt;br /&gt;two movable barrels as close to the door ahead as you can. Move around either&lt;br /&gt;side of the barrel until you hear a teleporting sound, then get back behind the&lt;br /&gt;barrel. Right after the vortigaunt breaks through the door, toss a grenade so&lt;br /&gt;that it goes into the vort's room. After it's blown up, enter its room to find&lt;br /&gt;some more bullet clips.&lt;br /&gt;&lt;br /&gt;Just past that, watch under the blue D475-KL sign for a zombie to climb up&lt;br /&gt;through a grating. You could shoot or grenade it to death, but there's no need&lt;br /&gt;to. Instead, stand back and toss a grenade so that it goes down the hole in the&lt;br /&gt;floor that's on your side of the bars. It should blow up the headcrab that's in&lt;br /&gt;the water directly below the hole. Toss a couple more grenades down the hole if&lt;br /&gt;you want to be sure the headcrab is dead, then go back to the room where you&lt;br /&gt;found the grenades. Resupply using the ones you couldn't take before, then&lt;br /&gt;return to the floor hole and drop down through it.&lt;br /&gt;&lt;br /&gt;Explore the watery tunnel area until you find a small cement platform with a&lt;br /&gt;valve wheel on it. Jump onto the platform and use the wheel to flood the place,&lt;br /&gt;then swim over to the nearest ceiling grate. It'll open when the water reaches&lt;br /&gt;it, and you can hop up through it. The zombie that climbed through another grate&lt;br /&gt;will be nearby, but you can ignore it and go down the hall to where section&lt;br /&gt;c1a1c loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a1c: CANAL AREA&lt;br /&gt;&lt;br /&gt;You'll soon come to a big room with a large platform lift in it. On the walkway&lt;br /&gt;next to the platform, get the two bullet clips that are near the dead security&lt;br /&gt;guard. You're now supposed to hit the big lever to get the platform moving, then&lt;br /&gt;ride it down, dodging headcrabs as best you can. However, a much better way is&lt;br /&gt;to ignore the lever and drop from the right side of the unmoving platform to the&lt;br /&gt;slanty slope underneath it, then hold down the "Move right (strafe)" key as you&lt;br /&gt;slide down. You should end up on a narrow ledge next to a first aid station&lt;br /&gt;without taking any damage.&lt;br /&gt;&lt;br /&gt;Jump across to the main floor using the four raised cement things next to the&lt;br /&gt;aid station, then quickly shoot the houndeye that teleports in on top of a large&lt;br /&gt;crate. When it falls down into the crate, move around to where you can shoot it&lt;br /&gt;through a crack in the crate's side. (Or just bash through the crate with the&lt;br /&gt;crowbar and whack the houndeye to death.) Bash all of the crates to find more&lt;br /&gt;bullets before you move down the adjoining corridor.&lt;br /&gt;&lt;br /&gt;When you come to a room with a metal walkway crossing it, strafe left to avoid&lt;br /&gt;the bullsquid's toxic spit when it teleports in and falls. Go a short way onto&lt;br /&gt;the remaining metal walkway piece, then turn right and jump to the lowest set of&lt;br /&gt;nearby pipes. After jumping onto the highest pipe, move down to where you can&lt;br /&gt;jump onto a large machine and crawl along another pipe. Jump to the highest pipe&lt;br /&gt;past it, then follow it along to a small platform with a vent grating. Bash the&lt;br /&gt;grating with the crowbar, then crouch-walk through the vent shaft until you&lt;br /&gt;reach the second floor grating at its other end.&lt;br /&gt;&lt;br /&gt;Bash it and drop through, then turn right and bash all the crates you find to&lt;br /&gt;get armor batteries. Look across to the lower floor on the opposite side of the&lt;br /&gt;big room ahead to see a bullsquid killing off several headcrabs. As soon as it's&lt;br /&gt;done with that, use your pistol to kill it, strafing whenever you need to in&lt;br /&gt;order to avoid its spit. (Note that it may not have seen the leftmost headcrab&lt;br /&gt;due to a crate blocking its view, so shoot that headcrab, too.)&lt;br /&gt;&lt;br /&gt;You now need to cross over to where that bullsquid is. The fastest way is to use&lt;br /&gt;the broken piece of metal walkway that's near you. Take a running jump off the&lt;br /&gt;left end of the walkway piece, and you should make it across, though you will&lt;br /&gt;take some damage. Note that if you do this while the bullsquid is still killing&lt;br /&gt;headcrabs, you can run for the nearby door and avoid having to shoot anything.&lt;br /&gt;&lt;br /&gt;A much safer way is to go back the way you came to find a door you can go&lt;br /&gt;through, past which is a ladder you can climb down and another door you can go&lt;br /&gt;through. You can then push a wooden crate into the canal and use it to jump&lt;br /&gt;across (quickly, before it can float away), or you can enter the canal and swim&lt;br /&gt;to its other end, then use a short ladder to climb out in a small room with a&lt;br /&gt;first aid station. From there, go through a door and along a narrow ledge.&lt;br /&gt;&lt;br /&gt;In any case, go through the door near the bullsquid and down a corridor to reach&lt;br /&gt;section c1a1d.&lt;br /&gt;&lt;br /&gt;^ Section c1a1d: BOX-HOPPING FUN&lt;br /&gt;&lt;br /&gt;Keep going until you reach a large room with hanging crates and two ladders.&lt;br /&gt;After you climb the second ladder, quicksave in case you fall, then jump onto&lt;br /&gt;the railing next to the rightmost of the two nearest hanging crates. From there,&lt;br /&gt;you can move forward onto the crate, then do a running jump to reach the next&lt;br /&gt;crate that's directly ahead. Drop down from it to the next crate without&lt;br /&gt;jumping, then turn right and drop down to the next two crates in order. Then&lt;br /&gt;you can finally drop onto the floor past them.&lt;br /&gt;&lt;br /&gt;Move down the corridor until you find a ladder in a red-lit room to climb. Past&lt;br /&gt;it is a corridor that'll lead you back to section c1a1c.&lt;br /&gt;&lt;br /&gt;^ Section c1a1c (again): EXIT ELEVATOR&lt;br /&gt;&lt;br /&gt;Move down the corridor until you exit it through a door, then go right to find a&lt;br /&gt;big elevator that you can open with a button panel. Enter the elevator and use&lt;br /&gt;its interior button panel to ride to the Office Complex chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** OFFICE COMPLEX *****&lt;br /&gt;&lt;br /&gt;^ Section c1a2: HALLWAY ELECTRICAL HAZARD&lt;br /&gt;&lt;br /&gt;Leave the elevator to find a health pack and armor battery, then turn left and&lt;br /&gt;watch as an electrical hazard kills several headcrabs. None of them should make&lt;br /&gt;it to you, but have your pistol ready just in case. You could get past the&lt;br /&gt;electrical hazard quickly by running down the left side of the hall, but you'll&lt;br /&gt;take a lot of damage, and there's a much better way.&lt;br /&gt;&lt;br /&gt;Find the vent grating in the wall near the electical hazard, and crouch-walk&lt;br /&gt;carefully up to it. Bash it with the crowbar, then enter the vent shaft and turn&lt;br /&gt;left. When you come to a barred window that looks into a fan room, turn right&lt;br /&gt;and use your flashlight to help you find your way to a grating. Bash it, then&lt;br /&gt;move around in the shaft until the two headcrabs in the fan room get splattified&lt;br /&gt;by the fan.&lt;br /&gt;&lt;br /&gt;Don't enter the fan room yet. Go back the way you came until you reach the other&lt;br /&gt;end of the vent shaft. After bashing through another grating, you'll be able to&lt;br /&gt;drop down to the floor and open the two nearby locked doors from the inside. You&lt;br /&gt;can also bash the two vending machines and have fun crunching all the bugs that&lt;br /&gt;come pouring out of them!&lt;br /&gt;&lt;br /&gt;Approach the scientist near the table lamp to get him to say that if he'd known&lt;br /&gt;it was you, he'd have let you in. Oh, really? Talk to him to get him to follow&lt;br /&gt;you, then maneuver him into getting caught by one of the three barnacles in the&lt;br /&gt;area. That'll learn 'im! You can then have fun killing the barnacles by letting&lt;br /&gt;them catch you, then bashing them with the crowbar when they pull you in close.&lt;br /&gt;&lt;br /&gt;Find the door with the high voltage sign to the right of it, then go through it&lt;br /&gt;and use the lever on the panel to the left. That'll turn off the power to&lt;br /&gt;several nearby devices, including the hallway hazard. Return to the vent opening&lt;br /&gt;in the hallway and reenter it, going left to return to the fan room entrance.&lt;br /&gt;&lt;br /&gt;Drop into the fan room and check near the dead security guard for two bullet&lt;br /&gt;clips. Crouch-jump back into the shaft, then return to the hallway and go past&lt;br /&gt;the now-deactivated electrical hazard. The door past it won't open, so bash the&lt;br /&gt;glass out of the window and crouch-jump through it.&lt;br /&gt;&lt;br /&gt;Pass by the D-AL 101 room for now, and move up against the unopenable wooden&lt;br /&gt;door in the small side area marked "STORAGE." Wait until a zombie breaks&lt;br /&gt;completely through the wooden door, then quickly shoot it to death. In the dark&lt;br /&gt;storage room, crouch down and move around on the lowest part of the wrecked&lt;br /&gt;shelves until you're able to pick up both bullet clips.&lt;br /&gt;&lt;br /&gt;Find the dim corridor past the storage area that's clogged with wooden crates,&lt;br /&gt;then bash crates and run over orange scuttlebugs until you reach the point where&lt;br /&gt;section c1a2d loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a2d: SHOTGUN AND SECURITY CAGE&lt;br /&gt;&lt;br /&gt;Bash every wooden crate except for the very biggest one. There's a headcrab on&lt;br /&gt;its other side, and you'll want to very slowly crouch-walk past the crate until&lt;br /&gt;you're in position to sneak-shoot the headcrab. After that, bash the large crate&lt;br /&gt;and move on to where you can turn a corner and find a shotgun and some shells on&lt;br /&gt;a green crate. (Note that you may have to jump onto the crate in order to pick&lt;br /&gt;up everything that's on it. The same goes for other green crates you come&lt;br /&gt;across.)&lt;br /&gt;&lt;br /&gt;As you approach the caged-in area with a security guard in it, a zombie will&lt;br /&gt;walk into view. Shoot it once with the pistol to get it to focus on you, then&lt;br /&gt;let the security guard finish it off and open the gate. Before you go through&lt;br /&gt;it, drop down to the lower floor and bash crates to find a health pack and an&lt;br /&gt;armor battery.&lt;br /&gt;&lt;br /&gt;Climb the ladder to the higher floor, then go through the open gate and grab the&lt;br /&gt;ammo from the green crate near the guard. Talk to him to get him to follow you,&lt;br /&gt;then go down the short hall to the room past the cage area. There's a headcrab&lt;br /&gt;in a vent shaft in the room, so run to the back of the room to get it to leap at&lt;br /&gt;you, then quickly back up and strafe aside so the headcrab will miss you and get&lt;br /&gt;shot by your guard pal.&lt;br /&gt;&lt;br /&gt;Get all the good ammo in the room, then go back through the cage gate and on to&lt;br /&gt;where section c1a2 will load up again.&lt;br /&gt;&lt;br /&gt;^ Section c1a2 (again): ELECTRIFIED ROOM AND AUTOTURRET&lt;br /&gt;&lt;br /&gt;Lead your guard over to the D-AL 101 room's big broken window so he'll shoot the&lt;br /&gt;headcrab in the room for you. Talk to him to leave him where he is, then crouch-&lt;br /&gt;jump onto the window's sill. Pull the nearby table toward you by facing it,&lt;br /&gt;holding down the "Use item" key, and moving backward. Once it's next to the&lt;br /&gt;window, get back on the sill if you fell off and crouch-walk onto the table.&lt;br /&gt;&lt;br /&gt;Jump from the table to the large counter on the right, then jump over the sink&lt;br /&gt;in the middle of the counter, since its water is electrified, too. Jump from the&lt;br /&gt;end of the counter to the small table that's next to the first aid station, then&lt;br /&gt;jump to the small counter that the dead headcrab is on. Use the light switch on&lt;br /&gt;the wall to turn off the electricity, making the room safe to move around in.&lt;br /&gt;&lt;br /&gt;Find the vent shaft in the wall a bit to the left of the light switch counter&lt;br /&gt;and stand in front of it with your flashlight on. There are three headcrabs in&lt;br /&gt;the shaft, and the easiest way to kill them is to wait for them to approach the&lt;br /&gt;grating, and then shoot them through it. After you kill all three of them, you&lt;br /&gt;can bash off the grating and crouch-jump into the shaft. But first, go over to&lt;br /&gt;the big cabinet in the corner to the right of the first aid station, nudge its&lt;br /&gt;door open, and go inside it for an armor battery.&lt;br /&gt;&lt;br /&gt;Move along the shaft, being sure to stay crouched as you go under a large fan.&lt;br /&gt;You can wait and watch as headcrabs drop into the fan and get splattered, or you&lt;br /&gt;can just move on without stopping. When you reach a grating, bash through it and&lt;br /&gt;move forward to fall down into a hallway past some doors you couldn't open&lt;br /&gt;earlier. Open them both now and get your guard following you again, then move&lt;br /&gt;down the hallway and take cover behind a large metal crate while the guard&lt;br /&gt;shoots some drop-down headcrabs for you.&lt;br /&gt;&lt;br /&gt;After the crabs are dead, tell your guard to wait for you again, then push the&lt;br /&gt;small metal box to where it's directly underneath the broken-off ladder that you&lt;br /&gt;can see up in the ceiling area that the crabs dropped down from. Get onto the&lt;br /&gt;box so you can jump from it to the ladder, then climb the ladder and move over&lt;br /&gt;to a large bashable grating in the floor. Bash it with the crowbar, then get the&lt;br /&gt;pistol out so you can shoot the headcrab that's ahead as soon as you drop down.&lt;br /&gt;&lt;br /&gt;Turn around and bash out the wall grating, but don't drop through it into the&lt;br /&gt;next room yet. Move far enough forward to get the noisy autoturret over to the&lt;br /&gt;right to power up, then quickly back up before it can shoot you. After it shoots&lt;br /&gt;a scientist and a headcrab, wait until you hear it power down, then quicksave.&lt;br /&gt;&lt;br /&gt;You could drop into the room and run straight forward to the headcrab-infested&lt;br /&gt;hallway, then move on from there, but that would mean skipping some good stuff.&lt;br /&gt;As soon as you drop to the floor, turn right and run up to the leftmost wooden&lt;br /&gt;crate. Crouch down and push the crate forward as far as you can, then bash it to&lt;br /&gt;get it out of your way. You can then use the switch on the metal control box to&lt;br /&gt;turn off the autoturret.&lt;br /&gt;&lt;br /&gt;Grab the bullet clip from the middle of the room, then go through the red-&lt;br /&gt;outline doorway that's to the left of a dead scientist. Check the green crate&lt;br /&gt;and set of shelves back there for ammo, then find the red door that you can push&lt;br /&gt;open to return to the hallway where you left your guard. Get him to follow you&lt;br /&gt;again, then push and/or pull the small metal box all the way to the turret room.&lt;br /&gt;You can use it to get onto the large metal box near the turret's platform, then&lt;br /&gt;jump to the platform to access a first aid station.&lt;br /&gt;&lt;br /&gt;Help your guard kill off all the headcrabs in the hallway that leads off from&lt;br /&gt;the turret room, making sure he doesn't take very many hits. Past that, start up&lt;br /&gt;some stairs to reach section c1a2a.&lt;br /&gt;&lt;br /&gt;^ Section c1a2a: VORTIGAUNT OFFICE AREA&lt;br /&gt;&lt;br /&gt;Go to the top of the steps to find a second guard shooting headcrabs. After he's&lt;br /&gt;done with that, talk to him to get him to join you, giving you a total of two&lt;br /&gt;guard followers. You'll need 'em! Bash the nearest crate to find a bullet clip,&lt;br /&gt;then approach the large red-rimmed doorway cautiously. A headcrab will drop down&lt;br /&gt;through a weak ceiling panel as you go through the doorway, so quickly back up&lt;br /&gt;and let your guards shoot it for you.&lt;br /&gt;&lt;br /&gt;Talk to them to leave them behind, out of sight of the hallway. Go partway down&lt;br /&gt;the hallway to find a side room to the left that you can get an armor battery&lt;br /&gt;and health pack from. In the hall, turn and face toward the flashing green&lt;br /&gt;"EXIT" sign, then slowly back up until some nearby vortigaunts see you. Quickly&lt;br /&gt;run forward and into the side room, then squeeze into the space behind the open&lt;br /&gt;door. Neither you nor the gaunts can shoot through any part of the door, so&lt;br /&gt;watch for them to try to come behind the door after you, and double-barrel them&lt;br /&gt;with the shotgun when they do.&lt;br /&gt;&lt;br /&gt;After they're all dead, go back and get your two security guards following you&lt;br /&gt;again. Go past the side room to the intersection area, then look to the left for&lt;br /&gt;a weak ceiling panel. Move toward it, then quickly retreat when a headcrab falls&lt;br /&gt;through. After your guards shoot it for you, go to the lounge-like room ahead&lt;br /&gt;and repeat the process with its ceiling-hid headcrab.&lt;br /&gt;&lt;br /&gt;Look through the lounge room's small doorway to see a vortigaunt who thinks it's&lt;br /&gt;hiding in a dark corner. Shoot it once with the pistol, then retreat and let&lt;br /&gt;your guards finish it off. Around the corner from there is a small side office&lt;br /&gt;with a vortigaunt in it. Let it blast its way through the office window, then&lt;br /&gt;go in and get some bullets from the desk after your guards kill the vort.&lt;br /&gt;&lt;br /&gt;From there, go down the hall to a well-lit area with two doors, one of which is&lt;br /&gt;labeled D-AL 102. See if there are any vortigaunts near that door or in the room&lt;br /&gt;past it, then lure out the ceiling headcrab in the other room for your guards to&lt;br /&gt;shoot. There's a first aid station in that room if you need to heal up. In the&lt;br /&gt;D-AL 102 room is another door with that same label guarded by a barnacle.&lt;br /&gt;Crowbar-whack it, then enter the scientist's dark room to find a health pack on&lt;br /&gt;a desk. You can turn the room's lights back on using the wall switch near the&lt;br /&gt;scientist if you want to be able to see better.&lt;br /&gt;&lt;br /&gt;Return to the lounge and hop up onto the couch right in front of the&lt;br /&gt;"Maintenance Access" sign. Look up and bash the weak ceiling tiles, then climb&lt;br /&gt;up the ladder past them. Look into the autoturret's alcove to get it to notice&lt;br /&gt;you and activate, then quickly duck out of sight and use the switch on the metal&lt;br /&gt;control box to turn it off. Get the shotgun ammo from underneath it, then climb&lt;br /&gt;back down the ladder to the lounge.&lt;br /&gt;&lt;br /&gt;Find the short exit corridor to the left of the lounge that has vending machines&lt;br /&gt;in it, then toss a hand grenade so that it blows up the vortigaunt that's hiding&lt;br /&gt;behind the farthest machine. Have the shotgun ready to blast a couple of other&lt;br /&gt;vorts in the area just past the vending machines. If you have any security guys&lt;br /&gt;left, you can either whack them for ammo, or let them stay with you. These hints&lt;br /&gt;will assume you don't have any left, so you don't have to worry about making&lt;br /&gt;sure they survive this area.&lt;br /&gt;&lt;br /&gt;Kill the barnacle past the exit corridor with the crowbar, then go up the first&lt;br /&gt;set of stairs. Move up the second set very slowly and with your pistol out,&lt;br /&gt;since there are three headcrabs just past the top. Try to shoot all of them to&lt;br /&gt;death before they can leap at you. In the next hallway is an explosive crate and&lt;br /&gt;a zombie. Wait until the zombie is passing by the crate, then blast it with the&lt;br /&gt;shotgun. If that doesn't finish the zombie off, give it a close-up head shot&lt;br /&gt;with the shotgun.&lt;br /&gt;&lt;br /&gt;Move slowly toward the point where the corridor turns left, since there are two&lt;br /&gt;vortigaunts just around the corner. Get to where you can just barely see part of&lt;br /&gt;one, then lob a grenade so that it'll bounce toward the vort. If that doesn't&lt;br /&gt;kill both of them, round the corner and double-barrel the survivors. Move on&lt;br /&gt;past them to reach section c1a2b.&lt;br /&gt;&lt;br /&gt;^ Section c1a2b: OPTIONAL AREAS AND ZOMBIE CAFETERIA&lt;br /&gt;&lt;br /&gt;Go through a door to reach an area with a security guard, but don't have him&lt;br /&gt;join you yet. Instead, use the flashlight to locate a floor-level vent grating&lt;br /&gt;to the left of the door you just came in through. Bash the grating and move&lt;br /&gt;along the vent shaft until you reach a big fan room. Climb the ladder and go&lt;br /&gt;over to where the fan is turning. Time your run through the blades so that&lt;br /&gt;you're going across when the broken-off blade is on top.&lt;br /&gt;&lt;br /&gt;Bash the floor grating past the fan, then drop down and move along until you&lt;br /&gt;come to a wall grating. Carefully shoot two headcrabs through the grating before&lt;br /&gt;bashing it, then bash through another grate past them and walk along the top of&lt;br /&gt;a vent shaft in a hallway, looking for another grate to bash and go through.&lt;br /&gt;Past yet another grate is an open area with some rusty metal beams that you need&lt;br /&gt;to cross.&lt;br /&gt;&lt;br /&gt;You can cross along the left side, carefully moving around the cable that's in&lt;br /&gt;the way, but it's a lot easier to go around the cable using the other beams.&lt;br /&gt;When you do, some headcrabs will break through a wall ahead and to the right.&lt;br /&gt;Quickly shoot any crabs that leap out, including ones that fall to the floor&lt;br /&gt;below, then toss a hand grenade into the crabs' wall niche to kill any others&lt;br /&gt;that are in there before you go past it.&lt;br /&gt;&lt;br /&gt;Move carefully along the beams to where you can enter another vent shaft after&lt;br /&gt;bashing its grate. When you come to the end of the shaft, look into the room&lt;br /&gt;beyond to find a headcrab to shoot. Go around to where it is, then crouch-hop&lt;br /&gt;over some beams and walk on some weak ceiling tiles that'll drop you into a&lt;br /&gt;secret ammo room. After taking what you need, open the room's door and go left&lt;br /&gt;to get back to the place with the security guard.&lt;br /&gt;&lt;br /&gt;It's still not time to get him to join up, though. Go down the large ramp near&lt;br /&gt;the guard and turn right. Don't go into the lower room with the crates and&lt;br /&gt;barrels yet. Stay well back and destroy the middle crate with the pistol. You'll&lt;br /&gt;then be able to safely sneak-shoot the bullsquid that's behind the crates. Go&lt;br /&gt;down there and loot the area of grenades and shells, then push the two barrels&lt;br /&gt;up to the yellow floor line so that they mostly block the path. Go a short&lt;br /&gt;distance past the yellow line to get two vorts to teleport in, then quickly get&lt;br /&gt;behind the barrels and shoot the vorts over them.&lt;br /&gt;&lt;br /&gt;Go back up the ramp and get the security guy to follow you, then go past the&lt;br /&gt;secret supply room's open door and on to a large cafeteria room where a zombie&lt;br /&gt;is messing around near some tables and dead bodies. Toss a hand grenade at the&lt;br /&gt;zombie, then help your security guy kill it and the headcrabs that fall into the&lt;br /&gt;room.&lt;br /&gt;&lt;br /&gt;At the back of the room, use the crowbar to bash all the boards off the doorway,&lt;br /&gt;then go down the hallway until section c1a2c loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a2c: MEAT LOCKER AND VENT SHAFTS&lt;br /&gt;&lt;br /&gt;Around the corner is a room with two zombies feasting on dead scientists. Your&lt;br /&gt;dumb security guard will run right up to them and get himself whacked if you&lt;br /&gt;don't leave him behind before entering that room. Toss a grenade at the zombies,&lt;br /&gt;then finish any survivors off with the shotgun. Then go get your security guy to&lt;br /&gt;follow you again.&lt;br /&gt;&lt;br /&gt;Use the large lever that's to the left of the big door near the zombie area,&lt;br /&gt;then run through far enough that your security guy will follow you in before the&lt;br /&gt;door closes. If he doesn't make it, you can move up to the right side of the&lt;br /&gt;door and use the lever to open it (even though the lever is on the other side of&lt;br /&gt;the door). You could also do this if you decide to return to previous areas for&lt;br /&gt;something.&lt;br /&gt;&lt;br /&gt;In the meat locker area's first room, go through the large open doors, then turn&lt;br /&gt;right. Let the headcrab around the corner see you, then retreat so your guard&lt;br /&gt;will shoot it for you. Bash your way past the hanging meat, then look through&lt;br /&gt;another large set of open doors to find another headcrab on the floor and one up&lt;br /&gt;on a high shelf to the left. Shoot them yourself or get your guard to do it.&lt;br /&gt;&lt;br /&gt;After those two crabs are dead, go into the large room with three hanging pieces&lt;br /&gt;of meat. There's another headcrab nearby to shoot, plus a bullsquid hiding&lt;br /&gt;behind some crates a ways past that. To sneak-shoot the squid, turn your&lt;br /&gt;flashlight on and move around until you can see one of its fat, slimy legs next&lt;br /&gt;to the crate it's hiding behind. Shoot it in the leg until it dies, then move&lt;br /&gt;into its area and look for another headcrab nearby.&lt;br /&gt;&lt;br /&gt;Find the big red-lit switch on the wall and use it, then move down the hallway&lt;br /&gt;and turn right to enter the back rooms. As soon as you do, a scientist will&lt;br /&gt;start running, chased by a bullsquid. Help your security guy take the squid&lt;br /&gt;down, then whack him for ammo. Look back in the room the squid started in to&lt;br /&gt;find some bullets and grenades on the floor next to some dead bodies.&lt;br /&gt;&lt;br /&gt;Return to the starting room and climb up the short ladder to get onto a shelf.&lt;br /&gt;At the other end of the shelf, break the vent grating and jump-crouch into the&lt;br /&gt;vent shaft. Break out its other end, then follow the shelves along until you&lt;br /&gt;come to a spot where you can get on the moving platform. Do so when it passes&lt;br /&gt;by, then break its crates open for armor batteries. When it moves past the vent&lt;br /&gt;opening that's across from where you boarded it, quickly get off.&lt;br /&gt;&lt;br /&gt;With your flashlight on, move down the vent shaft until you're near a spot where&lt;br /&gt;it drops down to a lower cross-shaft. A headcrab will jump up from the lower&lt;br /&gt;shaft as you approach, but it should miss you. After it does, carefully edge&lt;br /&gt;forward to where you can sneak-shoot it, then drop down and turn right at the&lt;br /&gt;shaft intersection to find an armor battery and a bullet clip near a dead&lt;br /&gt;security guard.&lt;br /&gt;&lt;br /&gt;Turn around and go all the way to the other end of the shaft, then break the&lt;br /&gt;vent grating and enter a very shaft-y room that has several barnacles in it. Go&lt;br /&gt;around and crowbar-whack them and grab the supplies that are near them. When&lt;br /&gt;you're ready to move on, find the ladder that's near one of the barnacles, then&lt;br /&gt;either climb the ladder and drop onto the shaft to the left of it, or jump up to&lt;br /&gt;where you can kill the barnacle and go from there. At the top of the curving&lt;br /&gt;shafts, crouch-walk over to the large shaft opening and hop into it.&lt;br /&gt;&lt;br /&gt;Move slowly along the dark shafts with your pistol out and your flashlight on,&lt;br /&gt;scanning ahead for headcrabs to shoot. Soon after you find one, you'll reach a&lt;br /&gt;spot where section c1a2b will load up again.&lt;br /&gt;&lt;br /&gt;^ Section c1a2b (again): GOING UP THE ELEVATOR SHAFT&lt;br /&gt;&lt;br /&gt;When you reach a grating, bash it off, but wait until the guard below shoots&lt;br /&gt;down a zombie before you drop down. Walk up to the guard to get him to talk to&lt;br /&gt;you, then talk to him to get him to follow you. You can go through the door the&lt;br /&gt;scientist opened to get back to previous areas, including the secret ammo room,&lt;br /&gt;if you want to. When you're ready, head up the stairs and get your guard to kill&lt;br /&gt;the headcrab at the top.&lt;br /&gt;&lt;br /&gt;Walk down the wide corridor until a zombie drops down from a higher area. Stay&lt;br /&gt;back and let your guard kill it, then move forward until another zombie breaks&lt;br /&gt;through a wall and comes out to where your guard can shoot it. Go through the&lt;br /&gt;zombie's wall hole to find a dark area with some hand grenades, then go crouch-&lt;br /&gt;jump through the office window that a scientist broke out through to find some&lt;br /&gt;shotgun ammo and health packs. Crouch-jump back through the window, then whack&lt;br /&gt;your security guy for his pistol clip if he's still alive.&lt;br /&gt;&lt;br /&gt;Now you're going to have to ascend the shaft that's past the jammed-open&lt;br /&gt;elevator doors at the end of the hall. Quicksave, then take a running jump&lt;br /&gt;through those doors and across the shaft to the ladder that's on the wall. If&lt;br /&gt;you don't make it, quickrestore and try again. It's a pretty tough jump to make.&lt;br /&gt;Climb up the ladder and get off on the ledge to the right, then climb up the&lt;br /&gt;next ladder and get off to the left, then climb the third ladder and get off to&lt;br /&gt;the right.&lt;br /&gt;&lt;br /&gt;You're now on the highest ledge in the shaft, so you'll need to jump to the&lt;br /&gt;ladder that's on the side of the elevator car (after quicksaving). Climb onto&lt;br /&gt;the top of the elevator car, then look around on it for a bashable grate that&lt;br /&gt;you can drop in through. Move up against the elevator doors to get them to open&lt;br /&gt;and take you to the "We've Got Hostiles" chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** "WE'VE GOT HOSTILES" *****&lt;br /&gt;&lt;br /&gt;^ Section c1a3: FLOOR TURRETS AND ASSAULT RIFLES&lt;br /&gt;&lt;br /&gt;Watch as a scientist panics and runs into a laser tripmine at the end of the&lt;br /&gt;corridor, then use the nearby first aid and HEV wall stations if you need to. Go&lt;br /&gt;past the fire door, optionally bashing its button's glass cover as you go. When&lt;br /&gt;you reach the spot with two red laser alarms, run through them, then crouch down&lt;br /&gt;and move up against the right wall. That way, the turret won't be able to see&lt;br /&gt;you and shoot you.&lt;br /&gt;&lt;br /&gt;Crouch-walk up to the corner to get a headcrab to teleport in over to the right,&lt;br /&gt;then back up while the turret blasts the crab for you. After the second headcrab&lt;br /&gt;appears and gets shot, crouch-walk up to the wooden crate that's ahead of you,&lt;br /&gt;then strafe slowly to the right until you can see one leg of the turret. Shoot&lt;br /&gt;it with the pistol until it falls over.&lt;br /&gt;&lt;br /&gt;Get the Mp5 assault rifle that's near where the headcrabs teleported in, and&lt;br /&gt;immediately reload it since it only starts out with half a clip in it. Bash&lt;br /&gt;every non-explosive crate to find armor and shells, then go around to the other&lt;br /&gt;side of the fencing to get a headcrab to teleport in. Run around the fence so&lt;br /&gt;you can shoot the headcrab through it, then wait for two more to teleport in.&lt;br /&gt;&lt;br /&gt;Go through the fire door without bashing its button's glass and closing it, then&lt;br /&gt;jump over the first tripmine and crouch-walk under the second one. In the&lt;br /&gt;following corridor, move forward until a vortigaunt teleports in ahead, then&lt;br /&gt;quickly go all the way back to the fence that's past the fire door. If you wait&lt;br /&gt;there, two vortigaunts should kill themselves on the tripmines. If they don't,&lt;br /&gt;you'll have to go get their attention again (or just shoot them).&lt;br /&gt;&lt;br /&gt;After two vorts are tripmine-killed, there'll be one more in the hallway, so go&lt;br /&gt;shoot it down with your new assault rifle. Check the area the vorts teleported&lt;br /&gt;into to find a first aid station and two bullet clips next to a dead security&lt;br /&gt;guard. Have fun vandalizing the soda machines and running over orange bugs if&lt;br /&gt;you want to, then head down the hallway and to the bottom of a large ramp.&lt;br /&gt;&lt;br /&gt;Get your shotgun out and quicksave, then jump over the red laser alert beam,&lt;br /&gt;turn to face the two nearby explosive barrels, and blast them with the shotgun&lt;br /&gt;the instant a vortigaunt teleports in next to them. That'll kill the first one,&lt;br /&gt;and a good double-barrel blast will kill the second one that appears. Or if&lt;br /&gt;you'd rather skip that, you can jump over the laser alert's right end and&lt;br /&gt;immediately run to the right so that the first vort won't see you. If you&lt;br /&gt;carefully stay out of his sight, you can just leave him there, and he won't&lt;br /&gt;bother you.&lt;br /&gt;&lt;br /&gt;It's fairly easy to sneak-shoot the two nearby turrets, but there's no need to.&lt;br /&gt;The ones you need to take out are on the other side of the big green crate&lt;br /&gt;stacks. After you bash the two large wooden crates that are next to each other,&lt;br /&gt;you'll be able to see one of the turrets past them. Move to where you can only&lt;br /&gt;see one leg of the turret, then shoot it with the pistol until it goes down. For&lt;br /&gt;the other turret, go around to the right side of the green crate stacks, bash&lt;br /&gt;the wooden crate there, then shoot the turret leg that you can see ahead.&lt;br /&gt;&lt;br /&gt;Hop up to the top of the biggest green crate stack. Note that you'll have to use&lt;br /&gt;a jump-crouch maneuver to get onto the uppermost crate. Once you're up there,&lt;br /&gt;drop down to the floor past the stacks, and run through the fire door and jump&lt;br /&gt;up onto the green crate stack past it. If you're fast enough, you can drop down&lt;br /&gt;into the next area, where section c1a3d loads, without any teleport-in headcrabs&lt;br /&gt;catching up to you.&lt;br /&gt;&lt;br /&gt;^ Section c1a3d: MEET THE MARINES&lt;br /&gt;&lt;br /&gt;Crouch-walk very carefully on the super-slick wet floor until you can see the&lt;br /&gt;nearest of the two turrets around the corner. Move to where you can only see one&lt;br /&gt;leg of it, then shoot it until it falls over. Repeat with the second turret,&lt;br /&gt;which is farther down, near the fire door's glass-covered button. You'll have to&lt;br /&gt;crouch-walk very slowly and carefully to get to where you can shoot it without&lt;br /&gt;being shot. (Or you can try tossing hand grenades so they bounce toward it, or&lt;br /&gt;you can try charging it with the shotgun as soon as the first turret goes down.)&lt;br /&gt;&lt;br /&gt;After the two turrets are down, check past the fire door to see if there are any&lt;br /&gt;unexploded tripmines along the left wall. If so, stand back and shoot the&lt;br /&gt;nearest one with the pistol. Then go through the fire door to find a first aid&lt;br /&gt;station and several boxes to bash for supplies. Climb a ladder to reach a&lt;br /&gt;walkway that has more boxes to bash.&lt;br /&gt;&lt;br /&gt;After going up another ladder, get your assault rifle out and move along the&lt;br /&gt;walkway until you can look down into a room with a marine in it. He's a hostile,&lt;br /&gt;so immediately open fire on him. You should be able to kill him before taking&lt;br /&gt;much if any fire. If you do get damaged, return to the previous room for health&lt;br /&gt;and armor.&lt;br /&gt;&lt;br /&gt;Go down to the lower floor and look around for an aid station and some assault&lt;br /&gt;rifle clips on a green crate (and a rifle next to the dead marine). When you're&lt;br /&gt;ready to go, press the button to the left of the large lift to open it up. If&lt;br /&gt;you saved the scientist, he won't be of any use to you in the area ahead, but it&lt;br /&gt;can be fun to get him to follow you and then hit the lift's interior button to&lt;br /&gt;slam its doors shut on him! As you ride the lift up, section c1a3a will load.&lt;br /&gt;&lt;br /&gt;^ Section c1a3a: MORE FLOOR TURRETS AND SEVERAL MARINE SQUADS&lt;br /&gt;&lt;br /&gt;After the lift stops, stay back while a scientist runs forward and gets shot up&lt;br /&gt;by the three marines in the area ahead. Wait in the lift with the assault rifle&lt;br /&gt;out and shoot any marines you see running around on the upper walkway ahead,&lt;br /&gt;then find the dark passageway that's to the left as you exit the lift and go&lt;br /&gt;back and forth in it, dodging grenades and shooting marines with the assault&lt;br /&gt;rifle when you can.&lt;br /&gt;&lt;br /&gt;After all three of them are down, go all through the area and bash wooden crates&lt;br /&gt;to find supplies. If that's not enough to fully heal up, use the first aid and&lt;br /&gt;HEV stations near the back right corner of the area and/or take the lift back&lt;br /&gt;down to previous areas to collect leftover supplies.&lt;br /&gt;&lt;br /&gt;Find the stairs that lead up to a walkway, then go through the fire door and&lt;br /&gt;along a wide bridge, watching out for barnacle tongues. If they're too hard to&lt;br /&gt;avoid, even when crouch-walking, look up and kill the barnacles with the assault&lt;br /&gt;rifle before passing under them.&lt;br /&gt;&lt;br /&gt;You could use the barnacle whose tongue dangles closest to the bridge above you&lt;br /&gt;as a shortcut for getting up to it. Quicksave before you try, then while facing&lt;br /&gt;the bridge and looking up, let the barnacle grab you and pull you up. Hit it&lt;br /&gt;with the crowbar when you get within range, then lean on the "Move forward" key&lt;br /&gt;to land on the bridge. Turn left and go along to find yourself on a walkway&lt;br /&gt;above the room with the exit lift. The following paragraphs will assume you&lt;br /&gt;don't take this shortcut, so if you do, kill off the marines in the room below&lt;br /&gt;and then skip ahead to the next-to-last paragraph before section c1a3b starts.&lt;br /&gt;&lt;br /&gt;Past the barnacle bridge, you'll reach a path split with two laser tripmines to&lt;br /&gt;the left. Back up as far as you can without losing sight of the rightmost&lt;br /&gt;tripmine, then shoot it with the pistol to blow them both up. Look down the&lt;br /&gt;passage past the tripmines to see no fewer than three turrets and a bunch of&lt;br /&gt;alarm beams. Go to the top of the ramp that leads down to their area and toss a&lt;br /&gt;hand grenade so that it lands close to the nearest turret.&lt;br /&gt;&lt;br /&gt;As soon as the grenade is away, back up to a spot near the top of the other&lt;br /&gt;nearby ramp so the next turret down the line can't shoot you, but you can shoot&lt;br /&gt;it with the pistol. After it goes down in flames, move back to the top of the&lt;br /&gt;ramp that leads to the turret area and crouch down. Looking past the open fire&lt;br /&gt;door a ways ahead with the flashlight on, you should be able to make out the&lt;br /&gt;shape of the third turret. Pistol-shoot it until it also falls over.&lt;br /&gt;&lt;br /&gt;Go down the other ramp to find a large area with crates, barnacles, and a fast-&lt;br /&gt;moving conveyor belt. There's also a higher floor that you can't get to that has&lt;br /&gt;lots of crates and several marines on it. Toss a few grenades onto that higher&lt;br /&gt;floor, then make sure the surviving marines see you. Go back up to the top of&lt;br /&gt;the hallway ramp to be safe, and wait while the marines toss grenades all over&lt;br /&gt;and eventually kill themselves. If you don't want to wait for that, stay&lt;br /&gt;crouched halfway down the ramp and shoot marines when they run into view, or go&lt;br /&gt;to the back of the lower floor area and jump up and down so you can see onto the&lt;br /&gt;higher floor better.&lt;br /&gt;&lt;br /&gt;When all the marines up there are dead, jump onto the conveyor belt at a point&lt;br /&gt;past the barnacle tongues. Run along the belt to reach a room with some assault&lt;br /&gt;rifle clips near first aid and HEV wall stations. Find the lowest green crate in&lt;br /&gt;the big crate stack, then jump your way from it up to the highest green crate&lt;br /&gt;(using a jump-crouch or the big wooden crates to get onto it). Jump from there&lt;br /&gt;to the high-up conveyor belt, then run along it until you come to a room.&lt;br /&gt;&lt;br /&gt;While still a ways back from the room, shoot the explosive barrels you see in&lt;br /&gt;the room to get them out of the way, then go into the room and use the assault&lt;br /&gt;rifle to kill a marine who's over to the left, behind a small sandbag wall. To&lt;br /&gt;make things easier, you might want to toss a hand grenade at the marine, then&lt;br /&gt;charge him and shoot him while he's trying to dodge the grenade.&lt;br /&gt;&lt;br /&gt;Search his side of the room for a first aid station and some ammo, then drop&lt;br /&gt;down to the lower floor to find yourself in the turret-and-laser hallway.&lt;br /&gt;There's a tripmine on the right wall just past the nearby fire door, so back up&lt;br /&gt;and shoot it with the pistol to blow it up. It'll break the fire door's button's&lt;br /&gt;glass, so run through the door before it can close. (Note that you could drop&lt;br /&gt;down, shoot the tripmine, and run through the fire door without blowing up the&lt;br /&gt;barrels or killing the marine if you don't mind passing up his supplies.)&lt;br /&gt;&lt;br /&gt;As you move down the hallway past the fire door, look up to see a marine's legs&lt;br /&gt;on an upper walkway ahead. Shoot his legs, then wait and see what he does. He&lt;br /&gt;should run around the walkways to some stairs that lead down to your floor. A&lt;br /&gt;barnacle has its tongue dangling right over those stairs, so the marine should&lt;br /&gt;get caught in the tongue and eaten. There are two other marines up there that&lt;br /&gt;you can trick into doing the same thing. However, if one of them tries to go&lt;br /&gt;down the stairs soon after the previous one is snagged, he'll make it past the&lt;br /&gt;barnacle, and you'll have to shoot him.&lt;br /&gt;&lt;br /&gt;Quickly run up the stairs while the last marine is keeping the barnacle busy (or&lt;br /&gt;kill it with the pistol before going up), then look for some shotgun shells on a&lt;br /&gt;small green crate near a sandbag wall. Go up some more stairs and run along the&lt;br /&gt;walkway until you reach a point where you can turn left and enter a wide&lt;br /&gt;concrete corridor. If you continue down the walkway past that point, you'll find&lt;br /&gt;a first aid station and some assault rifle clips past a hard-to-see barnacle.&lt;br /&gt;&lt;br /&gt;Go down the concrete corridor and across another barnacle-tongue bridge, then on&lt;br /&gt;to where you'll find yourself on an upper walkway over an area where you've&lt;br /&gt;already killed off some marines. Go around the walkway and bash crates to find&lt;br /&gt;an armor battery, then locate the stairs that lead down to a lower walkway.&lt;br /&gt;It'll have some stairs that will take you to the floor the marines were on.&lt;br /&gt;&lt;br /&gt;Bash all the crates on that floor to get more stuff, then find the big "SURFACE&lt;br /&gt;ACCESS" lift in the back and use its button to open it up. Get on it and use its&lt;br /&gt;interior button to ascend to section c1a3b.&lt;br /&gt;&lt;br /&gt;^ Section c1a3b: BRIEF SURFACE RUN&lt;br /&gt;&lt;br /&gt;If the lift appears to jam as soon as this section finishes loading, crouch down&lt;br /&gt;and move around to break out of the glitch. After the lift stops at the top,&lt;br /&gt;crouch-hop onto the floor past it, then turn left and run for the corner with&lt;br /&gt;the first aid station on the wall. If you're careful to stay left as you run,&lt;br /&gt;you should make it without any of the marines outside seeing you.&lt;br /&gt;&lt;br /&gt;After quicksaving, go through the left side of the large doorway, then&lt;br /&gt;immediately turn left and run past two sets of wooden crates. Turn right and run&lt;br /&gt;for the open door that's past another set of wooden crates. It might help to&lt;br /&gt;crouch as you drop down to the door, which is on a slightly lower bit of ground.&lt;br /&gt;As soon as you're through it, climb down the ladder that's past it to reach&lt;br /&gt;section c1a3c.&lt;br /&gt;&lt;br /&gt;^ Section c1a3c: DROPPING DOWN A SHAFT&lt;br /&gt;&lt;br /&gt;Finish climbing down the ladder, then quickly bash the crates in the area to&lt;br /&gt;find ammo, and use the first aid and HEV stations to recharge. Move over to the&lt;br /&gt;vent access door to get it to open, then back up a bit as a big explosion sends&lt;br /&gt;debris down the shaft past the door.&lt;br /&gt;&lt;br /&gt;There shouldn't be any marines alive in the shaft right after that, but there&lt;br /&gt;could be, so have the assault rifle out and ready. Quickly move through the vent&lt;br /&gt;access door and drop down to the ledge you see on the right, then turn and try&lt;br /&gt;to drop onto the broken fan before you drop down to the metal walkway below.&lt;br /&gt;Find the big opening in one wall next to the walkway and run down it to return&lt;br /&gt;to section c1a3.&lt;br /&gt;&lt;br /&gt;^ Section c1a3 (again): CRAWLWAY EXTRAS AND SILO DOOR CONTROL ROOM&lt;br /&gt;&lt;br /&gt;When you come to the end of the shaft, quicksave before trying to drop down to&lt;br /&gt;the narrow ledge below. Move along the ledge and enter a vent shaft, then go&lt;br /&gt;forward until you come to an opening on your right. Drop down onto a green&lt;br /&gt;crate, then turn and crouch-walk under an unbreakable vent grating so you can&lt;br /&gt;get to some shotgun ammo. Crouch-jump back onto the green crate under the&lt;br /&gt;unbreakable grating, then climb up the grating and crouch-walk back into the&lt;br /&gt;shaft.&lt;br /&gt;&lt;br /&gt;A short distance past that is another opening on the right, this one with a&lt;br /&gt;headcrab not far past it. Approach the opening slowly with the pistol out and&lt;br /&gt;the flashlight on so you can sneak-shoot the crab. Go down the crab's shaft&lt;br /&gt;until you reach a spot where you can see two marines in the room below you&lt;br /&gt;through an unbreakable grating.&lt;br /&gt;&lt;br /&gt;You can probably just ignore them and gather the ammo from the room past the end&lt;br /&gt;of the shaft without them noticing you, then go back the way you came. If that&lt;br /&gt;doesn't work for you, it's best to take out the red-beret marine with a double-&lt;br /&gt;barrel shotgun blast through the floor grate that's nearest him before they see&lt;br /&gt;you. Shoot the other marine with the assault rifle through that same grate&lt;br /&gt;whenever he's in sight, then go for the room with the ammo.&lt;br /&gt;&lt;br /&gt;Go back to the main vent shaft, then turn right and move along until you find a&lt;br /&gt;left branch that leads to a room you can drop into. It has a first aid station,&lt;br /&gt;two armor batteries, and lots of assault rifle clips. When you're ready to go,&lt;br /&gt;jump onto the green crates underneath the unbreakable vent grating, then use the&lt;br /&gt;grating to climb back into the shaft.&lt;br /&gt;&lt;br /&gt;Go all the way back to the fan room where you first entered this shaft, then&lt;br /&gt;move carefully along the narrow ledge to get to where you can drop down to&lt;br /&gt;another narrow ledge. Go along it and enter its adjoining vent shaft to get&lt;br /&gt;taken back to section c1a3d briefly. Go along the shaft to its end to find a&lt;br /&gt;ledge with shotgun ammo that you can drop down to. Climb back into the shaft and&lt;br /&gt;return to the fan room, then drop down to the floor and enter the shaft opening&lt;br /&gt;that's down there.&lt;br /&gt;&lt;br /&gt;At the end of that long shaft, climb up a ladder and get off on the lower of the&lt;br /&gt;two small platforms. Use its vent shaft to quickly arrive at the silo door&lt;br /&gt;control room. Use the big red button to open the nearby silo door, then pick up&lt;br /&gt;the shotgun ammo and leave the control room through its door. Use the nearby&lt;br /&gt;first aid and HEV stations if you need to, then go through the silo door and on&lt;br /&gt;down to where the Blast Pit chapter starts.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** BLAST PIT *****&lt;br /&gt;&lt;br /&gt;^ Section c1a4: BIG LIFT AND BRIEF RAIL CAR RIDE&lt;br /&gt;&lt;br /&gt;Go up to the very left end of the big barricade and look through it to see a&lt;br /&gt;bullsquid in the distance. Shoot it down with the pistol, then use the crowbar&lt;br /&gt;to bash away all of the barricade material. Shoot the two headcrabs who are&lt;br /&gt;among the boxes just past it, then move through the big doorway past them while&lt;br /&gt;looking to the right for another headcrab.&lt;br /&gt;&lt;br /&gt;Go up the ramp to the small control booth, then move slowly toward the metal&lt;br /&gt;door. When you hear the zombie on the other side hitting the door, quickly back&lt;br /&gt;off so the zombie won't see you when the door breaks. Move to a spot where you&lt;br /&gt;can toss a grenade through the doorway unseen, then back up before the grenade&lt;br /&gt;detonates all of the explosives in that room, killing the zombie.&lt;br /&gt;&lt;br /&gt;Check the room to find some grenades and a health pack, then go use the lever on&lt;br /&gt;the control booth's panel. That'll bring a big lift up to the lower-floor area&lt;br /&gt;nearby, so use the ladder to climb down there. Get on the lift and use its&lt;br /&gt;button panel to start it going, then turn around to face the opposite way. As&lt;br /&gt;soon as the lift stops, move forward onto the walkway with the health packs,&lt;br /&gt;then turn right and drop down to the tracks next to the rail car.&lt;br /&gt;&lt;br /&gt;Use your crowbar to whack all the houndeyes that run up to you, then jump onto&lt;br /&gt;the rail car and move up against its control panel. Press the "Use item" key to&lt;br /&gt;bring up the speed display, then press the "Move forward" key several times to&lt;br /&gt;get the car going at its top speed. (Note that there's one extra speed setting&lt;br /&gt;beyond the top indicator shown.)&lt;br /&gt;&lt;br /&gt;Crouch down and stay next to the control panel to avoid bullsquid spit as you&lt;br /&gt;travel along. Also, keep an eye on your speed display. When it disappears, stand&lt;br /&gt;up and look ahead. When the car starts crashing through wooden warning markers,&lt;br /&gt;quickly back off of it to avoid getting thrown off. As soon as you hit the&lt;br /&gt;ground, start running toward the car. It will have stopped by the time you&lt;br /&gt;reach it, so jump-crouch back onto it, then get on the two little side beams on&lt;br /&gt;its right side and jump-crouch from them onto the ledge.&lt;br /&gt;&lt;br /&gt;Turn left and quickly crouch-walk along the narrow part of the ledge to reach a&lt;br /&gt;wider part that will allow you to cross the room without touching the toxic&lt;br /&gt;water. Before going all the way across, find a spot partway along where you can&lt;br /&gt;shoot the bullsquid that's on the other side, but he can't spit at you because a&lt;br /&gt;large pipe is in his way.&lt;br /&gt;&lt;br /&gt;Go all the way to the end of the ledge and drop down to the dead bullsquid's&lt;br /&gt;floor. Crouch-walk under a huge pipe, then climb the ladder that's on its other&lt;br /&gt;side. Get up onto the top of the pipe and carefully make your way along to a&lt;br /&gt;smaller side pipe that has an open hatch on it. Drop down into that pipe, then&lt;br /&gt;move along it until section c1a4k loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a4k: BULLSQUIDS AND TOXIC WASTE&lt;br /&gt;&lt;br /&gt;The pipe has another open hatch just ahead. Jump-crouch onto the hatch, then&lt;br /&gt;crouch-walk onto the pipe. Jump over to the pipe that's just ahead and on the&lt;br /&gt;same level as your pipe. After quicksaving, run along the pipe to where it turns&lt;br /&gt;right, then move to where you can jump from the pipe to the nearby railed&lt;br /&gt;platform. If you're fast, you'll make it without taking much damage from&lt;br /&gt;bullsquid spit.&lt;br /&gt;&lt;br /&gt;Pick up some health packs and armor batteries from the table if you need to,&lt;br /&gt;then move on to find another large room full of toxic green water. The fastest&lt;br /&gt;way to get through this room is to get on the long pipe that crosses the room,&lt;br /&gt;then jump from it to the slanty pipe. Get onto the machine next to the lift,&lt;br /&gt;then jump onto the lift and crouch-walk over to where you can use its button&lt;br /&gt;panel to get it going. Stay crouched until section c1a4b loads to make sure you&lt;br /&gt;don't get spit on.&lt;br /&gt;&lt;br /&gt;However, you'll be passing up another small table with health packs and armor&lt;br /&gt;batteries on it. If you want to go for them, kill both of the bullsquids, then&lt;br /&gt;get onto the lift as described above. Face the lift's button panel, then turn&lt;br /&gt;right and look along the wall to see the table you're going for. To get there,&lt;br /&gt;you'll need to move along the rounded, slanty surface that connects the table's&lt;br /&gt;ledge with the machine next to the lift. While moving along that surface, you'll&lt;br /&gt;have to be facing away from the green water and leaning on the "Move forward"&lt;br /&gt;key as well as the strafing key that'll take you the direction you're wanting to&lt;br /&gt;go. On the return trip, you'll have to get off on the long pipe rather than the&lt;br /&gt;machine next to the lift. It's probably not worth all the trouble, but it's such&lt;br /&gt;a little-known thing, I couldn't resist putting it in.&lt;br /&gt;&lt;br /&gt;^ Section c1a4b: GETTING TO THE ROCKET FIRING AREA&lt;br /&gt;&lt;br /&gt;After the lift stops, crouch-walk slowly forward until you can see a bullsquid&lt;br /&gt;tail waving around. Get out the pistol and shoot the explosive that's next to&lt;br /&gt;the squid until it blows up, killing the beast. Past that, go out onto the start&lt;br /&gt;of the long, curving walkway and kill the houndeyes that run up to you. (You&lt;br /&gt;could do that with the crowbar, but it's safer to use the shotgun, and you&lt;br /&gt;should have plenty of ammo for it.)&lt;br /&gt;&lt;br /&gt;Move along the curving walkway until you've got a good shot at the explosives&lt;br /&gt;that another houndeye is standing between. Blowing them up will destroy part of&lt;br /&gt;the walkway, but you can jump the gap. Before you do, look in the area to the&lt;br /&gt;right of it to find more explosives to shoot, killing another houndeye. Check&lt;br /&gt;near there for health packs, then shoot the two headcrabs that are on the other&lt;br /&gt;side of the blown-up walkway while standing to where the distant bullsquid can't&lt;br /&gt;spit on you.&lt;br /&gt;&lt;br /&gt;You could shoot the bullsquid with the pistol now, but there will be a better&lt;br /&gt;opportunity for that later. After quicksaving, take a running jump across the&lt;br /&gt;walkway break, then enter the small room with the big red switch between doors.&lt;br /&gt;Get out the shotgun, then use the switch to get to section c1a4i.&lt;br /&gt;&lt;br /&gt;^ Section c1a4i: NAVIGATING THE FIRING CHAMBER&lt;br /&gt;&lt;br /&gt;As soon as the door to the right of the switch opens, double-barrel the zombie&lt;br /&gt;that's just behind it. After you encounter a dying scientist, look for a&lt;br /&gt;barnacle tongue hanging down just past him. Squeeze carefully past the tongue,&lt;br /&gt;then open the door you come to by using the red switch next to it.&lt;br /&gt;&lt;br /&gt;Past that door is the rocket firing control room. Stand well back as one of the&lt;br /&gt;three hideous green tentacle monsters in the rocket firing chamber grabs a&lt;br /&gt;scientist and pulls him away. (Despite this, you don't ever need to worry about&lt;br /&gt;the tentacles attacking you in the control room -- only in the firing chamber.)&lt;br /&gt;&lt;br /&gt;Leave the control room through its other door, then look up to kill a barnacle&lt;br /&gt;near a ladder. (You'll need to use your flashlight to help you see it way up on&lt;br /&gt;the ceiling.) Climb the ladder and enter the room with the explosive boxes and&lt;br /&gt;hand grenades. A stupid, loud security guard will run into the firing chamber&lt;br /&gt;and get himself splattified, so stay back and wait for the tentacles to settle&lt;br /&gt;down again.&lt;br /&gt;&lt;br /&gt;They can't hear you when you crouch-walk, so crouch-walk through the doorway to&lt;br /&gt;the firing chamber and turn left. When you're near the edge of the platform,&lt;br /&gt;stop and look down to see a ladder top that's blocked by wooden crates. After&lt;br /&gt;quicksaving, toss a grenade so that it'll land near the crates and blow most or&lt;br /&gt;all of them up. The instant the grenade explodes, crouch-drop off your platform&lt;br /&gt;onto the walkway below.&lt;br /&gt;&lt;br /&gt;As soon as you land, start crouch-walking in either direction since you may have&lt;br /&gt;been heard by the tentacles. If so, they'll start clang-banging at the spot&lt;br /&gt;where you landed, and you don't want to be there when they do. If you get hit,&lt;br /&gt;quickrestore and try again. Wait until they settle down, then crouch-walk over&lt;br /&gt;to the top of the ladder.&lt;br /&gt;&lt;br /&gt;Once you make it there undamaged, quicksave again, then look down at the walkway&lt;br /&gt;below yours to find a boarded-over doorway. Toss a grenade at that doorway, then&lt;br /&gt;hurry down the ladder as soon as the grenade explodes. As before, crouch-walk&lt;br /&gt;away in case the tentacles heard you. When it's safe, crouch-walk over to the&lt;br /&gt;de-boarded doorway and go through it.&lt;br /&gt;&lt;br /&gt;Once you make it, quicksave again in great relief, since it'll be awhile before&lt;br /&gt;you have to go back into the firing chamber again. Go along the walkway to reach&lt;br /&gt;another room where you hit the red switch to switch which door is open. When you&lt;br /&gt;use this one, you'll be taken back to section c1a4b.&lt;br /&gt;&lt;br /&gt;^ Section c1a4b (again): CROSSING TO THE OXYGEN AND FUEL AREA&lt;br /&gt;&lt;br /&gt;The walkway ahead is blocked by a zombie and a couple of explosive barrels, but&lt;br /&gt;that's not the first thing to take care of. Turn right after exiting the door-&lt;br /&gt;switch room and move to where you can see the area with a bullsquid. Quickly&lt;br /&gt;shoot the explosive crate next to the squid with the pistol, then finish the&lt;br /&gt;squid off if the explosion didn't kill it.&lt;br /&gt;&lt;br /&gt;Turn and shoot the explosives on the nearby path until they blow up, then slowly&lt;br /&gt;crouch-walk across on the blue pipe that survived the explosion. On the other&lt;br /&gt;side, break open the two non-explosive crates to find health packs, then move&lt;br /&gt;down the corridor past that until section c1a4d loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a4d: TAKING A DETOUR&lt;br /&gt;&lt;br /&gt;Move along until you come to an area with an unopenable fuel room door on the&lt;br /&gt;left, and a ladder on a metal platform on the right. Don't climb down the&lt;br /&gt;ladder, but instead jump over the railing next to the ladder. As soon as you hit&lt;br /&gt;the floor, run for the large floor grating ahead. Quickly bash it and start down&lt;br /&gt;the long ladder that's beneath it.&lt;br /&gt;&lt;br /&gt;At the bottom of the ladder, get off onto the large brown pipe (use the "Jump"&lt;br /&gt;key if you have to), then move carefully along the pipe to where it divides. Go&lt;br /&gt;down the left pipe until you reach a short ladder that leads up to a large&lt;br /&gt;bashable grating. Before you bash through and climb into the room beyond, use&lt;br /&gt;the pistol to shoot down the nearby zombie through the grating.&lt;br /&gt;&lt;br /&gt;Near the opening you just climbed up through is a small room with some grenades&lt;br /&gt;that you can resupply from. After you do, move down the corridor to get section&lt;br /&gt;c1a4e to load.&lt;br /&gt;&lt;br /&gt;^ Section c1a4e: THE GIANT FAN&lt;br /&gt;&lt;br /&gt;When you come to a closed door, look on the wall to the right of it for its&lt;br /&gt;opening control. There are two zombies just past the door, so toss a grenade at&lt;br /&gt;their feet as soon as the door opens. Back up to avoid the explosion, then use&lt;br /&gt;shotgun blasts to the head to finish them off if necessary. (Or if you're fast,&lt;br /&gt;you can run past them on their right side (your left) without getting hit.)&lt;br /&gt;&lt;br /&gt;Past the door is a huge shaft with a giant fan in it. Move around the shaft's&lt;br /&gt;upper walkway until you find a ladder that you can climb to reach its lower&lt;br /&gt;walkway. Climb a ladder down from there to reach a short and narrow platform&lt;br /&gt;that leads to the fan's button panel. Quicksave your game, then use the button&lt;br /&gt;panel to turn the fan on.&lt;br /&gt;&lt;br /&gt;Immediately start running backwards. Hopefully, you'll be able to make it up the&lt;br /&gt;ladder without getting blown around or chopped up by the fan. Jump into the&lt;br /&gt;space over the fan to get blown up to the top of the shaft, where you'll need to&lt;br /&gt;use the crowbar to bash through some boards.&lt;br /&gt;&lt;br /&gt;Once you're floating up above the boards, move over to a large vent covering&lt;br /&gt;that's on one wall and bash it out. The easiest way to deal with the headcrab&lt;br /&gt;just past the vent covering is to toss a grenade in there, so do that and back&lt;br /&gt;away. After the explosion, move forward to where you can drop into the vent&lt;br /&gt;shaft and start moving along it.&lt;br /&gt;&lt;br /&gt;When you come to a large metal vent covering, turn the flashlight on and&lt;br /&gt;carefully shoot a headcrab through the covering before you bash it away. Past&lt;br /&gt;that, you'll come to a similar situation with a board barricade. Shoot the&lt;br /&gt;headcrab through the barricade, then bash through it to get back to section&lt;br /&gt;c1a4d.&lt;br /&gt;&lt;br /&gt;^ Section c1a4d (again): FUEL ROOM&lt;br /&gt;&lt;br /&gt;Just around the corner past the board barricade, bash through some metal vent&lt;br /&gt;coverings and drop down to find yourself next to the fuel room. There are three&lt;br /&gt;zombies and a headcrab in there, so quickly blow the zombies away with the&lt;br /&gt;shotgun, then shoot the headcrab from a distance with the pistol. (It's on top&lt;br /&gt;of a green machine next to two red lights.)&lt;br /&gt;&lt;br /&gt;Go over to the control panel that's left of the machine the headcrab is on and&lt;br /&gt;use the "OXY ON" and "FUEL ON" buttons. After the lights next to the buttons&lt;br /&gt;light up, find the ladder in the alcove to the right of the headcrab's machine&lt;br /&gt;and climb it. Use the control on the wall to the right of the door to open it,&lt;br /&gt;then head down the corridor on the right to return to section c1a4b.&lt;br /&gt;&lt;br /&gt;^ Section c1a4b (yet again): BACK TO THE FIRING CHAMBER&lt;br /&gt;&lt;br /&gt;Return to the blown-up walkway and cross it like you did before (crouch-walking&lt;br /&gt;along the blue pipe). In the door-switch room, hit the switch to be returned to&lt;br /&gt;section c1a4i.&lt;br /&gt;&lt;br /&gt;^ Section c1a4i (again): BYPASSING THE TENTACLES&lt;br /&gt;&lt;br /&gt;Go back to the doorway that leads into the rocket firing chamber, but don't go&lt;br /&gt;through it. There's a better way to get down to the next area. Go past the&lt;br /&gt;doorway to a red railing, then jump onto the railing and crouch-drop onto the&lt;br /&gt;floor below it. You'll lose about 20 health, but it's faster, easier, and more&lt;br /&gt;grenade-conservative than making your way down there through the firing chamber.&lt;br /&gt;&lt;br /&gt;As you go along the lower walkway, you'll come across a wide gap. Quicksave to&lt;br /&gt;be safe, then take a running jump across the left side of the gap. Get the&lt;br /&gt;shotgun out, then run forward without stopping until you reach an area with a&lt;br /&gt;zombie. Quickly double-barrel the zombie in the head to kill it. (Note that this&lt;br /&gt;run-and-gun tactic got you across a new walkway breach right before it could&lt;br /&gt;happen.)&lt;br /&gt;&lt;br /&gt;Enter the door-switch room past the zombie and hit the switch to return to&lt;br /&gt;section c1a4b.&lt;br /&gt;&lt;br /&gt;^ Section c1a4b (fourth time): CROSSING TO THE POWER AREA&lt;br /&gt;&lt;br /&gt;Exit the door-switch room to find that you're in the area with the bullsquid you&lt;br /&gt;killed from a distance earlier. There's no need to blow up the walkway, so you&lt;br /&gt;can just walk right past the explosive containers and on to the corridor that's&lt;br /&gt;past the dead bullsquid.&lt;br /&gt;&lt;br /&gt;When the corridor turns right, stop and wait for three houndeyes to run up to&lt;br /&gt;you. Blow them all away with the shotgun (or crowbar them if you'd rather), then&lt;br /&gt;move forward toward the water spill to reach section c1a4f.&lt;br /&gt;&lt;br /&gt;^ Section c1a4f: RESTORING MAIN POWER&lt;br /&gt;&lt;br /&gt;When you come to a large room with hanging cables and barnacle tongues, notice&lt;br /&gt;the bullsquid chewing on a dead scientist across the room. The quickest way to&lt;br /&gt;kill the squid is to lob a grenade at him, then start firing the assault rifle&lt;br /&gt;at him right after the grenade explodes.&lt;br /&gt;&lt;br /&gt;Find the first aid station in the room's opposite corner (to the right of where&lt;br /&gt;you enter) and use it to heal up from your rail-hopping incident earlier. After&lt;br /&gt;that, go out onto the narrow platform that extends out from the main floor, but&lt;br /&gt;don't bother pressing the lift-summoning button. Instead, crouch-jump onto the&lt;br /&gt;platform's right-hand railing, then jump from there to the ladder you can see&lt;br /&gt;against the wall if you shine your flashlight on it (or if you press the lift-&lt;br /&gt;summoning button to light the place up).&lt;br /&gt;&lt;br /&gt;At the bottom of the ladder, turn to face the short pipe that's right underneath&lt;br /&gt;it, then see if you can walk or crouch-walk off the ladder onto the pipe. If&lt;br /&gt;not, you'll have to hit the "Jump" key to let go of the ladder, and you should&lt;br /&gt;quicksave first in case you jump too far and land in the toxic water. Once&lt;br /&gt;you're on the pipe, jump onto the nearby flooring.&lt;br /&gt;&lt;br /&gt;There's a first aid station near where the scientist is standing. A bit farther&lt;br /&gt;on is a large pipe that's leaking toxic goo onto the floor. To get past the goo&lt;br /&gt;undamaged, take a running jump-crouch onto the pipe, then walk along it until&lt;br /&gt;you can drop to the floor past the spill. Quickly double-barrel the zombie in&lt;br /&gt;the head, then move past it to find a small movable platform.&lt;br /&gt;&lt;br /&gt;Get on it and press its button, crouching to avoid the spit of the bullquid&lt;br /&gt;that's on the floor far below. After it stops, climb up the ladder it stopped&lt;br /&gt;next to, then drop off onto the walkway on either side of the ladder. Scrunch&lt;br /&gt;up against the wall, since there's a constantly moving platform on your level&lt;br /&gt;that'll splattify you if it hits you. (You can actually ride on the thing, but&lt;br /&gt;it's not at all useful to do so.)&lt;br /&gt;&lt;br /&gt;While keeping a careful eye on the fast platform, move along the wall until you&lt;br /&gt;reach the base of another ladder. Right after the fast platform zooms by,&lt;br /&gt;quickly move around to where you can climb the ladder. When you reach the top,&lt;br /&gt;turn around and walk onto (or jump onto) the large slanty thing nearby. At its&lt;br /&gt;top is a red button that you need to press.&lt;br /&gt;&lt;br /&gt;Jump onto the top of the reactor where the scientist is "hiding" right after&lt;br /&gt;pressing the button, then move across to find another slanty thing with a button&lt;br /&gt;at its top. Press the button, then turn and run down to where you can get on a&lt;br /&gt;ladder. Climb partway down it, then start watching for the fast platform again.&lt;br /&gt;Move to the bottom of the ladder and quickly get against a wall when it's safe&lt;br /&gt;to do so.&lt;br /&gt;&lt;br /&gt;Make your way carefully along the walkway until you can get back to the top of&lt;br /&gt;the ladder that leads down to the movable platform you used earlier. Climb down&lt;br /&gt;the ladder to the platform (or just carefully drop to it), then use its controls&lt;br /&gt;to get yourself back to the area near the toxic spill. Avoid the spill by&lt;br /&gt;crossing the pipe as before, then use the first aid station near the scientist&lt;br /&gt;if you need to.&lt;br /&gt;&lt;br /&gt;Drop back onto the pipe segment next to the big ladder, then climb all the way&lt;br /&gt;to the ladder's top. Once there, turn the flashlight on and climb slowly back&lt;br /&gt;down the ladder, looking for a small ridge on the large pillar to the right of&lt;br /&gt;the ladder. Crouch-strafe carefully onto the ridge and then crouch-walk along it&lt;br /&gt;to a point where you can drop onto the floor without taking any damage.&lt;br /&gt;&lt;br /&gt;Push and/or pull one of the small metal boxes near the first aid station through&lt;br /&gt;the nearby doorway and put it up next to the large metal box. Jump onto the&lt;br /&gt;small box, then crouch-jump onto the large box. You can now jump onto the thick&lt;br /&gt;metal cable that runs along the wall. Do so and follow it along until you can&lt;br /&gt;drop onto the floor past the now-electrified water spill. Move on past it until&lt;br /&gt;you return to section c1a4b.&lt;br /&gt;&lt;br /&gt;^ Section c1a4b (fifth time): RETURNING TO THE FIRING CHAMBER&lt;br /&gt;&lt;br /&gt;Move on until you get back to the bridge with the explosives on it. Recross the&lt;br /&gt;bridge to reach the door-switch room, then use the switch to return to section&lt;br /&gt;c1a4i.&lt;br /&gt;&lt;br /&gt;^ Section c1a4i (yet again): BLAST THOSE TENTACLES!&lt;br /&gt;&lt;br /&gt;You have two big walkway gaps to jump on the way back, so quicksave before&lt;br /&gt;attempting each one. When you get to the boarded-over doorway, break off the&lt;br /&gt;boards with the crowbar, then wait for the tentacles to calm down. You're now&lt;br /&gt;going to have to climb all the way back up to the top level of the firing&lt;br /&gt;chamber, and that's going to be one heck of a pain. Be sure to quicksave every&lt;br /&gt;time you make any progress, and quickrestore every time you take damage.&lt;br /&gt;&lt;br /&gt;The first ladder you need to climb is on the left as you enter the firing&lt;br /&gt;chamber, so crouch-walk your way carefully over there. Quickly climb it, then&lt;br /&gt;crouch-walk away (or toss a grenade) to avoid getting tentacle-pecked. Repeat&lt;br /&gt;the process with the next two ladders, and you'll hopefully make it without&lt;br /&gt;having to retry too many times.&lt;br /&gt;&lt;br /&gt;Resupply on grenades in the room past the firing chamber's upper platform, then&lt;br /&gt;return to the control room, watching out for a new floor gap along the way. Hit&lt;br /&gt;the red "TEST FIRE" button in the center of the control panel, then immediately&lt;br /&gt;scrunch yourself in a corner next to one of the two doors. Doing so should allow&lt;br /&gt;you to avoid taking any damage from the rockets firing. The tentacles, though,&lt;br /&gt;will be burned to death. Finally!&lt;br /&gt;&lt;br /&gt;Go back to the rocket firing chamber, picking up the pistol that the guard near&lt;br /&gt;the explosives room dropped. Use the ladders to climb down to the bottom floor&lt;br /&gt;of the firing chamber, then look in the pit in the center to find a ladder. Go&lt;br /&gt;around to where you can jump to the ladder, then climb down to its bottom.&lt;br /&gt;&lt;br /&gt;After quicksaving, crouch-walk your way carefully along the slanty ground,&lt;br /&gt;dropping gently down when you have to, until you reach section c1a4g.&lt;br /&gt;&lt;br /&gt;^ Section c1a4g: MOVING ON PAST THE FIRING CHAMBER&lt;br /&gt;&lt;br /&gt;After one more minor drop, you'll come to a major drop into a pool of water far&lt;br /&gt;below. Do your best to fall into the middle of the water, since landing on the&lt;br /&gt;edge of the floor next to the water will mean instant death. Jump out of the&lt;br /&gt;water and carefully approach the green toxic spill area to find a .357 Magnum&lt;br /&gt;and a box of ammo for it. Look around on the opposite side of the pool for&lt;br /&gt;another ammo box.&lt;br /&gt;&lt;br /&gt;Move around the edge of the pool to where you can look down in it to see two&lt;br /&gt;round holes far below, with the dead tentacle remains being in the left hole.&lt;br /&gt;(If you're in the right position, the toxic spill will be to your right.) Dive&lt;br /&gt;down and go through the hole on the right, then move forward and up. You'll soon&lt;br /&gt;emerge on a platform with a ladder.&lt;br /&gt;&lt;br /&gt;If you need any health or armor, climb down the ladder and use the first aid and&lt;br /&gt;HEV stations down there, then climb back up. Get onto the large brown pipe that&lt;br /&gt;starts just to the left of the ladder platform, and go along it until you can&lt;br /&gt;drop down onto some pipes a bit lower down. Move along them until you can go no&lt;br /&gt;farther, then turn right and drop down to a lower pipe.&lt;br /&gt;&lt;br /&gt;Run along it until you can jump over to a much larger pipe that has a big gap in&lt;br /&gt;it, a small metal panel with a valve wheel on it, and a large open hatch. First,&lt;br /&gt;use the valve wheel to close the pipe gap. (Face the wheel and lean on the "Use&lt;br /&gt;item" key until the wheel stops moving.) Then go over to the open hatch and&lt;br /&gt;carefully crouch-drop onto the ladder and climb down to avoid health loss.&lt;br /&gt;&lt;br /&gt;After jumping over the large hole in the pipe segment you just extended with the&lt;br /&gt;wheel, crouch-walk through a small fencing hole. Keep going down the pipe until&lt;br /&gt;section c1a4j loads.&lt;br /&gt;&lt;br /&gt;^ Section c1a4j: WEAK PIPE AND TRIPMINES&lt;br /&gt;&lt;br /&gt;After you turn one last corner in the pipe, you'll come to a large discolored&lt;br /&gt;pipe segment that ends in an unbroken fence. When you walk onto the discolored&lt;br /&gt;segment, it will break and drop you into the room below. To avoid taking huge&lt;br /&gt;health damage, lean on the "Move backward" key as you slide down the pipe. This&lt;br /&gt;doesn't always work, so you may have to try it several times.&lt;br /&gt;&lt;br /&gt;If you don't land on the table with the headcrab under it, quickly jump onto&lt;br /&gt;that table to crush the crab. That'll also get you some .357 ammo and some&lt;br /&gt;health if you were damaged by the fall. Bash all the crates in the room to find&lt;br /&gt;more health packs and five unset tripmines that you can pick up and use&lt;br /&gt;yourself. They'll come in handy in the next chapter.&lt;br /&gt;&lt;br /&gt;Move on down the corridor past the room to reach the point where the Power Up&lt;br /&gt;chapter starts.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** POWER UP *****&lt;br /&gt;&lt;br /&gt;^ Section c2a1: GARGANTUAN PROBLEM&lt;br /&gt;&lt;br /&gt;When you enter the large chamber where a gargantua is fighting two marines, run&lt;br /&gt;as fast as you can to the doorway that's directly across from where you entered.&lt;br /&gt;(It's the only other small doorway in the area.) As soon as you're through that&lt;br /&gt;doorway, get the shotgun out and look down the hallway to the right. When a&lt;br /&gt;vortigaunt appears, shoot an explosive barrel to blow it up and kill the vort.&lt;br /&gt;&lt;br /&gt;Pass by the vort's side hallway and continue down the main one. When you reach a&lt;br /&gt;broken part of the floor where a pipe is shooting flames, quicksave your game.&lt;br /&gt;Move carefully past the back of the pipe to where a vortigaunt sees you, then&lt;br /&gt;back up quickly past the pipe and around the corner. The idea is that the vort&lt;br /&gt;will kill itself on the pipe's flames trying to follow you. However, it'll&lt;br /&gt;sometimes survive, and you'll get zapped. If that happens, quickrestore and try&lt;br /&gt;again. After flaming the first vort, quicksave and repeat the process on the&lt;br /&gt;second one.&lt;br /&gt;&lt;br /&gt;Crouch-walk up to the floor hole that the pipe is sticking out of, then use the&lt;br /&gt;pistol to kill the four headcrabs you can see on the floor below. You may have&lt;br /&gt;to move around a little to see them all, so watch out for the pipe's flame.&lt;br /&gt;Around the corner past the pipe, go up to the railing and shoot the two&lt;br /&gt;headcrabs on the floor below. Carefully crouch-drop down to that floor from the&lt;br /&gt;nearest end of the newly broken walkway. (Dang that stompin' gargantua!)&lt;br /&gt;&lt;br /&gt;Break open the two crates down there to find a tripmine and your very first pair&lt;br /&gt;of assault rifle (AR) grenades. They're very powerful and useful, so save them&lt;br /&gt;for a painy day. Skip the ladder for now and go down the hallway to where the&lt;br /&gt;four headcrabs you shot from above are. Have the assault rifle out and ready to&lt;br /&gt;shoot a vortigaunt a ways ahead, strafing right to dodge its fire if necessary.&lt;br /&gt;&lt;br /&gt;As you move toward the downed vort, some rubble will fall ahead of you due to a&lt;br /&gt;gargantua stomp. Move toward that spot slowly while looking up with your&lt;br /&gt;flashlight on. There's a headcrab near the edge of a ceiling hole, and you can&lt;br /&gt;sneak-shoot it with the pistol if you're careful. Or you may find it easier to&lt;br /&gt;just toss a hand grenade up there to blow it up before it sees you.&lt;br /&gt;&lt;br /&gt;Have your pistol ready as you move past that, since two more headcrabs will drop&lt;br /&gt;onto the floor ahead of you. After shooting them, move on to where section c2a1b&lt;br /&gt;loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a1b: BIG SHAFT AND MARINE CAMP&lt;br /&gt;&lt;br /&gt;Past the next doorway is a room full of explosives and vortigaunts. Strafe to&lt;br /&gt;where the vorts can see you, then immediately strafe back out of the way so&lt;br /&gt;they'll blow themselves up without damaging you. At the other end of their room&lt;br /&gt;is a door-opening wheel that you need to lean on in order to open the nearby&lt;br /&gt;doors. (If the loud door-opening sound keeps playing even after the doors are&lt;br /&gt;open, quicksave and quickrestore to put a stop to it.)&lt;br /&gt;&lt;br /&gt;Past those doors, climb up the first ladder and turn left. Move about halfway&lt;br /&gt;to the base of the next ladder, then look up. A marine heard you climbing the&lt;br /&gt;ladder, and should now be partly visible on the walkway directly above you. If&lt;br /&gt;so, get out the .357 and sneak-shoot him. If not, or if he runs out of sight the&lt;br /&gt;first time you shoot him, go over to the base of the next ladder to see if you&lt;br /&gt;can shoot him from there. If not, you'll have to finish him off later.&lt;br /&gt;&lt;br /&gt;Enter the little side room where a bullsquid that you don't have to worry about&lt;br /&gt;is dragging a dead marine into a wall hole. Grab both pairs of AR grenades to&lt;br /&gt;bring your total up to six. Climb up the ladder to the top walkway, then crouch-&lt;br /&gt;walk your way over to the entrance to the marines' area. There's one more marine&lt;br /&gt;and a turret to take down (plus the first marine if he got away earlier).&lt;br /&gt;&lt;br /&gt;The turret is to the left, so get out your pistol and carefully crouch-walk to&lt;br /&gt;the right while in the room's big doorway until you can see and shoot one of its&lt;br /&gt;legs. After it goes down, get out the .357 and sneak to where you can shoot the&lt;br /&gt;marine, who's standing in the area around the corner from the first aid station.&lt;br /&gt;&lt;br /&gt;When you sneak-shoot him, he'll either move toward you or away from you. If it's&lt;br /&gt;toward you, you'll need to shoot him again as fast as you can. If it's away,&lt;br /&gt;crouch-walk after him until you can sneak-shoot him again past a couple of&lt;br /&gt;corners.&lt;br /&gt;&lt;br /&gt;Bash all the boxes and tables in the room to find lots of ammo, including a clip&lt;br /&gt;for the crossbow weapon that you won't be getting for two more chapters. What's&lt;br /&gt;the point of getting ammo for it now, I wonder? Anyway, head down the corridor&lt;br /&gt;past the room to get to section c2a1a.&lt;br /&gt;&lt;br /&gt;^ Section c2a1a: MARINE HQ AND POWER GENERATOR&lt;br /&gt;&lt;br /&gt;When you round the next corner, you'll see some explosive crates ahead. Don't&lt;br /&gt;destroy them, since they'll come in handy later. Get out the pistol and edge&lt;br /&gt;forward slowly. There are more explosive crates next to a sandbag wall around&lt;br /&gt;the corner to the right. There's also a marine at that wall, so shoot the crates&lt;br /&gt;to blow them up without letting the marine see you.&lt;br /&gt;&lt;br /&gt;On the way to the sandbag wall, notice that there's a sort of underground&lt;br /&gt;bunker-style room with a first aid station and some hand grenades in it. Don't&lt;br /&gt;forget about it, since you may need those grenades later on. For now, check past&lt;br /&gt;the sandbag wall to find a spare tripmine on the floor near the base of a ramp.&lt;br /&gt;&lt;br /&gt;You could take a very big shortcut here if you wanted to. Look over the two&lt;br /&gt;sides of this area to see that there are fans below. Jump over the railing and&lt;br /&gt;land on the fan that's turning, then take the power-restoring steps as described&lt;br /&gt;below and ride the lift back up. The place would be full of marines, but you&lt;br /&gt;could make a quick run for the exit, using AR grenades to help clear your way,&lt;br /&gt;though you won't be safe until you're back in the room where some vortigaunts&lt;br /&gt;blew themselves up earlier. I don't advise using this shortcut, but it's cool&lt;br /&gt;and different enough that I felt the need to mention it.&lt;br /&gt;&lt;br /&gt;Here's the longer, better way. Get out the .357 and quicksave. Go over and back&lt;br /&gt;onto the base of the first little ramp while facing the nearest small red-railed&lt;br /&gt;balcony. A marine will soon appear on that balcony, and you need to kill him&lt;br /&gt;before he can run out of sight. Either hit him in the head with one shot, or&lt;br /&gt;shoot him in the body twice very quickly. You should soon hear an explosion,&lt;br /&gt;which indicates that the other marine in that area ran into a tripmine and got&lt;br /&gt;killed. If both of these things happen, quicksave. Otherwise, quickrestore and&lt;br /&gt;try again.&lt;br /&gt;&lt;br /&gt;Crouch-walk your way up the ramps to the top, then set a tripmine on the wall to&lt;br /&gt;the right of the doorway so that anyone who runs through the doorway will trip&lt;br /&gt;the mine and die. While crouching near the tripmine, turn the flashlight on and&lt;br /&gt;look through the doorway. Up on the ceiling near some wooden boxes is a vent&lt;br /&gt;grating. Shoot it twice with the pistol to break it and let headcrabs start&lt;br /&gt;dropping, then immediately run down to the bottom of the top ramp and crouch&lt;br /&gt;there, shotgun at the ready.&lt;br /&gt;&lt;br /&gt;Some marines will probably run out through the doorway and to the ramps. The&lt;br /&gt;first one to do so will be blown up by the tripmine, but you'll have to quickly&lt;br /&gt;double-barrel any others that come out. If you stay crouched, they won't be&lt;br /&gt;coming out because they saw you, and therefore won't immediately start firing on&lt;br /&gt;you, which gives you a big advantage.&lt;br /&gt;&lt;br /&gt;After the sounds of battle stop, get the .357 out and carefully sneak your way&lt;br /&gt;back up to the doorway. If there are any marines in or near the doorway, shoot&lt;br /&gt;them in the head to quickly kill them. Then move up against the left edge of the&lt;br /&gt;doorway and look down the passage to the right. You should be able to see a&lt;br /&gt;computer bank on the left wall past a doorway down there. Shoot it with the&lt;br /&gt;pistol until it breaks, then wait for it to start shooting out a continuous&lt;br /&gt;stream of fire.&lt;br /&gt;&lt;br /&gt;Run down there and jump over the fire stream, then move up against the wall&lt;br /&gt;right next to it to see if any marines will notice you and come running. If some&lt;br /&gt;do, run down to the bottom of the nearby stairs and watch out for grenades.&lt;br /&gt;Marines sometimes manage to get through the flames without dying, so be ready to&lt;br /&gt;finish them off with the assault rifle. (Also, if a grenade of theirs blows up a&lt;br /&gt;vent grating that's over the stairs, shoot the three headcrabs that drop down&lt;br /&gt;onto the stairs as soon as they appear.)&lt;br /&gt;&lt;br /&gt;Go back up to the spot right next to the stream of fire and quicksave your game,&lt;br /&gt;then quickrestore it. That might get another marine or two to appear and charge&lt;br /&gt;you. Hopefully, that'll be all of them, but you should jump over the flames and&lt;br /&gt;search the area to be sure. After that, jump back over the flames and break all&lt;br /&gt;the crates down in the area past the stairs to find some ammo, tripmines, and&lt;br /&gt;grenades. There are also a few crates to bash in the radio niche near the other&lt;br /&gt;side of the flames, plus an HEV recharger and a box with a health pack in it&lt;br /&gt;past the big room with the radio equipment and the lift.&lt;br /&gt;&lt;br /&gt;ALTERNATIVE: After blowing up the explosive crates when you first enter the&lt;br /&gt;area, you could then set a laser tripmine on the wall near the little red-railed&lt;br /&gt;balcony that the marine would appear on if you went for the ramps. If you place&lt;br /&gt;the tripmine just right, you'll be able to jump onto it, and then from it to the&lt;br /&gt;balcony. Quickly shotgun-blast the marine around the corner, then go shoot the&lt;br /&gt;"eternal flame" machine and use it to slush all the other marines in the area.&lt;br /&gt;This is a trickier way to do things due to the difficulty of placing the&lt;br /&gt;tripmine just right, so you're probably better off with the regular way as&lt;br /&gt;described above.&lt;br /&gt;&lt;br /&gt;When you're ready to move on, set a laser tripmine on the wall just to the right&lt;br /&gt;of the doorway that you came in through earlier. It'll trip up a marine later&lt;br /&gt;on. Use the lift's control panel to start it going, then quickly get on it with&lt;br /&gt;the assault rifle out. As it descends, look for any houndeyes on the nearby&lt;br /&gt;walkway. If you see any, immediately kill them before they can detonate the&lt;br /&gt;tripmines that are set around the base of the lift. After the lift stops, move&lt;br /&gt;off it to the side and wait for it to go back up. After making sure that all&lt;br /&gt;nearby houndeyes are dead, drop down into the water and go over to where you can&lt;br /&gt;climb a ladder to get onto the walkway.&lt;br /&gt;&lt;br /&gt;Do another quick houndeye check, then shoot the explosive barrels you can see&lt;br /&gt;down the walkway before you go that way. Wait near where the barrels were for&lt;br /&gt;more houndeyes to run up to you, then go down the ramp and find the stairs after&lt;br /&gt;finishing off any last houndeyes. Go halfway down the stairs, then turn left and&lt;br /&gt;use the pistol to kill the headcrab you see in the distance. Continue to the&lt;br /&gt;bottom of the stairs and stop right before you reach the water.&lt;br /&gt;&lt;br /&gt;While staying on the last stair that isn't underwater, edge over to where you&lt;br /&gt;can see into the watery area well enough to spot the power generator machine off&lt;br /&gt;in the distance. Turn the flashlight on to help you see, then use the pistol to&lt;br /&gt;shoot the rightmost of the two wooden crates that are next to the generator.&lt;br /&gt;When that crate breaks and the generator starts pumping away, go back up the&lt;br /&gt;stairs to where you shot the headcrab.&lt;br /&gt;&lt;br /&gt;Use the first aid station on the right wall if you need to, then go into the&lt;br /&gt;room with the power generator console. Use the button panel that's just to the&lt;br /&gt;left of the console to get its green light to come on, then turn around and time&lt;br /&gt;your run through the electrical bolt that shoots across your path periodically.&lt;br /&gt;Go back to the top of the stairs and along the walkway that leads to the lift.&lt;br /&gt;&lt;br /&gt;When you approach it, the lift will start lowering with two marines on it. Let&lt;br /&gt;one of them see you, then immediately run out of his sight. He should hit a&lt;br /&gt;tripmine and blow himself and the other marine up. After the lift finishes&lt;br /&gt;ascending, go use the button panel that's on the other side of its surrounding&lt;br /&gt;walkway. After the lift descends again, get on it and ride it up.&lt;br /&gt;&lt;br /&gt;Have the assault rifle out and ready to go when the lift reaches the top, since&lt;br /&gt;there will be a marine near the lift that you'll want to shoot down quickly. If&lt;br /&gt;you placed the tripmine I earlier advised you to, the second marine should get&lt;br /&gt;blown up by it while running to join the fight. To get the third and final&lt;br /&gt;marine, get out your shotgun and go past the HEV station to the small red-railed&lt;br /&gt;balcony. When you step onto the balcony, immediately turn right and double-&lt;br /&gt;barrel the stack of explosive crates to blow the marine up.&lt;br /&gt;&lt;br /&gt;Look around for any supplies you need (and use the HEV station that's near the&lt;br /&gt;lift room) before leaving the area and going back the way you came. After you&lt;br /&gt;pass the explosive crates and move down the hall a short way, you'll return to&lt;br /&gt;section c2a1b.&lt;br /&gt;&lt;br /&gt;^ Section c2a1b (again): GOING BACK&lt;br /&gt;&lt;br /&gt;Return to the room with the first aid station on the wall, then climb down the&lt;br /&gt;two ladders in the shaft past it. Go through the open doors and down the hall to&lt;br /&gt;where section c2a1 reloads.&lt;br /&gt;&lt;br /&gt;^ Section c2a1 (again): DEATH TO THE GARGANTUA&lt;br /&gt;&lt;br /&gt;As you turn left in the hall, be ready to shoot down a vortigaunt with the&lt;br /&gt;assault rifle. Run on until you reach the room with a ladder. Climb up it and&lt;br /&gt;use the crowbar to bash all of the boards and boxes that are blocking the door&lt;br /&gt;to the track control room. Enter the room, noticing the HEV station on the left&lt;br /&gt;wall, and go over to the injured guard.&lt;br /&gt;&lt;br /&gt;Grab the .357 Magnum from next to the guard, then move over near the big window&lt;br /&gt;to make sure the gargantua comes over to it. Leave the room and jump over the&lt;br /&gt;large gap in the walkway. Go carefully past the flaming pipe and on to where you&lt;br /&gt;can reenter the large chamber that the gargantua is in. He'll probably see you&lt;br /&gt;as soon as you appear in the doorway, and run over to where he can easily blast&lt;br /&gt;you with his super-heated steam.&lt;br /&gt;&lt;br /&gt;The safest way to handle this situation is to blow up the gargantua with&lt;br /&gt;grenades. After he sees you and runs over, keep your distance and toss hand&lt;br /&gt;grenades so that they'll land right between his feet. If you run out before the&lt;br /&gt;gargantua is destroyed, you can either use AR grenades to finish the job, or go&lt;br /&gt;all the way back to the power generator area and get more hand grenades from the&lt;br /&gt;little "underground bunker" room that's near the beginning of the area where you&lt;br /&gt;fought a bunch of marines. (Note that you'll have to watch out for a new&lt;br /&gt;vortigaunt on the way down there.)&lt;br /&gt;&lt;br /&gt;A faster way is to lead the gargantua to the big power coil room and fry him&lt;br /&gt;there. Before he can sense you and run over to your doorway, run through it,&lt;br /&gt;turn left, and run down the large tunnel, hugging the left wall. The gargantua&lt;br /&gt;may not follow you into the tunnel if you stick to that wall. If he does, you'll&lt;br /&gt;have to run straight for the power coils' activation switch and hope you don't&lt;br /&gt;get too badly toasted before the gargantua gets blown up.&lt;br /&gt;&lt;br /&gt;If he doesn't follow you down the large tunnel, you can relax. Turn left at the&lt;br /&gt;end of the tunnel to enter the coil room, then cross it and go up the steps.&lt;br /&gt;Cross the raised walkway to find the switch that will activate the coils. After&lt;br /&gt;using it, go back down the steps and through the doorway on the right. At the&lt;br /&gt;other end of the small service tunnel, push the door open. Go to the start of&lt;br /&gt;the large tunnel and move around until the gargantua starts into the tunnel&lt;br /&gt;after you, then quickly run back through the door you just opened. Stand in the&lt;br /&gt;doorway at the other end of the service tunnel until you hear the gargantua get&lt;br /&gt;himself blown up by the power coils. (If he doesn't, you may have to go up the&lt;br /&gt;steps and let him see you on the raised walkway.)&lt;br /&gt;&lt;br /&gt;Break open the crates near one of the power coils to find some hand grenades,&lt;br /&gt;then return to the gargantua's chamber and get on the rail car. It works just&lt;br /&gt;like the one in the first section of the Blast Pit chapter. Move the car forward&lt;br /&gt;as far as it'll go, then return to the track control room. Use the HEV station&lt;br /&gt;if your armor is less than 100, then go over to the big window and use the&lt;br /&gt;switch to turn the thing that the rail car is on. (Also, look for some ammo on a&lt;br /&gt;control panel a bit to the right of the window.)&lt;br /&gt;&lt;br /&gt;Jump through the window to shortcut your way back to the rail car, then get on&lt;br /&gt;it and start it moving down the track. After you crash through a barricade, stop&lt;br /&gt;the car and use the flashlight to locate a couple of health packs to the right&lt;br /&gt;of the track. Ride the car on past that to quickly reach the On a Rail chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** ON A RAIL *****&lt;br /&gt;&lt;br /&gt;^ Section c2a2: IMPORTANT MESSAGE AND RAIL CAR ELEVATOR&lt;br /&gt;&lt;br /&gt;The rail car will soon stop at a lowered barrier arm. Get off the car and&lt;br /&gt;approach the security guard to get him to talk to you. After he's done, use the&lt;br /&gt;switch on the wall near him to raise the barrier arm, then nudge up against him&lt;br /&gt;to get him to walk out onto the track in front of the rail car. Get on the car&lt;br /&gt;and use it to run over the guard. (He's of no further use, and that's as fun a&lt;br /&gt;way as any to dispose of him.)&lt;br /&gt;&lt;br /&gt;Quicksave before moving onto the rail car elevator, since there are four&lt;br /&gt;barnacles on the ceiling above it. You can probably ride the elevator down and&lt;br /&gt;then move on without getting caught by a tongue, but quickrestore and try again&lt;br /&gt;if you do get caught, maybe changing your position on the rail car. If you keep&lt;br /&gt;getting caught, move to where you can look up and shoot all the barnacles before&lt;br /&gt;riding the elevator.&lt;br /&gt;&lt;br /&gt;At the bottom, ride forward through the electrified water until section c2a2a&lt;br /&gt;loads up.&lt;br /&gt;&lt;br /&gt;^ Section c2a2a: ARMOR BATTERY AND HOUNDEYE PLATFORM&lt;br /&gt;&lt;br /&gt;As you move forward, you'll pass under a place in the ceiling that has a&lt;br /&gt;headcrab in it. It'll probably just jump from one ceiling part to another, so&lt;br /&gt;you can ignore it. After you go up a ramp and leave the zappy water, you could&lt;br /&gt;actually abandon your rail car and go through the rest of the chapter without&lt;br /&gt;using rail cars at all. That isn't the best way to do things, though I will use&lt;br /&gt;that fact to provide shortcuts every now and then.&lt;br /&gt;&lt;br /&gt;Soon after the car turns right, you'll reach a place where an armor battery is&lt;br /&gt;setting on a small wooden platform on the right. If you need armor, you can stop&lt;br /&gt;right next to it and get it. Move on around the corner past the battery, then&lt;br /&gt;stop the car and put it in reverse.&lt;br /&gt;&lt;br /&gt;Back all the way up to where you're next to a side area that has three houndeyes&lt;br /&gt;bouncing around in it. Quickly kill them all with the assault rifle, then park&lt;br /&gt;the rail car next to their floor in a spot where it isn't blocking the red&lt;br /&gt;ladder that you can see going down into the water. That's so you can use the&lt;br /&gt;ladder to exit the water after dropping down into it.&lt;br /&gt;&lt;br /&gt;You may want to skip that, but if you drop into the water and use the flashlight&lt;br /&gt;to help you see, you'll eventually reach the entrance to an underwater tunnel&lt;br /&gt;(crouch as you approach it) that leads to a spot where you can get some bullets&lt;br /&gt;from next to a dead security guard. To avoid drowning and to help avoid all the&lt;br /&gt;zappy little leeches, drop into the water from a spot past the front of the rail&lt;br /&gt;car, then move along with your head above the water's surface as much as you&lt;br /&gt;can. When you have to be underwater, go as fast as you can, and only stop to&lt;br /&gt;crowbar-whack a leech if it's going to run into you. After you get the bullets,&lt;br /&gt;head back the way you came and climb the ladder to get onto the houndeyes'&lt;br /&gt;floor.&lt;br /&gt;&lt;br /&gt;Enter the nearby corridor and move along it to get to where section c2a2b2&lt;br /&gt;loads. It's also totally optional, but it includes many good things, including&lt;br /&gt;your first C4 satchel bomb.&lt;br /&gt;&lt;br /&gt;^ Section c2a2b2: OPTIONAL SIDE AREA WITH C4 SATCHEL BOMB&lt;br /&gt;&lt;br /&gt;Just ahead is a big side room to the left. There's a bullsquid in it over to the&lt;br /&gt;right as you look in the doorway. You could easily sneak-shoot it with the&lt;br /&gt;pistol, but there's a funner way to deal with it. Get out the assault rifle,&lt;br /&gt;then move into the room far enough that the bullsquid will see you. Immediately&lt;br /&gt;run back out of the room and go down to the end of the hallway to find a room&lt;br /&gt;with three houndeyes in it.&lt;br /&gt;&lt;br /&gt;Use the assault rifle to spray the houndeyes to interrupt their whiny charge-&lt;br /&gt;ups. After all three of them are dead, return to the hallway you came down to&lt;br /&gt;find that the bullsquid you got the attention of in the side room is now&lt;br /&gt;fighting a bullsquid that magically appeared in the hallway when you entered the&lt;br /&gt;houndeyes' room. After one of the squids is killed, quickly shoot the other one&lt;br /&gt;until it dies, too.&lt;br /&gt;&lt;br /&gt;Look into the watery area that's next to the houndeyes' room to find yet another&lt;br /&gt;bullsquid to kill. Shoot the explosive barrels down there if it's next to any of&lt;br /&gt;them, then finish it off. All of that probably took quite a few bullets, so go&lt;br /&gt;back to the big side room and search near all the bodies for ammo clips.&lt;br /&gt;&lt;br /&gt;Approach the big red "BLAST DANGER" doors at the back of the room to open them,&lt;br /&gt;then crouch down and move forward until you can see the feet of a marine who's&lt;br /&gt;standing on the other side of the rocket. Don't shoot him, but wait for him to&lt;br /&gt;be attacked by headcrabs. Finish off the survivor(s) with the pistol, then run&lt;br /&gt;back there and grab his shotgun. Avoid the headcrabs that drop down nearby by&lt;br /&gt;immediately running all the way back to where you shot a bullsquid in the water&lt;br /&gt;earlier.&lt;br /&gt;&lt;br /&gt;Use the switch that's on the wall near the watery room to extend a bridge over&lt;br /&gt;it. Kill the two barnacles in the room past the bridge with the crowbar, then&lt;br /&gt;use the .357 to sneak-shoot the bullsquid that's in the room past the nearby&lt;br /&gt;rail and crates. Use the flashlight to help you see the squid between the&lt;br /&gt;leftmost crate and the wall, or bash that crate with the crowbar to get a better&lt;br /&gt;view (though be sure to strafe to avoid the squid's yecchy spit).&lt;br /&gt;&lt;br /&gt;To get to the squid's room, use the short hallway that connects your room to it.&lt;br /&gt;(Crowbar the barnacle in that hallway just like you did the other two.) Be sure&lt;br /&gt;to jump-crouch onto the large green crate to get the C4 satchel bomb that's on&lt;br /&gt;it, then smash the wooden crates to find bullets and hand grenades. When you're&lt;br /&gt;done, go back the way you came (watch for headcrabs in the hallway) until you&lt;br /&gt;return to section c2a2a.&lt;br /&gt;&lt;br /&gt;^ Section c2a2a (again): FINDING A WAY OUT OF THE TRACK LOOP&lt;br /&gt;&lt;br /&gt;Get back on the rail car, then ride forward until you go up an incline. Stop the&lt;br /&gt;car just past the incline and jump onto the narrow ledge that leads along the&lt;br /&gt;left side of the track that branches to the left. You can't take the car down&lt;br /&gt;there, but you can walk over and bash a couple of crates to find .357 ammo in&lt;br /&gt;one of them.&lt;br /&gt;&lt;br /&gt;Just past that is a track branch to the right. You can't go down it in the car&lt;br /&gt;yet, so stop the car just past it, then get onto the narrow ledge to the right&lt;br /&gt;of the car. Use it to crouch-walk your way down the right-side track branch&lt;br /&gt;until you reach the ledge's end. Sneak to where you can see a headcrab in the&lt;br /&gt;area just ahead, then shoot it with the pistol to make sure it won't be a&lt;br /&gt;nuisance when you come by here in the rail car later on.&lt;br /&gt;&lt;br /&gt;Go back the way you came and get on the rail car, then ride it around the next&lt;br /&gt;corner. Crouch to avoid getting zapped by a dangling electrical wire, then move&lt;br /&gt;forward slowly to where you can see two houndeyes in an area to the left. Stop&lt;br /&gt;the car long enough to shoot them with the pistol, then move the car forward&lt;br /&gt;slowly until its front end is just past the track switch device. Edge over in&lt;br /&gt;the car until you can see part of a bullsquid around the corner past the switch.&lt;br /&gt;&lt;br /&gt;Sneak-shoot the bullsquid with the pistol until it leaps into the air. When it&lt;br /&gt;does that, a nearby elevated turret will see it and activate. Shoot the squid to&lt;br /&gt;get it to jump again, and the turret will start firing at it. It can only hit&lt;br /&gt;the squid when it's in the air, so keep shooting it to make it jump until the&lt;br /&gt;turret kills it for you. That'll save a bit on bullets.&lt;br /&gt;&lt;br /&gt;Now you need to ungratefully take down the turret so it won't give you any&lt;br /&gt;trouble when you get to its area later. Slowly ride the rail car forward,&lt;br /&gt;looking up to the elevated walkway where the turret is, until you can see part&lt;br /&gt;of it. As with other turrets, shoot it in the leg with the pistol until it goes&lt;br /&gt;down in smoke.&lt;br /&gt;&lt;br /&gt;Ride the rail car around another corner, and stop it just past the four-way&lt;br /&gt;track intersection. Get out on the right-hand ledge and follow it along like you&lt;br /&gt;did before. It's rather short, so move to its very end, then look for a&lt;br /&gt;bullsquid in a side area ahead and to the right. You should be in the perfect&lt;br /&gt;position to sneak-shoot it, so use the .357 to do so.&lt;br /&gt;&lt;br /&gt;Get back on the rail car and ride on until you get near the next track switch.&lt;br /&gt;Shoot it with the pistol before you reach it so that it'll flip, causing your&lt;br /&gt;car to go straight on the track instead of turning right and going by the&lt;br /&gt;houndeye area that you're already done with.&lt;br /&gt;&lt;br /&gt;After you pass the switch and turn left, decrease your speed to the minimum&lt;br /&gt;until after some large rubble falls ahead of you. Speed up again, but watch for&lt;br /&gt;a platform on the right that has a bullsquid on it. You'll want to stop the car&lt;br /&gt;in a spot so that the squid is mostly behind a pillar, and you can shoot it with&lt;br /&gt;the pistol without it being able to spit back.&lt;br /&gt;&lt;br /&gt;Move the car up to where you can jump over the platform's side rail, then find&lt;br /&gt;the ramp that leads down to a lower floor. If you dive down into the water, you&lt;br /&gt;can find a .357 Magnum next to a dead marine, plus an armor battery. To avoid&lt;br /&gt;the leeches in the water, use the usual tactic of moving around on the surface,&lt;br /&gt;only diving to see where something is or to pick it up. To get out of the water,&lt;br /&gt;climb up the ladder that's in one corner.&lt;br /&gt;&lt;br /&gt;After quicksaving, carefully jump over the rail track where it starts to slant&lt;br /&gt;upward. Move along the floor past that to reach a spot with two crates that you&lt;br /&gt;can break open to find an armor battery and hand grenades. Go back to where you&lt;br /&gt;can jump onto the rail car, then ride it forward very slowly. One of the local&lt;br /&gt;barnacles has its tongue hanging directly over the track, and you'll want to&lt;br /&gt;kill it with the pistol before passing under it.&lt;br /&gt;&lt;br /&gt;Ride on until you come to the side area where you shot down a bullsquid before.&lt;br /&gt;Park the car next to the floor, then watch near the stairs for a headcrab to&lt;br /&gt;come toward you. Kill it with the pistol, then get off the car and look around&lt;br /&gt;for a first aid station plus items near both dead marines (including under the&lt;br /&gt;stairs). Go up the stairs and bash some crates to find a .357 Magnum and to&lt;br /&gt;clear the passage to the room with the turret you shot down earlier.&lt;br /&gt;&lt;br /&gt;Also in that room is a switch you can use to move the crane that's blocking the&lt;br /&gt;exit route near the first track switch. (You can see it out the room's window.)&lt;br /&gt;Return to the rail car and ride on until you reach that track switch, not&lt;br /&gt;forgetting to duck the live wire along the way. Shoot the switch to flip it,&lt;br /&gt;then ride along the track past the moved crane until section c2a2b1 loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a2b1: MARINES VS. VORTIGAUNTS&lt;br /&gt;&lt;br /&gt;Move the car slowly forward until you can see a marine's legs up on a higher&lt;br /&gt;walkway ahead. Shoot those legs with two .357 bullets to kill the marine, then&lt;br /&gt;carefully move the car forward to where you can get off its right side and onto&lt;br /&gt;the lift. Don't move the car far enough forward to activate the lift, since&lt;br /&gt;that'll cause you to have to fight two marines that you can skip.&lt;br /&gt;&lt;br /&gt;Climb the ladder that leads up to the marine you just shot, and turn right as&lt;br /&gt;soon as you reach the ladder top. You don't want the marines in the nearby lift&lt;br /&gt;seeing you. Use the first aid station if you need to, then grab the bullets and&lt;br /&gt;AR grenades from near it before climbing up the next ladder. Past the ladder&lt;br /&gt;top, push the wooden crate to the left a bit so you can crouch-walk past it on&lt;br /&gt;its right side.&lt;br /&gt;&lt;br /&gt;There's a marine on a board across the tracks a bit to the right, and you're&lt;br /&gt;going to want to carefully sneak-shoot him with the .357. After you do, break&lt;br /&gt;open the wooden crate to find a box of .357 ammo. Crouch-walk down the ledge to&lt;br /&gt;the right of the tracks until you pass the dead marine and get to where you can&lt;br /&gt;see a sandbag wall in an area ahead. There'll be a marine back there who sees&lt;br /&gt;you and runs around (and possibly throws hand grenades your way), so shoot him&lt;br /&gt;down with the .357 as soon as possible. (If he doesn't appear at first, try&lt;br /&gt;jumping across the track and moving around.)&lt;br /&gt;&lt;br /&gt;Move back along your ledge until you can see down the side track. If you see any&lt;br /&gt;vortigaunts near the lowered barrier arm down there, shoot them with the pistol&lt;br /&gt;to see if you can get them to run around to where the marines will shoot them&lt;br /&gt;(or vice versa). Move forward along your ledge until you get around to a spot&lt;br /&gt;where you can see some marines in a kind of "between the tracks" area to the&lt;br /&gt;left. Keep crouch-walking back and forth between that spot and the one where you&lt;br /&gt;sniped at a vortigaunt until doing so doesn't cause any more fighting between&lt;br /&gt;the marines and the vorts.&lt;br /&gt;&lt;br /&gt;Crouch-walk all the way to the big gun that's set up behind one of the sandbag&lt;br /&gt;walls and use it to finish off any marines or vortigaunts that you can see&lt;br /&gt;ahead. Jump over the track to reach the marines' area, then crouch-walk forward&lt;br /&gt;slowly to see if there are any vorts left in the area across the next track. If&lt;br /&gt;so, quickly shoot them down with the assault rifle or .357 Magnum.&lt;br /&gt;&lt;br /&gt;Break open the boxes in the marines' area for supplies, then jump across the&lt;br /&gt;track to where the vorts were. Go up the stairs and shoot two headcrabs plus&lt;br /&gt;any vorts who are hiding up there, then crouch-walk along the walkway that leads&lt;br /&gt;to the HEV station. You need to be careful to not let the marines you skipped&lt;br /&gt;earlier see you. (They're on a lift a ways below the walkway.)&lt;br /&gt;&lt;br /&gt;Return to the bottom of the stairs and jump back across the tracks to the big&lt;br /&gt;gun emplacement. Find the stairs past the big gun, then hop onto the side&lt;br /&gt;railing and slowly move up it. When you're to where you can clearly see the head&lt;br /&gt;of the marine who's standing in the area past the stairs, get out the .357 and&lt;br /&gt;deliver a carefully-aimed head shot to kill him instantly. Jump up to get the&lt;br /&gt;attention of another nearby marine, then quickly drop down to the bottom of the&lt;br /&gt;stairs and wait for him to appear at the top so you can .357 him, too.&lt;br /&gt;&lt;br /&gt;Past the top of the stairs, raid the radio area for health and ammo, then go to&lt;br /&gt;the start of the nearby corridor. (Stay out of the left-side room, since it just&lt;br /&gt;has a marine hiding in it.) You'll see some vorts ahead fighting some marines,&lt;br /&gt;so hang back and wait for that to be over. When it is, move to where you can&lt;br /&gt;shoot some vorts to lure them back to you one at a time for easy killing. When&lt;br /&gt;you've gotten all you can, move into the corridor to get section c2a2c to load.&lt;br /&gt;&lt;br /&gt;^ Section c2a2c: ANOTHER BIG MARINE-VS.-VORT BATTLE&lt;br /&gt;&lt;br /&gt;Quicky finish off any remaining vorts, then go into the large side room and&lt;br /&gt;break the two boxes that are on the floor to find .357 ammo. Go along the&lt;br /&gt;walkway past the side room until you come to some stairs. Crouch down at the top&lt;br /&gt;of the stairs and crouch-walk carefully to where you can sneak-shoot the marine&lt;br /&gt;at the bottom of the stairs with the .357.&lt;br /&gt;&lt;br /&gt;Crouch-walk into the dark space under the bottom half of the stairs and break&lt;br /&gt;the crate there to reveal an armor battery and a floor grating. Bash the grating&lt;br /&gt;and drop down through the hole, then move along until you come to a place with a&lt;br /&gt;dead marine. As you approach the marine, use the flashlight to look past him.&lt;br /&gt;Quickly shoot the headcrab that appears, then look around to find some supplies,&lt;br /&gt;including two more C4 satchel bombs.&lt;br /&gt;&lt;br /&gt;While you were gathering those supplies, some marines and vorts were having a&lt;br /&gt;fight in the area above you. Climb up out of the secret area and crouch-walk&lt;br /&gt;slowly down the corridor to the right of the stairs to see who survived the&lt;br /&gt;fight. Quickly shoot them down, then go around and collect ammo from the dead&lt;br /&gt;marines. Also, jump across the tracks to find a large alcove with two crates you&lt;br /&gt;can smash for more supplies.&lt;br /&gt;&lt;br /&gt;If your armor is less than 100, go all the way back to the HEV station in the&lt;br /&gt;previous section to charge up, then come back here to continue. Crouch-walk&lt;br /&gt;carefully along the ledge that's on the left side of the track that leads away&lt;br /&gt;from this area until section c2a2d loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a2d: MORE MARINES-VS.-VORTS AND A BUNKERED MACHINE GUN&lt;br /&gt;&lt;br /&gt;Crouch-walk forward until you reach a kind of stick-out pillar, beyond which is&lt;br /&gt;a raised ledge with a red railing. There are three marines on that ledge that&lt;br /&gt;you need to carefully sneak-shoot with the .357. Quicksave before you start, and&lt;br /&gt;crouch-walk forward very carefully to get to where you can see part of the next&lt;br /&gt;marine in the series, but he can't see you. You should be familiar with this&lt;br /&gt;routine by now.&lt;br /&gt;&lt;br /&gt;After they're all down, move forward to where you can climb some stairs to reach&lt;br /&gt;their ledge so you can collect their ammo. To get off the ledge, hop up on the&lt;br /&gt;railing next to the stairs, then run forward. You should drop onto the ground&lt;br /&gt;safely past the electrified rail. (It's harder to jump it from the bottom of the&lt;br /&gt;stairs.)&lt;br /&gt;&lt;br /&gt;Move up to the big doorway that leads to the next area, but retreat and hide in&lt;br /&gt;the corner to the left of the doorway as soon as you hear vortigaunts&lt;br /&gt;teleporting in. Have your shotgun out in case any vorts or marines run into your&lt;br /&gt;sight, but stay in your corner until the sounds of fighting stop. Go carefully&lt;br /&gt;through the doorway and finish off the survivors with the assault rifle. (Note&lt;br /&gt;that one vort likes to hide in a dark niche on the left side of the area.)&lt;br /&gt;&lt;br /&gt;Get the crowbar out and bash the boards off of the doorway on the left, then go&lt;br /&gt;inside and get out your shotgun. Move around next to the security guard until a&lt;br /&gt;vort teleports in just outside the doorway, then quickly blow it away with a&lt;br /&gt;double-barrel blast to make sure the guard survives. Bash the boxes in the room&lt;br /&gt;to get some .357 ammo and health, then get the guard to follow you into the room&lt;br /&gt;across the hallway.&lt;br /&gt;&lt;br /&gt;Run toward the wooden boxes in that room to get the ceiling to partially&lt;br /&gt;collapse and drop headcrabs, then quickly retreat while your guard kills the&lt;br /&gt;crabs for you. After they're dead, it'll be safe to break the boxes to find an&lt;br /&gt;armor battery, and to use the first aid station that's on the wall. (There's&lt;br /&gt;probably another crab or two in the ceiling, but unless you jump up and down&lt;br /&gt;near the first aid station, they're not likely to see you.)&lt;br /&gt;&lt;br /&gt;Whack the guard for his pistol, then quicksave your game before moving down to&lt;br /&gt;the other end of the area. There's a marine manning a heavily sandbag-protected&lt;br /&gt;big gun there. One way to handle this is to run over and stand behind the big&lt;br /&gt;wooden crate on the right until the gun stops firing. Bash the crate with the&lt;br /&gt;crowbar, then immediately run forward and jump the track. It's possible to do&lt;br /&gt;this without getting shot, though it's likely you will be. You can then move up&lt;br /&gt;next to the sandbag pile and jump up and down in order to see and shoot the&lt;br /&gt;marine who's in there manning the gun.&lt;br /&gt;&lt;br /&gt;The other way to take him out is safer, but requires the use of a grenade. Get&lt;br /&gt;behind the big wooden crate on the left, then crouch-strafe slowly to the right&lt;br /&gt;until you can see the very right edge of the gun itself. Toss a hand grenade or&lt;br /&gt;AR grenade so that it'll go through the gap to the right of the gun and blow up&lt;br /&gt;the marine. You should quicksave right before tossing the grenade so you won't&lt;br /&gt;have to use more than one.&lt;br /&gt;&lt;br /&gt;After the gun's rendered inoperable, jump over to its side of the track if&lt;br /&gt;you're not already there, then jump onto the slanty cement beam that goes up to&lt;br /&gt;a horizontal crossbeam. Jump-crouch onto the crossbeam, then jump across to a&lt;br /&gt;narrow ledge that you can use to jump onto a beam with an armor battery on it.&lt;br /&gt;Slide carefully down the slanty beam on either side, then move along the ledge&lt;br /&gt;next to the track until you can press up against the big red "BLAST DANGER"&lt;br /&gt;doors.&lt;br /&gt;&lt;br /&gt;After they open, back up to a safe distance and use the pistol to detonate one&lt;br /&gt;of the tripmines that are set just past the doors (or carefully crouch-walk&lt;br /&gt;under them without detonating them). Past the doorway, crouch-walk slowly toward&lt;br /&gt;the top of the ladder, looking down on the walkway below for a marine. If you're&lt;br /&gt;careful, you can sneak-shoot him with the .357 before he sees you. Climb down&lt;br /&gt;the ladder and go through the doors near the marine to find yourself another&lt;br /&gt;rail car.&lt;br /&gt;&lt;br /&gt;Before you get on it, search the room to the right to find a health pack and&lt;br /&gt;some .357 ammo in a wooden crate, then check out the area just past the room to&lt;br /&gt;find a hidden HEV station in an easy-to-miss wall niche. Get on the rail car and&lt;br /&gt;ride it forward slowly while crouched and pushed up against the control console.&lt;br /&gt;When you're in between the two red laser alarm beams, stop the car and stand up&lt;br /&gt;just long enough to see where a bullsquid is situated a ways ahead of you.&lt;br /&gt;&lt;br /&gt;Use shoot-and-duck tactics to kill that bullsquid with the .357, then slowly&lt;br /&gt;move to the right on the car so you can sneak-shoot the bullsquid over on the&lt;br /&gt;walkway to the left. After it's down, crouch-ride the rail car until it's next&lt;br /&gt;to some steps on the right. Get off the car, but don't go up the steps. To avoid&lt;br /&gt;brushing against the turret and activating it, jump onto the railing that's to&lt;br /&gt;the left of the steps and crouch-walk your way along it until you're well past&lt;br /&gt;the turret.&lt;br /&gt;&lt;br /&gt;After getting the AR grenades from near the dead bullsquid, use the rail-walking&lt;br /&gt;trick to get back past the turret and onto the rail car. Ride it forward until&lt;br /&gt;you come to a ledge on the left with a turret and a door. Stop the car and open&lt;br /&gt;the door, ready to shoot the bullsquid past it with a .357 slug and strafe left&lt;br /&gt;to avoid its toxic spit. After it's dead, move slowly into its room and use the&lt;br /&gt;pistol to sneak-shoot a headcrab that's hiding around a corner on the right.&lt;br /&gt;&lt;br /&gt;Go to the back right corner of the room and crowbar-whack the barnacle there,&lt;br /&gt;then look around for supplies before returning to the rail car. Ride onward to&lt;br /&gt;where section c2a2e loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a2e: ROCKET EMPLACEMENT AND SIDE AREAS WITH BARRIER-RAISING SWITCHES&lt;br /&gt;&lt;br /&gt;As you round the corner, be crouched down and moving slowly. As soon as you're&lt;br /&gt;past the corner, strafe left off of the rail car without stopping it. Wait and&lt;br /&gt;watch as it continues onward, killing the rocket emplacement operator by&lt;br /&gt;detonating a tripmine that he stupidly set too close to his position. As soon as&lt;br /&gt;he's dead, move along the ledge you're on to reach his area and find a health&lt;br /&gt;pack and his dropped gun.&lt;br /&gt;&lt;br /&gt;Keep following the ledge along until you approach the area where the rail car&lt;br /&gt;was stopped by a lowered barrier arm. Get out the .357 and slowly crouch-walk&lt;br /&gt;along the left ledge until you can see and shoot a vortigaunt that's in the area&lt;br /&gt;on the other side of the tracks. Sneak carefully along, edging around another&lt;br /&gt;annoying stick-out pillar, until you can shoot the next two vorts across the&lt;br /&gt;tracks. (You could sneak-shoot the vorts, but that would take more ammo than&lt;br /&gt;letting them see you and immediately shooting them right in their big red eye&lt;br /&gt;for an instant kill.)&lt;br /&gt;&lt;br /&gt;There's another nearby vort that's a ways to the right of the last two you shot,&lt;br /&gt;but it's not your next target. Slowly crouch-strafe left, watching the hallway&lt;br /&gt;that leads off from the main vort area, until you see one coming down the hall&lt;br /&gt;after you. Kill it, then crouch-strafe left some more until the second vort&lt;br /&gt;that's down the hall comes after you. You're then probably almost "left" enough&lt;br /&gt;to see and shoot the final vort in a corner to the right.&lt;br /&gt;&lt;br /&gt;Jump across the track and find a first aid station to the left, then go down the&lt;br /&gt;hall to find some green crates blocking access to some stairs. Stand back and&lt;br /&gt;shoot one of the tripmines past the crates with the pistol, then jump-crouch&lt;br /&gt;onto the single crate and walk across it. There are two headcrabs in a ceiling&lt;br /&gt;area just past the crates, but you probably don't have to worry about them. Toss&lt;br /&gt;a hand grenade up there if you want to be sure, though. (Quicksave first in case&lt;br /&gt;the grenade bounces back at you.)&lt;br /&gt;&lt;br /&gt;Crouch-walk up the stairs to make sure you're not seen, then bash the two crates&lt;br /&gt;to get a C4 satchel bomb. Get out the .357 and crouch-walk carefully over to the&lt;br /&gt;corner past those crates. You can probably sneak-shoot both of the marines in&lt;br /&gt;the area ahead, but each one will charge you as soon as the first slug hits him,&lt;br /&gt;so you'll have to finish him off quickly. After they're down, check their room&lt;br /&gt;to find an HEV station and a large switch on a panel that'll open the nearby&lt;br /&gt;barrier arm.&lt;br /&gt;&lt;br /&gt;Hop onto the nearby railing, then carefully crouch-drop to the floor below. Jump&lt;br /&gt;over two tracks, then go left to find a new rail car to use. (If you go back for&lt;br /&gt;your old one, a marine will have taken control of this one by the time you get&lt;br /&gt;back here.) Ride this car down the track until you encounter another lowered&lt;br /&gt;barrier arm.&lt;br /&gt;&lt;br /&gt;This might be a good time to abandon the rail car and proceed on foot. That's&lt;br /&gt;doable, and not too hard, but I'll go ahead and tell you how to keep the car.&lt;br /&gt;Get off the car by moving onto the left ledge, then move back along it until you&lt;br /&gt;can see three wooden crates stacked on the upper walkway in the big side area.&lt;br /&gt;&lt;br /&gt;Use the pistol to shoot the bottom two crates to pieces (automatically&lt;br /&gt;destroying the top crate), then use the .357 to blast the three marines that&lt;br /&gt;start running around up there. To avoid wasting ammo, only shoot at them when&lt;br /&gt;they're briefly standing still in one of their favorite standing-still spots.&lt;br /&gt;&lt;br /&gt;Now to take care of the fortified heavy gun that's on the right side of the&lt;br /&gt;area. Jump across the track right before the point where it splits, then move&lt;br /&gt;forward and around the corner. Quickly crouch as you run toward the base of the&lt;br /&gt;upper floor that the gun emplacement is on. Quicksave if you made it uninjured,&lt;br /&gt;then get out your hand grenades. Move back a short distance so that the gun will&lt;br /&gt;be firing but not hitting you, then toss a grenade so that it goes over the&lt;br /&gt;gun's sandbag wall and lands behind it, killing the marine at the gun when it&lt;br /&gt;explodes. You'll know if it worked because the gun will stop firing.&lt;br /&gt;&lt;br /&gt;Hop across the tracks to get to where you can climb up a short ladder to reach&lt;br /&gt;the upper walkway. Look along it for a first aid station and some dropped guns,&lt;br /&gt;then go over to the gun emplacement and use the wall switch that's right next to&lt;br /&gt;it. Return to the rail car and ride on until you come to the next rail car&lt;br /&gt;elevator.&lt;br /&gt;&lt;br /&gt;Stop the car short of the elevator, and check out the side area. There are some&lt;br /&gt;C4 satchel bombs in crates, plus one underneath the elevator. (Send the elevator&lt;br /&gt;up, then drop down to get the satchel and climb out using the ladder. You can&lt;br /&gt;then recall the elevator.)&lt;br /&gt;&lt;br /&gt;Get into the elevator and ride it up to find yourself next to a large stack of&lt;br /&gt;explosive crates. Get out your C4 satchels and toss one through the gap between&lt;br /&gt;crates. (Move up to the gap and jump right before tossing the satchel.) Ride the&lt;br /&gt;elevator back down, detonate the satchel, then ride the elevator back up. Pick&lt;br /&gt;up the satchel that's near the elevator, then look for a splattified marine's&lt;br /&gt;dropped weapon next to two crates that you can bash for supplies.&lt;br /&gt;&lt;br /&gt;Slowly crouch-walk your way along the rim of the rail car elevator shaft to&lt;br /&gt;reach a small red-lit room with two AR grenades in it. Look down and across the&lt;br /&gt;shaft to see some marine legs to shoot. (Use the pistol to save on .357 ammo.)&lt;br /&gt;Crouch-walk back across the shaft rim, then find the long ladder near the&lt;br /&gt;elevator. Climb down to the bottom to claim the dropped weapon of the marine you&lt;br /&gt;just leg-shot, then climb all the way to the top of the ladder to find some&lt;br /&gt;boxes you can bash for ammo.&lt;br /&gt;&lt;br /&gt;Climb down the ladder to the floor with the elevator, then carefully strafe off&lt;br /&gt;the ladder and land on the floor. Take the elevator down, then get on the rail&lt;br /&gt;car and ride it up the rail car elevator. Crouch down as you ride forward past&lt;br /&gt;the elevator's top to avoid getting zapped by electrical discharges from the&lt;br /&gt;nearby machines. As soon as you're past those machines, strafe left off of the&lt;br /&gt;rail car without stopping it.&lt;br /&gt;&lt;br /&gt;It'll go on ahead, detonating some tripmines, and will stop a ways past that. As&lt;br /&gt;you walk along the left ledge to catch up to it, section c2a2f will load.&lt;br /&gt;&lt;br /&gt;^ Section c2a2f: ANOTHER TRACK LOOP&lt;br /&gt;&lt;br /&gt;When you catch up to the rail car, hop onto it, but don't start it up yet. Look&lt;br /&gt;ahead to see two large wooden crates to the right of yet another barrier arm.&lt;br /&gt;There are marines hiding behind those crates, and they'll bust the crates and&lt;br /&gt;open fire if you move toward them. Stay where you are and get out the assault&lt;br /&gt;rifle. Shoot the crates to pieces, then shoot the marines, who will be too far&lt;br /&gt;away to return fire.&lt;br /&gt;&lt;br /&gt;After they're both down, crouch-ride the rail car forward until it stops, then&lt;br /&gt;crouch-walk off of its right side and go grab the marines' guns and AR grenades.&lt;br /&gt;Use the switch on the wall to raise the barrier arm, then quicksave. It can be a&lt;br /&gt;bit tricky to crouch-jump your way back onto the rail car. When you make it, get&lt;br /&gt;the car started again and ride on to a spot where the track curves left.&lt;br /&gt;&lt;br /&gt;At this point, you could stop the car and get off of it. You could go right and&lt;br /&gt;then left (using the side ledges to walk on, as usual) to shortcut your way to&lt;br /&gt;the long ladder that leads down to the next section. However, I'll assume that&lt;br /&gt;you'd rather take the long way, which can get you some more bullets.&lt;br /&gt;&lt;br /&gt;Crouch-ride your way through another area with crates going across it, and keep&lt;br /&gt;crouch-riding until you're past the rocket emplacement past that. As soon as you&lt;br /&gt;are, stop the car and walk over to the emplacement. The marine will just stand&lt;br /&gt;there and let you crowbar-whack him and take his gun. What a dope!&lt;br /&gt;&lt;br /&gt;Past the next corner, stay crouched to avoid zap damage until you reach a track&lt;br /&gt;switch. Shoot it with the pistol to flip it, then back up a little if necessary&lt;br /&gt;(still crouching) so you can go straight past it instead of turning left. Keep&lt;br /&gt;riding along until the car stops at the edge of a rail car elevator shaft. Get&lt;br /&gt;off of the car and start climbing down the nearby ladder to reach section c2a2g.&lt;br /&gt;&lt;br /&gt;^ Section c2a2g: ANOTHER BUNKERED GUN AND AN OUTDOOR SNIPER&lt;br /&gt;&lt;br /&gt;As soon as this section loads, stop moving and drop a hand grenade. It'll blow&lt;br /&gt;up some tripmines in the area below for you, plus knock over a turret without&lt;br /&gt;getting the others all riled up. Go down the ladder until you can look up to see&lt;br /&gt;the doorway to a small supply room, but don't go so far down that you'll hit the&lt;br /&gt;red laser alert. While still on the ladder, toss two hand grenades so that&lt;br /&gt;they'll land inside the supply room and blow up the zombies in there.&lt;br /&gt;&lt;br /&gt;Jump off the ladder to avoid hitting the laser alert, then go into the supply&lt;br /&gt;room to find lots of hand grenades and a first aid station. Leave the supply&lt;br /&gt;room and make your way carefully past the turrets on the left side of the track.&lt;br /&gt;When you come to where the track turns left, quicksave in case you get badly&lt;br /&gt;injured ahead.&lt;br /&gt;&lt;br /&gt;Run and jump over the track, then quickly run up behind the nearest large wooden&lt;br /&gt;crate. Crouch down and push the crate a little to the left so you can see and&lt;br /&gt;shoot the marine at the small sandbag wall ahead. Use the .357 for a good&lt;br /&gt;instant-kill head shot. He probably won't fire at you, but if he does (and/or if&lt;br /&gt;both of the nearby crates get destroyed), quickrestore and try again.&lt;br /&gt;&lt;br /&gt;If both nearby crates are intact, bash the nearest one and push the other one&lt;br /&gt;ahead of you as you move toward the marine's sandbag wall. When you reach it,&lt;br /&gt;bash the crate to get a tripmine, then go around the wall on its right side.&lt;br /&gt;You'll then be able to run up next to the mounted gun's sandbag wall and shoot&lt;br /&gt;the marine who's in there by jumping up and down so you can see him.&lt;br /&gt;&lt;br /&gt;Go down the corridor past their area, and start crouch-walking when you come to&lt;br /&gt;a doorway that leads outside. There are two marines out there facing the other&lt;br /&gt;way and gossiping about you. Get out your C4 satchels, jump-toss one their way,&lt;br /&gt;back up, and detonate it. Instant splattification for both guys!&lt;br /&gt;&lt;br /&gt;After claiming their dropped weapons, turn left from the bottom of the steps and&lt;br /&gt;go all the way forward, jumping the rail track on the way. Look up to see a bit&lt;br /&gt;of camouflage netting up on the cliffside. That's the first sniper of the game,&lt;br /&gt;and you'll want to take him out. The easiest way to do that is to throw a&lt;br /&gt;grenade of some sort up there, so do so. (I recommend using an AR grenade since&lt;br /&gt;you'll be getting more soon.) You'll know if you got him because he'll make a&lt;br /&gt;few gasping and choking noises.&lt;br /&gt;&lt;br /&gt;Look for a streetlamp with a crate and a health pack on a machine next to it.&lt;br /&gt;Jump onto the machine from on the crate if you need health, then bash the crate&lt;br /&gt;to get shotgun ammo. Find the large "BLAST DANGER" doors near the streetlamp and&lt;br /&gt;open them by using the controls on the wall to the left of them. Go through them&lt;br /&gt;and use the next set of controls to move on to section c2a2h.&lt;br /&gt;&lt;br /&gt;^ Section c2a2h: LAUNCHING THE SATELLITE&lt;br /&gt;&lt;br /&gt;There are three marines in the area that's ahead and to the right, and the big&lt;br /&gt;mounted gun that's to the left isn't the best way to deal with them. Crouch-walk&lt;br /&gt;your way very slowly along the right wall until you can sneak-shoot the leftmost&lt;br /&gt;marine with the pistol. The other two are harder to sneak-shoot, but it can be&lt;br /&gt;done. Or you could quickly duck out of cover long enough to launch an AR grenade&lt;br /&gt;at one of the marines to take him out quickly, then back up and shoot the last&lt;br /&gt;one when he runs into view.&lt;br /&gt;&lt;br /&gt;Go through the big "BLAST DANGER" doors that the marines were guarding and down&lt;br /&gt;a short hallway to reach a room with stairs that are "guarded" by laser alerts&lt;br /&gt;connected to big explosive packs. Push the shorter of the two large metal crates&lt;br /&gt;all the way to the back of the side area it's in, then jump-crouch onto it. Move&lt;br /&gt;to a spot near its left edge (left as you're facing the stairs) and jump-crouch&lt;br /&gt;onto the stairs' side rail. You can then move forward, turn right, and go&lt;br /&gt;through the door at the top of the stairs.&lt;br /&gt;&lt;br /&gt;Past the door, turn left and crouch-walk slowly along the left wall to where you&lt;br /&gt;can sneak-shoot the two marines with the .357 Magnum. They may run around after&lt;br /&gt;the first hit, but you should be able to finish them off without being seen.&lt;br /&gt;Check the first room for a first aid station, then go into the second room and&lt;br /&gt;use the big red button that's between the two windows to launch the lambda&lt;br /&gt;satellite rocket.&lt;br /&gt;&lt;br /&gt;After the rocket's away, the door in your room will reopen, and you can go back&lt;br /&gt;the way you came. When you come to the explosive stair trap, carefully crouch-&lt;br /&gt;drop off the top of the left side of the stairs. Go back to the big red doors&lt;br /&gt;that you entered this section through, and use the control panel on the wall&lt;br /&gt;nearest the closed doors to get back to section c2a2g.&lt;br /&gt;&lt;br /&gt;^ Section c2a2g (again): SUPPLY ROOM AND UGLY OLD RAIL CAR&lt;br /&gt;&lt;br /&gt;Turn left at the tracks to find a newly revealed area with a side ladder. Climb&lt;br /&gt;down it to reach a room with supplies and a new rail track. Break open all the&lt;br /&gt;wooden crates and check the tops of the two biggest green crates, then get on&lt;br /&gt;the big, ugly rail car.&lt;br /&gt;&lt;br /&gt;However, do *not* start the thing up, since it'll just make things harder in the&lt;br /&gt;next chapter. Instead, jump-crouch onto its front end and crouch-walk forward&lt;br /&gt;and to the right so that you'll drop down onto the ledge to the right of the&lt;br /&gt;track. You can then follow that ledge along to reach the Apprehension chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** APPREHENSION *****&lt;br /&gt;&lt;br /&gt;^ Section c2a3: MILITARY AMBUSH AND SILO&lt;br /&gt;&lt;br /&gt;Keep going along the right-hand ledge until you approach the open area that's on&lt;br /&gt;the right. Three marines are stationed there, but they haven't been alerted to&lt;br /&gt;your presence, so you can fairly easily sneak-shoot them all with the pistol. Or&lt;br /&gt;you can let them see you, then run way back along the ledge to where you can see&lt;br /&gt;them in the distance, but they won't be able to fire at you. Shoot them with the&lt;br /&gt;pistol whenever they appear (use the flashlight to help see them) until they're&lt;br /&gt;all down.&lt;br /&gt;&lt;br /&gt;Grab their weapons, then go through the door in their area and start down the&lt;br /&gt;ladder. When you near the point where it's broken off, use the shotgun to blast&lt;br /&gt;the crate that's floating in the water below to make sure you won't hit it and&lt;br /&gt;take damage. Drop down and get the shotgun shells that fell into the water, then&lt;br /&gt;push open the underwater door and go through it. Go down the corridor and&lt;br /&gt;through another door, then quickly run up the stairs on the left to get to where&lt;br /&gt;you can breathe again.&lt;br /&gt;&lt;br /&gt;Check the floor past the stairs for an assault rifle clip, then go through the&lt;br /&gt;doorway and along the *unbroken* walkway. No need to dive and bash the padlock&lt;br /&gt;off of the underwater barrel cage! In the next room, use the assault rifle to&lt;br /&gt;kill the zombie under the stairs plus the one halfway up them, then check the&lt;br /&gt;under-the-stairs area for some bullet clips. At the top of the stairs, use the&lt;br /&gt;first aid station if needed, and bash the crate for an armor battery.&lt;br /&gt;&lt;br /&gt;Past the next doorway, go along the walkway to the right and bash the crate to&lt;br /&gt;find another bullet clip, then go back to where you can crouch-drop onto the&lt;br /&gt;large black-and-yellow-striped divider wall. Turn and move back to where you can&lt;br /&gt;drop onto a crate, which you can then bash for an assault rifle clip.&lt;br /&gt;&lt;br /&gt;Jump over the railing and dive down, then quickly go for the underwater doorway&lt;br /&gt;that's to the right. Swim through the underwater passages as fast as you can,&lt;br /&gt;ignoring rather than bashing the little leeches, until you reach section c2a3a.&lt;br /&gt;&lt;br /&gt;^ Section c2a3a: ICHTHYOSAUR TANK AND CROSSBOW&lt;br /&gt;&lt;br /&gt;Keep swimming along, passing by a door on the right, until you come to a spot&lt;br /&gt;where some rubble partially blocks the passage. You'll have to sort of "crouch-&lt;br /&gt;swim" through the rubble, and then do the same thing with the next bit of&lt;br /&gt;rubble. Past that is a hallway that you can surface in to catch your breath and&lt;br /&gt;get your "drown damage" reversed.&lt;br /&gt;&lt;br /&gt;Dive down and look for a nearby floor grating. Bash it with the crowbar, then&lt;br /&gt;swim down through it. Take a right at the path intersection, then look for a&lt;br /&gt;spot where you can swim up and bash another grating. In the room beyond it, you&lt;br /&gt;can surface for air again, then dive and look around on the floor for lots of AR&lt;br /&gt;grenades and crossbow ammo.&lt;br /&gt;&lt;br /&gt;When you're ready to leave, find the door with the big computer bank in front of&lt;br /&gt;it. Push up against the side of the computer bank to knock it over, allowing you&lt;br /&gt;to leave through the door. Past the door, go straight and then turn right to&lt;br /&gt;finally leave these underwater passages behind.&lt;br /&gt;&lt;br /&gt;You'll soon come to a room where an ichthyosaur playfully eats a scientist. You&lt;br /&gt;can kill the ichthyosaur safely by standing next to the pool and shooting it&lt;br /&gt;with the assault rifle and/or shotgun whenever it's visible on the surface, but&lt;br /&gt;that takes a lot of time and ammo, and isn't recommended. (However, it would&lt;br /&gt;make getting the crossbow a bit safer.)&lt;br /&gt;&lt;br /&gt;Make your way carefully around to the other side of the room, watching out for&lt;br /&gt;slick wet spots and barnacle tongues. At the other end of the walkway is a side&lt;br /&gt;area with a ladder that leads up to a big room with a talkative scientist, plus&lt;br /&gt;first aid and HEV stations. Go on past the stations and along a metal beam to&lt;br /&gt;reach a spot where you can drop down into a hanging cage and grab a crossbow&lt;br /&gt;weapon (right after quicksaving, of course).&lt;br /&gt;&lt;br /&gt;Move around in the cage until it falls into the water, then swim up through the&lt;br /&gt;gap at the top and turn left. Swim toward the underwater doorway you see in the&lt;br /&gt;wall as fast as you can. Hopefully, the ichthyosaur won't be able to bite you at&lt;br /&gt;all. If it does get you once, keep going, since you can heal up at the wall&lt;br /&gt;stations in the scientist's room. If you get chomped multiple times, you should&lt;br /&gt;quickrestore and try again. (You could kill the ichthyosaur with the crossbow&lt;br /&gt;before exiting the cage, but it could be tough to do that and then surface&lt;br /&gt;before drowning.)&lt;br /&gt;&lt;br /&gt;Or instead of dropping into the cage, you could drop down onto the top edge of&lt;br /&gt;it so that you're almost directly above the crossbow. If you crouch-walk very&lt;br /&gt;slowly forward, you should be able to pick up the crossbow as you fall past it&lt;br /&gt;and into the water. The underwater doorway you need to swim for will be just&lt;br /&gt;ahead and to the left, so you should make it easily without becoming fish food.&lt;br /&gt;&lt;br /&gt;Once you're back on the walkway, go carefully along it to get back to where&lt;br /&gt;you're next to the entrance to the side area with the ladder. Go into the side&lt;br /&gt;area if you need to use its wall stations, then return to the walkway. Look to&lt;br /&gt;the back of the ichthyosaur tank to see a door next to a broken-off walkway.&lt;br /&gt;&lt;br /&gt;Get the crowbar out and run-hop along the water to where you'll get caught by&lt;br /&gt;the barnacle whose tongue is hanging down right next to the end of the broken-&lt;br /&gt;off walkway. When it catches you, look up so you can whack it when you get&lt;br /&gt;close enough. As soon as you do, lean on the "Move forward" key so you'll land&lt;br /&gt;on the walkway.&lt;br /&gt;&lt;br /&gt;Go through the door, then through the doorway on the left. Go down some steps&lt;br /&gt;until you reach an underwater area with a couple of crossbow clips. Get them,&lt;br /&gt;then go back the way you came and on down the corridor until section c2a3b&lt;br /&gt;loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a3b: TWO-ICHTHYOSAUR TANK AND GENERATOR PISTON ROOM&lt;br /&gt;&lt;br /&gt;Go up some steps and through a door to find a room full of barnacles. Stay near&lt;br /&gt;the door and kill them all with the shotgun, then shoot the top of the large&lt;br /&gt;crate that has shotgun shells setting on it. That'll cause two vortigaunts to&lt;br /&gt;teleport in, so quickly retreat past the door for cover. After you shoot down&lt;br /&gt;the vort that appears on the walkway, sneak over to where you can see the other&lt;br /&gt;vort down on the floor below and shoot it down, too.&lt;br /&gt;&lt;br /&gt;It's now safe to go down to the floor and bash crates to find lots of shotgun&lt;br /&gt;ammo. Move down the short hallway to the next room, which has a broken-up&lt;br /&gt;walkway and two ichthyosaurs swimming around in the water. Go to the end of the&lt;br /&gt;first big walkway segment, then turn left so you can see a hole in the fencing&lt;br /&gt;in the back corner of the room. After quicksaving, run-hop along the surface of&lt;br /&gt;the water and jump through that fence hole. It can be kind of hard getting&lt;br /&gt;through the hole, so quickrestore if you mess up and the monster fish get you.&lt;br /&gt;(You might try jump-crouching through the hole to see if that helps a bit.)&lt;br /&gt;&lt;br /&gt;As soon as you're past the fence hole, dive down and swim quickly along the&lt;br /&gt;underwater passage until you reach a ladder. Climb up it to a large room, then&lt;br /&gt;run down the side passage you see just ahead and to the left. At its end is&lt;br /&gt;another ladder, so climb it to get onto the upper floor.&lt;br /&gt;&lt;br /&gt;The reason for the rush is that a bullsquid saw you climb out of the water, and&lt;br /&gt;probably followed you at least part of the way down the side passage. If you&lt;br /&gt;can't see it from the upper floor, climb back down the ladder and crouch-walk&lt;br /&gt;slowly around corners until you can sneak-shoot it. (Use the crossbow, since you&lt;br /&gt;have plenty of ammo for it.)&lt;br /&gt;&lt;br /&gt;Get back up on the upper floor if you left it, then crossbow-kill the second&lt;br /&gt;bullsquid that teleports in on the lower floor. After that, go down the passage&lt;br /&gt;at the other end of the upper floor to find a side room with lots of good ammo.&lt;br /&gt;Also, follow the walkway past the side room to find yet another clip for the&lt;br /&gt;crossbow. It's going to be your main weapon until you lose everything near the&lt;br /&gt;end of the chapter.&lt;br /&gt;&lt;br /&gt;Return to the upper floor of the big room. You could use the switch on the&lt;br /&gt;control panel to get the huge pistons going and jump across the room on them,&lt;br /&gt;but that's not the best way, even though it gives you access to a small side&lt;br /&gt;platform with C4 satchel bombs on it. Instead, push the small metal box so that&lt;br /&gt;it falls down onto the floor below, then drop down after it.&lt;br /&gt;&lt;br /&gt;Push it up against the large green crate in the back left corner of the room,&lt;br /&gt;then jump onto the metal box and jump-crouch onto the green crate. Bash the&lt;br /&gt;wooden crate to get it out of the way, then go forward and up the ladder to get&lt;br /&gt;onto the walkway above.&lt;br /&gt;&lt;br /&gt;Go along that walkway until you reach a short hallway with a first aid station&lt;br /&gt;at the other end. Run down that hallway and turn the corner quickly, then edge&lt;br /&gt;back to where you can crossbow the bullsquid that teleported in behind you&lt;br /&gt;without it being able to spit on you. Go on past that until section c2a3c loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a3c: FREEZING ROOM&lt;br /&gt;&lt;br /&gt;After you turn the next corner, you'll come to some steps that lead up into a&lt;br /&gt;room with two rows of computer banks. There are several vortigaunts and&lt;br /&gt;headcrabs hiding among the computer banks, so get out the crossbow and slowly&lt;br /&gt;crouch-walk into the room, looking to the right for your first targets. After&lt;br /&gt;killing a headcrab and two vorts, go forward to the back of the room and look&lt;br /&gt;for the last vort around the corner past the first computer bank. After it's&lt;br /&gt;down, look behind the second computer bank for the final headcrab.&lt;br /&gt;&lt;br /&gt;After you kill them all, the scientist in the glass-walled side room will open&lt;br /&gt;the door for you. After using the HEV station and getting the shotgun shells&lt;br /&gt;from a table, go through the door and hear what the scientist has to say (or&lt;br /&gt;not). Use the hard-to-see button to the right of the big B-shaped door, then go&lt;br /&gt;through it and look to the right.&lt;br /&gt;&lt;br /&gt;Quickly kill the vort at the other end of the first freezer area with the&lt;br /&gt;crossbow, then get out the assault rifle and look for two headcrabs hiding&lt;br /&gt;behind the large pillars nearby. After you get both of them, use the crossbow to&lt;br /&gt;kill the vort in the short hall that connects the two freezer areas. (If you're&lt;br /&gt;careful not to get hit by crabs or vorts, you'll only be losing armor at a very&lt;br /&gt;slow rate, and won't have to worry about it.)&lt;br /&gt;&lt;br /&gt;In the second freezer area, shoot the two headcrabs with the assault rifle&lt;br /&gt;without letting the vort see you, then move to where you can sneak-shoot it with&lt;br /&gt;the crossbow. After it dies, go back to the big B-shaped door in the first area&lt;br /&gt;and use the button panel to the left of it to reopen it. Go to the nearby HEV&lt;br /&gt;station and recharge your armor, then reenter the freezer area and run over to&lt;br /&gt;where that last vort was standing.&lt;br /&gt;&lt;br /&gt;Quickly crouch down and move onto the ladder, then climb down it and jump off.&lt;br /&gt;Go down the next ladder to reach the floor, then go forward a bit to reach&lt;br /&gt;section c2a3d.&lt;br /&gt;&lt;br /&gt;^ Section c2a3d: ASSASSIN ROOM AND DIRTY AMBUSH&lt;br /&gt;&lt;br /&gt;Bash two large wooden crates to find health packs, then turn the corner with the&lt;br /&gt;crossbow out. Go into zoom mode and shoot down the two vorts that are in the&lt;br /&gt;hallway ahead. To get over the odd floor snag near the start of the hallway, go&lt;br /&gt;over it on its right side.&lt;br /&gt;&lt;br /&gt;There are two more vorts that'll teleport in when you move far enough down the&lt;br /&gt;center of the hallway, but there is a way to avoid them. It requires you to skip&lt;br /&gt;bashing the crates in the hallway for health and ammo, but you won't need any of&lt;br /&gt;that, anyway. To bypass the vorts, you need to get on top of the first wooden&lt;br /&gt;crate that's along the right side of the hallway.&lt;br /&gt;&lt;br /&gt;Jump-crouch onto the barrel that's nearest to that crate, then jump-crouch from&lt;br /&gt;it to the crate. Jump the gap to get to the top of the next crate, then drop&lt;br /&gt;down onto the floor past it. You can then turn around and bash that one crate to&lt;br /&gt;get an assault rifle clip, but don't go back any farther. Turn and head to the&lt;br /&gt;big lift at the end of the hallway.&lt;br /&gt;&lt;br /&gt;Use the lift's button panel to elevate yourself to where a security guard gets&lt;br /&gt;killed in the middle of an important message. You could actually save his life&lt;br /&gt;by whacking him once with the crowbar before he gets shot, but there's no use in&lt;br /&gt;that, since he won't follow you around or shoot at assassins (and you'll have to&lt;br /&gt;finish the crowbar-whacking job if you want to get his gun).&lt;br /&gt;&lt;br /&gt;Bash the wooden crates near him for supplies, then get out your tripmines and&lt;br /&gt;quicksave. Place a tripmine just to the left of the doorway that's in the&lt;br /&gt;concrete wall straight ahead. Crouch just before placing it to make sure it gets&lt;br /&gt;set down low. Quickly back up a ways and move up against the right wall, then&lt;br /&gt;wait for the assassin who saw you to hit the tripmine and die. If she manages to&lt;br /&gt;glitch her way through it without triggering it, quickrestore and try again.&lt;br /&gt;&lt;br /&gt;The other two assassins can probably be sneak-shot with the crossbow if you're&lt;br /&gt;quiet enough. Crouch-walk up to the spot where you placed the tripmine, then&lt;br /&gt;turn right and crouch-walk slowly toward the larger doorway you see on your&lt;br /&gt;right. The second assassin is a little past it. Shoot her in the leg with the&lt;br /&gt;crossbow as soon as you can, then go past her and a brown door. Move toward the&lt;br /&gt;next corner carefully, since the final assassin is just past it, and you'll want&lt;br /&gt;to sneak-shoot her with the crossbow, too.&lt;br /&gt;&lt;br /&gt;If you're at less than 100 in health or armor, find the recharging stations in&lt;br /&gt;the room past the doorway you set the tripmine next to. Don't bother bashing&lt;br /&gt;crates or hunting for ammo, since you won't need to use any more until after you&lt;br /&gt;get ambushed and robbed. Go up the ramp that leads to the raised floor area,&lt;br /&gt;then look for the large lever marked "Surface Access."&lt;br /&gt;&lt;br /&gt;Go over to the lever and lean on the "Use item" key until it's moved all the way&lt;br /&gt;to the left. Go back down the ramp and through one of the newly opened doors&lt;br /&gt;that has a "SURFACE ACCESS" sign next to it. Enter the room with the first aid&lt;br /&gt;station in the back of it to get yourself conked, robbed of all your weapons,&lt;br /&gt;and dragged off to section c2a3e.&lt;br /&gt;&lt;br /&gt;^ Section c2a3e: TRASH COMPACTOR&lt;br /&gt;&lt;br /&gt;As soon as you regain control, quicksave your game, then run forward and start&lt;br /&gt;jumping up onto boxes. There's really no need to rush, so after you run forward&lt;br /&gt;to reach the lowest boxes, take your time to carefully crouch-jump up the boxes&lt;br /&gt;without falling off and losing progress. You should easily make it up onto one&lt;br /&gt;of the room's side ledges without getting squished.&lt;br /&gt;&lt;br /&gt;Wait until the trash compactor stops moving, then quicksave and quickrestore to&lt;br /&gt;make sure the compactor's two halves are being displayed properly. Use them to&lt;br /&gt;cross the room so you can grab the crowbar from the ledge on the other side.&lt;br /&gt;Climb down the nearest ladder and use the flashlight to help you find a grating&lt;br /&gt;on the floor. Bash the grating out, then drop down into a large pipe. Move along&lt;br /&gt;it to get to the Residue Processing chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** RESIDUE PROCESSING *****&lt;br /&gt;&lt;br /&gt;^ Section c2a4: ENTERING THE PROCESSING FACILITY&lt;br /&gt;&lt;br /&gt;After you fall out of the pipe and into some water, turn right and get out of&lt;br /&gt;the water. Go through a short tunnel to reach a big outdoor area in which two&lt;br /&gt;headcrabs will teleport in and drop down nearby. It's best to avoid them, so&lt;br /&gt;enter their area running, and swerve left into the water as soon as you can.&lt;br /&gt;Run-hop across the water, then run over to the silo-like structure with a ladder&lt;br /&gt;on it.&lt;br /&gt;&lt;br /&gt;Go to the right of the silo to find a valve wheel that you can use. You don't&lt;br /&gt;need to hold down the "Use item" key on it, so as soon as you start it turning,&lt;br /&gt;run up the ladder. The wooden platform inside the silo will already be lowering,&lt;br /&gt;so quickly drop onto it before it gets down to where dropping onto it would hurt&lt;br /&gt;you. (If you take some damage, but not much, play on -- a first aid station is&lt;br /&gt;coming up soon.)&lt;br /&gt;&lt;br /&gt;Ride the wooden platform until it stops, then crouch-walk into the rusty pipe&lt;br /&gt;opening. Move along in the pipe until section c2a4a loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a4a: TOXIC WASTE VATS&lt;br /&gt;&lt;br /&gt;At the other end of the pipe, bash out the grating and watch as a security guard&lt;br /&gt;kills a couple of headcrabs for you. You could rush ahead to kill the barnacles&lt;br /&gt;that the guard will soon stupidly get himself caught by, but there's no use in&lt;br /&gt;doing so. Just drop down to the floor and follow him along, grabbing his pistol&lt;br /&gt;after he gets eaten. (Along the way, be sure to get the bullet clip that's on&lt;br /&gt;the floor near the start of the curving hallway.)&lt;br /&gt;&lt;br /&gt;Use the crowbar to bash the three barnacles that the guard leads you to, then&lt;br /&gt;use the first aid station on the wall past them if you need it. Go down the&lt;br /&gt;hallway to the left of the first aid station to come to another bashable&lt;br /&gt;barnacle near the top of some winding stairs. Move down to the bottom of the&lt;br /&gt;stairs to find an HEV station, but watch out for the two headcrabs in the small&lt;br /&gt;area to the right of the stairs' bottom.&lt;br /&gt;&lt;br /&gt;You really shouldn't need any armor at this point, so it's best to just go back&lt;br /&gt;the way you came without wasting any time or bullets on the headcrabs. Return to&lt;br /&gt;the room where you dropped down from the pipe, and find the ladder on the side&lt;br /&gt;of the big hazardous waste vat. Climb up it and jump to the big chunk of gunk&lt;br /&gt;that's directly ahead of you, then take a running jump at the pipe entrance past&lt;br /&gt;it, crouching right before you land on it.&lt;br /&gt;&lt;br /&gt;Follow the pipe along until you reach a ledge in a large room full of waste vats&lt;br /&gt;that have big up-and-down mashers over them. You need to cross the room using&lt;br /&gt;the two mashers directly ahead of you. Jump to the nearest masher as it's just&lt;br /&gt;coming up out of the green sludge, then quickly jump across to the second&lt;br /&gt;masher, and then onto the big pipe past it. (Don't worry if you take a bit of&lt;br /&gt;toxic damage, as you'll be able to heal it soon.)&lt;br /&gt;&lt;br /&gt;Walk along on the big pipe as far as you can, then turn right and jump to the&lt;br /&gt;other nearby big pipe. You should end up in a spot past its weak section, so&lt;br /&gt;follow it along to the big waste mixing vat, crouching when necessary. Before&lt;br /&gt;you cross the vat, drop to the room's lower floor and run around to where you&lt;br /&gt;can use a first aid station. You can also go through a door to reach the area&lt;br /&gt;with two headcrabs and an HEV station. Crowbar-whack the headcrabs, then use the&lt;br /&gt;HEV station (and the first aid station again) until you're back to 100 health&lt;br /&gt;and 100 armor.&lt;br /&gt;&lt;br /&gt;Climb up the ladder that gets you back up next to the mixing vat, then jump to&lt;br /&gt;the center part of the nearest mixer. For the jump to the second mixer's center&lt;br /&gt;part, wait until the mixing arms are lined up between the two centers, then&lt;br /&gt;quickly jump across using them. After that, you can just run forward to land on&lt;br /&gt;the open pipe's edge. Crouch-walk your way into it, then move along until you&lt;br /&gt;reach section c2a4b.&lt;br /&gt;&lt;br /&gt;^ Section c2a4b: UNDERWATER DETOURS AND MASHER CONVEYORS&lt;br /&gt;&lt;br /&gt;When you reach the room with conveyor belts, bash all the wooden crates for&lt;br /&gt;health and ammo before you start riding on the big slanty conveyor. After you&lt;br /&gt;drop down into some water, turn around and enter the large underwater pipe with&lt;br /&gt;the big "DANGER" sign over it.&lt;br /&gt;&lt;br /&gt;Surface in the next room and get up onto one of the side ledges. Go down a short&lt;br /&gt;hallway and drop into the water again. Dive down and go through one of the two&lt;br /&gt;small underwater openings, then surface in the next area and move along until&lt;br /&gt;you turn a corner and see four flame vents in pipes above you.&lt;br /&gt;&lt;br /&gt;Crouch-walk past them to avoid damage (standing up very briefly if you get stuck&lt;br /&gt;while crouch-walking), and continue crouch-walking along until you're past the&lt;br /&gt;big underwater roller gadget. Swim quickly for the area on the right where you&lt;br /&gt;can surface and breathe again. Get up onto the floor to find yourself in a room&lt;br /&gt;with a first aid station.&lt;br /&gt;&lt;br /&gt;The door past the stairs in that room just leads back to previous areas, so get&lt;br /&gt;back in the water and swim on. You'll soon surface in a room that has three&lt;br /&gt;conveyor belts with small mashers over them just ahead. Turn left and jump up&lt;br /&gt;onto the ledge, then get out the pistol and look through the nearby window.&lt;br /&gt;Shoot the bullsquid you can see through the window until it's dead, jumping&lt;br /&gt;right before each shot if you need to.&lt;br /&gt;&lt;br /&gt;Cross to the ledge on the opposite side of the water to get a .357 Magnum, then&lt;br /&gt;enter the bullsquid's room and find a first aid station, two C4 satchel bombs,&lt;br /&gt;and two armor batteries. Be sure to grab both satchels, as you'll need them in&lt;br /&gt;the areas ahead.&lt;br /&gt;&lt;br /&gt;Leave the room and go along the ledge to find the conveyor control panel in the&lt;br /&gt;room at the other end. Quickly run into the room, hit the middle switch on the&lt;br /&gt;control panel, and run back out before the nearby bullsquid can spit on you. Now&lt;br /&gt;go over to the window in the dead bullsquid's room that has a button panel next&lt;br /&gt;to it.&lt;br /&gt;&lt;br /&gt;Carefully watch the two mashers that are above the rightmost conveyor belt to&lt;br /&gt;get a feel for their timing. You need to hit the button when they're both up,&lt;br /&gt;then quickly run to where you can jump onto that conveyor and crouch-walk under&lt;br /&gt;the mashers. Quicksave before you try, since this can be a rather tricky thing&lt;br /&gt;to do.&lt;br /&gt;&lt;br /&gt;As soon as you're past the mashers, uncrouch and run along the conveyors until&lt;br /&gt;section c2a4c loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a4c: RIDING THE CONVEYOR BELT MAZE&lt;br /&gt;&lt;br /&gt;When you come to the end of the current conveyor belt, carefully drop down onto&lt;br /&gt;the next one. Just ahead are two hazard areas where you have to avoid various&lt;br /&gt;mashing machines. The first set are horizontal piston-style mashers, and the&lt;br /&gt;second set are vertical stomp-style mashers. Each individual masher has its own&lt;br /&gt;timing, and you'll need to hang back and study each one so you'll know when the&lt;br /&gt;ideal time to run by it is. (And need I say to quicksave before you start, and&lt;br /&gt;after passing each set of mashers?)&lt;br /&gt;&lt;br /&gt;After you crouch-walk past a spot beyond the last masher, look for a conveyor&lt;br /&gt;belt below the one you're on to drop down to. As soon as you're on it, turn and&lt;br /&gt;go against its direction of movement. Keep going until you reach a spot where&lt;br /&gt;you can move across to a parallel conveyor belt. Do so, then hang back on it&lt;br /&gt;while looking ahead.&lt;br /&gt;&lt;br /&gt;There's a laser tripmine a ways ahead that you'll want to carefully shoot out&lt;br /&gt;with the pistol before you get very close to it. After it's gone, walk along the&lt;br /&gt;conveyor until you're stopped by a cross-conveyor. You could easily crouch-walk&lt;br /&gt;under it, but don't do that yet. Instead, get out your C4 satchels and toss one&lt;br /&gt;onto your conveyor after quicksaving. Wait until it reaches the corner ahead,&lt;br /&gt;then detonate it.&lt;br /&gt;&lt;br /&gt;That should blow up the tripmine that's around the corner, so crouch-walk under&lt;br /&gt;the cross-conveyor and go see. If the tripmine is still there, quickrestore and&lt;br /&gt;try again. Once you eliminate it, go into the big room beyond with the large&lt;br /&gt;rollers. When you get near the first roller, jump over to the conveyor on the&lt;br /&gt;left. When you get near its next roller, jump back onto the right conveyor.&lt;br /&gt;&lt;br /&gt;Quickly crouch down as you approach the tunnel that the conveyor is going into,&lt;br /&gt;then crouch-walk forward until you reach the next room. Quickly strafe right off&lt;br /&gt;of the conveyor and get into the nearest corner. There are some big mash-jaws in&lt;br /&gt;the middle of the floor, and headcrabs will be dropping into them.&lt;br /&gt;&lt;br /&gt;Wait until the jaws are opening, then run forward to where you're next to them.&lt;br /&gt;When they close again, crouch-walk onto them and allow yourself to drop down&lt;br /&gt;when they open. If you drop carefully enough, you won't lose any health from the&lt;br /&gt;fall. It's okay if you do, though, so you might as well keep going.&lt;br /&gt;&lt;br /&gt;On the conveyor belt below the jaws, you could try to jump off the end of it to&lt;br /&gt;the ladder you see ahead, but it would be easier to turn and move off the side&lt;br /&gt;of the belt onto the metal walkway. Walk over to the ladder and climb it, then&lt;br /&gt;move down the red-lit corridor until you reach the Questionable Ethics chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** QUESTIONABLE ETHICS *****&lt;br /&gt;&lt;br /&gt;^ Section c2a4d: CAGED ALIEN GRUNT AND BLUE LASER ROOM&lt;br /&gt;&lt;br /&gt;At the end of the red-lit corridor, climb the ladder as far as you can, then&lt;br /&gt;bash the grate. Don't climb up any more yet, though. Turn around on the ladder&lt;br /&gt;to where you can see a houndeye, then throw your last C4 satchel toward him&lt;br /&gt;while looking upwards. The satchel should land on the floor near the houndeye,&lt;br /&gt;so climb back down the ladder and move forward a bit, then detonate it.&lt;br /&gt;&lt;br /&gt;Get the crowbar ready, then climb up the ladder and into the room above, ready&lt;br /&gt;to quickly whack any surviving houndeyes (though there shouldn't be any). Grab&lt;br /&gt;the box of .357 ammo from the middle of the floor, then go through the open gate&lt;br /&gt;to find a first aid station near an open door. After healing up, go through the&lt;br /&gt;door and on until you reach a room.&lt;br /&gt;&lt;br /&gt;Go around on the right side of the alien grunt cage that's in the middle of the&lt;br /&gt;room and crowbar-bash the glass that's covering a button. Immediately run around&lt;br /&gt;the back of the cage to where you can see the door that's to the left of the&lt;br /&gt;button. As soon as it opens, run through it and down the hallway until you reach&lt;br /&gt;the next room. Hopefully, the alien grunt won't be able to hit you with any&lt;br /&gt;hornets.&lt;br /&gt;&lt;br /&gt;In the large blue-ish room with the headcrab cage in the center, enter the small&lt;br /&gt;control booth to find a first aid station and a big button. Hit the button to&lt;br /&gt;temporarily close all of the room's doors and zap the headcrabs with a powerful&lt;br /&gt;laser blast. Doing this will cause a marine to magically appear just outside the&lt;br /&gt;room's exit doorway.&lt;br /&gt;&lt;br /&gt;You'll want to get his attention and quickly run back into the control booth and&lt;br /&gt;hit the button. The best way to do that is to back out of the control booth&lt;br /&gt;until he sees you, then run forward to the button. Stay away from the control&lt;br /&gt;booth's door while the laser is building up charge, since the marine may be&lt;br /&gt;setting grenades next to it. When the zap sequence is over, look around for his&lt;br /&gt;dropped assault rifle.&lt;br /&gt;&lt;br /&gt;Past the laser room, you'll find another first aid station, and then a security&lt;br /&gt;guard around the next corner. Wait until he's done talking to you, then get him&lt;br /&gt;to follow you and move ahead to where section c2a4e loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a4e: LOBBY COMBAT, BLUE LASER ROOM #2, AND TRIPMINED COMPUTER ROOM&lt;br /&gt;&lt;br /&gt;After you round a couple of corners, you'll be looking into a large lobby with&lt;br /&gt;two marines standing directly ahead of you, facing the other way. After&lt;br /&gt;quicksaving, launch an AR grenade at them. You want to kill both marines with&lt;br /&gt;that one grenade, and they make it difficult by starting to run the instant you&lt;br /&gt;launch it, so you may have to quickrestore and try again several times. (You may&lt;br /&gt;eventually decide to settle for killing just one of them with the grenade.)&lt;br /&gt;&lt;br /&gt;Move into the lobby while looking to the right. If there are any marines on the&lt;br /&gt;upper walkway near the railing, start shooting them with the .357. Hang back so&lt;br /&gt;they'll have to come down the lobby's side hallway after you, and you should be&lt;br /&gt;able to take them down with a minimum of damage to yourself. Get the assault&lt;br /&gt;rifle out, then cross the lobby and go down the side hallway and along the&lt;br /&gt;walkway near the railing to make sure you got them all.&lt;br /&gt;&lt;br /&gt;NOTES: After the marines start attacking you, you can run back down the hallway&lt;br /&gt;to where the previous section loads, then turn around and return to this one.&lt;br /&gt;That'll "freeze" the marines where they are, and make them forget about you,&lt;br /&gt;which allows for some sneak-shooting. Also, you'll probably want to keep your&lt;br /&gt;security guard alive by leaving him behind. You won't need his help if you use&lt;br /&gt;the "freeze 'em" trick.&lt;br /&gt;&lt;br /&gt;After collecting all of the marines' dropped weapons (including the shotgun),&lt;br /&gt;return to the lobby and get the shotgun shells off the desk, and use the HEV&lt;br /&gt;charger on one wall. Return to the previous section briefly to use a first aid&lt;br /&gt;station (and to get the security guard to follow you if you left him behind),&lt;br /&gt;then go back to the lobby hallway and move along until you reach the next big&lt;br /&gt;overhead-laser room.&lt;br /&gt;&lt;br /&gt;Leave your security guard follower outside the room to keep him from getting&lt;br /&gt;killed. Enter the room and push the button that's on the wall between the two&lt;br /&gt;cages to open them, then run for the control booth. Headcrabs can only be killed&lt;br /&gt;by the zappy laser if they come out of their cages, so you may have to go over&lt;br /&gt;there and lure some out, being careful not to let them hit you. As soon as one&lt;br /&gt;or more come out, run for the control booth and hit the button to kill them.&lt;br /&gt;&lt;br /&gt;Repeat that until all of the headcrabs are dead, then search both of their cages&lt;br /&gt;to find a crossbow and some snarks. Past that room is a corridor with two&lt;br /&gt;marines in it. They probably won't be alert to your presence yet. If they are,&lt;br /&gt;you'll want to shoot them down fast or try to lure them into the laser room for&lt;br /&gt;a zapping. If they're unaware of you, it would be easiest to carefully move to&lt;br /&gt;where you can sneak-shoot them with the .357.&lt;br /&gt;&lt;br /&gt;At one end of their hallway are some doors you can open to return to the lobby's&lt;br /&gt;side hallway. At the other end is an entrance to a room full of computer banks,&lt;br /&gt;one of which is rigged with multiple tripmines. In that room, go left from the&lt;br /&gt;little shelf with two armor batteries on it to find a dead marine with three&lt;br /&gt;unset tripmines near him. Pick them up, then set one of them right near that&lt;br /&gt;spot.&lt;br /&gt;&lt;br /&gt;Go up the sloping floor to the red-lit room, then go over to its large window.&lt;br /&gt;Get out the pistol and shoot one of the tripmines, then immediately crouch down&lt;br /&gt;and stay crouched until the sounds of battle stop. Stand up so any survivors&lt;br /&gt;down there will see you, then quickly run to the start of the sloping hallway&lt;br /&gt;and get your assault rifle out. Hopefully, there'll only be one survivor, and&lt;br /&gt;he'll get killed by the tripmine you set.&lt;br /&gt;&lt;br /&gt;Make sure every enemy is dead, then grab one or both of the armor batteries on&lt;br /&gt;the shelf if you need them, plus the marines' weapons. Go back the way you came&lt;br /&gt;and get your security guard to rejoin you, then return to the computer room.&lt;br /&gt;Past it, you'll soon come to the start of a winding hallway. Sneak-shoot the&lt;br /&gt;marine who's at the left end of the hallway with the .357, then move down the&lt;br /&gt;hallway until you come to a door on the left.&lt;br /&gt;&lt;br /&gt;You could greatly shortcut the process of leaving this building by moving up&lt;br /&gt;against the door, facing the left side of it, and hitting the "Use item" key.&lt;br /&gt;That should activate the panel that opens the door, even though it's on the&lt;br /&gt;other side. Go through the door, shut off the crazy "surgical unit" by using the&lt;br /&gt;control panel to the left of the walkway, get a scientist from the back room to&lt;br /&gt;follow you, then retrace your steps all the way back to the lobby. (Note that&lt;br /&gt;you may have to keep talking to the scientist to get him to continue following.)&lt;br /&gt;Once you make it, skip ahead to the last paragraph before section c2a4g. This&lt;br /&gt;shorcut is very highly *not* recommended because you'll skip getting the gauss&lt;br /&gt;gun, so read on from here for the longer and better way to do things. (Though&lt;br /&gt;note that you might want to open the door and shut off the surgical unit now to&lt;br /&gt;make things easier later.)&lt;br /&gt;&lt;br /&gt;Go down the hall to the room with several crates in it. Break all of the crates&lt;br /&gt;with the crowbar except for the one that a tripmine is aimed at. Move around it&lt;br /&gt;on either side to get bullet clips, plus access to a first aid station. Return&lt;br /&gt;to the hallway path split and go the other way to find an area with several&lt;br /&gt;glass-fronted headcrab cages. Run around in front of the cages until the crabs&lt;br /&gt;break the glass, then move to a safe location and use your pistol to help your&lt;br /&gt;guard pal shoot them.&lt;br /&gt;&lt;br /&gt;After you make sure you've gotten all of them, including the ones that don't&lt;br /&gt;jump out of their cages right away, go past the cages to find a set of doors&lt;br /&gt;that you can go through to return to the lobby. Use the lobby's HEV station if&lt;br /&gt;you need armor, then return to the headcrab cage area and go up the stairs that&lt;br /&gt;are between cages to reach section c2a4f.&lt;br /&gt;&lt;br /&gt;^ Section c2a4f: USING THE PRIMARY LASER&lt;br /&gt;&lt;br /&gt;Move up to a spot near the top of the second set of stairs, then wait and listen&lt;br /&gt;for the sounds of marines fighting bullsquids to stop. Get out the crossbow and&lt;br /&gt;peek around the corner in zoom mode. If you see a squid twitching around near a&lt;br /&gt;large crate in the distance, switch to the pistol long enough to shoot out the&lt;br /&gt;crate and let the squid get to the marine it's after.&lt;br /&gt;&lt;br /&gt;There's usually at least one marine survivor in the distance. If so, shoot all&lt;br /&gt;the ones you can see in the head with the crossbow, then move forward until you&lt;br /&gt;reach an open doorway on your right. There may still be a bullsquid in the room&lt;br /&gt;past that doorway, so move to where you can sneak-shoot it with the pistol.&lt;br /&gt;Continue on down the main hall, watching the area at the other end carefully for&lt;br /&gt;marines.&lt;br /&gt;&lt;br /&gt;When you get down there, check the room on the right to make sure it's marine-&lt;br /&gt;free, then break all the boxes outside the room to find some ammo. That plus the&lt;br /&gt;marines' dropped weapons should end the ammo crisis for now. In the marines'&lt;br /&gt;room, pick up a couple of odd-looking ammo boxes from the shelves and use the&lt;br /&gt;first aid station if you need to, then press the big red button on a panel to&lt;br /&gt;start a laser up.&lt;br /&gt;&lt;br /&gt;Down a short side corridor near the marines' room is a similar room with&lt;br /&gt;houndeyes in it. Quickly kill them with the assault rifle or shotgun, then press&lt;br /&gt;that room's big red button to get its laser going. Go back down the main hallway&lt;br /&gt;until you find another branch to the right with some explosive crates in it.&lt;br /&gt;Move into that side hall just far enough to start hearing voices in the&lt;br /&gt;distance, then stop and wait until the guard who's handling an experimental&lt;br /&gt;weapon overcharges it.&lt;br /&gt;&lt;br /&gt;Go down the side hall and into the room beyond. Pick up the experimental gauss&lt;br /&gt;gun (otherwise known as the tau cannon) from the floor, then find and use this&lt;br /&gt;room's big laser-starting button. Return to the main hallway and go back to the&lt;br /&gt;room where I had you sneak-shoot a bullsquid earlier. Get the armor batteries&lt;br /&gt;that are on the shelves if you need them, then hit that room's laser-starting&lt;br /&gt;button.&lt;br /&gt;&lt;br /&gt;Go back down the main hall to the primary laser room. You should see the big&lt;br /&gt;laser device being fed two beams of energy. Push the movable crate over to where&lt;br /&gt;it'll get in the way of the laser shield when it lowers, then press the big&lt;br /&gt;yellow button on the nearby console to fire the laser and make a big hole in the&lt;br /&gt;wall.&lt;br /&gt;&lt;br /&gt;After the laser stops firing, go over to the hole and crouch-walk slowly through&lt;br /&gt;it so that you can drop down to a small metal ridge that's against the wall a&lt;br /&gt;bit below the bottom of the hole. Walk along that ridge to the nearby corner,&lt;br /&gt;where you can drop onto a square joint on a vertical pipe. From there, drop down&lt;br /&gt;to the next small metal ridge that's against the wall, and then to a curved&lt;br /&gt;section of pipe below it to get section c2a4e to load up again.&lt;br /&gt;&lt;br /&gt;^ Section c2a4e (again): LEAVING THE BUILDING&lt;br /&gt;&lt;br /&gt;Drop down to the floor, then go up some steps and through a door to reach a&lt;br /&gt;small room where three scientists are hiding out. Your next task (if you haven't&lt;br /&gt;already done it by using a shortcut) is to cross the adjacent room and turn that&lt;br /&gt;evil, whirling "surgical unit" off. Who in the world would use a monstrosity&lt;br /&gt;like that for surgery? Dr. Frankenstein wouldn't touch that thing! Anyhow, after&lt;br /&gt;quicksaving just in case, run and jump across the left side of the room when it&lt;br /&gt;looks safe.&lt;br /&gt;&lt;br /&gt;After you make it, use the sparking control panel to shut the freaky machine&lt;br /&gt;off. If part of it blocks the walkway in the center of the room, turn it on and&lt;br /&gt;then back off again until the walkway is clear. Use the blinky-light panel to&lt;br /&gt;the right of the doors to open them, then go talk to any one of the scientists&lt;br /&gt;to get him to follow you.&lt;br /&gt;&lt;br /&gt;After you exit the surgery room, turn left and lead the scientist through the&lt;br /&gt;hallway with the broken-open headcrab cages. (He may stop following you when you&lt;br /&gt;approach this hallway, so talk to him to get him going again.) Go past the cages&lt;br /&gt;and on until you get back to the lobby.&lt;br /&gt;&lt;br /&gt;Check the lobby's side hallway to see if there's a marine there, and assault him&lt;br /&gt;with the assault rifle if so. Walk up to the retinal scanner that's to the right&lt;br /&gt;of the lobby's big exit doors and wait for the scientist to unlock the doors for&lt;br /&gt;you. Use the nearby HEV station if needed, then go through the doors and the big&lt;br /&gt;turnstile-like thing past them to reach section c2a4g.&lt;br /&gt;&lt;br /&gt;^ Section c2a4g: TWO HIGH-UP TURRETS&lt;br /&gt;&lt;br /&gt;When the outer doors open, quickly crouch-walk through them, and stay next to&lt;br /&gt;them as they close (but don't let them close on you). There's a marine nearby&lt;br /&gt;that you'll want to sneak-shoot with the .357. After he's down, go over to where&lt;br /&gt;the dead scientists are, then turn around and look up at the top of the nearby&lt;br /&gt;wall.&lt;br /&gt;&lt;br /&gt;Get out the pistol and slowly move back to where you can see the very top of a&lt;br /&gt;turret. Shoot it down, then move back to where you can see the other turret and&lt;br /&gt;shoot it down. If you're careful, they won't be able to shoot you at all.&lt;br /&gt;&lt;br /&gt;Turn and shoot the explosive crates blocking the path ahead, then go past them&lt;br /&gt;to find some crates you can break open for armor batteries and .357 ammo. Go up&lt;br /&gt;to the big door past that to get the huge, fun Surface Tension chapter to start.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** SURFACE TENSION *****&lt;br /&gt;&lt;br /&gt;^ Section c2a5: CHOPPER AND ICHTHYOSAUR AT THE DAM&lt;br /&gt;&lt;br /&gt;Use the button panel to the right of the door to open it, then run through&lt;br /&gt;before it closes again. Don't run far, though, since there are marines hiding&lt;br /&gt;around both corners ahead. Use the pistol to sneak-shoot both of them, then get&lt;br /&gt;out the assault rifle and go down the central path until you can see a couple&lt;br /&gt;more marines ahead. Quickly fire an AR grenade at them, then back up and shoot&lt;br /&gt;them as they appear ahead of you. (Note that it might be safer to shoot out all&lt;br /&gt;the explosive barrels in the area first.)&lt;br /&gt;&lt;br /&gt;After they're down, check around for health packs, and go back through the big&lt;br /&gt;button-opened door to where you found armor batteries if your armor is less than&lt;br /&gt;100. Return to where those last two marines were to find yourself near a small&lt;br /&gt;dam. At the other end of the dam is a sandbag-protected mounted gun that you'll&lt;br /&gt;want to take out right away.&lt;br /&gt;&lt;br /&gt;When you first approach the dam and hear the Apache helicopter start up, quickly&lt;br /&gt;shoot at the sandbag-protected gun with the assault rifle. You should eventually&lt;br /&gt;be able to blow it up. If you're fast enough, you won't even have to duck for&lt;br /&gt;cover from the chopper (though don't hesitate to do so if necessary). As soon as&lt;br /&gt;the gun emplacement is blown up, run back to find cover in a dark corner. While&lt;br /&gt;you're there, the chopper won't be able to see you or shoot you at all.&lt;br /&gt;&lt;br /&gt;Stay there and let the game run for awhile. The chopper will be flying back and&lt;br /&gt;forth, shooting at the ichthyosaur that's in the water on one side of the dam.&lt;br /&gt;You're going to have to enter that water, so it would be in your best interests&lt;br /&gt;to wait until the chopper kills the monster fish for you. You can't really tell&lt;br /&gt;when it does, so you'll have to periodically quicksave and run for the water,&lt;br /&gt;then quickrestore and try again if the 'saur is still alive. (If you get&lt;br /&gt;impatient, you could finish it off with the crossbow.)&lt;br /&gt;&lt;br /&gt;Before you drop into the water, you could destroy the chopper with two fully-&lt;br /&gt;powered altfire blasts from the gauss gun, and still have enough ammo to do so&lt;br /&gt;again in the next section, but I found it easier to avoid getting shot up by&lt;br /&gt;just dodging the chopper rather than shooting it down. In any case, dive into&lt;br /&gt;the water next to the dam, then swim over to the small tower structure and climb&lt;br /&gt;up the ladder on its side.&lt;br /&gt;&lt;br /&gt;Inside the tower's small room, use the first aid station if needed, then use the&lt;br /&gt;big button panel to turn its button red. After quicksaving, dive into the water&lt;br /&gt;and locate the valve wheel that's on the dam wall, fairly far down. It's easy to&lt;br /&gt;spot since there's a red light near it. After you find it, you'll probably want&lt;br /&gt;to surface for air, then dive back down and go straight to it.&lt;br /&gt;&lt;br /&gt;You'll need to go up to it and lean on the "Use item" key until the wheel stops&lt;br /&gt;turning, then quickly turn to the right or left and move into the fan area past&lt;br /&gt;the grating you just opened. Crouching will probably help you get past the&lt;br /&gt;grating and the fan just beyond it. After you push past the fan, you'll find&lt;br /&gt;yourself in a small tunnel that leads to the other side of the dam.&lt;br /&gt;&lt;br /&gt;Stay in the tunnel and above the water's surface until all of your drown damage&lt;br /&gt;is reversed, then swim forward to leave the tunnel. There's a large boulder&lt;br /&gt;ahead with an armor battery on it that you might want to go for after making&lt;br /&gt;sure the chopper isn't right overhead. After that, swim along under the surface&lt;br /&gt;of the water until you reach a closed underwater gate.&lt;br /&gt;&lt;br /&gt;Climb up the ladder that's on the wall to the right of the gate, then enter a&lt;br /&gt;large tunnel and make your way along until section c2a5w loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a5w: FOUR-PART OUTDOOR AREA (RIGHT HALF)&lt;br /&gt;&lt;br /&gt;When you exit the tunnel, you'll be in one section of a big four-part outdoor&lt;br /&gt;area. You could turn left just past the tunnel exit to find three headcrabs and&lt;br /&gt;a cave with a health pack in it, but that't not really worth the trouble.&lt;br /&gt;Instead, go forward from the pipe exit to find boxes to bash for ammo and a&lt;br /&gt;ladder on the left wall to climb.&lt;br /&gt;&lt;br /&gt;From on the ledge at the top of that ladder, you could turn and jump across to&lt;br /&gt;a small supply area, but you're probably better off waiting to collect those&lt;br /&gt;supplies until later. Run quickly along the ledge to find the next ladder, which&lt;br /&gt;will get you up onto higher ground. Hide in the area just past the top of the&lt;br /&gt;ladder and get out the gauss gun. After quicksaving, come out of hiding long&lt;br /&gt;enough to hit the chopper with two fully powered altfire gauss blasts. If you do&lt;br /&gt;it right, it'll go down in flames.&lt;br /&gt;&lt;br /&gt;Kill the houndeye that's running around if the chopper didn't do it for you,&lt;br /&gt;then go through the gap between the two huge rocks that are just to the left of&lt;br /&gt;the electrified fence. You'll soon emerge into an empty-looking outdoor area,&lt;br /&gt;but there are several marines hiding in various spots. If they've somehow been&lt;br /&gt;alerted to your presence, you'll have to back up and take them down as they run&lt;br /&gt;after you.&lt;br /&gt;&lt;br /&gt;Otherwise, use the following attack plan. Get out the shotgun, then run along&lt;br /&gt;the left side of the area, passing a sign and two large boulders. Just past the&lt;br /&gt;second boulder, turn left and double-barrel the marine who's hiding there, then&lt;br /&gt;quickly run into the nearby dark tunnel. Stay on the right side of the tunnel&lt;br /&gt;and stop when you reach a corner. From it, you can turn and shoot marines who&lt;br /&gt;appear at the tunnel entrance without them usually being able to shoot back.&lt;br /&gt;&lt;br /&gt;A safer way to assault the area is sneakily with the crossbow. Turn right after&lt;br /&gt;entering the area and crouch-walk your way along the rocky wall, looking toward&lt;br /&gt;the two huge rocks that are over to the left. When you get to where you can see&lt;br /&gt;the legs and right arm of a marine who's standing between those rocks, get out&lt;br /&gt;the crossbow and quicksave, then go into zoom mode and shoot him.&lt;br /&gt;&lt;br /&gt;If he runs off after the first hit, look to the left for him to appear. If he&lt;br /&gt;sees you, quickrestore and try again, this time crouch-strafing to the right&lt;br /&gt;after shooting him to avoid him seeing you. Sneak-shoot him in his new position,&lt;br /&gt;then quicksave again. Crouch-walk along the outer wall until you can see the&lt;br /&gt;feet of the marine who's standing past the second huge rock. Don't shoot him&lt;br /&gt;yet, but instead look for a marine a ways to the left, on the other side of the&lt;br /&gt;area. (It's the marine that you double-barrel on your way to the dark tunnel in&lt;br /&gt;the other attack strategy.)&lt;br /&gt;&lt;br /&gt;When you can see him in his dark corner past the two short green plants, shoot&lt;br /&gt;him in the head for a one-shot kill. Crouch-walk up to the second huge rock&lt;br /&gt;without letting the marine behind it see you, then quicksave. Crouch-strafe very&lt;br /&gt;slowly to the right until you can see part of the marine's head, but he still&lt;br /&gt;can't see you. Shoot him in the head for a one-shot kill, then crouch-walk&lt;br /&gt;around to where you can see and head-shot the final marine. He'll be facing away&lt;br /&gt;from you, so it won't be hard to get into position to shoot him.&lt;br /&gt;&lt;br /&gt;After they're all down, search the tunnel carefully for supplies, then leave it&lt;br /&gt;and grab the marines' weapons. Look just to the right of the tunnel entrance for&lt;br /&gt;a small crouch-only passage that leads to a hidden spot with several health&lt;br /&gt;packs and some AR grenades. Watch out for the nearby tripmine, though.&lt;br /&gt;&lt;br /&gt;In the back of the marines' area, find the doorway that leads to a small room.&lt;br /&gt;In it, grab the crossbow ammo and use the valve wheel to turn it and open a&lt;br /&gt;storm drain hatch in another area. Go back the way you came and through the&lt;br /&gt;rocky passage to return to the first outdoor area. Go to the edge of the ground&lt;br /&gt;and drop carefully onto the lower cement ledge, then jump across to the supply&lt;br /&gt;area you noticed but skipped earlier.&lt;br /&gt;&lt;br /&gt;After gathering up what you need, run across the gap so that you land on the&lt;br /&gt;ladder, then get back up onto the higher ground. Go over to the rock gap that&lt;br /&gt;you went through to get to the marines' area, then look to the left of it for&lt;br /&gt;another rocky passage that'll take you to section c2a5x.&lt;br /&gt;&lt;br /&gt;^ Section c2a5x: FOUR-PART OUTDOOR AREA (LEFT HALF)&lt;br /&gt;&lt;br /&gt;This next outdoor area has two hazards in it. One is a big tentacle beast like&lt;br /&gt;the ones you had to fry in the Blast Pit chapter. This one can't be killed, but&lt;br /&gt;there is some ammo near it to be collected. However, the first thing to do is go&lt;br /&gt;all around the perimeter of this area, killing headcrabs that are hiding in the&lt;br /&gt;sand.&lt;br /&gt;&lt;br /&gt;Have the crowbar out and ready, then crouch and start swinging at the top of a&lt;br /&gt;sand pile the moment it rises up. You should be able to kill the crab before it&lt;br /&gt;can crawl out of the sand and attack you. After the perimeter is secure, it's&lt;br /&gt;time to go for the ammo. Make noise in one spot so the tentacle will attack over&lt;br /&gt;that way, then crouch-walk over to a spot behind the tentacle. After&lt;br /&gt;quicksaving, run over to a nearby bit of ammo and grab it, then run for safety.&lt;br /&gt;Keep it up until you've gathered all the goodies from near the tentacle.&lt;br /&gt;&lt;br /&gt;To the right from where you entered the area, there's a sandy slope with a dark&lt;br /&gt;rocky passage past it that you can crouch-walk through to reach the fourth and&lt;br /&gt;final outdoor area. This one has no enemies, but is covered with land mines.&lt;br /&gt;From next to the sign, turn left and move along to the end of the raised sandy&lt;br /&gt;ledge, then turn right and go forward to the cactus.&lt;br /&gt;&lt;br /&gt;Past it is a small military supply area. Shoot the ground that's a bit to the&lt;br /&gt;right of the meshy netting with the assault rifle until a land mine explodes,&lt;br /&gt;then go under the netting to see if there are any supplies there. There should&lt;br /&gt;be if you never went back to section c2a5w after entering this section. (Doing&lt;br /&gt;that will make them disappear.) Past the netting, go between two huge rocks and&lt;br /&gt;get up on some raised ground.&lt;br /&gt;&lt;br /&gt;Go over to where an open storm drain is surrounded by barbed wire fencing. Get&lt;br /&gt;onto the bit of raised ground that's next to the back of the fence so you can&lt;br /&gt;jump over the fence and land on the back of the open hatch. Move around to where&lt;br /&gt;you can climb down the ladder in the shaft without falling and taking damage. At&lt;br /&gt;the bottom of the ladder, break through a grating and move down the tunnel to&lt;br /&gt;reach section c2a5a.&lt;br /&gt;&lt;br /&gt;^ Section c2a5a: CLIFFSIDE MANEUVERINGS AND THE RPG&lt;br /&gt;&lt;br /&gt;As you near the end of the tunnel, get the pistol out and move forward very&lt;br /&gt;slowly while looking to the right. There's a marine and a turret over that way&lt;br /&gt;on cliffside paths, and you want to take them down now. First get to where you&lt;br /&gt;can see the marine on a path that's way below you, and kill him with the pistol.&lt;br /&gt;Get out the crossbow and go into zoom mode, then strafe to where you can see the&lt;br /&gt;turret and quickly shoot it down.&lt;br /&gt;&lt;br /&gt;Get the pistol back out and drop down to the ledge below the pipe. Turn left and&lt;br /&gt;walk to the edge of the ledge, then look down and sneak-shoot the marine who's&lt;br /&gt;on a ledge a little below yours. After he's down, carefully drop to a small&lt;br /&gt;intermediate ledge, and then down to his. Get his gun, then drop down to the&lt;br /&gt;next ledge in the series. You'll take a bit of health damage, but you can enter&lt;br /&gt;a small cave by running over a rock, then look around to find two health packs&lt;br /&gt;and a bullet clip.&lt;br /&gt;&lt;br /&gt;Crouch-jump back over the rock on its left side, then turn left. At the end of&lt;br /&gt;your ledge, look down and drop to one small ledge, and then to another one.&lt;br /&gt;Quicksave before the next drop, since it's onto a very narrow bit of ledge, and&lt;br /&gt;it's far too easy to fall off. Right after you land on it, strafe right to help&lt;br /&gt;stay on. (Or crouch-jump to the ledge instead of crouch-dropping to it. That&lt;br /&gt;might help you skip over the ledge's narrowest part.)&lt;br /&gt;&lt;br /&gt;Crouch-walk along to find an armor battery, followed by a rickety wooden bridge.&lt;br /&gt;The two cables that the boards are setting on are sturdy, so crouch-walk along&lt;br /&gt;one of them. After you pass the marine you shot down earlier and turn a corner,&lt;br /&gt;look ahead with the flashlight on to see the feet of another marine who's&lt;br /&gt;standing behind the big metal structure that connects some huge pipes together.&lt;br /&gt;Sneak-shoot him with the pistol, then follow the ledge past him and to another&lt;br /&gt;corner.&lt;br /&gt;&lt;br /&gt;Just past that corner is a supply cave with a marine standing near the cave&lt;br /&gt;mouth. Crouch-walk carefully to where you can shoot him in the foot with the&lt;br /&gt;.357, then quickly finish him off with another shot when he charges you. Go to&lt;br /&gt;the back of the supply cave and pick up the RPG and loose rockets. The newly&lt;br /&gt;resurrected Apache chopper will appear outside and start flying back and forth&lt;br /&gt;in front of the cave mouth.&lt;br /&gt;&lt;br /&gt;It's possible to trick it into damaging or even destroying itself with its own&lt;br /&gt;missiles, but this is kind of hard to accomplish. I did it several times in the&lt;br /&gt;original version of the game (and in version 1.0.1.5) by moving past the cave to&lt;br /&gt;get the chopper to see me (rather than activating it by going for the RPG). I&lt;br /&gt;moved back and strafed right a bit when it started shooting, then let it see me&lt;br /&gt;again in the cave mouth right before running to the back of the cave for cover.&lt;br /&gt;It then sometimes (but not always) fired missiles toward the cave mouth and&lt;br /&gt;damaged or destroyed itself. In game version 1.1.0.6, I found it to be much&lt;br /&gt;harder to get the chopper to destroy itself, but it will usually at least damage&lt;br /&gt;itself, making it easier to shoot down.&lt;br /&gt;&lt;br /&gt;It only takes two RPG rockets to destroy it, so you may just want to get rid of&lt;br /&gt;it that way. It's easiest to hit the chopper as it's flying right-to-left in&lt;br /&gt;front of the cave mouth. After each successful rocket hit, retreat to the back&lt;br /&gt;of the cave and wait to see if the chopper will get lucky and hurt you with a&lt;br /&gt;missile strike. If it doesn't, quicksave. If two rocket hits don't destroy it,&lt;br /&gt;switch to the assault rifle to finish it off.&lt;br /&gt;&lt;br /&gt;After it's down, search the supply cave for any other supplies, then start off&lt;br /&gt;along the cliffside path that leads on past the cave. When you come to a ladder,&lt;br /&gt;carefully crouch-walk over to where you're in front of it, then climb it to the&lt;br /&gt;top. Right past that, you'll have to crouch-walk up a "ramp" and then hop up a&lt;br /&gt;series of "stepping stone" ledges to reach the bottom of another ladder.&lt;br /&gt;&lt;br /&gt;Climb it and move along until you approach the open end of a large pipe. There's&lt;br /&gt;a headcrab in that pipe, and the best way to get rid of it is to strafe in front&lt;br /&gt;of the pipe (while facing into it), then quickly strafe back out of the way so&lt;br /&gt;the headcrab will leap to its death. (It won't actually die, but it darn well&lt;br /&gt;should!) Enter the pipe and go along it until you reach section c2a5b.&lt;br /&gt;&lt;br /&gt;^ Section c2a5b: TWO ENEMY TANKS&lt;br /&gt;&lt;br /&gt;When you reach a path split in the pipes, turn right and go forward to where you&lt;br /&gt;can drop down into a watery alley-like area. Run forward to where you can jump-&lt;br /&gt;crouch into another pipe entrance, then turn right past it. Go to the end of the&lt;br /&gt;pipe, then climb up the ladder just far enough for a nearby marine to see you.&lt;br /&gt;Quickly climb back down, then go all the way along the pipe to its other end.&lt;br /&gt;&lt;br /&gt;There's another ladder there that you can use for a quick peekaboo routine to&lt;br /&gt;get the nearby marines riled. Get back in the pipe and move down to the corner&lt;br /&gt;that's near the first ladder you went up. Wait there in safety while all the&lt;br /&gt;marines up above go nuts and throw grenades around everywhere, eventually&lt;br /&gt;killing themselves and blowing up their own tank!&lt;br /&gt;&lt;br /&gt;Wait for the sounds of explosions and radio chatter to stop (or for you to get&lt;br /&gt;sick of waiting), then go up the ladder that you first went up to get to the&lt;br /&gt;area that's behind the tank. Use the assault rifle to blow up the tank's turret&lt;br /&gt;if it's still intact, then look around to see if there are any marines still&lt;br /&gt;alive.&lt;br /&gt;&lt;br /&gt;After the whole area is secure, look for supplies. In the area behind the tank,&lt;br /&gt;there's an ammo stash that includes rockets and C4 satchels, plus two small open&lt;br /&gt;garage rooms that have first aid stations and some other stuff in them. In the&lt;br /&gt;big area in front of the tank, you'll find lots of assault rifle clips and AR&lt;br /&gt;grenades next to the sandbag walls.&lt;br /&gt;&lt;br /&gt;When you're ready to go, find the blinking red-and-green button in the small&lt;br /&gt;shed that's to the left of a large metal door. Use the button to open the door,&lt;br /&gt;then go through it and quicksave before you approach the corner. There's a&lt;br /&gt;rocket-firing tank ahead, and you'll want to sneak-shoot it. Get out the&lt;br /&gt;crossbow and go into zoom mode, then carefully round the corner to where you can&lt;br /&gt;see a bunch of crates ahead.&lt;br /&gt;&lt;br /&gt;Move very slowly toward the crates until you can see the very top of the rocket&lt;br /&gt;tank's turret over the top of one of the crates. Don't move far enough forward&lt;br /&gt;for it to see you, or it'll start firing. If you mess up, quickrestore and try&lt;br /&gt;again to position yourself correctly. Once you're in the right spot, you can&lt;br /&gt;fire darts into the tank's turret until it explodes.&lt;br /&gt;&lt;br /&gt;If you'd rather save the darts, there's a way to trick the tank into blowing up&lt;br /&gt;its own turret. Crouch-walk around the corner, then stay crouched as you move&lt;br /&gt;along next to the right wall, bashing crates that are in your way. After you&lt;br /&gt;bash the second one, move up to the explosive crate, then stand up and run by it&lt;br /&gt;on its right side. As soon as you're past it, turn left and run for the sandbag&lt;br /&gt;wall that's just to the left of the tank. Quickly crouch-walk in between the&lt;br /&gt;tank and the sandbag wall, then wait there for the tank to blow itself up. (If&lt;br /&gt;its rockets aren't hurting it, adjust your position slightly until they are.&lt;br /&gt;Just be sure to stay crouched and behind the sandbag wall to avoid damage.)&lt;br /&gt;&lt;br /&gt;Bash all the non-explosive crates on the street to find supplies, including ten&lt;br /&gt;hand grenades, then walk up to the large hole in the wall that's near the tank.&lt;br /&gt;There are some marines in the lower area past the sloping sand bank, so toss&lt;br /&gt;five hand grenades through the wall hole so that they'll land near the marines.&lt;br /&gt;Next, jump-toss several snarks through the hole and wait a few seconds. Then&lt;br /&gt;jump through the hole and crouch-walk forward to the lower area with the assault&lt;br /&gt;rifle out.&lt;br /&gt;&lt;br /&gt;Shoot down any surviving marines, then look around for supplies, which include&lt;br /&gt;five hand grenades to replace the ones you used. To get out of the lower area,&lt;br /&gt;go to the end of it that has a sandy slope that you can climb up. To get back&lt;br /&gt;through the wall hole, run up the wall piece that's leaning next to it, then&lt;br /&gt;jump through.&lt;br /&gt;&lt;br /&gt;Squeeze between the right side of the tank (your left) and a sandbag wall, then&lt;br /&gt;move on to reach a large metal door that will slide up for you as you approach.&lt;br /&gt;Go through it and wait for it to close in order to reach section c2a5c.&lt;br /&gt;&lt;br /&gt;^ Section c2a5c: GETTING INTO THE EXPLOSIVE-RIGGED BUILDING&lt;br /&gt;&lt;br /&gt;Get out the assault rifle and wait for the second metal door to open for you,&lt;br /&gt;then move forward and up against the left wall. Look over to the right for a&lt;br /&gt;vortigaunt to appear, and quickly shoot him in the head when he does. As for the&lt;br /&gt;alien grunt that's over to the left, quicksave your game, then toss a hand&lt;br /&gt;grenade over to where he is without letting him see you. The combined explosion&lt;br /&gt;of the grenade and a couple of land mines should instantly kill him. If not,&lt;br /&gt;quickrestore and try again. (Or use an AR grenade to finish the job.)&lt;br /&gt;&lt;br /&gt;Don't go into the grunt's land mine area, but instead go past where the vort was&lt;br /&gt;to find an alley with a tripmine. There's no need to shoot out the tripmine&lt;br /&gt;since you can get onto the low end of the slanty rubble, run up to its high end,&lt;br /&gt;and jump over the tripmine from there. Move toward the steps ahead slowly while&lt;br /&gt;looking up, and back up quickly when some more cinderblock rubble starts to&lt;br /&gt;fall. If it hits you, you'll take a small bit of damage. As Burt Bacharach might&lt;br /&gt;sing if he were playing this game:&lt;br /&gt;&lt;br /&gt;"Cinderblocks are falling on my head.&lt;br /&gt;If they keep doing that, then soon I will be dead.&lt;br /&gt;Then I'll throw a fit!&lt;br /&gt;This game I'll frickin' quit!&lt;br /&gt;Those cinderblocks are falling on my head, they keep falling."&lt;br /&gt;&lt;br /&gt;Go down the steps and jump over the next tripmine, then quicksave. The following&lt;br /&gt;tripmine is at the bottom of some more steps, and it's a bit trickier to jump&lt;br /&gt;over, plus there's more damaging rubble rain just past it. To avoid that, jump&lt;br /&gt;over the tripmine laser's left end, then strafe left as soon as you're past the&lt;br /&gt;steps.&lt;br /&gt;&lt;br /&gt;Run forward to the wall ahead and get out your hand grenades. Look up to see a&lt;br /&gt;sniper's nest, and lob a grenade into it. (You might want to quicksave first so&lt;br /&gt;you can quickrestore if you mess up. Also, try moving back from the wall just a&lt;br /&gt;bit before throwing the grenade.)&lt;br /&gt;&lt;br /&gt;Grab the shotgun that's near the dead security guard, and ignore the tripmine on&lt;br /&gt;the right as you head for another small land mine area. You could shoot out the&lt;br /&gt;mines with the assault rifle or pistol, but all of them can be avoided. Start by&lt;br /&gt;hugging the left wall as you enter the mine field. Go straight forward until you&lt;br /&gt;reach the wall ahead, then turn left and hug that wall until you reach a corner.&lt;br /&gt;Stay next to that wall as you turn the corner and move to where you're directly&lt;br /&gt;underneath a sniper nest.&lt;br /&gt;&lt;br /&gt;Get out the assault rifle, turn to where you're facing the wall and looking up&lt;br /&gt;at the sniper, then quicksave. What you want to do is back up to the barbed wire&lt;br /&gt;barricade, lob an AR grenade into the sniper's nest, then run forward to the&lt;br /&gt;wall again. If you do that fast enough, and don't accidentally hit the nearby&lt;br /&gt;land mine, you should be able to kill the sniper without getting hurt. If you&lt;br /&gt;mess up, quickrestore and try again until you get it right.&lt;br /&gt;&lt;br /&gt;Go to the right end of the barbed wire barricade and crouch-walk under it until&lt;br /&gt;you can see two explosive barrels ahead and to the left. Shoot them with the&lt;br /&gt;pistol until they explode, then move on past the barricade to where a large&lt;br /&gt;electrical structure has fallen against a building. Jump-crouch onto its base,&lt;br /&gt;then run up it to get onto the building's roof.&lt;br /&gt;&lt;br /&gt;Explore the roof until you find a large grate-covered fan between two vent shaft&lt;br /&gt;structures. Jump onto the fan and go past it to find a large blackened hole in&lt;br /&gt;the roof. Look down past the hole to see some large wooden crates. Do your best&lt;br /&gt;to crouch-drop through the hole and onto the crates to avoid damage (and to get&lt;br /&gt;to section c2a5d).&lt;br /&gt;&lt;br /&gt;^ Section c2a5d: THE EXPLOSIVE-RIGGED BUILDING AND THE HORNET GUN&lt;br /&gt;&lt;br /&gt;Bash all the crates in the room you drop into to find a health pack, then go&lt;br /&gt;through the door and turn left. Bash the crates there, then push through the&lt;br /&gt;partly-open door and bash all the crates in its room to find an unset tripmine.&lt;br /&gt;Go back out into the hallway and start on the tedious, nerve-wracking journey&lt;br /&gt;through the heavily tripmined areas. (Note that no matter how remote a tripmine&lt;br /&gt;or explosive barrel may look, don't detonate it, or it'll blow up everything.)&lt;br /&gt;&lt;br /&gt;Jump over the first tripmine from on the steps near it, then jump onto the&lt;br /&gt;railing near the second one. Quicksave before you try to run along the railing,&lt;br /&gt;since doing so often detonates the tripmine for no good reason. Either keep&lt;br /&gt;quickrestoring and trying again until you make it, or try jumping over the false&lt;br /&gt;detonation point.&lt;br /&gt;&lt;br /&gt;Past that, push through the door on the left. You can bash the first two crates&lt;br /&gt;past the door, but that's all. In the back, push the smallest crate up against&lt;br /&gt;the next-smallest so you can jump-crouch onto the smallest one, and then crouch-&lt;br /&gt;walk onto the biggest one and then onto the big window's ledge. Drop carefully&lt;br /&gt;down to the floor below, then get out the pistol and shoot the two headcrabs you&lt;br /&gt;can see a ways ahead.&lt;br /&gt;&lt;br /&gt;When you get to the corner past where you dropped down, turn right and go&lt;br /&gt;forward to find a large crate you can safely bash to get another unset tripmine.&lt;br /&gt;And now, it's time to go. The "regular" way out is more trouble than it's worth,&lt;br /&gt;so I'm going to share with you a tricky way that takes advantage of the fact&lt;br /&gt;that you can jump onto tripmines without blowing them up.&lt;br /&gt;&lt;br /&gt;From the crate you just bashed, turn around and go over to the nearest tripmine,&lt;br /&gt;which is on the side of a wooden crate. After quicksaving, move up next to the&lt;br /&gt;tripmine and carefully jump-crouch onto it. You can then crouch-walk onto the&lt;br /&gt;crate it's attached to, crouch-jump to the nearby crate of the same size, jump-&lt;br /&gt;crouch onto the railing, and then drop onto the escape lift. If the jump to the&lt;br /&gt;railing is too hard, then instead jump over another tripmine beam to another&lt;br /&gt;nearby crate which is next to the railing, then move up against the railing and&lt;br /&gt;jump-crouch over it.&lt;br /&gt;&lt;br /&gt;Once you're on the escape lift, move up against its button panel and use it to&lt;br /&gt;descend. After the lift stops, look for the hornet gun on the floor nearby. It's&lt;br /&gt;going to be a very useful weapon! Try it out by using its altfire mode to blow&lt;br /&gt;up the explosive crates in the room. Crowbar-bash the remaining crates, then&lt;br /&gt;collect the supplies.&lt;br /&gt;&lt;br /&gt;Have the hornet gun out when you start down the winding corridor. Stop when&lt;br /&gt;you've got a clear shot at two explosive barrels ahead, and blow them up with&lt;br /&gt;altfire hornets as soon as the security guard runs by you. Run to the guard and&lt;br /&gt;talk to him to get him to follow you, then lead him to the corner that's to the&lt;br /&gt;right of the corridor entrance and leave him there.&lt;br /&gt;&lt;br /&gt;Wait there with the assault rifle out in case any marines come into the room,&lt;br /&gt;then crouch-walk carefully over to the corridor entrance, firing hornets so that&lt;br /&gt;they'll go around the corner and hit any nearby marines. Keep going slowly down&lt;br /&gt;the corridor and doing that until you've confirmed that all of the marines are&lt;br /&gt;dead. If you haven't already hit the trigger point that loads section c2a5e, go&lt;br /&gt;down the corridor to get it done.&lt;br /&gt;&lt;br /&gt;^ Section c2a5e: ANOTHER TANK, A WRECKED BUILDING, AND A HELIPAD&lt;br /&gt;&lt;br /&gt;As soon as this section loads, turn around and go back to the previous section&lt;br /&gt;to pick up your security guard. Now return to this section and go to the back of&lt;br /&gt;the nearby truck. The fact that you went back and forth between sections like&lt;br /&gt;that should have eliminated the turret that was in the back of the truck. If&lt;br /&gt;not, get to where you can shoot it in the leg with the pistol. Jump into the&lt;br /&gt;truck and bash the crate to find some gauss gun ammo.&lt;br /&gt;&lt;br /&gt;Move past the truck slowly until something ahead explodes, then get your&lt;br /&gt;security guard to wait there for you. You don't want him getting killed in the&lt;br /&gt;area ahead. Run up the large ramp that leads outside, then turn right and run up&lt;br /&gt;the smaller ramp. Hide near the wrecked door until a jet flies over and bombs&lt;br /&gt;some alien grunts out of existence, then get out your crossbow.&lt;br /&gt;&lt;br /&gt;Crouch-walk up to the corner very slowly until you get to where you can sneak-&lt;br /&gt;shoot the turret of the tank that's a ways to the right without it firing at&lt;br /&gt;you. After it's blown, you'll need to kill the two marines that are near it. You&lt;br /&gt;might could sneak-shoot them around the corner with the hornet gun, but it's&lt;br /&gt;much easier to let them see you and then shoot them down with the gauss gun&lt;br /&gt;while watching out for their hand grenades.&lt;br /&gt;&lt;br /&gt;Break all of the nearby crates for health and armor, and go back to the truck&lt;br /&gt;you found gauss gun ammo in if you didn't pick it up earlier. Go down to the&lt;br /&gt;tank you destroyed, then turn right and go up to the start of a back alley.&lt;br /&gt;Before you enter it, find the sniper nest that's high up on one wall. Hang back&lt;br /&gt;to where he can't shoot you, and throw a hand grenade at him after quicksaving.&lt;br /&gt;Quickrestore and try again if you miss, then enter the alley and wait for a&lt;br /&gt;bombing to happen. (Don't worry -- it can't hurt you.)&lt;br /&gt;&lt;br /&gt;Find the only open door in the alley, then get out the .357. Crouch-walk&lt;br /&gt;carefully up to the open door, looking to the left for a marine that you can&lt;br /&gt;sneak-shoot. He'll run toward you after you hit him once, so shoot him again the&lt;br /&gt;instant he runs into view so he won't have time to alert his comrade. Go through&lt;br /&gt;the door and sneak carefully up to the corner, looking to the right for the next&lt;br /&gt;sneak-shooting victim.&lt;br /&gt;&lt;br /&gt;After they're both down, bash the crates in their area for an armor battery,&lt;br /&gt;then head up the stairs. At the other end of the upper floor area is a security&lt;br /&gt;guard and a locked door that leads to the most incredible supply area in the&lt;br /&gt;entire game. Get the guard to follow you, then go over and stand near the door&lt;br /&gt;until he unlocks it for you. (If the guard got killed somehow, go back and get&lt;br /&gt;the guard you left at the bottom of the big ramp. He can open this door, too.)&lt;br /&gt;&lt;br /&gt;In the supply room, find the light switch and use it to turn the lights on, then&lt;br /&gt;run along next to both rows of shelves to see what all you can pick up. Also,&lt;br /&gt;bash the crates in the back for a few extra goodies. What a place! Even the&lt;br /&gt;storage building at the dam in Half-Life 2 isn't this great!&lt;br /&gt;&lt;br /&gt;When you're done there, go over to the big window that's near the top of the&lt;br /&gt;stairs. Crouch-jump onto the window's sill, then crouch-walk onto the narrow&lt;br /&gt;ledge that's just beyond it. Move along the ledge until you come to where you&lt;br /&gt;can get onto the top of a large light-green machine. Jump from there to the&lt;br /&gt;other light-green machine, then take a running jump at the broken fire escape's&lt;br /&gt;lowest ladder. Climb it to get onto the fire escape, then climb its other ladder&lt;br /&gt;to get onto the nearby roof.&lt;br /&gt;&lt;br /&gt;You could cross to the other side of the roof, then set two laser tripmines&lt;br /&gt;carefully on the short wall so that you could use them as stepping stones to get&lt;br /&gt;onto the wall. You could then fall (painfully) into the helipad area, use the&lt;br /&gt;crowbar to bash through the large doors on the other side, and then run onwards&lt;br /&gt;to section c2a5f. This extreme shortcut isn't recommended, and the rest of this&lt;br /&gt;section's walkthru will assume that you don't take it.&lt;br /&gt;&lt;br /&gt;After getting onto the roof, cross to its other side, then slowly crouch-walk up&lt;br /&gt;to the jagged edge. Look down to see an unsuspecting marine on the floor below.&lt;br /&gt;Get out your crossbow and use its zoom mode to deliver a fatal head shot to the&lt;br /&gt;marine. Find the large slanty beam that leads from the roof all the way down to&lt;br /&gt;the floor and get on it. Crouch-walk slowly down to where you can see another&lt;br /&gt;marine through a doorway that's ahead and to the left. Use zoom mode to deal him&lt;br /&gt;a fatal dart to the head, too.&lt;br /&gt;&lt;br /&gt;Go down to the bottom of the slanty beam and turn around, then move slowly&lt;br /&gt;toward a doorway with a light on a pillar past it. The final marine of the area&lt;br /&gt;is past the doorway and on the right. Sneak up to where you can sneak-shoot him&lt;br /&gt;with the .357, then check the area past him to find several health packs. Go&lt;br /&gt;back to the base of the slanty beam, but don't go up it yet. Look around near it&lt;br /&gt;for a door you can push open to return to the alley.&lt;br /&gt;&lt;br /&gt;You can now get back up onto the roof by using the slanty beam or by doing it&lt;br /&gt;the way you did it the first time. The slanty beam is faster, but a bit more&lt;br /&gt;dangerous, since it's hard to jump from its top to the roof without falling and&lt;br /&gt;taking severe damage. You could, of course, quicksave and keep trying until you&lt;br /&gt;make it.&lt;br /&gt;&lt;br /&gt;Once you're back on the roof, stand next to the top of the slanty beam, but&lt;br /&gt;don't get on it. Instead, look past it and to the right to see the small top of&lt;br /&gt;a broken wall that you can take a running jump to. Once you're on it, drop down&lt;br /&gt;onto the floor piece just past it. Or instead of that, crouch-walk down the&lt;br /&gt;slanty broken wall that's just to the left of the big slanty beam, then jump to&lt;br /&gt;the floor piece. Either way, move to the floor piece's other end, where you can&lt;br /&gt;walk along a small metal beam to another floor piece. From there, it's easy to&lt;br /&gt;take a running jump to the floor piece next to the doorway that you need to go&lt;br /&gt;through.&lt;br /&gt;&lt;br /&gt;Go down the short hall to another doorway, but don't go through it yet. Instead,&lt;br /&gt;stop near it so that you can clearly see some large doors on the other side of&lt;br /&gt;the helipad area that have red "STOP" signs on either side of them. Get out the&lt;br /&gt;hornet gun and quicksave, then fire exactly 55 altfire hornets at those doors.&lt;br /&gt;If you do it right, they'll be almost ready to blow up, but not quite.&lt;br /&gt;Quickrestore and try again if you accidentally destroy them, and quicksave if&lt;br /&gt;you don't.&lt;br /&gt;&lt;br /&gt;Keep the hornet gun out and run through the doorway backwards. What you want to&lt;br /&gt;do is back up toward the center of the marked-off helipad area until you hear an&lt;br /&gt;explosion behind you, then immediately run forward to the doorway you came&lt;br /&gt;through. Stop just past it and turn around, then quickly use altfire hornets to&lt;br /&gt;finish the job of destroying the big doors you were shooting earlier.&lt;br /&gt;&lt;br /&gt;As soon as they blow up, turn and run down the hall, then drop onto the floor&lt;br /&gt;past the doorway. Run for the big slanty beam and use it to get back on the&lt;br /&gt;roof, then stay there and watch as the osprey plane drops off marines two at a&lt;br /&gt;time to fight the alien grunts who came in through the destroyed doors. (Note&lt;br /&gt;that the marines might shoot at you if you're too far back on the roof, so stay&lt;br /&gt;near the top of the slanty beam.)&lt;br /&gt;&lt;br /&gt;Every time the osprey stops to hover and drop marines, quicksave, then hit the&lt;br /&gt;osprey with altfire hornets until it starts circling again. Once you destroy it,&lt;br /&gt;quickrestore and hit it with almost (but not quite enough) altfire hornets to&lt;br /&gt;destroy it again. Wait until it starts flying directly over your roof instead of&lt;br /&gt;hovering and dropping marines, then finish it off with the pistol while it's not&lt;br /&gt;directly overhead.&lt;br /&gt;&lt;br /&gt;After the osprey is toast, get back out to the helipad area like you did before,&lt;br /&gt;and quickly shoot down any surviving marines. You can then go through the big&lt;br /&gt;doors you blew up with the hornet gun to get to section c2a5f, but once again, I&lt;br /&gt;don't advise that, since you'll be passing up another nice supply room. Find the&lt;br /&gt;other big doorway to the right of the one you horneted, then go through it and&lt;br /&gt;down the ramp to the locked supply room door. There's an alien grunt nearby&lt;br /&gt;(unless the marines found it and killed it), so take it down quickly with RPG&lt;br /&gt;rockets.&lt;br /&gt;&lt;br /&gt;Go past the grunt and locked door to reach a door you can open to return to the&lt;br /&gt;alley. Go into the building on the left and back up to the supreme storage room.&lt;br /&gt;See what all you need from it now, then get the security guard to follow you all&lt;br /&gt;the way to the other storage area's locked door. After he opens it, go inside&lt;br /&gt;and get all the goodies (and use the first aid and HEV stations if you need to),&lt;br /&gt;then go back and get your other security guard if he's still alive.&lt;br /&gt;&lt;br /&gt;Return to the second supply room and have that guard follow you, then go through&lt;br /&gt;the big doors you horneted open earlier and on to where section c2a5f loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a5f: MEGA-VORT AREA, GARAGE TRAP, BOMB-IN-A-PIPE, AND MUCH MORE&lt;br /&gt;&lt;br /&gt;Get out the hornet gun and go up to the corner where the big hallway turns left.&lt;br /&gt;Around that corner is an area where dozens of vortigaunts will teleport in a few&lt;br /&gt;at a time. Don't run for the mounted gun you can see near them, but instead move&lt;br /&gt;to where your security guard(s) will see the vorts and start shooting, then run&lt;br /&gt;back for cover before you get zapped.&lt;br /&gt;&lt;br /&gt;After your guard(s) get killed, stay at the corner and shoot hornets from there,&lt;br /&gt;ducking for cover whenever you see a vort charging up. You should be able to&lt;br /&gt;kill most of them before they can reach your corner, but be ready to quickly&lt;br /&gt;switch to the assault rifle or shotgun if any of them make it that far. When it&lt;br /&gt;looks like all the vorts are dead, move past the corner cautiously, since there&lt;br /&gt;may still be some up there.&lt;br /&gt;&lt;br /&gt;After they're all dead for sure, look near the mounted gun for health and&lt;br /&gt;bullets, then use the weird alien whoosh-thing on the ground to get up to the&lt;br /&gt;higher floor. The best way to do that is to run at the whoosh-thing while facing&lt;br /&gt;the way you want it to blow you, then jump as soon as you're on it. Once you&lt;br /&gt;make it, turn right and crouch-walk forward until you hear the sounds of marines&lt;br /&gt;and aliens fighting in the lower area that's just ahead.&lt;br /&gt;&lt;br /&gt;Wait for the sounds to stop, then get out the hornet gun and see if you can&lt;br /&gt;sneak-shoot any of the survivors without being seen. Use the assault rifle if&lt;br /&gt;necessary to finish the last ones off, then turn and drop back down to the lower&lt;br /&gt;floor with the whoosh-thing on it. This is your last chance to go back and get&lt;br /&gt;stuff from the two guard-opened supply rooms, so go do that. Return and use the&lt;br /&gt;whoosh-thing to get back up onto the upper floor, then drop down into the lower&lt;br /&gt;area where the guys were fighting earlier.&lt;br /&gt;&lt;br /&gt;Note that it's possible to use tripmine "stepping stones" to get back to the&lt;br /&gt;upper floor so you could return to the supply rooms later on, but that's not&lt;br /&gt;worth the trouble. Also note that the only way to get onto the top crate that&lt;br /&gt;has a health pack on it (other than using tripmine "stepping stones") is to jump&lt;br /&gt;to it from on the upper floor. You can get to the health packs on the two lower&lt;br /&gt;crates by taking a running jump from on the nearby cement chunk.&lt;br /&gt;&lt;br /&gt;Find the small grating next to the ground near one corner, but don't bash it&lt;br /&gt;with the crowbar. Instead, stand as far away from it as you can and break it&lt;br /&gt;with hornet gun altfire, since there may be live snarks in the shaft near the&lt;br /&gt;grate. That's unlikely, but it has happened. After they time out and blow up,&lt;br /&gt;go over to the shaft entrance and crouch down. Use the flashlight to help you&lt;br /&gt;see the shaft's back wall, then shoot it with altfire hornets until it breaks.&lt;br /&gt;&lt;br /&gt;That released a bunch more snarks, so quickly run and hide on the other side of&lt;br /&gt;the health pack crates. Wait until you haven't heard snark noises or explosions&lt;br /&gt;for awhile, then return to the vent shaft. Move along it until you reach the&lt;br /&gt;broken-open area, then go into it to pick up some snarks that you can use. Keep&lt;br /&gt;going down the shaft past that until you come to a grating blocking your way.&lt;br /&gt;&lt;br /&gt;Bash the grating with the crowbar, then turn and go back around the corner while&lt;br /&gt;marines shoot out a large part of the shaft. Get out your snarks, then&lt;br /&gt;quicksave. Turn the corner and toss several snarks through the shaft opening so&lt;br /&gt;they'll attack the marines in the room below. Snarks are sometimes a bit funny&lt;br /&gt;about when they let you throw them, so quickrestore and try again if you have&lt;br /&gt;to. When you're sure all the marines below are dead, go back to the snark stash&lt;br /&gt;to resupply.&lt;br /&gt;&lt;br /&gt;To drop down into the garage area without taking damage, carefully crouch-drop&lt;br /&gt;onto the back fender of the raised car, and then to the floor. Or just drop and&lt;br /&gt;take damage, then use the first aid station on one wall to heal up. There are&lt;br /&gt;also three armor batteries that you can take if you need them.&lt;br /&gt;&lt;br /&gt;Go over to the garage's small door and push it open, then quickly retreat all&lt;br /&gt;the way to the other side of the garage as some marines blow up the doorway and&lt;br /&gt;cover it with rubble. (You could quickly push forward past the doorway right&lt;br /&gt;after opening it, jump-crouching over an explosive crate and running forward to&lt;br /&gt;the big gun before the explosions happen, but you'll get way more damaged that&lt;br /&gt;way.)&lt;br /&gt;&lt;br /&gt;After the explosions rip a big hole in the wall to the left of the door, do a&lt;br /&gt;quicksave, then get out your snarks and start jump-tossing them through the&lt;br /&gt;hole. The marines outside may start firing AR grenades through the hole, but if&lt;br /&gt;you're close to it, the grenades should go over your head and not hurt you at&lt;br /&gt;all. An alternative to jump-throwing snarks through the hole is jump-shooting&lt;br /&gt;hornets through it. Also, you can fire hornets through the debris holes past the&lt;br /&gt;small door.&lt;br /&gt;&lt;br /&gt;When you're sure both marines are dead, use the two hanging control switches in&lt;br /&gt;the middle of the garage to see which one works the empty lift. After it's&lt;br /&gt;lowered, hit its control again and run onto it before it can rise up. The best&lt;br /&gt;way to get through the wall hole is to run to it from on the raised lift without&lt;br /&gt;trying to jump.&lt;br /&gt;&lt;br /&gt;In the outdoor area, go over to the huge gun emplacement and use it to blast the&lt;br /&gt;nearby metal door to pieces. Keep shooting at the doorway until alien grunts&lt;br /&gt;stop appearing, then go through the doorway and down to where you can look into&lt;br /&gt;a room where marines are fighting aliens. Use the hornet gun's altfire mode to&lt;br /&gt;quickly kill the vort that's across the room on the same walkway you're on, then&lt;br /&gt;retreat out of sight.&lt;br /&gt;&lt;br /&gt;When the sounds of fighting stop, quicksave before you go back to where you can&lt;br /&gt;see into the room below. There's probably an alien grunt or two still alive, and&lt;br /&gt;you're going to want to sneak-shoot them with something if you can. Otherwise,&lt;br /&gt;quickly roast them with the gauss gun. If you can't see them at first, they're&lt;br /&gt;probably in the side room below the walkway. Go along the walkway until you find&lt;br /&gt;a ladder you can climb down, then go kill the grunts.&lt;br /&gt;&lt;br /&gt;After they're dead, check the side room for stuff you need, not neglecting to&lt;br /&gt;crouch-walk into the open metal crate to find gauss gun ammo. Climb back up the&lt;br /&gt;ladder to get back onto the walkway, then jump onto the railing before you try&lt;br /&gt;to jump over the big walkway gap. Past the end of the walkway, turn left to find&lt;br /&gt;a first aid station, then go around the corner and slowly forward until a grunt&lt;br /&gt;throws a marine through a wall.&lt;br /&gt;&lt;br /&gt;Move to where you can sneak-shoot the grunt through the wall hole with hornets,&lt;br /&gt;and be ready to quickly switch to the crossbow or gauss gun to finish him off if&lt;br /&gt;he runs into sight. Go stand in the doorway to the right of the wall hole and&lt;br /&gt;look to the left to see a large floor hole. There are two marines just below&lt;br /&gt;that hole, so shoot hornets at the hole until they stop swerving downward.&lt;br /&gt;&lt;br /&gt;Go over to the big wall hole that's past the floor hole and look down to the&lt;br /&gt;ground below to see a marine fighting an alien grunt. Immediately start firing&lt;br /&gt;hornets at the grunt, who will easily beat the marine. Take down that grunt as&lt;br /&gt;quickly as you can, then use altfire hornets to kill the marine that you can see&lt;br /&gt;on a rooftop a ways past the grunt.&lt;br /&gt;&lt;br /&gt;Look up and fire some hornets at the ceiling directly above you, and you may be&lt;br /&gt;able to score some hits on a grunt up there before he moves. After that, go to&lt;br /&gt;the edge of the big floor hole you horneted the marines through and completely&lt;br /&gt;destroy the biggest wooden crate down there with altfire hornets. Carefully&lt;br /&gt;crouch-drop down onto the nearest small crate, then bash all three crates to&lt;br /&gt;find a health pack to make up for any falling damage you took.&lt;br /&gt;&lt;br /&gt;Find the big ramp nearby that leads up to two short sandbag walls. Don't go up&lt;br /&gt;the ramp right away, though. First, go down the narrow "alley" to its left with&lt;br /&gt;the shotgun out, ready to double-barrel the vortigaunt that's hiding around the&lt;br /&gt;corner. After it's dead, go up the big ramp, then turn around and look back the&lt;br /&gt;way you came.&lt;br /&gt;&lt;br /&gt;You should be able to see and hornet-shoot the high-up alien grunt that you&lt;br /&gt;started shooting through a ceiling before you dropped down. If you can't see the&lt;br /&gt;grunt right away, move on a ways past the top of the ramp and jump up and down&lt;br /&gt;to get its attention. (If it starts firing hornets at you before you can kill&lt;br /&gt;it, you may want to try horneting it from near the base of the building it's on&lt;br /&gt;rather than going up the ramp.)&lt;br /&gt;&lt;br /&gt;Go back down the ramp and turn right. Go past an alien whoosh-thing on the&lt;br /&gt;ground and on to a small security booth. You can't open the booth's side door,&lt;br /&gt;but you can pick up a shotgun from a shelf. Return to the whoosh-thing and use&lt;br /&gt;it to get up onto the nearby rooftop. Try to land on the large square vent thing&lt;br /&gt;to avoid taking any health damage.&lt;br /&gt;&lt;br /&gt;Near the vent thing is a grating that you can bash and drop through. Crouch-hop&lt;br /&gt;out of the water and into a large metal pipe, then get out the crossbow and&lt;br /&gt;quicksave. Go into zoom mode and move down the pipe with your sights aimed just&lt;br /&gt;a bit to the right of the center of the round hatch door that's ahead. When a&lt;br /&gt;marine opens that door, quickly shoot him in the head for a one-shot kill. If&lt;br /&gt;you miss, quickrestore and try again.&lt;br /&gt;&lt;br /&gt;As soon as the marine is dead, leave zoom mode and start moving backwards. The&lt;br /&gt;bomb he put in the pipe is about to go off, and you'll want to be crouching down&lt;br /&gt;at the bottom of the water when the flames go by overhead. As soon as they&lt;br /&gt;disperse, crouch-hop back into the pipe and go to its other end. Push open the&lt;br /&gt;hatch door and drop into the room beyond. If you've already killed the marine&lt;br /&gt;like I said to, you won't have to worry about him attacking you now.&lt;br /&gt;&lt;br /&gt;Go around the corner that leads to another room, then retreat until the sounds&lt;br /&gt;of marines fighting headcrabs stop. Get out the hornet gun and go into their&lt;br /&gt;room slowly, trying to sneak-shoot the survivors with hornets. If there are&lt;br /&gt;marines alive in there, you might want to switch to the assault rifle to finish&lt;br /&gt;them off. When you reach a ladder that goes down to their floor, take it and go&lt;br /&gt;check the alcove near the first aid station to make sure no one is hiding in or&lt;br /&gt;near it.&lt;br /&gt;&lt;br /&gt;From a spot on the walkway near the top of the ladder, jump onto the railing and&lt;br /&gt;then onto the skinny bit of pipe that leads to a large hatch door. Use the&lt;br /&gt;door's wheel to open it, which will probably cause you to be knocked off the&lt;br /&gt;pipe. That's okay, since that won't hurt you, and you can climb back up the&lt;br /&gt;ladder and jump over to the pipe again.&lt;br /&gt;&lt;br /&gt;Crouch-walk through the open hatch door, then go up a short ladder and along the&lt;br /&gt;large pipe until you reach its other end. As you near it, get out the .357 and&lt;br /&gt;carefully edge over to where you can shoot the marine who's next to the bottom&lt;br /&gt;of the stairs over to the right. He may see you before you can fire, so shoot&lt;br /&gt;him down quickly. If you manage to sneak-shoot him and he runs by you, quickly&lt;br /&gt;exit the pipe and finish him off before he can get upstairs and kill an&lt;br /&gt;essential security guard.&lt;br /&gt;&lt;br /&gt;After he's down, go to the bottom of the stairs to find a room with a locked&lt;br /&gt;door and another marine who's hiding behind some shelves. Sneak-shoot him with&lt;br /&gt;the .357 too, then use the first aid station near him if you need to. Go to the&lt;br /&gt;top of the stairs to find the security guard, then get him to follow you to the&lt;br /&gt;locked door.&lt;br /&gt;&lt;br /&gt;After he unlocks the door, leave him there and go down the winding hallway past&lt;br /&gt;the door. You'll find yourself behind the short sandbag walls that are near the&lt;br /&gt;large ramp you found earlier. There are two new vorts near the bottom of the&lt;br /&gt;ramp, so get out the hornet gun and horn in on them.&lt;br /&gt;&lt;br /&gt;Move up next to the second sandbag wall and shoot hornets over it. They should&lt;br /&gt;swerve down and hit the vorts, who will start running around. If they see you,&lt;br /&gt;duck down behind the sandbag wall for cover when they try to zap you. If they&lt;br /&gt;hide, look for them in the side niche next to the ramp where you blew away a&lt;br /&gt;vort earlier.&lt;br /&gt;&lt;br /&gt;Now it's safe to go back and get the security guard to follow you again. Lead&lt;br /&gt;him down the big ramp and past the whoosh-thing to the little security booth.&lt;br /&gt;After he opens the booth's side door, get him to follow you again, then&lt;br /&gt;quicksave before going through the door and down the winding corridor to where&lt;br /&gt;section c2a5g loads.&lt;br /&gt;&lt;br /&gt;^ Section c2a5g: PARKING GARAGE GARGANTUA AND MILITARY TARGETING SYSTEM&lt;br /&gt;&lt;br /&gt;As soon as this section loads, start running. When you exit to the parking&lt;br /&gt;garage, turn right and keep running without slowing or stopping. If you make it&lt;br /&gt;outside fast enough, the gargantua probably won't ever come outside after you.&lt;br /&gt;To confirm this, turn around as soon as you make it outside and go back to&lt;br /&gt;where you can see the gargantua in the distance.&lt;br /&gt;&lt;br /&gt;It should still be standing behind a parked car, and your security guard will&lt;br /&gt;probably be shooting at it. If this is the case, turn around and go back&lt;br /&gt;outside, secure in the knowledge that the gargantua can't follow you out there.&lt;br /&gt;If that's not the case, restore the quicksave you made right before entering&lt;br /&gt;this section and try again. If you're fast enough and never get snagged, it&lt;br /&gt;should work for you eventually.&lt;br /&gt;&lt;br /&gt;Once you're outside, find the alien whoosh-thing on the ground and use it to&lt;br /&gt;jump over the wall and fall into a water tank. Jump onto the edge of the tank,&lt;br /&gt;then crouch-walk carefully along the narrow pipe that goes up to a point near&lt;br /&gt;the top of a waste silo. Jump-crouch onto the silo's top to find several health&lt;br /&gt;packs and a military targeting system that can be used to call for missile&lt;br /&gt;strikes in this area.&lt;br /&gt;&lt;br /&gt;Use the targeting system's two levers to target the large doors you can see in&lt;br /&gt;the very back left corner of the area (top left on the targeting map), then use&lt;br /&gt;the central button to call the missile strike. Once those doors are blown up,&lt;br /&gt;you're through with the targeting gadget. Sure, you're supposed to use it to&lt;br /&gt;make yourself a way to get to those doors, but that's much harder than the&lt;br /&gt;method described in the next paragraph.&lt;br /&gt;&lt;br /&gt;Drop carefully onto the slanty pipe and use it to return to the small water&lt;br /&gt;tank's edge. (Or take a running jump over the pipe and into the water, then hop&lt;br /&gt;up onto the tank's edge.) Move along the edge until you're next to the wall,&lt;br /&gt;then jump-crouch onto the wall. Turn right and go along the wall and across the&lt;br /&gt;big gate until you reach the slanty part of the area's outer wall. Jump onto the&lt;br /&gt;bottom part of the slant, then move along it until you can drop down onto the&lt;br /&gt;slanty bit of concrete that's on the left side of the blown-open doors.&lt;br /&gt;&lt;br /&gt;Quickly drop to the ground and run through the doors before the air strikes&lt;br /&gt;start up. Run down the large tunnel until you turn a corner and find some side&lt;br /&gt;stairs to go up. Go around the corner past them to finally finish this looooong&lt;br /&gt;chapter and start on "Forget About Freeman!"&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** "FORGET ABOUT FREEMAN!" *****&lt;br /&gt;&lt;br /&gt;^ Section c3a1: USEFUL CEILING TURRET AND SNARK PODS&lt;br /&gt;&lt;br /&gt;In the room ahead, run through the gap in the railing on the right, then run&lt;br /&gt;down next to the spot where the first large chunk of ceiling falls down. Jump&lt;br /&gt;onto the narrow ledge next to that chunk, then jump-crouch onto it and crouch-&lt;br /&gt;walk over it. Move into the large control room beyond to be safe from the&lt;br /&gt;falling rubble.&lt;br /&gt;&lt;br /&gt;After all the shaking around stops, jump-crouch into one of the large windows,&lt;br /&gt;then move forward to drop into the area beyond. Turn right and find the red&lt;br /&gt;railing. Practice running up to the railing and jumping over it until you can do&lt;br /&gt;so quickly and easily. That's your way back into the control room after you get&lt;br /&gt;the attention of the aliens in the area ahead.&lt;br /&gt;&lt;br /&gt;Bash the crate next to the security guard to find a health pack, then get the&lt;br /&gt;guard to follow you. Go over to the right side of the large opening that leads&lt;br /&gt;into the big room with the crates in it, then get out the crossbow. Crouch-walk&lt;br /&gt;forward to where you can sneak-shoot the alien grunt that's around the corner&lt;br /&gt;and to the right of the wooden crates. Kill him quickly, before he has a chance&lt;br /&gt;to run around or see you.&lt;br /&gt;&lt;br /&gt;Back off a bit and use the hornet gun to destroy all of the wooden crates. As&lt;br /&gt;soon as the vort that was hiding behind the crates sees you, turn and run for&lt;br /&gt;the railing. Jump over it, then turn right and run into the control room and&lt;br /&gt;crouch down. Stay crouched as you move over to the switch on the wall (or the&lt;br /&gt;keyboard on the table) and use it to activate the nearby ceiling turret.&lt;br /&gt;&lt;br /&gt;If the turret can't see any of the aliens, fire some hornets through the windows&lt;br /&gt;while crouched near the turret controls to see if you can hit any of them. (Note&lt;br /&gt;that the turret will fire at your hornets, which will keep it alert.) After the&lt;br /&gt;first aliens go down, some more will teleport in within range of the turret.&lt;br /&gt;&lt;br /&gt;It should be able to kill a few of them before it gets destroyed. Use hornets to&lt;br /&gt;finish off the rest, crouching for cover to avoid return fire. If firing hornets&lt;br /&gt;through the windows isn't working very well, try crouch-walking over to the&lt;br /&gt;doorway and firing hornets through the left end of the red railing. Be careful&lt;br /&gt;to not let any alien grunts see you. (The same goes for the turret if it hasn't&lt;br /&gt;been destroyed yet.)&lt;br /&gt;&lt;br /&gt;When you think you've got everything, turn the turret off if it wasn't&lt;br /&gt;destroyed, then go up to the control room's windows slowly, ready to shoot any&lt;br /&gt;remaining aliens. There probably won't be any, so jump-crouch through a window&lt;br /&gt;(or jump over the railing) and go find the gauss gun ammo that was in one of the&lt;br /&gt;wooden crates you horneted to pieces.&lt;br /&gt;&lt;br /&gt;Go down the big ramp, then turn right. Move up to where you can use altfire&lt;br /&gt;hornets to destroy an explosive crate, then fire a bunch of regular hornets so&lt;br /&gt;they'll go around the corner and hit the vorts in the next room. You should be&lt;br /&gt;able to kill both of the vorts that are in the open that way. As for the one&lt;br /&gt;that's hiding to the left, near the bottom of some steps, you can try to hornet&lt;br /&gt;it before it sees you, or you can just charge it with the shotgun or assault&lt;br /&gt;rifle.&lt;br /&gt;&lt;br /&gt;Stand to where you can use altfire hornets to shoot the glowing snark pod that's&lt;br /&gt;over a hatch past the walkway. As soon as it breaks open, run for the base of&lt;br /&gt;the big ramp and wait there until you stop hearing snark noises. Now use altfire&lt;br /&gt;hornets to destroy the snark pod that's down the path to the left of the ramp,&lt;br /&gt;then run over to the hatch where the first snark pod was to wait these snarks&lt;br /&gt;out.&lt;br /&gt;&lt;br /&gt;After they've all self-destructed, go past where they were to find a vine-&lt;br /&gt;covered side area with some stairs. Bash all of the vines out of the way, then&lt;br /&gt;destroy the snark pod at the top of the stairs and make a mad dash for the safe&lt;br /&gt;hatch area. Wait for those snarks to time out, then go back up the stairs to&lt;br /&gt;find that you can now reach an upper walkway with a first aid station. (You&lt;br /&gt;could have jumped over that walkway's railing from on top of the nearby green&lt;br /&gt;crate stacks, but that's a bit harder than dealing with the snarks.)&lt;br /&gt;&lt;br /&gt;Go back down the stairs and look to the left to find some more vines to bash&lt;br /&gt;through. When you uncover another snark pod, don't destroy it right away.&lt;br /&gt;Instead, use altfire hornets to bash through some vines that are past it, then&lt;br /&gt;use them to blow up a stack of explosive crates. The explosion will bust the pod&lt;br /&gt;open, so run for your safe spot at the hatch while waiting for those snarks to&lt;br /&gt;time out.&lt;br /&gt;&lt;br /&gt;Past the blown-up crates is one last snark pod near a ramp leading down. Use&lt;br /&gt;the usual routine of hitting it with altfire hornets and running for the hatch,&lt;br /&gt;then return and check out the fenced-in side room that's near the top of the&lt;br /&gt;ramp. Push the room's fence door open, then go inside to find an RPG and a spare&lt;br /&gt;rocket next to a dead marine. Use the hornet gun's altfire mode to kill the&lt;br /&gt;barnacle that's hanging in one corner before getting the snark pack that's under&lt;br /&gt;it.&lt;br /&gt;&lt;br /&gt;Go down the nearby ramp and look into the room beyond it. Use altfire hornets to&lt;br /&gt;destroy the rightmost wooden crate that you can see near the other side of the&lt;br /&gt;room. Doing so will allow you to see the shoulder of the alien grunt who's&lt;br /&gt;behind the crates. Shoot some regular-fire hornets a bit to the right of the&lt;br /&gt;crates so they'll swerve into the grunt. When it starts moving, strafe left to&lt;br /&gt;where you're partway up the ramp so the grunt won't be able to see you.&lt;br /&gt;&lt;br /&gt;You should still be able to shoot the grunt around the corner with hornets, so&lt;br /&gt;do that until it's dead. Crouch-walk past the left side of the two nearby green&lt;br /&gt;crates, then turn right and go over toward the alien whoosh-thing. The other&lt;br /&gt;grunt in the area is behind the large stack of green crates, so get to where you&lt;br /&gt;can see part of it. Horneting it would be too much trouble, so quicksave and&lt;br /&gt;blast it carefully with two RPG rockets. If you take damage, quickrestore and&lt;br /&gt;try again after backing up a bit. As soon as that grunt dies, another grunt will&lt;br /&gt;teleport in near the bottom of the ramp. Edge over to where you can sneak-shoot&lt;br /&gt;it to death with hornets.&lt;br /&gt;&lt;br /&gt;Get out the crowbar and bash open the rest of the wooden crates in the room to&lt;br /&gt;find some supplies, then use the whoosh-thing to get up onto a narrow ledge with&lt;br /&gt;snarks and a health pack. From there, turn to face the top of the green crate&lt;br /&gt;stack, and run forward to drop onto it (don't try to jump). After getting the&lt;br /&gt;crossbow and gauss gun ammo, drop down to the floor and go back up the ramp to&lt;br /&gt;the fenced-in side room to resupply on RPG rockets. After that, go all the way&lt;br /&gt;back to the hatch you found earlier.&lt;br /&gt;&lt;br /&gt;If you want to, you can go diving in the water near the hatch to find a dead&lt;br /&gt;marine with an armor battery, two assault rifle clips, and some AR grenades near&lt;br /&gt;him. However, you shouldn't need any of that, and there are a *lot* of zappy&lt;br /&gt;little leech worms in the water, so it's probably best to skip that. Use the&lt;br /&gt;wheel to open the hatch, then climb down the ladder to reach section c3a1a.&lt;br /&gt;&lt;br /&gt;^ Section c3a1a: CANALS, ICHTHYOSAUR POOL, AND ENEMY TANK&lt;br /&gt;&lt;br /&gt;When you get to where you can see a headcrab through the ladder, get out the&lt;br /&gt;pistol and shoot it to death. After you get off the ladder, go through the red&lt;br /&gt;laser alert, then quickly move to where you can only see the leg of the turret&lt;br /&gt;ahead. After it finishes shooting the headcrab that's near it, shoot it down&lt;br /&gt;with the pistol.&lt;br /&gt;&lt;br /&gt;While standing near the fallen turret, use hornet gun altfire to destroy the two&lt;br /&gt;wooden crates you see ahead, and to shove around the metal crate. Doing so will&lt;br /&gt;reveal two headcrabs that you can kill with hornets. After they're dead, look&lt;br /&gt;down the two canals labeled "WEST" to see barnacles that you can alfire-hornet&lt;br /&gt;to death.&lt;br /&gt;&lt;br /&gt;Push the metal crate into either canal, then push it up to the fence that's&lt;br /&gt;under the "WEST" sign. Use the crate to get over the fence, then check under&lt;br /&gt;both dead barnacles for health and armor. Move down to where you can get out of&lt;br /&gt;the water, and hornet-shoot the nearby headcrab before you do. Around the corner&lt;br /&gt;past the headcrab, you'll find yourself standing next to a large pool that has&lt;br /&gt;an ichthyosaur in it.&lt;br /&gt;&lt;br /&gt;Fire hornets into the pool continuously until you don't hear the ichthyosaur&lt;br /&gt;yell or moan in pain for awhile. Quicksave just in case, then dive into the pool&lt;br /&gt;and see if the big fish is dead. If not, quickrestore and fire some more hornets&lt;br /&gt;into the pool. After it's dead, you can swim to the back end of the pool to find&lt;br /&gt;two sets of hand grenades on the floor near the fence.&lt;br /&gt;&lt;br /&gt;And now for another handy tripmine shortcut. Quicksave in case you mess up, then&lt;br /&gt;set a tripmine at about water level on the wall next to the left end of the&lt;br /&gt;pool's back fence. After the mine is set, you can jump onto it, then onto the&lt;br /&gt;fence. Edge along the fence carefully until you can drop into the water on its&lt;br /&gt;other side. (In earlier versions of the game, I could never get up onto a water-&lt;br /&gt;level tripmine, and ended up having to set two of them -- one a bit below water&lt;br /&gt;level, and one a bit above.)&lt;br /&gt;&lt;br /&gt;While bobbing on the surface of the water, use the RPG to blow away the turret&lt;br /&gt;you see near the sandbag wall, then get up onto the floor on the right side of&lt;br /&gt;that wall. Crouch-jump onto the wall, then edge over to where you can use the&lt;br /&gt;hornet gun to sneak-shoot the marine who's standing a ways to the right of the&lt;br /&gt;ladder.&lt;br /&gt;&lt;br /&gt;After he's dead, restock on RPG rockets before climbing up the ladder. At the&lt;br /&gt;ladder top, turn right and start firing hornets at the opening between two huge&lt;br /&gt;rocks. Keep firing until the hornets stop swerving left or right, and you'll&lt;br /&gt;know the two marines hiding behind those rocks are dead.&lt;br /&gt;&lt;br /&gt;However, the tank that's behind the left rock isn't, so get off the ladder and&lt;br /&gt;very slowly strafe to the left so that you can see the tank's turret, but it&lt;br /&gt;can't shoot you. You could blow up the turret with altfire hornets, but that&lt;br /&gt;would take a long time. You might as well use RPG rockets, then go back down the&lt;br /&gt;ladder to resupply.&lt;br /&gt;&lt;br /&gt;After the tank is destroyed, look for hand grenades in a dark niche a bit to the&lt;br /&gt;right of it, then crouch-walk along its right side (your left). Jump over a&lt;br /&gt;short obstruction when you come to it, then move up to the partly-open door. Get&lt;br /&gt;the pistol out and sneak-shoot the turret that's just past the door on the left,&lt;br /&gt;then use the first aid station on the opposite wall if you need to.&lt;br /&gt;&lt;br /&gt;To get to section c3a1b, use the button on the back wall to summon an elevator,&lt;br /&gt;then get in it and use its button to get it going.&lt;br /&gt;&lt;br /&gt;^ Section c3a1b: REPAIR BAY WITH USABLE TANK&lt;br /&gt;&lt;br /&gt;Move forward from the elevator and jump over the two narrow streams of green&lt;br /&gt;toxic goo that cross the floor ahead of you. (I've found that careful crouch-&lt;br /&gt;jumps work best for this.) Turn right past the second green stream and go over&lt;br /&gt;to where you're standing near the wall, next to a green pool. Look past the pool&lt;br /&gt;to see the bottom of some stairs and part of a railing on the floor they lead up&lt;br /&gt;to.&lt;br /&gt;&lt;br /&gt;Get to where you can barely see part of the marine who's next to the railing,&lt;br /&gt;then fire an RPG rocket at him, hopefully killing him. Switch to the assault&lt;br /&gt;rifle and shoot down the other marine if he comes down the stairs after you. If&lt;br /&gt;he doesn't, crouch-walk over and sneak-shoot him with the hornet gun. Pick up&lt;br /&gt;the marines' dropped weapons, then go up the stairs and over to where you can&lt;br /&gt;see into a large repair bay.&lt;br /&gt;&lt;br /&gt;Wait out of sight for the marines and alien grunts to finish fighting, then&lt;br /&gt;crouch-walk slowly over to where you can see into the bay. Get out the hornet&lt;br /&gt;gun and use it to take down any survivors. It's useful to note that they can't&lt;br /&gt;see or shoot through the metal walkway, so if you shoot one of them and he&lt;br /&gt;starts running around, quickly crouch and back up to where he can't see you, but&lt;br /&gt;you can see him through the walkway. Keep firing hornets over the walkway, and&lt;br /&gt;they should swerve down to hit your target.&lt;br /&gt;&lt;br /&gt;After the bay is clear, drop down to its floor and bash all the wooden crates to&lt;br /&gt;find supplies, including tripmines to replace the one(s) you used for a recent&lt;br /&gt;shortcut. The next thing you need to do is fire the tank's cannon to destroy the&lt;br /&gt;large door that's directly ahead of it, but doing so will cause several alien&lt;br /&gt;grunts and vortigaunts to teleport in.&lt;br /&gt;&lt;br /&gt;The best way to handle this tricky situation is to get up on the side of the&lt;br /&gt;tank just a bit above its little ladder, then quicksave. Fire the cannon, then&lt;br /&gt;immediately back up to where you're against the nearby wall. Turn right and run&lt;br /&gt;along the wall until you reach the walkway's ladder, then climb it quickly. Run&lt;br /&gt;all the way past the bottom of the stairs in the previous room before you stop.&lt;br /&gt;&lt;br /&gt;Wait for a bit, then crouch-walk back to the repair bay's entrance and use the&lt;br /&gt;same sneaky hornet strategy against the aliens as you did right after the alien-&lt;br /&gt;vs.-marines battle. If any alien grunts start firing hornets, run back past the&lt;br /&gt;bottom of the stairs and wait for a few seconds before returning.&lt;br /&gt;&lt;br /&gt;After you get them all, drop down and go toward the door you blasted with the&lt;br /&gt;tank. Stay on the right side of the passage, and slowly crouch-walk forward&lt;br /&gt;while looking left until you see part of the base of the weird ray gun that the&lt;br /&gt;grunts have set up. Fire lots of regular-type hornets toward that gun to kill&lt;br /&gt;the two grunts that are behind it.&lt;br /&gt;&lt;br /&gt;Get out the crossbow and very slowly crouch-strafe to where you can see part of&lt;br /&gt;the ray gun, but it can't target you. Shoot it with darts until it goes poof,&lt;br /&gt;then turn to deal with the final alien grunt. It's over to the right, so get to&lt;br /&gt;where you can sneak-shoot it with the crossbow until it's dead.&lt;br /&gt;&lt;br /&gt;Turn back toward the destroyed ray gun and run toward it. It'll somehow still&lt;br /&gt;cause a wall to collapse, and you don't want to be under it when it falls.&lt;br /&gt;(Stupid unconditional scripted event!) Before you go past the ray gun to find&lt;br /&gt;the exit door, there's one health pack and two armor batteries that you might&lt;br /&gt;want to go for.&lt;br /&gt;&lt;br /&gt;Return to the repair bay and climb up its walkway ladder. Go back down to the&lt;br /&gt;bottom of the stairs, then move forward and left to find a large yellow machine.&lt;br /&gt;There's a big wooden crate near the machine that you can bash for a health pack,&lt;br /&gt;and there's an armor battery at the back of the narrow, dark passage that's on&lt;br /&gt;the right side of the machine.&lt;br /&gt;&lt;br /&gt;For the other armor battery, you've got to go back to the big toxic waste spill&lt;br /&gt;near the elevator. Crouch-walk carefully along the safe path between green waste&lt;br /&gt;until you get near another large yellow machine. Get to the machine's right side&lt;br /&gt;by making an easy jump over some toxic waste, then crouch-walk very carefully&lt;br /&gt;onto the machine's narrow rim. You can use it to cross over to the machine's&lt;br /&gt;left side (where the armor battery is), and then to return to the machine's&lt;br /&gt;right side. Once there, make the same easy jump over the toxic waste, then&lt;br /&gt;crouch-walk your way back to the safe area past the waste.&lt;br /&gt;&lt;br /&gt;Go back to the repair bay, then go past the ray gun emplacement to find a large&lt;br /&gt;door with a button panel on the wall to the left of it. Use that panel to open&lt;br /&gt;the door, then go past it and use the big yellow button on the left wall. Soon&lt;br /&gt;after you do that, the Lambda Core chapter will start.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** LAMBDA CORE *****&lt;br /&gt;&lt;br /&gt;^ Section c3a2e: BIG LIFT AND ASSASSIN ROOM&lt;br /&gt;&lt;br /&gt;Go through the big doorway and up some steps on the right. Enter the small&lt;br /&gt;control booth and use its button, then run over to the big lift platform with&lt;br /&gt;the truck on it. Stay toward the back on the right side of the platform as it&lt;br /&gt;descends to a room that's far below.&lt;br /&gt;&lt;br /&gt;When it stops moving, use the hornet gun's altfire to shove the nearby small&lt;br /&gt;wooden crate aside so you can hornet-kill a headcrab. Destroy that crate with&lt;br /&gt;alfire hornets, then get out the crossbow and edge carefully over to where you&lt;br /&gt;can sneak-shoot a bullsquid that's spitting gook at a headcrab that's on top of&lt;br /&gt;some crates.&lt;br /&gt;&lt;br /&gt;After the squid is dead, use the hornet gun to kill the three crate-top&lt;br /&gt;headcrabs, then look behind the nearest stack of green crates to find one last&lt;br /&gt;headcrab to hornet. Use the crowbar to bash all the wooden crates in the area&lt;br /&gt;for supplies, then use the yellow ladder in one corner to climb up to where you&lt;br /&gt;can access a first aid station and pick up some shotgun shells and hand&lt;br /&gt;grenades.&lt;br /&gt;&lt;br /&gt;Go through the door past the grenades, then climb down another yellow ladder and&lt;br /&gt;go through another door. Get out the crossbow and quicksave as soon as you're&lt;br /&gt;through that last door, since there are more of those super-quick female&lt;br /&gt;assassins in the large room ahead.&lt;br /&gt;&lt;br /&gt;Crouch-walk slowly straight forward from the door until you come to a spot with&lt;br /&gt;a small fence on the left and two large gray squarish pillars on the right. Move&lt;br /&gt;slowly up to where you're past the nearest pillar, then look between them to&lt;br /&gt;see a stack of two large red storage containers. If you don't see an assassin's&lt;br /&gt;leg just to the left of that stack, slowly strafe left until you do. Shoot the&lt;br /&gt;leg with a dart to score an instant kill.&lt;br /&gt;&lt;br /&gt;Switch to the hornet gun and crouch-walk on past the fence to where you can see&lt;br /&gt;some explosive barrels in the distance between a large red storage container and&lt;br /&gt;a stack of green crates. Use altfire hornets to blow up those explosive barrels&lt;br /&gt;and the assassin that's standing next to them.&lt;br /&gt;&lt;br /&gt;Return to the two gray pillars. Stand in between them, turn to face the fence,&lt;br /&gt;then look up at the walkway that's above you. Move back until you're next to&lt;br /&gt;some explosive barrels on your left, then start firing hornets at the bottom of&lt;br /&gt;the walkway. Keep firing until you get a few "crunch" sounds that mean you've&lt;br /&gt;hit the assassin who's standing around up there. Back up a little and keep&lt;br /&gt;firing at the bottom of the walkway (and above it some) to see if you can score&lt;br /&gt;any more "crunch" hits.&lt;br /&gt;&lt;br /&gt;When you've backed yourself all the way up to a passage that's clogged with&lt;br /&gt;wooden crates, turn around and bash through them to find supplies and gain&lt;br /&gt;access to some stairs. As you bash the crates, you'll hear an assassin running&lt;br /&gt;onto the upper set of stairs. Get out the crossbow and go into zoom mode, then&lt;br /&gt;get to where you can just barely see the assassin's head when she turns it to&lt;br /&gt;the left. Quickly shoot her in the head to kill her, then quicksave.&lt;br /&gt;&lt;br /&gt;The final assassin in the area, which is the one you were trying to hornet-shoot&lt;br /&gt;on the upper walkway, may have seen you at some point. Listen for the sound of&lt;br /&gt;her running around. If you hear that, get out the assault rifle and toss an AR&lt;br /&gt;grenade at her when she appears on the stairs. Otherwise, go up the stairs and&lt;br /&gt;along the left section of the walkway to reach the doorway where the assassin&lt;br /&gt;was before you sneakily horneted her. If she never saw you, she'll probably be&lt;br /&gt;just to the left past the doorway, so use the crossbow to sneak-shoot her.&lt;br /&gt;&lt;br /&gt;After she's dead, go down the stairs to the left of her doorway to find a small&lt;br /&gt;area with first aid and HEV stations. Recharge on them, then go back up the&lt;br /&gt;stairs and straight forward until you reach a dark hallway with a small lift at&lt;br /&gt;its other end. Use the flashlight to help you find the button on the wall, then&lt;br /&gt;press it to get the lift to descend. After it stops, get off of it to start on&lt;br /&gt;section c3a2.&lt;br /&gt;&lt;br /&gt;^ Section c3a2: ALIEN GRUNT AREA AND THE GLUON GUN&lt;br /&gt;&lt;br /&gt;Go down a short hallway to find a large tunnel section with explosive barrels in&lt;br /&gt;it. When you approach the door past the barrels, it will open, and an alien&lt;br /&gt;grunt will be standing right behind it. What you should do is quicksave, then&lt;br /&gt;approach the door by moving slowly backwards. As soon as you hear it start to&lt;br /&gt;open, run forward and all the way to the lift. Wait there to see if a grunt&lt;br /&gt;follows you, and hit it with an AR grenade followed by a bullet stream to the&lt;br /&gt;face if one does.&lt;br /&gt;&lt;br /&gt;Go back to the short hallway and fire some hornets over the nearby explosive&lt;br /&gt;barrels so they'll go toward the grunt-opened door. If there are any grunts near&lt;br /&gt;that door, the hornets should hit them. When a grunt teleports in nearby (this&lt;br /&gt;has already happened if a grunt followed you to the lift), turn and alfire-&lt;br /&gt;hornet the explosive barrels nearest him until they explode, then sneak-shoot&lt;br /&gt;him with the crossbow to finish him off if the explosion didn't.&lt;br /&gt;&lt;br /&gt;Fire more hornets toward the grunt-opened doorway, moving to where you can&lt;br /&gt;partly see through it if necessary. There may be more grunts in the big room&lt;br /&gt;past the doorway, under the big orange sign. After you think you've gotten them&lt;br /&gt;all, quicksave and check. If you're right, then find the ladder in the back&lt;br /&gt;right corner of the room and climb it to reach a walkway with a door that a&lt;br /&gt;scientist will open for you.&lt;br /&gt;&lt;br /&gt;Turn left past that door to find some crossbow ammo on a green crate, then wait&lt;br /&gt;for the scientist to stop talking. Get him to follow you, then lead him to the&lt;br /&gt;closed retinal access door. After he opens it, you're free to whack him to death&lt;br /&gt;with the crowbar for not opening the room's outer door for you before the&lt;br /&gt;grunts were all killed. (After all, grunts can't climb ladders. What *was* he&lt;br /&gt;thinking?)&lt;br /&gt;&lt;br /&gt;In the room past the retinal scan door, use the wall rechargers to get back up&lt;br /&gt;to full health and armor, then ride the small lift up by standing on it and&lt;br /&gt;using its button. Turn right in the corridor past the lift to find the door to a&lt;br /&gt;test firing chamber. Go inside and pick up the gluon gun from next to the&lt;br /&gt;scientist. When he says, "You don't look as if you have any trouble killing&lt;br /&gt;things," say, "No, I don't!" and blow him to bits with a quick gluon burst. Ha!&lt;br /&gt;&lt;br /&gt;You can then use the buttons on the two control panels to open up the nearby&lt;br /&gt;firing chamber doors and blow away the headcrabs in the left chamber and the&lt;br /&gt;bullsquid in the right chamber. Fun and easy! When you're done, restock on ammo&lt;br /&gt;from the nearby shelf, then leave the room and go down to the other end of the&lt;br /&gt;corridor to find a button-operated lift that'll get you to section c3a2a.&lt;br /&gt;&lt;br /&gt;^ Section c3a2a: REACTOR COOLANT SYSTEM COMPLEX&lt;br /&gt;&lt;br /&gt;When the lift stops, get out the hornet gun and push up against the lift doors&lt;br /&gt;to get them open. Fire some hornets at a spot just beneath the large lambda&lt;br /&gt;symbol on the big orange sign that's ahead and to the left -- they should swerve&lt;br /&gt;down and hit a vort that you can't see. Move to the back of the lift and watch&lt;br /&gt;the passage to the right of the smaller "02 COOLANT SYSTEM" sign with the&lt;br /&gt;assault rifle out.&lt;br /&gt;&lt;br /&gt;If the vort appears in that passage, quickly shoot it down. However, that's less&lt;br /&gt;likely than it going the other way and stopping next to an explosive crate&lt;br /&gt;that's near a hallway entrance to the left of you. If that happens, move close&lt;br /&gt;to the lift doorway and fire hornets to the left. They should hit the vort and&lt;br /&gt;cause it to move a short distance into the hallway. Peek out and blow up the&lt;br /&gt;explosive crate with altfire hornets, and that vort should die.&lt;br /&gt;&lt;br /&gt;However, there are two more vorts in the hallway that weren't hurt by the&lt;br /&gt;explosion. You could sneak-shoot them with hornets, but it would be much faster&lt;br /&gt;to shoot them with the shotgun. Approach their hallway entrance slowly until you&lt;br /&gt;see them, then quickly fire off a double-barrel blast and strafe left for cover.&lt;br /&gt;Strafe right when they're done firing and shoot them some more, perhaps using&lt;br /&gt;the explosive barrel in the hallway to help blow one of them up.&lt;br /&gt;&lt;br /&gt;As soon as they're down, go to the back of their hallway, where it splits at a&lt;br /&gt;T-intersection with two large signs on the wall. Stop there and get out the&lt;br /&gt;hornet gun -- it's best to deal with the three sets of teleport-in aliens now.&lt;br /&gt;The first set has probably already teleported in, even if you didn't hear them.&lt;br /&gt;They're back in the area you just left. Go along the left edge of the vort&lt;br /&gt;hallway until you can see a vort on the walkway a ways over to the right (not&lt;br /&gt;far from the "02 COOLANT SYSTEM" sign).&lt;br /&gt;&lt;br /&gt;Let it see you as you hit it with a few quick hornets, then back up a ways and&lt;br /&gt;use the assault rifle to shoot it in the head as soon as it comes into view.&lt;br /&gt;After it's down, move along the left side of the hall again until you can see&lt;br /&gt;the blue "01 COOLANT REACTOR" sign ahead and to the left. Fire hornets toward&lt;br /&gt;the sign, and they should swerve left and hit the alien grunt that's over there.&lt;br /&gt;&lt;br /&gt;After it's dead, go back to the hallway intersection and turn right. Pass by a&lt;br /&gt;security guard with a bullet clip on a crate next to him, then go down some&lt;br /&gt;stairs and through a door to find a room with first aid and HEV rechargers, plus&lt;br /&gt;lots of ammo on a shelf. After filling up there, return to the hallway split and&lt;br /&gt;go down the other way. Don't open the door that's down that hallway -- just run&lt;br /&gt;to its end, and then return to the T-intersection.&lt;br /&gt;&lt;br /&gt;Doing all that should get the second pair of teleport-in aliens to appear, so&lt;br /&gt;repeat the above process of killing first the vort, then the grunt. If the third&lt;br /&gt;and final teleport-in pair don't appear soon afterwards, go over to where the&lt;br /&gt;vorts appear, then go down the ramp past that to reach a hallway with a lot of&lt;br /&gt;red machinery along one side. Run back and forth along that hallway to hopefully&lt;br /&gt;get the final teleport-in aliens to appear. When they do, sneak-shoot them each&lt;br /&gt;from near the bottom of the ramps they're close to.&lt;br /&gt;&lt;br /&gt;If necessary, keep doing the two hallway-running routines described in the above&lt;br /&gt;two paragraphs until you get all three teleport-in alien pairs. After that, go&lt;br /&gt;get the security guard by the crates to follow you, then follow the blue "01&lt;br /&gt;COOLANT SYSTEM" signs until you reach a spot with two dead scientists on the&lt;br /&gt;floor. Move down the hallway past them while facing toward them, since a vort&lt;br /&gt;will teleport in near them.&lt;br /&gt;&lt;br /&gt;When it does, quickly move to where your security guard is directly between you&lt;br /&gt;and it. After the guard gets zapped, move to where you can shoot the vort with&lt;br /&gt;altfire hornets. Your guard should help you take it down if he survived the zap.&lt;br /&gt;If he's still alive afterwards, whack him for his ammo. (If this routine doesn't&lt;br /&gt;work for you for some reason, drop a C4 satchel bomb on the floor near the dead&lt;br /&gt;scientists, then back up down the hallway and hit the detonator's button as soon&lt;br /&gt;as the vort appears.)&lt;br /&gt;&lt;br /&gt;Move up to the door at the other end of the hall to get it to open, then stop&lt;br /&gt;and fire some hornets over toward the left side of the room beyond. There are&lt;br /&gt;three alien grunts over on the room's left side, one of which is up on a higher&lt;br /&gt;walkway. You'll want to hornet them all to death from the doorway before moving&lt;br /&gt;into the room.&lt;br /&gt;&lt;br /&gt;Climb the ladder that leads to the room's upper walkway, then go along it to&lt;br /&gt;reach a door. Past it, go up some stairs and turn right to find the pump room.&lt;br /&gt;Use hornets to kill the nearby headcrab, then move forward to where you can see&lt;br /&gt;and hornet another headcrab that's on the room's lower floor, to the right of&lt;br /&gt;the big blue pump machine. Move forward to where the walkway splits, then&lt;br /&gt;quickly retreat back to the corner by the stairs.&lt;br /&gt;&lt;br /&gt;Wait for two vorts to teleport in, then move to where you can use hornets to&lt;br /&gt;sneak-shoot the one that's on the upper walkway over to the right. After it's&lt;br /&gt;down, crouch-walk along the walkway until you get to a spot where you can use&lt;br /&gt;the crossbow to sneak-shoot the vort that's on the other side of the big blue&lt;br /&gt;pump machine.&lt;br /&gt;&lt;br /&gt;Move along the side walkway and examine the pump machine with the flashlight on&lt;br /&gt;until you see its little red lever. After quicksaving, drop off the walkway at&lt;br /&gt;the spot nearest the red lever, then use it and run for the ladder that'll get&lt;br /&gt;you back onto the walkway. Two more vorts will teleport in, but if you're fast&lt;br /&gt;enough, you can leave the area without getting zapped.&lt;br /&gt;&lt;br /&gt;Make your way back to the hallway with all the red machines, then follow the "02&lt;br /&gt;COOLANT SYSTEM" signs until you reach a spot where an explosion blocks the hall&lt;br /&gt;with rubble. Walk past the first big piece of rubble on its left side, then turn&lt;br /&gt;right and jump onto the piece of rubble on the floor, then move to its other end&lt;br /&gt;and turn left. You can then easily make it to the door that's just ahead.&lt;br /&gt;&lt;br /&gt;The room beyond this door is similar to the room beyond the hallway door in the&lt;br /&gt;previous area, except that the alien grunts in this room aren't all nicely&lt;br /&gt;clustered off to one side. If you stand in the doorway this time, you'll be seen&lt;br /&gt;and horneted. What you want to do is have the gauss gun out when you first open&lt;br /&gt;the door so you can use it to quickly kill the grunt that's directly across the&lt;br /&gt;room.&lt;br /&gt;&lt;br /&gt;After he's dead, you can switch to the hornet gun and sneakily hornet the grunt&lt;br /&gt;that's over on the right side of the room. To help keep him from seeing you,&lt;br /&gt;back up a little right after opening the door. Those are the only two grunts&lt;br /&gt;that start out in that room, so go on in after they're dead and use altfire&lt;br /&gt;hornets to kill the three barnacles (one of which is hanging over the upper&lt;br /&gt;walkway).&lt;br /&gt;&lt;br /&gt;Check near a dead scientist for health packs, then set a tripmine to trip up the&lt;br /&gt;third grunt when it teleports in. Find the big "COOLANT TANK 02" sign on the&lt;br /&gt;wall, then notice that the wall is divided into segments by vertical lines.&lt;br /&gt;Place your tripmine in the center of the second wall segment to the right of the&lt;br /&gt;coolant tank sign. (You might want to quicksave first in case you don't get it&lt;br /&gt;set quite right.)&lt;br /&gt;&lt;br /&gt;Climb the ladder and move slowly and cautiously along the walkway until the&lt;br /&gt;grunt teleports in and falls through the walkway just ahead of you. If you put&lt;br /&gt;your tripmine in the right spot, the grunt will fall right into it and get blown&lt;br /&gt;up. If not, quickrestore and try again. After you get it right, jump over the&lt;br /&gt;walkway break and go along until you reach a door.&lt;br /&gt;&lt;br /&gt;Just past the door, use the wheel on the right wall to turn off the steam, then&lt;br /&gt;crouch-walk through the rubble and go up the stairs. Turn left at the top of the&lt;br /&gt;stairs and quickly hornet-shoot the two headcrabs you see on the walkway ahead.&lt;br /&gt;Use the flashlight to help you see the third headcrab on the floor near the big&lt;br /&gt;orange pump machine, then hornetize it and the three barnacles on the ceiling&lt;br /&gt;before dropping down to the floor.&lt;br /&gt;&lt;br /&gt;Get the armor batteries near the dead scientist if you need them, then use the&lt;br /&gt;pump machine's little red lever to get it going. Use the ladder to get back onto&lt;br /&gt;the walkway, then go back the way you came. Revisit the room with the scientist&lt;br /&gt;and the supplies to see if there's anything you need there now, then go the&lt;br /&gt;other way from the hall T-intersection and approach the door that I told you to&lt;br /&gt;go by without opening before.&lt;br /&gt;&lt;br /&gt;Do a quicksave, then open the door and run through it. In the middle of the room&lt;br /&gt;beyond is a large tank with a little water in its bottom. If you run and drop&lt;br /&gt;into the water fast enough, the alien grunts in the room won't have time to&lt;br /&gt;hornet you. Find the maintenance access tunnel and start swimming down it. When&lt;br /&gt;you enter a small room where you can surface for air, section c3a2b will load.&lt;br /&gt;&lt;br /&gt;^ Section c3a2b: ASCENDING THE CORE&lt;br /&gt;&lt;br /&gt;Swim through the short tunnel that leads from that room to the base of the&lt;br /&gt;reactor core. Look up and to the left to see the head of a vortigaunt that's&lt;br /&gt;standing near a ladder on the lowest ledge that circles the core. There's no&lt;br /&gt;need to shoot him, but remember where he is. Look around underwater for two&lt;br /&gt;small flow control valve wheels on the walls.&lt;br /&gt;&lt;br /&gt;Use either one of those wheels, then wait for the water level to stop rising&lt;br /&gt;before you use the other wheel. After the water level stops rising again, float&lt;br /&gt;on the surface in a spot where the vort you spotted can't zap you, and wait for&lt;br /&gt;it to be zapped by one of the core's electrical discharges. After that happens,&lt;br /&gt;climb up the nearby ladder to a spot near its top, then look up and locate the&lt;br /&gt;stray electrical bolt that's moving slowly around just above you.&lt;br /&gt;&lt;br /&gt;Right after it goes by you, climb onto the ledge, turn left, and run for the&lt;br /&gt;next ladder. Stop and quicksave once you're near its top, since it's going to&lt;br /&gt;get harder. When you climb up onto the second circular ledge, you'll want to&lt;br /&gt;turn right and run for the nearest ladder, so watch the multiple moving electric&lt;br /&gt;bolts to make sure that you don't get zapped on the way. If you do, quickrestore&lt;br /&gt;and try again until you make it unharmed, then quicksave again.&lt;br /&gt;&lt;br /&gt;On the third and final circular ledge, you'll want to turn right past the&lt;br /&gt;ladder, jump a gap in the walkway, and then run for the alcove with the door.&lt;br /&gt;You're safe in the alcove as long as you don't let the electrical beam that hits&lt;br /&gt;the center of the door touch you. Wait until just after it goes off, then go&lt;br /&gt;through the door and run to the right. Go down the corridor until section c3a2c&lt;br /&gt;loads.&lt;br /&gt;&lt;br /&gt;^ Section c3a2c: ALIEN BATTLE HALLWAY&lt;br /&gt;&lt;br /&gt;Go through the "SUPPLY D-301" door and check the shelf for stuff you need, then&lt;br /&gt;enter the neary malfunctioning elevator and elevate yourself by climbing the&lt;br /&gt;ladder in the back. At the top of the ladder, turn around and jump to the broken&lt;br /&gt;elevator door to reach level B. Go through the "SUPPLY B-301" door and check its&lt;br /&gt;shelf for goodies.&lt;br /&gt;&lt;br /&gt;Leave the supply room and go down the corridor until you reach a door on the&lt;br /&gt;right that leads to a room with a security guard. Go past the door and turn&lt;br /&gt;right, then walk up to the crate you see ahead. Immediately back up until you're&lt;br /&gt;by the security room door, and have the shotgun ready to double-barrel the vort&lt;br /&gt;that teleports in a bit to the left.&lt;br /&gt;&lt;br /&gt;Hopefully, neither of the two grunts who teleported into the hallway past the&lt;br /&gt;crate you approached have seen you. If that's the case, you can carefully sneak-&lt;br /&gt;shoot them both to death with hornets. (Note that one of them likes to hide in&lt;br /&gt;the second doorway on the left in their hall.) After both of those grunts are&lt;br /&gt;dead, find the large red wheel on the wall and use it to cause the steam vents&lt;br /&gt;farther down the hall to spray painfully hot steam.&lt;br /&gt;&lt;br /&gt;Go toward the steam, but don't enter it. As you approach it, aliens will start&lt;br /&gt;teleporting in at the other end of it. As soon as they do, run into the nearby&lt;br /&gt;room and go through the door in its back right corner. Hopefully, this will keep&lt;br /&gt;you from getting hit by any hornets. Wait a few seconds, then return to the&lt;br /&gt;doorway that leads out to the hall. Fire some hornets toward the steam to see if&lt;br /&gt;you can hit anything.&lt;br /&gt;&lt;br /&gt;Strafe into the hall just long enough for any surviving aliens to see you, then&lt;br /&gt;run for cover again as they enter the steam and die. If all you got were&lt;br /&gt;vortigaunts, you could toss a hand grenade toward the back wall past the steam&lt;br /&gt;to see if that'll get the teleport-in alien grunt to appear. If you don't do&lt;br /&gt;that, it'll probably never appear, and you won't have to worry about it.&lt;br /&gt;&lt;br /&gt;Go shut the steam off by using the same wheel again. There are two more grunts&lt;br /&gt;around the corner past the steam vents, so quicksave and then try to sneak-shoot&lt;br /&gt;them with hornets. If they keep running into view and attacking you when you do&lt;br /&gt;that, you may want to quickrestore and go get the security guy to help you. (Or&lt;br /&gt;sneak-shoot them with heavier weapons, like the crossbow.)&lt;br /&gt;&lt;br /&gt;After they're down, go to the end of their hallway to find a ladder that leads&lt;br /&gt;down to a small optional part of section c3a2f. To make sure you don't take a&lt;br /&gt;painful fall, crouch-hop onto the railing and run onto the ladder from there.&lt;br /&gt;&lt;br /&gt;^ Section c3a2f: SIDE AREA WITH SUPPLIES&lt;br /&gt;&lt;br /&gt;In the room past the bottom of the ladder, look on the floor next to the big&lt;br /&gt;reactor core diagram to see that someone (presumably the nearby dead scientist)&lt;br /&gt;wrote the numbers 2, 4, and 7 in blood. Remember those, since they'll be&lt;br /&gt;significant soon. For now, use the stacked crates to hop over the fence they're&lt;br /&gt;next to and land on the middle walkway of the dark and wrecky room beyond.&lt;br /&gt;&lt;br /&gt;Carefully crouch-walk under the fallen beam to get to a health pack and some&lt;br /&gt;gauss gun ammo. Crouch-walk back under the beam, then use the ladder that's on&lt;br /&gt;the left part of the fence to get back over it. That's all you can do here, so&lt;br /&gt;go back up the tall ladder that'll return you to section c3a2c.&lt;br /&gt;&lt;br /&gt;^ Section c3a2c (again): ASCENDING THE CORE, PART 2&lt;br /&gt;&lt;br /&gt;Go through the "CORE LEVEL B" door that's down a nearby side hall, then walk up&lt;br /&gt;next to the teleporter orb that's closest to the core fence. Look to the nearest&lt;br /&gt;orb that's inside the fence, and watch for a rotating platform to move under it.&lt;br /&gt;When one does, enter the portal you're next to in order to end up on the moving&lt;br /&gt;platform.&lt;br /&gt;&lt;br /&gt;You'll be rotating around ports 1 thru 3 of the core. Port 2 is the one that&lt;br /&gt;gets you up to the next level, but first jump into port 1 to get teleported to a&lt;br /&gt;headcrabby area. Stand where you appear and hornet-kill the headcrab that you&lt;br /&gt;see ahead in the grate-floored room. After it's dead, another will drop down&lt;br /&gt;near the ladder in that room, so kill it and any that drop down after it.&lt;br /&gt;&lt;br /&gt;Next, kill all of the headcrabs in the two dark side niches along the right&lt;br /&gt;wall, using the flashlight to help you see them. Each niche has a total of three&lt;br /&gt;headcrabs, which will drop down one at a time. After they're all dead, go to the&lt;br /&gt;edge of the grated-floor room and look to the left to spot a headcrab near the&lt;br /&gt;wall. Kill it with hornets, then wait for more to fall. (If none do, look up to&lt;br /&gt;see if any got stuck up near the ceiling.) Don't neglect to also kill the&lt;br /&gt;headcrab that you can see to the left of the portal on the platform at the other&lt;br /&gt;end of the room.&lt;br /&gt;&lt;br /&gt;After they're all dead, use altfire hornets to shoot all of the floor gratings&lt;br /&gt;to see which ones will break. Or skip that and just walk along the floor beam&lt;br /&gt;that goes all the way across the room to a spot near the ladder on the other&lt;br /&gt;side. Jump to the ladder, then climb it to the portal platform. Get the hand&lt;br /&gt;grenades from a crate near the portal, then go through it to return to the&lt;br /&gt;starting teleporter area.&lt;br /&gt;&lt;br /&gt;After you get back onto a rotating platform, go through port 3 to get to a&lt;br /&gt;secret supply room with stuff on the shelves. Get what you need, then use the&lt;br /&gt;exit portal to return to the starting teleporter area. This time, you'll want to&lt;br /&gt;go through port 2. However, don't just jump from the rotating platform into the&lt;br /&gt;port. You need to jump to the port 2 ledge, which can be tricky to do without&lt;br /&gt;being teleported. Try jumping to the ledge when your rotating platform isn't in&lt;br /&gt;front of port 2 yet, but is just coming around to it.&lt;br /&gt;&lt;br /&gt;Quicksave, then turn and look up. You see that portal that's almost directly up&lt;br /&gt;above you? That's where port 2 will take you, so wait until you see a rotating&lt;br /&gt;platform under that portal, then quickly back up into port 2. Immediately start&lt;br /&gt;crouching, since the rotating platform will go under a pipe between ports 6 and&lt;br /&gt;4. Wait until you can jump into port 5, which will take you to a room with&lt;br /&gt;supplies on a shelf and three scientists.&lt;br /&gt;&lt;br /&gt;Go through the room's door and down a hallway to reach another room with&lt;br /&gt;supplies on shelves, plus a portal that'll take you back to the starting&lt;br /&gt;teleporter area. Go through port 2 to get to the next level again, then jump&lt;br /&gt;over to port 4's ledge and quicksave again (just like you did with port 2). Look&lt;br /&gt;up and right to see the portal that port 4 takes you to, and back into it when&lt;br /&gt;there's a moving platform to land on.&lt;br /&gt;&lt;br /&gt;Again, crouch whenever your platform is about to move under a pipe. Jump into&lt;br /&gt;port 8 to be taken to a room in section c3a2b with an HEV station and some gauss&lt;br /&gt;gun ammo. As soon as you materialize there, get out the assault rifle and run&lt;br /&gt;for the opposite wall (the one with a big window in it). Crouch down next to the&lt;br /&gt;wall so that the vort that teleports in on the wall's other side can't zap you,&lt;br /&gt;then turn to face the room's door.&lt;br /&gt;&lt;br /&gt;The second teleport vort will appear near it, so take it down quickly with the&lt;br /&gt;assault rifle. Wait until you hear the first vort being killed by zappy&lt;br /&gt;electrical discharges, then go for the HEV station and the gauss ammo. Use the&lt;br /&gt;exit portal to get back to the starting teleporter area.&lt;br /&gt;&lt;br /&gt;Now it's time to get serious about getting past this area. Go through ports 2,&lt;br /&gt;4, and 7 (like the scientist wrote on the floor in blood) to get to the fancy&lt;br /&gt;core area in section c3a2f.&lt;br /&gt;&lt;br /&gt;^ Section c3a2f (again): LEVEL C REACTOR CORE&lt;br /&gt;&lt;br /&gt;Stay on the ledge you start on and study the complicated reactor mechanism ahead&lt;br /&gt;of you. There are two sets of rotatating platforms, plus a large circular ring&lt;br /&gt;between the platform sets that goes slowly up and down. That ring is going to be&lt;br /&gt;your primary means of transportation around this place, but notice that its&lt;br /&gt;highest position is up against large ceiling beams in several spots. You don't&lt;br /&gt;want to get crushed against those while on the ring.&lt;br /&gt;&lt;br /&gt;What you want to do is quicksave, then take a running jump from your ledge to&lt;br /&gt;the circular ring when it's on its way down to its lowest position. As soon as&lt;br /&gt;you land on it, turn left and run along it until you find a ledge on your left&lt;br /&gt;that has a button marked "01" on its back wall. Wait until the ring rises up to&lt;br /&gt;where it's about even with the ledge, then take a running jump toward it (using&lt;br /&gt;a moving platform between you and the ledge to help you get there).&lt;br /&gt;&lt;br /&gt;Press the "01" button, then quicksave and repeat the process of jumping to the&lt;br /&gt;ring when it's on its way down. As before, turn left and run along the ring&lt;br /&gt;until you're near another button ledge, this one with an "02" label. Jump to&lt;br /&gt;that ledge when you can, then press its button. The two "doors" that lead into&lt;br /&gt;the central core are now open enough for you to get through them.&lt;br /&gt;&lt;br /&gt;After quicksaving, jump back to the ring and then to one of the moving platforms&lt;br /&gt;that are between the ring and the central core. When your platform is next to&lt;br /&gt;one of the open core "doors," move forward onto the door's ledge, then crouch-&lt;br /&gt;jump through the door and into the portal to be taken back to section c3a2c.&lt;br /&gt;&lt;br /&gt;^ Section c3a2c (yet again): DONE WITH THE CORE&lt;br /&gt;&lt;br /&gt;You're now past all the horrid core areas, so save your game in celebration and&lt;br /&gt;do *not* enter the exit portal nearby. It'll take you all the way back to the&lt;br /&gt;starting teleporter area, and you don't want to go there. Instead, go through a&lt;br /&gt;couple of doors to get to section c3a2d.&lt;br /&gt;&lt;br /&gt;^ Section c3a2d: TELEPORTING TO THE ALIEN DIMENSION&lt;br /&gt;&lt;br /&gt;Past the second door, go up to where the red wheel on the overhead pipe is and&lt;br /&gt;use it. (You may have to get under it and jump right before pressing the "Use&lt;br /&gt;item" key.) Wait for the steam to kill three headcrabs at the other end of the&lt;br /&gt;hallway, then use the wheel to turn it off so you can move into a dark area past&lt;br /&gt;the headcrabs to find an armor battery.&lt;br /&gt;&lt;br /&gt;Near that dark area is a side alcove with a ladder in it. Climb it to the top,&lt;br /&gt;then go down the corridor to find a closed door that a scientist will open for&lt;br /&gt;you. (I've heard that this scientist is supposedly Dr. Isaac Kleiner in Half-&lt;br /&gt;Life 2, but I see no particular reason to assume that.) Go through the open door&lt;br /&gt;and check all around for tons of supplies while the scientist talks to you.&lt;br /&gt;&lt;br /&gt;After he opens the long jump module case, move into it to pick up the module. To&lt;br /&gt;use it, run forward and crouch, then jump right away. When the scientist opens&lt;br /&gt;the door to the next area, get him and the security guy to follow you through&lt;br /&gt;the noisy scanner. Use the first aid and HEV stations if you need to, then enter&lt;br /&gt;the big teleporter chamber.&lt;br /&gt;&lt;br /&gt;Leave the scientist and guard near the chamber's door, then save your game. In a&lt;br /&gt;short time, alien controllers are going to be teleporting in. You don't want&lt;br /&gt;them attacking your gate-opening scientist, even though he has some protective&lt;br /&gt;glass around him. That glass won't last for long, and if he dies before you can&lt;br /&gt;teleport out, it's game-over time.&lt;br /&gt;&lt;br /&gt;You don't have to frantically kill controllers as fast as they appear in order&lt;br /&gt;to save the scientist. All you have to do is distract them so they'll attack you&lt;br /&gt;instead of him. A good place to do this from is on top of the high-up ledge you&lt;br /&gt;can get to by climbing up a red ladder on the wall. Run around the chamber until&lt;br /&gt;you find it. The bad part of this way is that you have little room to dodge&lt;br /&gt;without falling off the ledge, and will therefore take a lot of damage. Add to&lt;br /&gt;that the damage of dropping off the ledge when you need to hurry and get into&lt;br /&gt;position for the teleport, and this is one painful strategy.&lt;br /&gt;&lt;br /&gt;Before you try the ledge method, you should try standing on the floor on the&lt;br /&gt;opposite side of the chamber from the gate-opening scientist (near the narrow&lt;br /&gt;ledge that leads to the teleporter core). You won't be quite as visible to the&lt;br /&gt;alien controllers there, but most of them should still come after you. You might&lt;br /&gt;have a problem with the controllers that teleport in near the above-mentioned&lt;br /&gt;high-up ledge, so watch for them and quickly shoot them with something to get&lt;br /&gt;their attention as soon as they appear. (NOTE: Don't use the gauss or gluon&lt;br /&gt;guns at all, since you'll need all of your ammo for them in Gonarch's lair.)&lt;br /&gt;&lt;br /&gt;When the gate-opening scientist says to get into position, do a quicksave and&lt;br /&gt;then run over to the spot on the floor that's on the opposite side of the&lt;br /&gt;chamber as the scientist (if you're not already there). Keep distracting alien&lt;br /&gt;controllers and dodging their fire until the scientist says you must go through&lt;br /&gt;now. Immediately run along the narrow ledge that leads up to the portal and jump&lt;br /&gt;into it. If you're fast enough, you'll be teleported to the Xen chapter even if&lt;br /&gt;the scientist gets killed.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** XEN *****&lt;br /&gt;&lt;br /&gt;^ Section c4a1: HUGE FLOATING ISLAND&lt;br /&gt;&lt;br /&gt;No matter how damaged you are, save your game in a regular slot as soon as you&lt;br /&gt;make it here. Do a couple of quicksaves too, just for good measure. You just&lt;br /&gt;made it past the first of the three hardest parts of the game. (If you end up in&lt;br /&gt;*really* bad shape, save here anyway, then restore an earlier save and try the&lt;br /&gt;teleporter chamber again to see if you can do better next time.)&lt;br /&gt;&lt;br /&gt;The first thing you need to do here in Xen is long-jump over to the floating&lt;br /&gt;rock that has a dead HEV guy on it with a health pack and armor battery next to&lt;br /&gt;him. To make the jump, run forward while facing the HEV guy's rock, then crouch&lt;br /&gt;and jump right before you reach the edge of your rock. Since you've made several&lt;br /&gt;saves, you can easily restore one and try again if you don't make it.&lt;br /&gt;&lt;br /&gt;After you get the health and armor, use the hornet gun to kill the vortigaunt&lt;br /&gt;that teleports in on the next floating rock in the series. Long-jump over to his&lt;br /&gt;rock, then wait with the shotgun out for another vort to teleport in. Quickly&lt;br /&gt;blow him away, then dispose of the houndeye that 'ported in behind the small&lt;br /&gt;rocky spire with the crowbar or hornet gun.&lt;br /&gt;&lt;br /&gt;Now comes the long, arduous task of getting down to the top surface of the main&lt;br /&gt;rock "island." If you try to long-jump straight there, you'll fall more than far&lt;br /&gt;enough to die from the impact, even in this dimension's lower gravity. Study all&lt;br /&gt;the rocky platforms that are moving around the island's huge spires at varous&lt;br /&gt;heights until you find the highest-up one. Long-jump to it when it comes close&lt;br /&gt;enough to your rock for you to do so.&lt;br /&gt;&lt;br /&gt;Look down to find the next-highest platform, then wait for it to come to where&lt;br /&gt;you can drop down onto it. (Note that it might help a bit to crouch before you&lt;br /&gt;land.) Keep dropping or long-jumping onto the next-highest nearby platform until&lt;br /&gt;you reach the lowest one, from which you can drop to the surface of the island&lt;br /&gt;without taking any damage. (And yes, you should quicksave after every successful&lt;br /&gt;dropping-down, just in case you mess up on the next one.)&lt;br /&gt;&lt;br /&gt;Move carefully around the border of the island's top surface to see that there&lt;br /&gt;are four large spiky protrusions sticking out a ways below you. There's also a&lt;br /&gt;small moving rock platform that goes around the island's circumference. You&lt;br /&gt;could move around the island border and watch the platform until it gets close&lt;br /&gt;enough for you to drop safely onto, but that's not the best way.&lt;br /&gt;&lt;br /&gt;After quicksaving, crouch-drop very carefully onto any of the four spiky&lt;br /&gt;protrusions, then stay crouched and see if any nearby hanging purple crystals&lt;br /&gt;can zap you. If so, quickrestore and try dropping onto a different spike. Once&lt;br /&gt;you find one where the nearest purple crystal can't zap you, use the hornet gun&lt;br /&gt;to quickly kill any nearby houndeyes, then use altfire hornets to destroy every&lt;br /&gt;purple crystal within sight, starting with the closest one.&lt;br /&gt;&lt;br /&gt;After that's all done, jump-crouch onto the ledge that runs around the lower&lt;br /&gt;part of the island. Make your way slowly along the ledge, using hornets to kill&lt;br /&gt;houndeyes and destroy purple crystals as you go, until you find the big healing&lt;br /&gt;pool. Stand in it until your health is back to 100, then examine the rocky wall&lt;br /&gt;near it carefully with the flashlight on until you find a small space you can&lt;br /&gt;crouch-walk through to reach a sort of hidden alcove.&lt;br /&gt;&lt;br /&gt;Jump-crouch into the large hole in the alcove wall, then bash through the vines&lt;br /&gt;to reach a big room with an alien teleporter in it. To activate that teleporter,&lt;br /&gt;you must first go around the room and find all three of the weird mushroom-like&lt;br /&gt;things with metal claws on top of them. Use each of those three shrooms to open&lt;br /&gt;its claws. (Note that you'll have to jump to one of the shrooms, since it's on&lt;br /&gt;top of a large rock.)&lt;br /&gt;&lt;br /&gt;After they're all open, find the vines that are imprisoning three little golden&lt;br /&gt;flyer thingies. Bash the vines to release the flyers, then wait and watch as&lt;br /&gt;they settle into the open-top shrooms. After all three of them are in place, the&lt;br /&gt;exit teleporter will be open in the center of the cave. Big rock "fangs" will&lt;br /&gt;start coming out of the cave's floor and ceiling, so quickly run into the&lt;br /&gt;teleporter beam to get to the Gonarch's Lair chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** GONARCH'S LAIR *****&lt;br /&gt;&lt;br /&gt;^ Section c4a2: GONARCH COMBAT, STAGE 1&lt;br /&gt;&lt;br /&gt;As soon as the area around you fades in, run for the nearby armor batteries and&lt;br /&gt;ammo canister, then use the hornet gun to kill the two headcrabs that are coming&lt;br /&gt;for you. Look a bit to the left of and beyond those headcrabs to see a cluster&lt;br /&gt;of three spiky plants next to a large rock wall. (Both the plants and the wall&lt;br /&gt;are near the area's border.)&lt;br /&gt;&lt;br /&gt;Run for those plants, then go between them and the rock wall. You can hide from&lt;br /&gt;Gonarch (short for Gonad Monarch, no doubt) behind the rock wall, and you can go&lt;br /&gt;along the ledge behind it to get to a spot where you can long-jump to and from a&lt;br /&gt;healing pool. To damage Gonarch, fire hornets at it through the gap between the&lt;br /&gt;rock wall and the three-plant cluster.&lt;br /&gt;&lt;br /&gt;Gonarch's vulnerable spot is the huge glorpy sac that's hanging down under its&lt;br /&gt;main body. Fire hornets while aiming a bit below that sac, and they should&lt;br /&gt;swerve up and hit it. They should also swerve to hit any little white baby&lt;br /&gt;headcrabs that Gonarch births. If Gonarch ever fires off a glob of acid at you,&lt;br /&gt;run quickly along the ledge behind the rock to make sure it doesn't hit you.&lt;br /&gt;(The acid attack shouldn't ever happen if you stand so that you can only halfway&lt;br /&gt;see Gonarch.)&lt;br /&gt;&lt;br /&gt;Gonarch will mostly stand still as you attack it with hornets, though it will&lt;br /&gt;run around briefly every once in a while. When it's finally damaged enough to&lt;br /&gt;get scared, it'll run off and crash through some vines that are blocking a cave&lt;br /&gt;tunnel entrance. After you make sure you've killed all the baby headcrabs in the&lt;br /&gt;area, come out from your hiding spot and enter the cave tunnel. Move along it&lt;br /&gt;with the flashlight on to find an armor battery and ammo canister near a dead&lt;br /&gt;HEV guy. (Say, how did all these HEV guys get here ahead of you, anyway?)&lt;br /&gt;&lt;br /&gt;Be sure to save your game at this point, since the second of the three hardest&lt;br /&gt;parts in the game is coming up. Move on past the HEV guy to reach the spot where&lt;br /&gt;section c4a2a loads.&lt;br /&gt;&lt;br /&gt;^ Section c4a2a: GONARCH COMBAT, STAGE 2&lt;br /&gt;&lt;br /&gt;As soon as this section finishes loading, run forward to avoid getting crushed&lt;br /&gt;by a rockfall, then get out the gluon gun and start blasting Gonarch's sac with&lt;br /&gt;a continuous stream of fire. Discontinue fire if Gonarch moves left or right,&lt;br /&gt;since it's hard to keep from missing then, and resume fire again as soon as you&lt;br /&gt;can be sure of your aim. When Gonarch spits acid at you, running forward is&lt;br /&gt;usually the easiest way to avoid it.&lt;br /&gt;&lt;br /&gt;You should start out with a full load of gluon ammo, which may be enough to get&lt;br /&gt;Gonarch to quit attacking you and crash through the vines that lead to the next&lt;br /&gt;area. If not, quickly switch to the RPG or assault rifle and start blasting&lt;br /&gt;Gonarch's sac with rockets or AR grenades. If Gonarch manages to hit you even&lt;br /&gt;once with its acid or its spiky legs, you'll probably want to quickrestore and&lt;br /&gt;try again. (You also might want to try using three or four RPG rockets to start&lt;br /&gt;with, then switching to the gluon gun.)&lt;br /&gt;&lt;br /&gt;Before you follow Gonarch to the next area, look for the large trapezoid-shaped&lt;br /&gt;hole in the ground in the back corner of this area. Drop into the hole, then&lt;br /&gt;walk along until you come to a small stick-out rock. Turn around and crouch-walk&lt;br /&gt;backward onto the stick-out rock with the flashlight on, ready to shoot the&lt;br /&gt;headcrab that magically appears in front of you with some fast altfire hornets.&lt;br /&gt;Stand up and turn around, then quickly jump to the stick-out rock on the left&lt;br /&gt;before more headcrabs can spawn. (Note that you could drop down to that rock&lt;br /&gt;directly without using the trapezoid-shaped hole, but that's a bit more error-&lt;br /&gt;prone.)&lt;br /&gt;&lt;br /&gt;The small room past that stick-out rock has a healing pool in it. Stand in the&lt;br /&gt;pool until your health is 100, then return to the stick-out rock and jump from&lt;br /&gt;it over to the only one you haven't been on yet. Quickly kill the headcrab in&lt;br /&gt;the room beyond with hornets, then collect the ammo canister and armor&lt;br /&gt;batteries that are near yet another dead HEV guy.&lt;br /&gt;&lt;br /&gt;Slowly make your way around to the back of the whoosh-thing on the ground, then&lt;br /&gt;quicksave. Run onto the whoosh-thing and jump, trying to get through the large&lt;br /&gt;hole and land safely on the ground outside without taking any damage. If you&lt;br /&gt;mess up, quickrestore and try again until you get it right. Once you're back up&lt;br /&gt;there, you can follow Gonarch into the cave it ran into earlier.&lt;br /&gt;&lt;br /&gt;When you come to the cave shaft, jump across to the narrow ledge that has the&lt;br /&gt;light crystal on it. Turn around and jump toward the light crystal you see in&lt;br /&gt;the wall below and across the shaft from you, then crouch as you fall. You&lt;br /&gt;should drop into section c4a2b without taking any damage.&lt;br /&gt;&lt;br /&gt;^ Section c4a2b: GONARCH COMBAT, STAGE 3&lt;br /&gt;&lt;br /&gt;After you reach the floor, turn around to see Gonarch jump into a pit at the&lt;br /&gt;other end of a short cave tunnel. The floor of that tunnel is very slippery, and&lt;br /&gt;you'll have to be careful on it to keep from falling off the edge and dropping&lt;br /&gt;down to where Gonarch is. Move into the tunnel slowly, and you'll soon start&lt;br /&gt;sliding toward the drop-off.&lt;br /&gt;&lt;br /&gt;If you were moving slowly, you'll only slide slowly, so let it happen until&lt;br /&gt;you're about halfway down the tunnel, then lean on the "Move backward" key until&lt;br /&gt;you stop moving. You should then be unable to move in any direction unless you&lt;br /&gt;jump first or really lean on a movement key, but don't do that yet. Get out the&lt;br /&gt;hornet gun and start firing hornets at a spot over the drop-off. They should&lt;br /&gt;swerve down and hit Gonarch.&lt;br /&gt;&lt;br /&gt;If you don't hear any "crunch" sounds that signify the hornets are doing damage,&lt;br /&gt;try firing them at various spots, including high-up ones. Also, try changing&lt;br /&gt;your position a bit and jumping up and down while firing hornets. (Just be sure&lt;br /&gt;not to slide too close to the drop-off, or Gonarch will be able to throw acid at&lt;br /&gt;you.) It takes awhile, but you can eventually get enough good "crunch" hits to&lt;br /&gt;make Gonarch change position, after which it should be easy to score hits&lt;br /&gt;without having to jump or move around at all.&lt;br /&gt;&lt;br /&gt;If you can't ever get any "crunch" hits at first, or if getting Gonarch to&lt;br /&gt;change position is taking too long, toss some hand grenades and/or C4 satchel&lt;br /&gt;bombs to damage Gonarch. Note that with the grenades, it can be kind of hard to&lt;br /&gt;make sure they hurt Gonarch, since they can bounce off to the side or fall&lt;br /&gt;through the vines that Gonarch is standing on. With satchels, it's easier to&lt;br /&gt;hurt Gonarch, since you can hit the detonation button as soon as you see the&lt;br /&gt;satchel fall out of sight. But you'll have to jump right before throwing one,&lt;br /&gt;then lean on the "Move backward" key to make sure you don't slide forward.&lt;br /&gt;&lt;br /&gt;Hit Gonarch with explosives until you hear it change position, then try the&lt;br /&gt;hornet gun again, remembering to fire hornets at different spots (and jump and&lt;br /&gt;change position) if you don't start getting the "crunch" sounds right away.&lt;br /&gt;Hopefully, you won't have to use any more explosives, and can keep horneting&lt;br /&gt;Gonarch until it blows up.&lt;br /&gt;&lt;br /&gt;After Gonarch is dead, turn the flashlight on and jump up so you can start&lt;br /&gt;moving slowly forward. Aim yourself toward the left side of the drop-off. As&lt;br /&gt;soon as you go over the edge, lean on the "Move backward" key to ensure that&lt;br /&gt;you land on a tiny ledge a ways above the floor below. Use the flashlight to&lt;br /&gt;help you see and hornet-shoot all of the baby headcrabs on the floor. They won't&lt;br /&gt;all be running around, so take the time to scan the whole floor carefully before&lt;br /&gt;you crouch-drop down to it.&lt;br /&gt;&lt;br /&gt;No matter how careful you were, there will still probably be some baby headcrabs&lt;br /&gt;left, so be sure to hornet-kill all of them before you grab the four armor&lt;br /&gt;batteries that are clustered together in a dark corner. Get the ammo canister&lt;br /&gt;that's fairly near the batteries, then go over to the large hole in the floor&lt;br /&gt;that Gonarch made when it blew up.&lt;br /&gt;&lt;br /&gt;If your health is under 100, carefully crouch-drop onto the edge of the hole's&lt;br /&gt;side area that has a health pool in it. After you've healed up, save your game&lt;br /&gt;in a regular slot and a quicksave slot, then drop to the bottom of the hole to&lt;br /&gt;get teleported to the Interloper chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** INTERLOPER *****&lt;br /&gt;&lt;br /&gt;^ Section c4a1a: BIG ISLAND WITH ELEVATOR SPIRES&lt;br /&gt;&lt;br /&gt;The regular way to get past this area involves going through the cave that&lt;br /&gt;starts on the other side of the island. Even though the cave has some supplies,&lt;br /&gt;including gluon gun ammo in a canister, it's definitely not the best way to go.&lt;br /&gt;You'll be giving the aliens more time to teleport in vorts and controllers, and&lt;br /&gt;you'll not be able to avoid getting badly vort-zapped as you ride up the&lt;br /&gt;"elevator spire." Due to this, I will only describe the two shortcut methods&lt;br /&gt;that I've discovered. (Note that shortcut #2 is a lot quicker, but can be harder&lt;br /&gt;to do.)&lt;br /&gt;&lt;br /&gt;--- SHORTCUT #1: RUN TO ELEVATOR SPIRE ---&lt;br /&gt;&lt;br /&gt;When the scene starts to fade in, turn left a bit so you can see the nearby&lt;br /&gt;parts of the large island you're next to. Watch for two huge rocky spires to&lt;br /&gt;rise up out of the ground, and note exactly where the hole is that the second&lt;br /&gt;one rises up out of. Restore your game from the end of Gonarch's Lair, then drop&lt;br /&gt;into the teleporter again. Turn and run for the second spire's hole as soon as&lt;br /&gt;you can see where you're going.&lt;br /&gt;&lt;br /&gt;When you make it to the edge of the hole, look down into it to see the rocky&lt;br /&gt;spire's top. When it starts moving up, drop onto it and ride it all the way up.&lt;br /&gt;Look around for a floating rock platform nearby that you can jump to, then&lt;br /&gt;quicksave and start shooting down all the nearby alien controllers. Use the&lt;br /&gt;gluon gun until you run out of ammo for it, then switch to the .357 and/or&lt;br /&gt;assault rifle. (The shotgun is good for controllers that fly by really close.)&lt;br /&gt;&lt;br /&gt;After all the nearby controllers are dead, quicksave again, then look for the&lt;br /&gt;next-lowest moving platform in the series. Yes, this is just like the moving&lt;br /&gt;platform drop-a-thon you went through in the Xen chapter, except this time&lt;br /&gt;you're not trying to get onto the island's surface. Instead, you're going for a&lt;br /&gt;stationary rock platform with an ammo canister on it that's a ways above the&lt;br /&gt;surface. Keep watching for (and shooting down) alien controllers as you make&lt;br /&gt;your way down to that rock.&lt;br /&gt;&lt;br /&gt;Once on that rock, you'll be in range of all the vorts on the island's surface,&lt;br /&gt;so stay crouched and move around when necessary to avoid getting zapped. Watch&lt;br /&gt;for a blue alien flyer to appear and fly right by your rock, close enough that&lt;br /&gt;you can run onto it without even having to jump. Once you're on it, get out the&lt;br /&gt;assault rifle and crouch near the flyer's center, quickly AR-grenading any vorts&lt;br /&gt;that are in a position to zap you as you ride along.&lt;br /&gt;&lt;br /&gt;When you get close to the large floating rock with an alien teleporter gadget on&lt;br /&gt;it, quicksave before long-jumping to the rock in case you miss it. Once on it,&lt;br /&gt;enter the teleporter to get to section c4a1b.&lt;br /&gt;&lt;br /&gt;--- SHORTCUT #2: LONG JUMP TO FLYER ---&lt;br /&gt;&lt;br /&gt;When the scene starts to fade in, turn left just a little bit, then run forward&lt;br /&gt;so that you land near the right edge of the island below. Run along it to get up&lt;br /&gt;onto one end of a rocky hill, then get out the crossbow or .357 and snipe the&lt;br /&gt;vortigaunt that's standing around near the other end of the hill. Run over&lt;br /&gt;there, get out the gluon gun, and quicksave.&lt;br /&gt;&lt;br /&gt;Crouch down on the lower part of the hilltop so any vorts on the ground nearby&lt;br /&gt;can't see you. (One may run up after you, so be ready to blast it quickly if it&lt;br /&gt;does.) Locate the stationary floating rock that's a ways beyond your hilltop&lt;br /&gt;position. You can't long-jump to that rock, but you need to keep a close watch&lt;br /&gt;on it for a blue alien flyer to appear near it and fly right past it.&lt;br /&gt;&lt;br /&gt;Before one does, use the gluon gun to blow away alien controllers, switching to&lt;br /&gt;the .357 after you run out of gluon ammo. As soon as a flyer appears near the&lt;br /&gt;rock, quicksave again and try long-jumping onto the flyer. That's a very hard&lt;br /&gt;jump to make, so you may have to quickrestore and retry many times, especially&lt;br /&gt;if you're not good at doing long jumps. I found it best to long-jump off of the&lt;br /&gt;highest point of the hilltop while running toward the flier.&lt;br /&gt;&lt;br /&gt;Once you make it onto the flyer, crouch-walk to its approximate center, then get&lt;br /&gt;out the assault rifle and start using AR grenades to quickly blow up any vorts&lt;br /&gt;on the ground below that can zap you. As for any remaining alien controllers,&lt;br /&gt;you can try to shoot them down, but it would probably be best to ignore them and&lt;br /&gt;focus on the vorts, since they can hurt you a lot faster.&lt;br /&gt;&lt;br /&gt;When you get close to the large floating rock with an alien teleporter gadget on&lt;br /&gt;it, quicksave before long-jumping to the rock in case you miss it. Once on it,&lt;br /&gt;enter the teleporter to get to section c4a1b.&lt;br /&gt;&lt;br /&gt;^ Section c4a1b: SMALL VORT CAVE, GARGANTUA LAIR, AND SEVERAL TENTACLES&lt;br /&gt;&lt;br /&gt;No matter how damaged you are, do the routine of making a regular save and two&lt;br /&gt;quicksaves, since you've just passed the last of the three really hard parts of&lt;br /&gt;the game. It's all downhill from here! (As long as you keep using my best&lt;br /&gt;strategies for everything, that is.)&lt;br /&gt;&lt;br /&gt;Go through all of your weapons and make sure they're all reloaded, then get the&lt;br /&gt;armor batteries that are next to a dead HEV guy and behind the teleporter&lt;br /&gt;structure you appeared on. Leave the cave and turn left, then crouch-walk over&lt;br /&gt;next to a large broken-off rocky spire piece. Move around slowly until you can&lt;br /&gt;see an alien grunt on top of a hill in the distance.&lt;br /&gt;&lt;br /&gt;Edge over to where you can only see the lower part of the grunt, then fire&lt;br /&gt;hornets toward it until it falls over dead. Crouch-walk under the broken spire&lt;br /&gt;piece, then move over to the base on the left that it broke off of. Strafe right&lt;br /&gt;until you can see the other grunt-on-a-hill a ways ahead, then move to where you&lt;br /&gt;can only see part of it before sneak-shooting it with hornets. (If either of&lt;br /&gt;those grunts manage to see you, they'll signal for a flyer to drop off more&lt;br /&gt;grunts, and you don't want that happening.)&lt;br /&gt;&lt;br /&gt;As you move carefully forward between spiky plants, look around the two up-n-&lt;br /&gt;down machines ahead to see if you can spot any vort workers near them. If so,&lt;br /&gt;quickly hornet-shoot them before you approach the machines. After the outdoor&lt;br /&gt;vorts are dead, look to the right of the rightmost up-n-down machine for a cave&lt;br /&gt;entrance.&lt;br /&gt;&lt;br /&gt;Quickly hornet-shoot the vort that's inside the cave, then look for another vort&lt;br /&gt;hiding just to the right of the cave entrance. After killing them both, enter&lt;br /&gt;the cave and go left and around to where you can kill another vort near the&lt;br /&gt;cave's back exit. Get the ammo canister that's near the back exit, then look&lt;br /&gt;through it to see a rotating rock.&lt;br /&gt;&lt;br /&gt;You could jump to the rock and then over to the healing pool, but it would be a&lt;br /&gt;bit safer to go back out the cave's entrance and turn right, get on the&lt;br /&gt;nearest up-n-down machine's raised ground, and then jump onto the hill and run&lt;br /&gt;past it to reach the health pool. After getting your health back up to 100, jump&lt;br /&gt;back onto the hill and return to the cave entrance.&lt;br /&gt;&lt;br /&gt;Turn right past the cave entrance to see the entrance to a room with a lot &lt;br /&gt;of supplies in it. There's a vort hiding in the room to the left, so carefully&lt;br /&gt;move to where you can sneak-shoot it with hornets before you go for the&lt;br /&gt;supplies. There are four health packs, three armor batteries, and two ammo&lt;br /&gt;canisters! Unfortunately, entering the room causes three alien controllers to&lt;br /&gt;appear outside the cave, and you'll have to deal with them next. (Note that you&lt;br /&gt;should do so before picking up the ammo canisters.)&lt;br /&gt;&lt;br /&gt;Leave the supply room and slowly crouch-walk your way to the cave's entrance.&lt;br /&gt;When you can see a controller hovering in the distance between two rocky spires,&lt;br /&gt;take it down with a bunch of fast altfire hornets. Next, go to the cave's back&lt;br /&gt;exit and crouch-walk around while looking out of it until you see another&lt;br /&gt;hovering controller. If you stay inside the cave, it shouldn't move around or&lt;br /&gt;fire orbs at you, so you can use altfire hornets to kill it, too. If it does&lt;br /&gt;move and start firing orbs, use regular-fire hornets and dodge the orbs.&lt;br /&gt;&lt;br /&gt;The best way to get the third and last controller is to get out the crossbow and&lt;br /&gt;slowly move backwards out of the cave's back exit while looking up and to the&lt;br /&gt;right. If you're careful, you'll be able to see the controller's big, fat head&lt;br /&gt;before it sees you. Quickly fire two darts into that head to kill the controller&lt;br /&gt;before it can register your presence and start moving around.&lt;br /&gt;&lt;br /&gt;The whole outdoor area is now completely secured unless you count the unkillable&lt;br /&gt;tentacle in one corner. Get the cave supply room's ammo canisters if you haven't&lt;br /&gt;already, then find the big cave entrance that's a ways to the left of the two&lt;br /&gt;up-n-down machines. (It's a bit to the right of the tentacle.) At the back of&lt;br /&gt;the cave's entry area, turn left and hop up some rocks to find a tunnel that&lt;br /&gt;leads to a big healing water cave. Watch out for the opportunistic barnacles!&lt;br /&gt;&lt;br /&gt;Return to the cave entry area and look to the left of the rock-blocked passage&lt;br /&gt;to find a narrow ridge that leads up to a hidden supply area. To get up the&lt;br /&gt;ridge, jump onto its lowest part, then keep jumping your way up as far as you&lt;br /&gt;can. If that doesn't get you to the supply area, try crouch-walking in spots&lt;br /&gt;where jumping doesn't work (like at the top of the ridge).&lt;br /&gt;&lt;br /&gt;After you loot the secret supply area, go back down the ridge to the floor, then&lt;br /&gt;look down the rock-blocked passage. Use some altfire hornets to break the vines&lt;br /&gt;you can see at the other end of the passage. That'll get the gargantua down&lt;br /&gt;there to start crashing his way toward you, so quickly run back outside and up&lt;br /&gt;onto the nearby large hill.&lt;br /&gt;&lt;br /&gt;Wait and watch for the gargantua to make it outside and see you, then move&lt;br /&gt;around on your hill to get him to run over to the area with all the spiky-tipped&lt;br /&gt;plants clustered together. Those plants can hurt him, so try to find a spot on&lt;br /&gt;your hill where you can stand so that the gargantua will remain near the plants&lt;br /&gt;and keep getting hit. You might want to shoot the plants nearest him with&lt;br /&gt;altfire hornets to make sure they keep swinging. Dodge the gargantua's sonic&lt;br /&gt;stomp-blasts when you have to, and wait for the plants to destroy him for you.&lt;br /&gt;&lt;br /&gt;Go into the gargantua's lair and check the back wall for a small cave that you&lt;br /&gt;can enter to find a few supplies. On the opposite side of the area is a large&lt;br /&gt;opening in the wall with some yellow crystals past it. Carefully crouch-walk&lt;br /&gt;your way up the side of the smaller of the two big rocks under the opening, then&lt;br /&gt;crouch-walk onto the highest point on the bigger rock. From there, you can drop&lt;br /&gt;down to a nearby rocky ledge, then jump straight across to the edge of the two-&lt;br /&gt;tentacle area.&lt;br /&gt;&lt;br /&gt;After using altfire hornets to kill the nearby barnacle, stand still and wait&lt;br /&gt;for the two tentacles to settle down. Slowly crouch-walk your way over to the&lt;br /&gt;large break in the path that leads around them, then quicksave. You could drop&lt;br /&gt;down to find an armor battery and three sets of hand grenades on the ground&lt;br /&gt;below, but that won't be necessary unless you're out of hand grenades (which you&lt;br /&gt;shouldn't be).&lt;br /&gt;&lt;br /&gt;Throw a hand grenade so that it explodes over on the other side of the tentacle&lt;br /&gt;pit, then quickly jump over the path gap and start crouch-walking along as fast&lt;br /&gt;as you can. Hopefully, you'll be able to go on past the third tentacle without&lt;br /&gt;any trouble. If not, toss another grenade to help distract it, then run past it.&lt;br /&gt;&lt;br /&gt;Crouch-walk on past the tentacles' area to find the area with the exit&lt;br /&gt;teleporter. Before you go for it, use hornets to sneak-shoot both of the alien&lt;br /&gt;grunts that are near it. One is in plain sight in the middle of the area, and&lt;br /&gt;the other is hiding behind the large rock over to the right.&lt;br /&gt;&lt;br /&gt;After they're down, look for a health pack behind the large rock, an ammo&lt;br /&gt;canister next to the teleporter gadget, and an armor battery next to a small&lt;br /&gt;rock near the teleporter. When you're ready, enter the teleporter to be taken to&lt;br /&gt;section c4a1c.&lt;br /&gt;&lt;br /&gt;^ Section c4a1c: GRUNT FACTORY, PART 1&lt;br /&gt;&lt;br /&gt;Find the passage that leads from the room you start in to a large factory area&lt;br /&gt;where peaceful vortigaunts are working. They'll leave you alone if you don't&lt;br /&gt;damage any of them or use any weapons at all, including banging on anything with&lt;br /&gt;the crowbar.&lt;br /&gt;&lt;br /&gt;As you enter the room, turn right and drop down to a slightly lower floor to&lt;br /&gt;find a health pack and a bullet clip. Crouch-walk your way out of there, then&lt;br /&gt;cross the room to where a lift is slowly going up and down. When it's on your&lt;br /&gt;floor, get on it and wait for it to go up to the next floor. Get off and head&lt;br /&gt;down the walkway to the right to find a health-restoring device that you can&lt;br /&gt;stand in.&lt;br /&gt;&lt;br /&gt;Return to the lift and wait for it to go down to the bottom floor. Jump onto the&lt;br /&gt;part of it that connects it to the pole, then ride that up until you're next to&lt;br /&gt;a conveyor belt. Jump to the belt, then ride it to where you can get off onto&lt;br /&gt;the ledge that goes around a central support pillar. Crouch-walk carefully over&lt;br /&gt;to where you're next to the other conveyor belt, then wait until right after two&lt;br /&gt;close-together barrels go by before you get on it.&lt;br /&gt;&lt;br /&gt;Quicksave when you get near the end of the belt, where barrels are dropped into&lt;br /&gt;a liquid. When you go over the side, start leaning on the "Move backward" key so&lt;br /&gt;that you'll land on a ledge instead of in the toxic liquid after you fall into&lt;br /&gt;section c4a1d.&lt;br /&gt;&lt;br /&gt;^ Section c4a1d: GRUNT FACTORY, PART 2&lt;br /&gt;&lt;br /&gt;As soon as you land on the ledge, strafe left and run forward so that you drop&lt;br /&gt;down to the floor below near a big barrel. Crouch-walk past the right side of&lt;br /&gt;the barrel to get to a dark corner where you'll be temporarily safe. Get out the&lt;br /&gt;hornet gun and start firing some hornets so they'll hit the nearby alien&lt;br /&gt;controller. You may have to move around in your dark corner to see it, but don't&lt;br /&gt;let the nearby up-and-down piston squash you.&lt;br /&gt;&lt;br /&gt;Crouch-walk up next to the barrel so you can peek around the corner to the left&lt;br /&gt;and hornet-shoot the vort that's on your floor nearby. Try not to let it zap the&lt;br /&gt;barrel that you're next to, since most of the barrels from here on will contain&lt;br /&gt;alien grunts that will immediately become active once their barrels are&lt;br /&gt;destroyed.&lt;br /&gt;&lt;br /&gt;After that vort is dead, go down to the other end of the area to find a dark&lt;br /&gt;room with two more grunt barrels in it. In the back right corner of the room is&lt;br /&gt;a narrow passage leading to a dead HEV guy with two armor batteries near him.&lt;br /&gt;At the other end of the room is a slightly higher floor you can jump onto to get&lt;br /&gt;an ammo canister. Before you do, fire hornets into the big dark pit past the&lt;br /&gt;floor to kill an alien controller that would have risen up to attack you.&lt;br /&gt;&lt;br /&gt;After you get the ammo canister, go to the left to find a healing chamber. Use&lt;br /&gt;it if you need it, then return to the starting room with the big barrel drop-&lt;br /&gt;down pool and find the small corner lift that's on the floor next to the left&lt;br /&gt;side of the pool. Quicksave before you ride the lift up, since there may be a&lt;br /&gt;vort or two on nearby walkways. If so, it'd be better to quickrestore and hornet&lt;br /&gt;them from down below before riding the lift up.&lt;br /&gt;&lt;br /&gt;Once you're at the top of the lift, you can skip a long and alien-infested area&lt;br /&gt;by moving onto the barrel drop-down tank's rim instead of the walkway. Move over&lt;br /&gt;to the left end of the back rim, then take a running jump across to the rim that&lt;br /&gt;goes around the leftmost of the two vigorous up-and-down piston things. From&lt;br /&gt;there, it'll be easy to jump (or ride the piston) to the walkway to the left.&lt;br /&gt;&lt;br /&gt;NOTE: Yes, you could have done this when you first dropped into the area, but it&lt;br /&gt;would have been a lot harder due to the nearby enemies, and you'd have been&lt;br /&gt;passing up some ammo and armor batteries.&lt;br /&gt;&lt;br /&gt;Look around for vorts to kill, then go over to the up-and-down piston in the&lt;br /&gt;nearby corner. Get on it when it's in its lowered position, then ride it up and&lt;br /&gt;get off on the upper walkway. Go down the narrow, dark corridor until you get&lt;br /&gt;near the doorway that's mostly blocked by a grunt barrel. There's a vort just to&lt;br /&gt;the left of the doorway, so sneak-shoot it with hornets.&lt;br /&gt;&lt;br /&gt;If it runs out the doorway on the opposite side of the room, go back down to the&lt;br /&gt;up-and-down piston and look around the corner to see that vort and another one&lt;br /&gt;on the walkway. Quickly hornetize them, then go back to the grunt barrel&lt;br /&gt;doorway. (Note that even if the first vort doesn't run out to the walkway, there&lt;br /&gt;will probably be one out there, so go get it. Also, watch out for vorts on lower&lt;br /&gt;walkways.)&lt;br /&gt;&lt;br /&gt;Crouch-walk slowly through the doorway gap to the left of the barrel, firing&lt;br /&gt;hornets to the left as you go. You should be able to kill at least another vort&lt;br /&gt;and an alien controller without having to go very far past the doorway. Once&lt;br /&gt;that's done, retreat back through the doorway and look straight across the room&lt;br /&gt;through it to see a nearby grunt barrel.&lt;br /&gt;&lt;br /&gt;There's another vort hiding behind that barrel, and the best way to get it is to&lt;br /&gt;destroy the barrel. Move to where you can only see the right edge of the barrel,&lt;br /&gt;then bust it open with altfire hornets and quickly strafe left a bit. Do your&lt;br /&gt;best to sneak-shoot the grunt and the vort with hornets without them seeing you.&lt;br /&gt;If they do see you, the vort will probably run out onto the walkway, and the&lt;br /&gt;grunt will most likely run around in the room.&lt;br /&gt;&lt;br /&gt;After they're down, repeat the barrel-destroying and grunt-horneting process&lt;br /&gt;with the two grunt barrels you can see a ways farther into the room. With those&lt;br /&gt;barrels out of the way, you can see to shoot a couple more vorts down. There's&lt;br /&gt;one more grunt barrel way down at the other end of the room that you can see to&lt;br /&gt;shoot if you use your flashlight. Use hornets to clear that end of the room the&lt;br /&gt;best you can, then quicksave before heading down there.&lt;br /&gt;&lt;br /&gt;There's probably another vort or two, and possibly another alien controller,&lt;br /&gt;down at that end of the room, so be ready to quickly hornet-shoot them while&lt;br /&gt;dodging for cover. After you clear the way down to a doorway on the left, shoot&lt;br /&gt;hornets through it to take down the controller and any vorts that are in the&lt;br /&gt;hallway past it.&lt;br /&gt;&lt;br /&gt;Now you can relax and check all the dark alcoves in the room for supplies,&lt;br /&gt;including tripmines, C4 satchel bombs, health packs, and AR grenades. At the&lt;br /&gt;other end of the hallway are several grunt barrels. You could easily bust them&lt;br /&gt;with altfire hornets and sneak-shoot the grunts like you did before, but a&lt;br /&gt;better way is to set a C4 satchel and a couple of tripmines close to the first&lt;br /&gt;barrel, then leave the hallway and detonate the satchel. To make sure both&lt;br /&gt;grunts die, you could first jump-toss another C4 satchel so that it lands on the&lt;br /&gt;floor behind the second barrel.&lt;br /&gt;&lt;br /&gt;After the doorway past the grunt barrels is clear, crouch-walk up to it and&lt;br /&gt;start firing hornets at the two controllers that are just past it. Strafe for&lt;br /&gt;cover when necessary, and keep firing at the controllers until they're both&lt;br /&gt;dead. Quicksave, then strafe into the room and start firing hornets at the two&lt;br /&gt;vorts. You may have to move around in the room and use the barrels and pillars&lt;br /&gt;for cover, but it should be pretty easy to kill the vorts without getting hit or&lt;br /&gt;having to destroy the barrels.&lt;br /&gt;&lt;br /&gt;Go get the ammo canister that's to the left of the healing chamber, then stand&lt;br /&gt;in the chamber if you need to restore health. When you're ready to go, find the&lt;br /&gt;three little holes in the wall a ways to the left of the healing chamber and&lt;br /&gt;crouch-walk through any of them. Turn right and move along until section c4a1e&lt;br /&gt;loads.&lt;br /&gt;&lt;br /&gt;^ Section c4a1e: HUGE SHAFT AREA WITH WAY-HIGH TELEPORTER&lt;br /&gt;&lt;br /&gt;Approach the shaft on the left and drop carefully onto one of the two top-level&lt;br /&gt;bars in the shaft. From there, drop to one of the mid-level bars, then one of&lt;br /&gt;the low-level bars, and then to the shaft floor. Crouch-walk into the tunnel in&lt;br /&gt;one corner and move along until you come to two holes in the wall with drop-&lt;br /&gt;downs just past them. Move up to the right hole, get out the gluon gun, and&lt;br /&gt;quicksave.&lt;br /&gt;&lt;br /&gt;As soon as you drop down, turn right and run along the ledge you're on until you&lt;br /&gt;reach the back, where you can hide from all the nearby vorts behind a big&lt;br /&gt;pillar. You can't hide from the three alien controllers, so quickly blow them&lt;br /&gt;away with the gluon gun as soon as you see them. It may help to move around a&lt;br /&gt;little on the ledge, but don't let a vort zap you while you're doing that.&lt;br /&gt;&lt;br /&gt;After all three controllers are down, switch to the hornet gun and stand behind&lt;br /&gt;the protective pillar to where you can hornet-kill the vort that's on the nearby&lt;br /&gt;spinny up-n-down lift. Then move out to where you can fire hornets up at the&lt;br /&gt;nearest higher floor with a grunt barrel on it to see if you can kill the vort&lt;br /&gt;up there. Also, jump up and down near the pillar to see if you can hornet-shoot&lt;br /&gt;a vort on the walkway that's just above you. (If not, you may have to move away&lt;br /&gt;from the pillar until you can see the vort.)&lt;br /&gt;&lt;br /&gt;After those vorts are dead, start moving along the ledge that goes around the&lt;br /&gt;area. As you go, keep an eye on the floor with a grunt barrel on it. When you&lt;br /&gt;get about halfway around the area's ledge, you'll be able to see a dark recessed&lt;br /&gt;area with two little pillars under the barrel's floor. A vort is hiding a bit to&lt;br /&gt;the right of the right pillar, so sneak-shoot it with hornets before it can see&lt;br /&gt;you. Use the flashlight to watch it carefully, since it may run out onto the&lt;br /&gt;ledge after you, or go up onto the floor with the barrel. Quickly use hornets or&lt;br /&gt;the .357 to finish it off.&lt;br /&gt;&lt;br /&gt;Go into its dark recessed area to find a ramp that leads up to the grunt&lt;br /&gt;barrel's floor. Now that you're up there, you'll need to start worrying about&lt;br /&gt;the vort on the next spinny up-n-down lift, plus two that are on the walkway&lt;br /&gt;that's a ways above you. One of those two is probably standing next to the grunt&lt;br /&gt;barrel that's near the top of the lowest spinny up-n-down lift. If so, get to&lt;br /&gt;where you can see and hornet-shoot it by jumping up and down. As for the second&lt;br /&gt;vort up there, it'll probably have to wait.&lt;br /&gt;&lt;br /&gt;If you follow the ledge that's against the wall, you'll find a room with a&lt;br /&gt;healing chamber in it. However, there will almost certainly be at least one vort&lt;br /&gt;in there, so approach the room cautiously and with many hornets fired ahead of&lt;br /&gt;you.&lt;br /&gt;&lt;br /&gt;After healing up, go over to the nearby spinny up-n-down lift, then quicksave&lt;br /&gt;before you ride it up. There's probably at least one more vort up on the walkway&lt;br /&gt;that the lift takes you to, and you'll want to memorize its position,&lt;br /&gt;quickrestore, and take it down with hornets. (No matter where the vort is, you&lt;br /&gt;should be able to jump-shoot hornets at it from somewhere on your floor, or at&lt;br /&gt;least hit it with a carefully lobbed AR grenade.)&lt;br /&gt;&lt;br /&gt;Ride the spinny lift up, turn to where you can run from it to a little stick-out&lt;br /&gt;ledge near a grunt barrel, then run along the main walkway until you get to a&lt;br /&gt;large area behind three huge pillars. That's a great place to hornet-shoot the&lt;br /&gt;three new alien controllers from, since there's plenty of room to maneuver and&lt;br /&gt;no pesky vorts to bother you.&lt;br /&gt;&lt;br /&gt;Before you ride the next spinny up-n-down lift in the series, you should&lt;br /&gt;carefully walk along the skinny, curving walkways that lead to two small door-&lt;br /&gt;sized holes in the wall. Go through the right-hand doorway and down a short red-&lt;br /&gt;lit corridor to a doorway that leads into a very tall spiral-screw-style room.&lt;br /&gt;Each floor on the central structure has a grunt barrel attended by a vort, and&lt;br /&gt;you'll want to get rid of them so you can loot the joint in peace.&lt;br /&gt;&lt;br /&gt;Move through the doorway until you can look down and see the top of the grunt&lt;br /&gt;barrel on the central structure's lowest floor. Altfire-hornet that barrel to&lt;br /&gt;pieces, then quickly back up and fire hornets so they'll swerve down and kill&lt;br /&gt;the grunt. You'll then want to hornet-kill the vort that's down there, but it&lt;br /&gt;tends to hide behind the central pillar, so you may need to move out to where&lt;br /&gt;you can see it before you can shoot it.&lt;br /&gt;&lt;br /&gt;Now for the floor that's directly across from your doorway. Move so that you can&lt;br /&gt;only see the right side of the grunt barrel, then alfire-hornet it to pieces.&lt;br /&gt;Strafe left a bit, then start firing hornets so they'll hit the grunt. After&lt;br /&gt;it's dead, look for the vort. It may be hiding behind the pillar, so jump over&lt;br /&gt;to its floor and go slowly around the pillar, ready to quickly altfire-hornet&lt;br /&gt;it when you see it.&lt;br /&gt;&lt;br /&gt;You can now claim the goods from that floor and the floor below. To get to the&lt;br /&gt;floor below, drop down onto the spiral walkway that leads to it. To return to&lt;br /&gt;the second floor, go up the walkway to where you can jump (or long-jump) to the&lt;br /&gt;second floor. Get on the walkway to where you can jump up and down to see and&lt;br /&gt;kill the vort on the third floor. (No need to break open the grunt barrel this&lt;br /&gt;time.) Check the third floor for supplies, then go up the spiral walkway until&lt;br /&gt;you can jump-hornet the vort on the fourth floor.&lt;br /&gt;&lt;br /&gt;Save before you walk onto the fourth floor, since doing so will probably get the&lt;br /&gt;attention of one or more of the three alien controllers who are hiding in the&lt;br /&gt;dark areas above. You might want to just pass up the fourth floor, even though&lt;br /&gt;it has health packs and armor batteries on it (and an ammo canister behind the&lt;br /&gt;two grunt barrels).&lt;br /&gt;&lt;br /&gt;If you must get those goodies, quicksave, then run get them as fast as you can.&lt;br /&gt;Run to the start of the spiral walkway and drop down to the floor below, then&lt;br /&gt;repeat the process to get back down to the second floor. Run over to where you&lt;br /&gt;can jump to the nearby doorway, then go around the corner past it to be safe.&lt;br /&gt;Return to the main chamber and go over to the next spinny up-n-down lift.&lt;br /&gt;&lt;br /&gt;Quicksave before you try to ride it, since this lift is a *major* pain. The&lt;br /&gt;first problem is that it doesn't pause hardly at all in its lower or upper&lt;br /&gt;positions. You'll need to quickly jump onto it the instant it stops next to you,&lt;br /&gt;then hope you're facing the right way to jump off when it stops again. Add to&lt;br /&gt;that the chance that the lift will glitch-jam at the top and start damaging you&lt;br /&gt;(see the Starting Tips and Notes section for more about that), plus the fact&lt;br /&gt;that three more alien controllers will appear and start attacking as soon as you&lt;br /&gt;ride the lift up.&lt;br /&gt;&lt;br /&gt;The best way to handle this is to jump on the lift, let it rise to the top, and&lt;br /&gt;quickrestore if the glitch happens. Once you ride the lift up without it&lt;br /&gt;glitching, stay on it until it goes down again. Jump toward the big area behind&lt;br /&gt;the three huge pillars and take cover there. It was a great spot to hornet-shoot&lt;br /&gt;the last three controllers from, and it'll work just as well with these three.&lt;br /&gt;&lt;br /&gt;After they're finished off, return to a spot next to the lift and quicksave&lt;br /&gt;again. Keep riding the lift up and trying to jump off onto the nearby walkway&lt;br /&gt;(and quickrestoring when you fall or get glitch-stuck) until you make it. Check&lt;br /&gt;the little side area for a healing chamber, then stand in the side area's&lt;br /&gt;doorway and look at the final spinny up-n-down lift in the series. If it still&lt;br /&gt;has a vort on it, hornet-shoot it to death.&lt;br /&gt;&lt;br /&gt;Go over to where the last lift is, and get on it when it stops next to you. No&lt;br /&gt;need to rush on its account! Wait until it stops near the big twirly spinaroosa&lt;br /&gt;teleporter gadget, then jump into the gadget's zappy green center to be taken to&lt;br /&gt;section c4a1f.&lt;br /&gt;&lt;br /&gt;^ Section c4a1f: TELEPORTER TO ENDGAME BOSS&lt;br /&gt;&lt;br /&gt;This is just a big platform jump-a-thon. You don't even have to do any long&lt;br /&gt;jumps. Just keep taking running jumps to the nearest platform until you make it&lt;br /&gt;all the way to the big floating rock with the weird red teleporter swirl on it.&lt;br /&gt;After quicksaving, jump up to where you can enter the red swirl, which will take&lt;br /&gt;you to the Nihilanth chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** NIHILANTH *****&lt;br /&gt;&lt;br /&gt;^ Section c4a3: DESTROY NIHILANTH&lt;br /&gt;&lt;br /&gt;As soon as this chapter loads, start leaning on the "Move backward" key. Release&lt;br /&gt;it after your view starts to fade in, then run forward to the base of the large&lt;br /&gt;spiky rock that's almost directly in front of you. If you're fast enough,&lt;br /&gt;Nihilanth won't get a chance to fire off anything at you before you're hidden&lt;br /&gt;from his sight. If he does fire off a teleporter orb, you'll need to shoot down&lt;br /&gt;the vort or controller that appears nearby (or quickrestore and try hiding&lt;br /&gt;faster).&lt;br /&gt;&lt;br /&gt;Look around high up on the walls of the chamber for glowing yellow-orange&lt;br /&gt;crystals. There are three of them, though your view of one of them may be partly&lt;br /&gt;obstructed. If you move around carefully behind your protective rock, you should&lt;br /&gt;be able to see and shoot all three crystals without Nihilanth seeing you. (I&lt;br /&gt;prefer to use the crossbow for this, since it just takes two quick darts to blow&lt;br /&gt;up each crystal.)&lt;br /&gt;&lt;br /&gt;That did away with Nihilanth's ability to draw power to heal himself, so start&lt;br /&gt;blasting him. Edge carefully over to where you can see and shoot one side of his&lt;br /&gt;huge head without him seeing you. Don't use any RPG rockets yet, but feel free&lt;br /&gt;to empty the gluon gun, .357 Magnum, and crossbow into his head. You could just&lt;br /&gt;use alfire hornets, but there's no reason to conserve ammo now -- this is the&lt;br /&gt;final battle of the game!&lt;br /&gt;&lt;br /&gt;Shoot his head until the top of it opens up, then keep shooting it as long as he&lt;br /&gt;keeps moaning or growling occasionally. After that stops, get out the RPG and&lt;br /&gt;quicksave. It's possible, though rather tricky, to hit Nihilanth's exposed brain&lt;br /&gt;spike from your hiding place with a rocket. Keep firing rockets and swerving&lt;br /&gt;them into the approximate center of the top of Nihilanth's head until he starts&lt;br /&gt;spinning around and spewing out colorful energy, or until you run out of&lt;br /&gt;rockets.&lt;br /&gt;&lt;br /&gt;If you ran out of rockets, quickrestore and try again. If you get him to start&lt;br /&gt;spinning and spewing, and the game never teleports you to the Endgame chapter (a&lt;br /&gt;common glitch), quickrestore and try again. If the glitch keeps happening, or if&lt;br /&gt;the rockets never seem to work for you, use the whoosh-thing on the ground a&lt;br /&gt;ways to the right of your rock to fly up onto the top of Nihilanth's head and&lt;br /&gt;beat on his brain spike with the crowbar. That should always work, and get you&lt;br /&gt;teleported to the Endgame chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** ENDGAME *****&lt;br /&gt;&lt;br /&gt;^ Section c5a1: G-MAN FINALE&lt;br /&gt;&lt;br /&gt;There's not much to do in this "chapter," since that aggravating G-Man guy&lt;br /&gt;steals all of your weapons and uses his freaky, inhuman powers to teleport you&lt;br /&gt;around while talking to you. Wait until you're in the tram car and he says it's&lt;br /&gt;time to choose, then either go through the tram car's door and enter the big&lt;br /&gt;portal, or just wait until you're put in an area with lots of alien grunts.&lt;br /&gt;Either way, the game is over.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2036793659014645021-1596612912368472735?l=yourgamebook.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://yourgamebook.blogspot.com/feeds/1596612912368472735/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://yourgamebook.blogspot.com/2009/05/half-life-10th-anniversary-ultimate.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2036793659014645021/posts/default/1596612912368472735'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2036793659014645021/posts/default/1596612912368472735'/><link rel='alternate' type='text/html' href='http://yourgamebook.blogspot.com/2009/05/half-life-10th-anniversary-ultimate.html' title='Half-Life 10th Anniversary Ultimate Strategy Guide'/><author><name>YPJ</name><uri>http://www.blogger.com/profile/14712822602112380614</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_l_LeIfMsnN4/Sl_2XeK8d0I/AAAAAAAAAAM/4v-RAmeVIJ8/s72-c/halflife-gordon-freeman.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2036793659014645021.post-3098749690206788289</id><published>2009-05-22T15:25:00.001-07:00</published><updated>2009-05-22T15:25:48.024-07:00</updated><title type='text'>Half-Life - Opposing Force FAQ</title><content type='html'>FAQ TITLE:&lt;br /&gt;&lt;br /&gt;The Half-Life: Opposing Force Ultimate Strategy Guide (PC version)&lt;br /&gt;&lt;br /&gt;COPYRIGHT INFO:&lt;br /&gt;&lt;br /&gt;This FAQ is copyright 2008-2009 by Stanley E. Dunigan (dunigase@wmconnect.com).&lt;br /&gt;&lt;br /&gt;This FAQ may be posted and used anywhere by anyone as long as it's unaltered,&lt;br /&gt;but always check one of the official websites listed below for the latest&lt;br /&gt;version.&lt;br /&gt;&lt;br /&gt;If you want to print this walkthru out, it's best to do that with the version&lt;br /&gt;from GameBoomers, since it's the only one that's formatted for word wrap, and&lt;br /&gt;would therefore take up much less paper (especially if you use 1/2 inch or less&lt;br /&gt;margins and a font size of 9 or 10).&lt;br /&gt;&lt;br /&gt;Also, check the Universal Hint System (www.uhs-hints.com) for a complete Half-&lt;br /&gt;Life: Opposing Force hint file. It's not a FAQ-style walkthru, but instead&lt;br /&gt;organizes the hints into a hypertext-like Q&amp;A document, making it easier to find&lt;br /&gt;the hints you need without accidentally seeing other hints you don't want yet.&lt;br /&gt;&lt;br /&gt;FAQ DESCRIPTION:&lt;br /&gt;&lt;br /&gt;This FAQ is a *very* complete walkthru of Half-Life: Opposing Force that&lt;br /&gt;includes all of the best tips, strategies, and secrets that I've discovered or&lt;br /&gt;heard about during my eight years of playing the game. (I bought it at Wal-Mart&lt;br /&gt;for over $40 awhile after it came out. I was hoping for a great sale on it&lt;br /&gt;like the one on Half-Life when I got it, but I eventually gave up on that.) This&lt;br /&gt;walkthru was written as a "companion" to my Half-Life 10th Anniversary Ultimate&lt;br /&gt;Strategy Guide, which should be available in the same place you got this from.&lt;br /&gt;&lt;br /&gt;To write this walkthru, I played through the game in its original version&lt;br /&gt;(1.0.1.5) and with the version 1.1.0.6 patch installed. I also played the stand-&lt;br /&gt;alone 6.1.0.6 version that came with Blue Shift. I don't know what all&lt;br /&gt;differences other patches make (though I do know that the 1.1.0.8 patch is&lt;br /&gt;screwy, since it totally trashed my game), but this walkthru should work pretty&lt;br /&gt;well with all versions of the game. Some strategies that key off of exact&lt;br /&gt;details or specific creature behavior might need a bit of adjusting, and related&lt;br /&gt;updates will be made if I ever get a chance to play other game versions.&lt;br /&gt;&lt;br /&gt;If you have a favorite Opposing Force strategy or secret that isn't in this&lt;br /&gt;walkthru yet, send me an email at the address listed above in the copyright&lt;br /&gt;section. If I like it enough to include it after I try it out, I'll add it to&lt;br /&gt;the walkthru and give you credit for it as long as you specifically tell me what&lt;br /&gt;contributor name you want me to use.&lt;br /&gt;&lt;br /&gt;VERSION 1.25 (4/7/2009) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;I played through the 6.1.0.6 game version again, and carefully reproofed the&lt;br /&gt;entire file, fixing errors and making minor improvements. No one's written in&lt;br /&gt;with anything, and I probably won't ever be able to find any more new tips, so&lt;br /&gt;this is likely to be the last release of this walkthru.&lt;br /&gt;&lt;br /&gt;VERSION 1.2 (10/11/2008) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;I played the stand-alone 6.1.0.6 game version (and replayed the 1.1.0.6 version)&lt;br /&gt;and came up with various minor improvements, including:&lt;br /&gt;&lt;br /&gt;* easier way to get past steam leaks between fan rooms in section of2a1&lt;br /&gt;* note about sneak-shooting pit drones in the head in section of2a2&lt;br /&gt;* tip for going back for ammo in the alternative method in section of3a1&lt;br /&gt;* another way to barnacle past the pit worm uninjured in section of4a4&lt;br /&gt;* warning about shockroach glitch in game version 1.1.0.6 in section of5a2&lt;br /&gt;* tip about using the mounted laser to score critical hits in section of6a5&lt;br /&gt;* a few little misc. changes&lt;br /&gt;&lt;br /&gt;VERSION 1.1 (9/30/2008) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;For this version, I replayed the game with the 1.1.0.6 patch version installed.&lt;br /&gt;I didn't find anything new (except that tripmines can't be used as stepping&lt;br /&gt;stones anymore), but I re-proofed the entire walkthru and made quite a few minor&lt;br /&gt;adjustments and clarifications. I also added brief, descriptive names to each&lt;br /&gt;chapter section's title to help you more quickly figure out which one you're in,&lt;br /&gt;and I added several sites to the official website list in the copyright section.&lt;br /&gt;&lt;br /&gt;VERSION 1.0 (9/24/2008) NOTES AND CREDITS:&lt;br /&gt;&lt;br /&gt;This is the original version of this walkthru, so I have no one else to credit&lt;br /&gt;yet.&lt;br /&gt;&lt;br /&gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;**** STARTING TIPS AND NOTES ****&lt;br /&gt;&lt;br /&gt;This walkthru is organized around the same major chapter divisions that the game&lt;br /&gt;is, with these starting tips and notes put in at the beginning. If you're&lt;br /&gt;"joining us with a game already in progress," so to speak, you'll need to search&lt;br /&gt;for the title of the chapter that you're in. Or you can quickly browse through&lt;br /&gt;the chapters in order by repeatedly searching for five asterisks followed by a&lt;br /&gt;space.&lt;br /&gt;&lt;br /&gt;Each chapter's info is divided up into sections that correspond to the chunks&lt;br /&gt;that the game itself is divided into. Whenever you move from one section to&lt;br /&gt;another, you'll see the word "LOADING..." in the middle of the screen while the&lt;br /&gt;section you're moving into loads up. Each section has an internal codename, and&lt;br /&gt;I use that in naming the sections in this walkthru so that if you're on the PC,&lt;br /&gt;you can use the console's "status" command to see what section you're in (check&lt;br /&gt;the "map" field).&lt;br /&gt;&lt;br /&gt;In many places in this walkthru, I refer to the quicksave and quickrestore keys.&lt;br /&gt;If you're not already intimately familiar with them, get that way at once! To&lt;br /&gt;find out (and/or change) what keys are defined for those functions, go to the&lt;br /&gt;game's main menu and choose "Configuration" and then "Controls." I strongly&lt;br /&gt;advise you to redefine quicksave to be F5 and quickrestore to be F9. That way,&lt;br /&gt;the two keys won't be too close together. (That's practically an industry&lt;br /&gt;standard by now, anyway.)&lt;br /&gt;&lt;br /&gt;Another thing you should do on the main menu's configuration screen is choose&lt;br /&gt;"Video" and then "Video Options," and move the gamma slider all the way to the&lt;br /&gt;right. That'll make all the game areas much easier to see in, and it won't blind&lt;br /&gt;you or wash out all the colors like some games' full-gamma settings do.&lt;br /&gt;&lt;br /&gt;I don't include anything about Boot Camp in these hints, but you should start&lt;br /&gt;out by playing through it at least once, especially if you're not yet familiar&lt;br /&gt;with how to use ropes to swing across pits and such, and how to use the new&lt;br /&gt;sniper rifle to shoot distant targets. Also, replay the main game's Hazard&lt;br /&gt;Course if you need a refresher on jump-crouching, which is just as essential in&lt;br /&gt;this game as it was in that one.&lt;br /&gt;&lt;br /&gt;I mention crouch-walking a lot in this walkthru, but what I'm usually referring&lt;br /&gt;to is crouch-running, meaning you're moving around while using the "Duck" key,&lt;br /&gt;but not the "Walk" key. True crouch-walking involves using the "Duck" and "Walk"&lt;br /&gt;keys at the same time, and makes you move extremely slowly. This is sometimes&lt;br /&gt;useful, but usually not necessary. You can take any reference to crouch-walking&lt;br /&gt;to really mean crouch-running, unless I say to very slowly or very carefully&lt;br /&gt;crouch-walk, in which case true crouch-walking should probably be used.&lt;br /&gt;&lt;br /&gt;A favorite tactic of mine that I'll often say to use is sneak-shooting. That's&lt;br /&gt;when you sneak up on an enemy who's unaware of your presence and position&lt;br /&gt;yourself so that you can see only a small part of him, such as an arm or a leg.&lt;br /&gt;When you shoot that part, the enemy will often just turn in place to face you.&lt;br /&gt;If he still can't see you due to an obstruction to his view, you can keep&lt;br /&gt;sneak-shooting exposed parts until he's dead. Some enemies will move around a&lt;br /&gt;bit when sneak-shot, but they still won't be aware of you unless they get a&lt;br /&gt;clear look at you while moving around. If you're afraid that will happen,&lt;br /&gt;quickly strafe to where you'll be out of sight right after taking a sneaky shot.&lt;br /&gt;&lt;br /&gt;One fun thing you could do to extend gameplay is to use the wrench or knife to&lt;br /&gt;beat on all the dead bodies you find (and make) until they splattify. I've&lt;br /&gt;always enjoyed doing that immensely, and I'll never forgive Half-Life 2 for&lt;br /&gt;making dead bodies invincible.&lt;br /&gt;&lt;br /&gt;Another way to extend gameplay is to play on the highest difficulty setting&lt;br /&gt;without using any cheats at all. Once you're good at that, try adding the&lt;br /&gt;"damage-free" restriction. It is possible to play all the way through Opposing&lt;br /&gt;Force without ever taking even one point of damage from anything. It's often a&lt;br /&gt;pain, and there are certain areas where you'll have to retry something several&lt;br /&gt;times before you can make it through damage-free, but it can be done (especially&lt;br /&gt;if you use all the best strategies in this walkthru).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** OPPOSING FORCE *****&lt;br /&gt;&lt;br /&gt;^ Section of0a0: FLYING IN&lt;br /&gt;&lt;br /&gt;This is mainly the starting osprey ride, where all you can do is look around.&lt;br /&gt;After the crash, you can run around briefly at the crash site, but there's no&lt;br /&gt;benefit to doing so, especially since you'll be returning there soon. You should&lt;br /&gt;just wait and watch until the Welcome to Black Mesa chapter starts.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** WELCOME TO BLACK MESA *****&lt;br /&gt;&lt;br /&gt;^ Section of1a1: EXPLORING THE STARTING BUILDING&lt;br /&gt;&lt;br /&gt;After walking up to the scientist and listening to what he has to say, go&lt;br /&gt;through the door that's behind him and explore the small wrecky corridor until&lt;br /&gt;you find two doors you can push through. Past them, turn left and go straight&lt;br /&gt;to reach an area where two scientists are being "fascinated" by how headcrabs&lt;br /&gt;take over their victims' nervous systems.&lt;br /&gt;&lt;br /&gt;Get the powered combat vest (PCV) from the table near the back of the room,&lt;br /&gt;since it's going to be your equivalent of Gordon Freeman's HEV suit. Go back to&lt;br /&gt;the overturned table in the corridor and turn left. Keep going until you reach&lt;br /&gt;the large windows of a room where a zombie gets up off a slab and throws a&lt;br /&gt;clean-suit-clad scientist through one of the windows.&lt;br /&gt;&lt;br /&gt;As soon as the scientist goes through the window, run on down the corridor to&lt;br /&gt;where you can go through some wrecked sliding doors with an overturned table&lt;br /&gt;next to them. Go down a short hallway and then some stairs to reach a large room&lt;br /&gt;where one of the new fatguards is shooting down a zombie. Talk to the fatguard&lt;br /&gt;to get him to follow you, then go stand next to the retinal-scan doors until he&lt;br /&gt;opens them for you.&lt;br /&gt;&lt;br /&gt;After quicksaving in case you mess up, go up to the chair that's next to the&lt;br /&gt;room's large central table. Push it over to where it's right in between the two&lt;br /&gt;retinal-scan doors. Squeeze past the chair without knocking it out of position&lt;br /&gt;and go around the corner to pick up the big red wrench (being careful not to&lt;br /&gt;touch the dangling live wire), then return to the doors. They'll have tried to&lt;br /&gt;close, but the chair should've stopped them from fully closing. If not,&lt;br /&gt;quickrestore and try again. (Note that in version 6.1.0.6, the doors may not&lt;br /&gt;even try to close if the chair is between them, making it really easy for you.)&lt;br /&gt;&lt;br /&gt;When you get the doors properly chair-blocked, quicksave again. Try crouch-&lt;br /&gt;jumping onto the top of the chair and then crouch-walking through the door gap&lt;br /&gt;that's above the chair. You may have to strafe left or right a bit, and maybe&lt;br /&gt;jump again in order to get through. If you make it through without accidentally&lt;br /&gt;pushing the chair out from between the doors, quicksave again.&lt;br /&gt;&lt;br /&gt;The fatguard will have moved over to a dark spot to the left of the stairs. Go&lt;br /&gt;over there and kill him with a wrench power attack. (That's done by using the&lt;br /&gt;altfire button. You can hold the wrench up by keeping the altfire button pressed&lt;br /&gt;down to get a bit more power and to allow you to move into position right before&lt;br /&gt;releasing.)&lt;br /&gt;&lt;br /&gt;Pick up the fatguard's Desert Eagle .357 pistol (which I'll just call the .357&lt;br /&gt;from now on). That's all you can get here, though you can go back to where the&lt;br /&gt;zombie threw a scientist through a window and lead it down to the headcrab-&lt;br /&gt;studying scientists and/or the infirmary scientist for a bit of fun.&lt;br /&gt;&lt;br /&gt;When you're ready to go, return to the chair-blocked doors and quicksave yet&lt;br /&gt;again. It's kind of tricky, but you'll have to jump-crouch onto the chair and&lt;br /&gt;then crouch-hop your way through the door gap without pushing the chair out of&lt;br /&gt;its door-blocking position. Once you make it, quicksave once more, then crouch-&lt;br /&gt;walk down the hall, carefully avoiding the dangling live wire.&lt;br /&gt;&lt;br /&gt;As you enter the room with the green and purple lasers, crouch-walk under the&lt;br /&gt;right end of the green laser. If you try to go past while farther to the left,&lt;br /&gt;you may get a fatal haircut. As soon as you're past the green laser, turn left&lt;br /&gt;and go over to the staircase. Crouch-walk past the left side of the staircase to&lt;br /&gt;get past the purple laser, then turn left and go over to where the purple laser&lt;br /&gt;is being reflected off a large, round mirror-like thing.&lt;br /&gt;&lt;br /&gt;Go up to the mirror and bash it with the wrench, then wait for the lasers to&lt;br /&gt;short out before you go up the stairs. Crouch-walk slowly down the corridor past&lt;br /&gt;the stairs until you see two headcrabs drop onto the floor ahead of you. Crouch-&lt;br /&gt;walk up to each crab and whack it to death with regular wrench attacks before it&lt;br /&gt;can turn and leap at you.&lt;br /&gt;&lt;br /&gt;After they're dead, get out the .357 and right-click to turn its laser sight on.&lt;br /&gt;Move forward along the left side of the corridor until you get near the small&lt;br /&gt;green toxic waste spill. Look in the alcove to the right of the spill to see a&lt;br /&gt;headcrab. Sneak-shoot it with the .357 for a one-shot kill, then carefully&lt;br /&gt;crouch-walk over to it.&lt;br /&gt;&lt;br /&gt;Look across the toxic spill to see the other nearby headcrab between two sets of&lt;br /&gt;computer banks along the left wall. Sneak-shoot it, then jump over the toxic&lt;br /&gt;spill at its narrowest point. Past it, look through an unopenable door to see&lt;br /&gt;the ever-annoying G-Man (a.k.a. "Briefcase Bastard") talk to a security guard&lt;br /&gt;and walk off.&lt;br /&gt;&lt;br /&gt;Break open the crates near the stairs to get a health pack and an armor battery,&lt;br /&gt;then go up the stairs and through a door to find more crates you can break (and&lt;br /&gt;to get to section of1a2).&lt;br /&gt;&lt;br /&gt;^ Section of1a2: FINDING AND GETTING PAST YOUR CRASHED OSPREY&lt;br /&gt;&lt;br /&gt;After you bash all the crates and find another health pack, go through the door&lt;br /&gt;that leads outside. Turn right and go over to the big path break. You can't&lt;br /&gt;quite make the jump to the path piece with the health kit on it, so jump onto&lt;br /&gt;the dirt ledge that's directly under it.&lt;br /&gt;&lt;br /&gt;Go along the dirt ledge, jumping gaps in it, until you get up next to a piece of&lt;br /&gt;railed walkway. You can't jump over the railing, so turn and jump across to the&lt;br /&gt;dirt ledge on the other side. At the back of it, you can jump up onto a slightly&lt;br /&gt;raised dirt ledge, and then get back on the walkway.&lt;br /&gt;&lt;br /&gt;Walk over the dead vortigaunt to pick up the knife that's stuck in it, then jump&lt;br /&gt;across to the walkway piece with the health pack on it if you want to. From near&lt;br /&gt;the vort bod, jump across the gap that leads to the doorway to a dark room. Turn&lt;br /&gt;on your night vision so you can stand in the doorway and use the .357 to shoot&lt;br /&gt;the headcrab that's on the other side of the room.&lt;br /&gt;&lt;br /&gt;Keeping night vision on, look around near the headcrab to find a rocky tunnel&lt;br /&gt;that you can crouch-walk through. At its other end, slide down some slanty pipes&lt;br /&gt;to reach the outdoor area with your crashed osprey in it. It's currently highly&lt;br /&gt;electrified, so turn right and go through the partly-open doors under the large&lt;br /&gt;concrete arch.&lt;br /&gt;&lt;br /&gt;Get out the .357 and look for a headcrab near a wall hole ahead. Shoot it, then&lt;br /&gt;stay back and shoot any other headcrabs that drop down. Two more should drop&lt;br /&gt;down, but the last one might not. If that's the case, you'll have to keep an eye&lt;br /&gt;out for it, since it may drop down later.&lt;br /&gt;&lt;br /&gt;Jump-crouch into the wall hole through its lowest point (this can be kind of&lt;br /&gt;hard, so keep trying) to find a hidden armor battery. Jump back out of the hole,&lt;br /&gt;then go out the large partly-open doors at the other end of the tunnel. Bash all&lt;br /&gt;the wooden crates you find outside while a fatguard stupidly gets himself killed&lt;br /&gt;on the door of the nearby electrified area.&lt;br /&gt;&lt;br /&gt;Crouch-walk through the small vent opening that's just to the right of the&lt;br /&gt;electrified area, then follow the shaft along with night vision on until you&lt;br /&gt;emerge in a room with a central fan gadget that's shooting out blue electrical&lt;br /&gt;bolts. The bolt on the left is continuous, but the two on the right aren't. Wait&lt;br /&gt;until the nearest one stops, then run past it and repeat the process with the&lt;br /&gt;other one.&lt;br /&gt;&lt;br /&gt;Crouch-walk through the next dark vent shaft until you reach a bashable grating.&lt;br /&gt;As soon as you exit the shaft, quicksave. You need to run through the gap&lt;br /&gt;between the two machines to the right, then turn right to find the generator&lt;br /&gt;control box. You might get zap-killed during that run, so quickrestore and try&lt;br /&gt;again if you do.&lt;br /&gt;&lt;br /&gt;Use the switch on the generator control box to shut off the electricity, then go&lt;br /&gt;get the .357 that the dumb fatguard dropped. Push against the door he killed&lt;br /&gt;himself on to get it open, then go back through the large partly-open tunnel&lt;br /&gt;doors and quicksave. Two vorts will teleport in as you move down the tunnel, but&lt;br /&gt;both can be avoided if you're fast.&lt;br /&gt;&lt;br /&gt;Run straight down the tunnel and turn right past the rubble to evade the first&lt;br /&gt;vort, then run out through the other partly-open doors to exit the tunnel. To&lt;br /&gt;make sure the second vort doesn't see you through the door opening, run straight&lt;br /&gt;for the osprey and go past it on its left side.&lt;br /&gt;&lt;br /&gt;Get the health packs and armor battery near the osprey, then go forward to where&lt;br /&gt;a military radio is setting on a small stand next to some crates. Use the radio&lt;br /&gt;and bash the crates for ammo, then go bash the other crates that are off to the&lt;br /&gt;side if you want to find another health pack. To move on, climb down the ladder&lt;br /&gt;that's to the left of the radio, between two blinky black-and-yellow warning&lt;br /&gt;markers.&lt;br /&gt;&lt;br /&gt;At the bottom of that ladder, turn on your night vision so you can find another&lt;br /&gt;ladder nearby to climb down. Past it is another short ladder to climb down (or&lt;br /&gt;just drop down), followed by a metal walkway with three barnacles hanging over&lt;br /&gt;it. Instead of trying to navigate past the barnacles, jump over the railing just&lt;br /&gt;to the left of the walkway's start and drop into the water below, careful not to&lt;br /&gt;hit anything solid on the way down.&lt;br /&gt;&lt;br /&gt;Explore around until you find a rocky tunnel that leaves the water and takes you&lt;br /&gt;to an outdoor area. Look around it to find a dead marine and some .357 ammo on a&lt;br /&gt;large chunk of rubble. Get the ammo and return to the water, then look around&lt;br /&gt;for a long ladder on a rocky wall near a corner. Climb up it and go down the&lt;br /&gt;hallway until you reach a door.&lt;br /&gt;&lt;br /&gt;Go through that door and along the outside walkway to reach another door. Past&lt;br /&gt;it, go down the corridor until section of1a3 loads.&lt;br /&gt;&lt;br /&gt;^ Section of1a3: VORT WALKWAYS AND SELF-DESTRUCTING ROOM&lt;br /&gt;&lt;br /&gt;Peek around the corner and let the vort in the room ahead see you, then quickly&lt;br /&gt;dodge back out of sight and get out the wrench. Press and hold the altfire key&lt;br /&gt;to get the wrench ready for a power attack, then run up to the vort and whack it&lt;br /&gt;as soon as it appears ahead of you.&lt;br /&gt;&lt;br /&gt;Crouch-walk over to the dead marine that the vort was standing near and pick up&lt;br /&gt;the dropped shotgun. Switch to the .357 and make sure it's reloaded, then&lt;br /&gt;quicksave. Crouch-walk over to the start of the metal walkway. If you look down&lt;br /&gt;and to the right of the walkway, you should be able to see and shoot a vort&lt;br /&gt;that's on a lower walkway. A head shot will mean an instant kill, so try for&lt;br /&gt;that.&lt;br /&gt;&lt;br /&gt;Climb down the ladder at the other end of the walkway on your level, then&lt;br /&gt;crouch-walk slowly forward and a bit to the left to get to where you can see and&lt;br /&gt;shoot the vort on the walkway that's below this one. After it's dead, crouch-&lt;br /&gt;walk along the walkway with night vision on. There are some steam hazards that&lt;br /&gt;need to be crouch-walked under, and a barnacle tongue that needs to be avoided.&lt;br /&gt;&lt;br /&gt;After you climb down to the lowest walkway, move along it to reach a door, being&lt;br /&gt;careful to avoid the barnacle tongue that's hanging over the walkway near the&lt;br /&gt;door. Get out the wrench, then go through the door and up the steps. Turn right&lt;br /&gt;and run over to a railing, then jump it to land on the floor below.&lt;br /&gt;&lt;br /&gt;Quickly bash both wooden crates to get a health pack and armor battery, then run&lt;br /&gt;through the doorway that's over to the left. If you're fast enough, you'll avoid&lt;br /&gt;the notice of the two vorts who are riding down on a nearby cargo lift.&lt;br /&gt;&lt;br /&gt;When you reach the cracked walkway segment that leads to the next room's floor,&lt;br /&gt;jump onto the segment and run onto the floor before the segment falls into the&lt;br /&gt;green sludge below. Look to the left to see a broken-off yellow ladder on one&lt;br /&gt;wall. You can't reach it, so start moving slowly across to the door on the&lt;br /&gt;room's other side.&lt;br /&gt;&lt;br /&gt;When an explosion causes the room to start falling apart, run back to the spot&lt;br /&gt;under the broken-off yellow ladder and stand there. Wait until the nearest upper&lt;br /&gt;walkway segment leans down to where you can jump on it. Do so, then run up it&lt;br /&gt;and turn left. To make sure you don't fall off, crouch-walk your way over to the&lt;br /&gt;door that you can see ahead.&lt;br /&gt;&lt;br /&gt;Push up against the door until it opens (thanks to the G-Man, who's actually&lt;br /&gt;helpful for once), then move down the hallway until you reach a small lift. Use&lt;br /&gt;the button on the wall to lower the lift and enter section of1a4.&lt;br /&gt;&lt;br /&gt;^ Section of1a4: ELECTRIFIED SLUDGE ROOM&lt;br /&gt;&lt;br /&gt;When you enter the big room with the electrified toxic spill, look to the left&lt;br /&gt;to find some .357 ammo on a green crate. Jump-crouch onto the crate to get the&lt;br /&gt;ammo, then bash the nearby wooden crate to find a health pack. Shoot the&lt;br /&gt;explosive crate on the hanging conveyor platform with the shotgun to blow it up,&lt;br /&gt;then quicksave and jump across the green sludge.&lt;br /&gt;&lt;br /&gt;If you don't make it uninjured, quickrestore and try again. You might want to&lt;br /&gt;try jumping from on the green crate you got the ammo from. Or if don't need&lt;br /&gt;health, don't bash the big wooden crate. Jump-crouch onto it from on the green&lt;br /&gt;crate, then jump to the conveyor and drop down onto the floor past the toxic&lt;br /&gt;spill.&lt;br /&gt;&lt;br /&gt;After you make it across, go up to the nearest wooden crate. Get out the knife&lt;br /&gt;and break the crate, then quickly strafe left to avoid the headcrab that was&lt;br /&gt;hiding in the area behind the crate. It should leap far enough to touch the&lt;br /&gt;electrified toxic water and die, but be ready to quickly charge it and hack it&lt;br /&gt;with the knife if it doesn't.&lt;br /&gt;&lt;br /&gt;Get the shotgun shell box from the floor, then get out the .357. Move along&lt;br /&gt;while looking across the green water until you see a headcrab on a green crate.&lt;br /&gt;Shoot it, then turn to the left and move to where you can see another headcrab&lt;br /&gt;on a green crate. It can be kind of hard to see because there's a taller green&lt;br /&gt;crate right behind the one it's on.&lt;br /&gt;&lt;br /&gt;After you shoot that headcrab, get out the shotgun and blow up the explosive&lt;br /&gt;crate that's just past its green crates. Doing so will kill the crab that's next&lt;br /&gt;to the explosive crate. Use the .357 to sneak-shoot the crab that's hiding&lt;br /&gt;between wooden crates to the right, then go over to the stairs and quickly shoot&lt;br /&gt;down the two crabs that are partway up them.&lt;br /&gt;&lt;br /&gt;Break open the wooden crates to find more shotgun ammo, then go up the stairs to&lt;br /&gt;find a room with a first aid station and the cargo conveyor's control panel. The&lt;br /&gt;button on the panel is useless, so use the lever to move the conveyor left.&lt;br /&gt;Press and hold the "Use item" key until the conveyor is as far left as it'll go,&lt;br /&gt;then release the "Use item" key and press it again briefly to move the conveyor&lt;br /&gt;back to the right just a little.&lt;br /&gt;&lt;br /&gt;Jump onto the control panel, then crouch down and hop through the window. Drop&lt;br /&gt;onto the green grate stack that's nearest the conveyor, then jump to the&lt;br /&gt;conveyor. From there, jump to the green crate with an armor battery on top of&lt;br /&gt;it. Drop carefully down to the floor in the corner, then use the button to the&lt;br /&gt;left of the large closed door to open it.&lt;br /&gt;&lt;br /&gt;Jump-crouch onto the smaller green crate, then onto the bigger one again. Jump&lt;br /&gt;back to the conveyor, then quicksave before trying to jump over to the green&lt;br /&gt;crate to the right of the newly opened door (the one you shot a headcrab on&lt;br /&gt;earlier). It can be a tough jump to make, and you may have to return to the&lt;br /&gt;control room and reposition the conveyor a little before you can do it.&lt;br /&gt;&lt;br /&gt;Or you could move the conveyor to the right until it's near the large green&lt;br /&gt;crates that are next to the one you're trying to get to. Crouch-hop out the&lt;br /&gt;control room's window again, then jump to the conveyor from the green crate&lt;br /&gt;stack nearest it. It'll then be easy to jump across to the large green crates&lt;br /&gt;and crouch-drop onto the headcrab's crate.&lt;br /&gt;&lt;br /&gt;Quicksave again once you make it to the headcrab's crate, then make the jump to&lt;br /&gt;the floor past the door. It's another hard one to make, so keep quickrestoring&lt;br /&gt;and trying again until you make it uninjured. Go down the wide corridor to reach&lt;br /&gt;a big room with two lowered crossing barriers.&lt;br /&gt;&lt;br /&gt;Either crouch-walk your way under both barriers, or use the button on the first&lt;br /&gt;barrier to raise them. In the wrecky area at the end of the walkway, look for a&lt;br /&gt;large broken-open pipe in a big wall hole. Jump through the pipe's hole to drop&lt;br /&gt;down to section of1a4b.&lt;br /&gt;&lt;br /&gt;^ Section of1a4b: CRATE-CARRYING ROBOT ROOM AND TRAM CAR&lt;br /&gt;&lt;br /&gt;After you fall into a large pool of water, look around at water level for a&lt;br /&gt;broken grating that you can swim through. In the next flooded room, you can&lt;br /&gt;either avoid barnacle tongues while searching for a ladder, or you can let them&lt;br /&gt;catch you, then hack them with the knife when they pull you in close.&lt;br /&gt;&lt;br /&gt;You'll find the ladder you're after on the wall in the corner that's a ways to&lt;br /&gt;the right of the broken grating you swam in through. Climb up the ladder to&lt;br /&gt;a metal walkway, then go along the walkway to reach a corridor with three&lt;br /&gt;barnacles in it. If you run through fast enough, you might be able to make it&lt;br /&gt;before the barnacles' tongues fully lower. Otherwise, let each one catch you so&lt;br /&gt;you can slash it.&lt;br /&gt;&lt;br /&gt;Turn right after crossing a short bridge to find a green crate you can jump onto&lt;br /&gt;to get some .357 ammo and hand grenades. Continue down the hallway to reach a&lt;br /&gt;door that leads to a room with flashing red lights. Turn left to see a crate-&lt;br /&gt;carrying robot on the floor below that's jammed because some crates are in its&lt;br /&gt;way.&lt;br /&gt;&lt;br /&gt;Use the shotgun to blow up one of the explosive crates, then go down to the&lt;br /&gt;other end of the walkway and wait until the bars that are blocking the nearby&lt;br /&gt;ladder retract. Climb down the ladder, turn to face the nearest crates, then&lt;br /&gt;quicksave. Jump to the crates, then quickrestore and try again if you overshoot&lt;br /&gt;and end up in the toxic goo.&lt;br /&gt;&lt;br /&gt;From the second of the nearest crates, jump to the larger one that's ahead, then&lt;br /&gt;jump to the ones that are next to the safe walkway. Go up to the sewage overflow&lt;br /&gt;control panel and use its big yellow button, then wait as most of the toxic&lt;br /&gt;waste is pumped out of the room, leaving only a couple of small green pools.&lt;br /&gt;&lt;br /&gt;Avoiding those pools, go over to the large doors at the other end of the room.&lt;br /&gt;Use the button to the right of the doors to open them, then get on the lift&lt;br /&gt;that's past them. Get out the .357, then use the button on the wall to get the&lt;br /&gt;lift to take you up to another area. Quickly shoot down the four houndeyes in&lt;br /&gt;that area before they can zap you with their sonic charges.&lt;br /&gt;&lt;br /&gt;Go up the huge ramp and over to where you can see a tram car on a nearby track.&lt;br /&gt;After quicksaving, take a running jump at the tram car's open door, crouching as&lt;br /&gt;you approach it. After you make it, move to the back of the tram to get it&lt;br /&gt;going, which starts the "We Are Pulling Out" chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** "WE ARE PULLING OUT" *****&lt;br /&gt;&lt;br /&gt;^ Section of1a5: TRAM RIDE&lt;br /&gt;&lt;br /&gt;When the tram starts moving upward, go to its front left corner and stay&lt;br /&gt;crouched there until it stops moving upward. That should protect you from the&lt;br /&gt;nearby vorts without you having to use ammo on any of them. After that, just&lt;br /&gt;wait until the tram stops and section of1a5b loads.&lt;br /&gt;&lt;br /&gt;^ Section of1a5b: FATGUARD FOLLOWER AND VORT ROOM&lt;br /&gt;&lt;br /&gt;Get out the shotgun and leave the tram car. Move slowly onto the concrete&lt;br /&gt;walkway while facing the tram and looking to the left of its door. When a vort&lt;br /&gt;teleports in, run up to it and double-barrel it to kill it, then immediately run&lt;br /&gt;up next to the tram and crouch down. Wait while crouched until the vort that&lt;br /&gt;appears on top of the tram stops moving, then get out the .357 and deliver a&lt;br /&gt;carefully-aimed head shot to kill it.&lt;br /&gt;&lt;br /&gt;Get the 9mm pistol and bullet clips from the nearby corner, then follow the&lt;br /&gt;walkway to a room where a hungry fatguard is trying to steal a snack from a&lt;br /&gt;vandalized vending machine. You can vandalize the soda machine for him, but he&lt;br /&gt;won't appreciate it. Get the wrench out and hold down the "Secondary attack"&lt;br /&gt;key, then go through the room's smaller doorway and power-attack the zombie&lt;br /&gt;that's standing just to the left of it. If that doesn't kill it, run back&lt;br /&gt;through the doorway and let the fatguard finish it off for you.&lt;br /&gt;&lt;br /&gt;Get the fatguard to follow you, then go through the zombie's doorway and up some&lt;br /&gt;stairs. Quicksave before entering the room beyond, then move into it far enough&lt;br /&gt;for a headcrab to drop down ahead of you. Quickly retreat and see if your&lt;br /&gt;fatguard can kill both headcrabs and zombies by himself. If he gets killed,&lt;br /&gt;quickrestore and try again, this time helping him out a little with your .357.&lt;br /&gt;&lt;br /&gt;Let him shoot the two houndeyes you meet as you go up the stairs, plus the vort&lt;br /&gt;that teleports in past the last set of stairs. Go up to the large window past&lt;br /&gt;the vort and wait for it to be shattered by a shocktrooper teleporting out.&lt;br /&gt;Crouch-jump through the window, then go grab the pistol that the shocktrooper-&lt;br /&gt;shot guard dropped. Push up against the other side of the locked door that's&lt;br /&gt;near the large window to open it for your fatguard companion.&lt;br /&gt;&lt;br /&gt;Go down the hall until you reach a security door, then stop near it to get the&lt;br /&gt;fatguard to open it for you. The room beyond has two AR grenades and an AR&lt;br /&gt;bullet clip, so be sure to pick all of that up. You can bash the glass out of&lt;br /&gt;the window across the hall and crouch-jump into the room beyond, but all that's&lt;br /&gt;in there is a scientist who can heal you if your health is low (which it&lt;br /&gt;shouldn't be).&lt;br /&gt;&lt;br /&gt;Go to the end of the corridor, where it leads into a room with a big lift, then&lt;br /&gt;turn to face the fatguard. Back up slowly while looking up until a headcrab&lt;br /&gt;jumps out through a broken vent above you. Quickly strafe right so the fatguard&lt;br /&gt;won't hit you while shooting at the crab. After quicksaving, back up onto the&lt;br /&gt;lift and jump up and down to get the other crab to leap out at you.&lt;br /&gt;&lt;br /&gt;Doing so will also get the marine and the three vorts in the room at the top of&lt;br /&gt;the lift to start fighting. After dodging the crab, you'll want to look up there&lt;br /&gt;and see if you can shoot a vort. You might or might not be able to. If not, you&lt;br /&gt;may want to quickrestore and try again. After you get that vort (or give up on&lt;br /&gt;it), kill the fatguard with a powered-up wrench whack to get his gun.&lt;br /&gt;&lt;br /&gt;Get out the .357 or shotgun and quicksave again, then use the big lift's button&lt;br /&gt;to ride it up to the vort-infested room above. If you managed to kill one from&lt;br /&gt;below, there will only be two left, but they'll both start charging up to zap&lt;br /&gt;you as soon as you rise into their view.&lt;br /&gt;&lt;br /&gt;If you quickly shoot them with the .357 or shotgun, not taking the time to line&lt;br /&gt;up careful head shots, you should be able to kill them both without getting&lt;br /&gt;zapped. Try shooting them alternately rather than shooting one until it's dead,&lt;br /&gt;and only then moving on to the other one. If you get zapped, quickrestore and&lt;br /&gt;try again, remembering exactly where each vort is to help you shoot them more&lt;br /&gt;quickly.&lt;br /&gt;&lt;br /&gt;If there are still three vorts up there, try riding the lift up while crouched&lt;br /&gt;behind one of its two side railings so that one of the vorts won't be able to&lt;br /&gt;zap you without moving. You might then be able to kill the other two without&lt;br /&gt;getting zapped, then quickly kill the third one. Another thing you could try is&lt;br /&gt;riding the lift up without first jumping up to get the marine to start fighting&lt;br /&gt;the vorts. They may be a bit slower to attack you if they've just killed the&lt;br /&gt;marine when you come into their view.&lt;br /&gt;&lt;br /&gt;Walk around near the dead marine to pick up his Mp5 assault rifle (AR for&lt;br /&gt;short), then immediately reload it. Bash all the wooden boxes in the room to&lt;br /&gt;find ammo, then use the HEV wall station until it's drained.&lt;br /&gt;&lt;br /&gt;Jump-crouch onto the green crate to the right of the HEV station, then move up&lt;br /&gt;next to the station and jump on top of it. Bash out the grating above the&lt;br /&gt;station, then crouch-jump into the vent shaft. Move along it until section of1a6&lt;br /&gt;loads.&lt;br /&gt;&lt;br /&gt;^ Section of1a6: GETTING LEFT BEHIND&lt;br /&gt;&lt;br /&gt;In the vertical shaft you come to, climb the ladder to the top, then get onto&lt;br /&gt;the small metal platform. Crouch-walk over to the vent shaft opening, then go&lt;br /&gt;through it to quickly reach a grating. Bash it, then drop down into a large&lt;br /&gt;room. Use the first aid station on one wall if you need to, then go through the&lt;br /&gt;door.&lt;br /&gt;&lt;br /&gt;In the next room, the marine at the radio will be issuing the message to Cooper&lt;br /&gt;that you (as Gordon Freeman) heard near the end of the Surface Tension chapter.&lt;br /&gt;Love those cool tie-ins! After the marine stands up and talks to you, kill him&lt;br /&gt;with a single powered-up wrench whack to the head.&lt;br /&gt;&lt;br /&gt;Get his dropped gun, plus the hand grenades and C4 satchel bomb that are on the&lt;br /&gt;table on the opposite side of the room, then go through the door near the radio.&lt;br /&gt;Get the bullets and .357 ammo from the table to the right of the big window,&lt;br /&gt;then go over to where a marine is menacing a captured scientist. Kill the marine&lt;br /&gt;with a powered-up wrench whack after he takes up a position in the doorway, then&lt;br /&gt;grab his gun and enter the room.&lt;br /&gt;&lt;br /&gt;Jump-crouch up to the top green crate, then go along the adjacent top shelf to&lt;br /&gt;collect two armor batteries. If you've been careful not to get injured much so&lt;br /&gt;far, your armor rating will now be 100. Leave the room and go down the nearby&lt;br /&gt;stairs, then go through the open fire door. Go through the next doorway, then&lt;br /&gt;turn left and run down to where a large door closes in your face, and the G-Man&lt;br /&gt;gives you his "you're not done doing my dirty work yet" look.&lt;br /&gt;&lt;br /&gt;Get the shotgun out and go stand facing the wall that's directly across from the&lt;br /&gt;doorway you entered the room through. A vort will soon break through that wall,&lt;br /&gt;and you'll want to double-barrel it in the head as soon as it does. Run through&lt;br /&gt;the wall hole and turn right before the other two teleport-in vorts can see you,&lt;br /&gt;then move down the narrow passage to reach the Missing in Action chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** MISSING IN ACTION *****&lt;br /&gt;&lt;br /&gt;^ Section of2a1: WEAK CEILING TILES AND BIG FANS&lt;br /&gt;&lt;br /&gt;Go forward and crouch-walk to where you're under the lowest of the three big&lt;br /&gt;blue pipes, then turn left and go down the hallway. You don't have to worry&lt;br /&gt;about timing your way past the steam leak, and you can easily shoot the headcrab&lt;br /&gt;in the room ahead with the pistol before it sees you.&lt;br /&gt;&lt;br /&gt;When you enter the room, turn right and get out from under the pipe, then get&lt;br /&gt;your shotgun out. Move forward to the room's central pillar, then charge and&lt;br /&gt;double-barrel the vort that teleports in a bit to the right of the pillar. Turn&lt;br /&gt;left and repeat with the second vort who teleports in. (Wrench power attacks&lt;br /&gt;also work well, but the shotgun is a bit easier to use for this.)&lt;br /&gt;&lt;br /&gt;Bash the crates near the second vort to find two armor batteries, then jump onto&lt;br /&gt;the green crate near the first vort to get some shotgun ammo. In one corner near&lt;br /&gt;the central pillar are three pipes that you can run up to reach a vent shaft.&lt;br /&gt;Bash its grating off, then enter it and crouch-walk past the first floor&lt;br /&gt;grating you come to.&lt;br /&gt;&lt;br /&gt;When you reach the second floor grating, bash it and drop down to a room with a&lt;br /&gt;health pack and an AR bullet clip on some shelves. Go through the door at the&lt;br /&gt;other end of the room to return to the two-vort area. Go back up the pipes and&lt;br /&gt;reenter the vent shaft, this time bashing and dropping through the first floor&lt;br /&gt;grating you come to.&lt;br /&gt;&lt;br /&gt;Crouch-walk along the ceiling tiles with night vision on until you come to a&lt;br /&gt;section of tiles where most of them look water damaged. (Also, a tile on the&lt;br /&gt;left is missing, and some wires are going down through its hole.) You could drop&lt;br /&gt;down through the first weak tile on the right to end up on a desk with an armor&lt;br /&gt;battery, then carefully jump your way across the room to where you can climb a&lt;br /&gt;fallen vent shaft back up to the ceiling tile area, but I'll assume you don't&lt;br /&gt;need the battery and don't want to mess with the zappy water room.&lt;br /&gt;&lt;br /&gt;From the start of the "weak tile maze," go two tiles forward on non-weak tiles,&lt;br /&gt;then turn left and cross the wires. Turn right past the wires and go forward&lt;br /&gt;until you reach the start of the fallen-down vent shaft segment, then turn right&lt;br /&gt;and cross the wires again. On the tile past the wires, turn left and go forward&lt;br /&gt;to the back wall, then turn right.&lt;br /&gt;&lt;br /&gt;Quicksave now, since you have to make a quick run across two weak tiles in a&lt;br /&gt;row. What you want to do is uncrouch, then run onto the first weak tile and&lt;br /&gt;quickly jump over the second weak tile before the first one gives way. That's&lt;br /&gt;the end of the weak tiles, so move on to the two-fan area.&lt;br /&gt;&lt;br /&gt;Crouch-walk onto the nearest beam that's above the first fan, and use it to&lt;br /&gt;reach the center. Turn left and quicksave, then take a running jump across the&lt;br /&gt;beam break to reach the beam above the second fan. If you fall into a fan and&lt;br /&gt;die, quickrestore and try again until you make it. Crouch-walk to the second&lt;br /&gt;fan's center, then turn right and crouch-walk along until you reach a large&lt;br /&gt;window sill.&lt;br /&gt;&lt;br /&gt;Drop down to the walkway below the sill, then turn right and crouch-walk along&lt;br /&gt;the right wall while watching the periodic steam burst that comes from a pipe on&lt;br /&gt;the left. Crouch-walk past the burst when it's off, then keep going until you&lt;br /&gt;reach the big pipe with the constant steam leak. Turn left and stay crouched&lt;br /&gt;while going under that leak, and you should make it past both leaks undamaged.&lt;br /&gt;&lt;br /&gt;Go over next to the big hole in the walkway that leads to a door and quicksave&lt;br /&gt;again. Try jump-crouching across the hole until you make it, then crouch-walk&lt;br /&gt;through the door and bash all the wooden crates on the left for ammo. If you're&lt;br /&gt;careful, you can get all the ammo and leave without getting the attention of the&lt;br /&gt;zombie that's busy with a dead scientist.&lt;br /&gt;&lt;br /&gt;Crouch-walk to the end of the left edge of the walkway break, then turn right&lt;br /&gt;and take a running jump toward the railed balcony that leads to the second fan&lt;br /&gt;area. After quicksaving, crouch-walk your way carefully straight down the line&lt;br /&gt;between the two fans. Now *that's* scary! When you reach the railing in back,&lt;br /&gt;turn left and go forward until you can drop down to a lower floor through a&lt;br /&gt;railing break.&lt;br /&gt;&lt;br /&gt;Go over to a spot near the fan with only one blade, then quicksave again. As&lt;br /&gt;soon as the blade goes by in front of you, run toward the fan and crouch down.&lt;br /&gt;Drop gently through the broken grating beneath the fan so that you'll land on&lt;br /&gt;the big X-shaped thing right after section of2a1b loads.&lt;br /&gt;&lt;br /&gt;^ Section of2a1b: FURNACE VENTS&lt;br /&gt;&lt;br /&gt;Drop down to the bottom of the shaft, then crouch-walk along until you reach a&lt;br /&gt;couple of latticed gratings that you can bash out. Past them, quicksave before&lt;br /&gt;you try to jump over the furnace vent. Wait until a flame burst has fully&lt;br /&gt;dissipated, then quickly jump over before the next one comes along.&lt;br /&gt;&lt;br /&gt;Before you jump over the second furnace vent, get out the pistol and find the&lt;br /&gt;headcrab that's sitting on the ground to the left of a crate on the other side&lt;br /&gt;(using night vision can help you find it). Shoot the crab until it's dead, then&lt;br /&gt;get out the .357 and go stand next to the wall just behind the stack of two&lt;br /&gt;crates.&lt;br /&gt;&lt;br /&gt;There's a mawman (advanced-stage zombie) in the area across the furnace vent and&lt;br /&gt;to the right. If you stand in the right spot and look through the gap between&lt;br /&gt;the wall and the two-crate stack, you'll be able to see the mawman occasionally&lt;br /&gt;lift its right arm. (Having night vision off may help you see the arm more&lt;br /&gt;clearly.) When its arm is up, shoot it. Keep that up until you see the mawman go&lt;br /&gt;down.&lt;br /&gt;&lt;br /&gt;Jump-crouch onto the single crate that's next to the two-crate stack, then&lt;br /&gt;quicksave before taking a running jump across the furnace vent. It is possible&lt;br /&gt;to make it across without taking any damage if you jump when the vent flame is&lt;br /&gt;at its low point, so you might want to keep quickrestoring and trying again&lt;br /&gt;until you manage it (or until you only take minimal damage, which is -10 health&lt;br /&gt;and -20 armor).&lt;br /&gt;&lt;br /&gt;Bash all the wooden crates to find a health pack and an armor battery, then bash&lt;br /&gt;through the latticed grating to find another crouch-walkin' tunnel. This one&lt;br /&gt;will lead to a breakable floor lattice that'll drop you right next to another&lt;br /&gt;big furnace vent, so watch out for it.&lt;br /&gt;&lt;br /&gt;Time your run past the first vent, and quicksave while standing next to the&lt;br /&gt;second one with the .357 out. You'll need to follow a flame burst down the vent&lt;br /&gt;to the left, then jump-crouch out of the vent on its right side and quickly&lt;br /&gt;crouch down next to the large pipe thing. Head-shot both of the nearby mawmen to&lt;br /&gt;death, strafing if necessary to avoid the gook they throw at you.&lt;br /&gt;&lt;br /&gt;Or since the flame doesn't quite reach the large pipe thing, you could crouch&lt;br /&gt;down next to it without jumping out of the vent. From there, you can fairly&lt;br /&gt;easily head-shot the nearest mawman. For the second one, stand up to get its&lt;br /&gt;attention, then crouch back down and wait for it to come within head-shot range.&lt;br /&gt;&lt;br /&gt;Switch to the shotgun and get on top of the pipe thing, then shoot down the&lt;br /&gt;regular zombie that comes your way. There's one more zombie left in the back of&lt;br /&gt;the area. Go over to where you can shoot it down with the shotgun, then check&lt;br /&gt;near the dead marine for an assault rifle on the floor and some hand grenades on&lt;br /&gt;top of a box that you can jump-crouch onto.&lt;br /&gt;&lt;br /&gt;Look around in the area near the dead marine to find a pushable crated marked&lt;br /&gt;"DANGER EXPLOSIVES." Push it along to the left of the ramp it starts out near&lt;br /&gt;until it's in the furnace vent that's next to the sign warning against&lt;br /&gt;obstructing the test flame. Go up the ramp and find the "TEST FIRE" button. Move&lt;br /&gt;up against it, crouch down, and press it.&lt;br /&gt;&lt;br /&gt;Stay crouched until the explosions have stopped, then get up and go back down&lt;br /&gt;the ramp to find a large hole in the floor nearby. Drop into the hole, then&lt;br /&gt;carefully move to where you can use the pistol to shoot the legs of a mawman&lt;br /&gt;without it seeing you. After it's down, drop down to its floor, then move slowly&lt;br /&gt;ahead, shooting headcrabs as you see them.&lt;br /&gt;&lt;br /&gt;After you go down a steep decline and reach the back of the area, find the break&lt;br /&gt;in the vent shaft to the right. Shoot the headcrab that's in it, then jump onto&lt;br /&gt;the concrete that's next to the shaft. Crouch-walk through the shaft break, then&lt;br /&gt;turn left and move forward to where section of2a2 loads.&lt;br /&gt;&lt;br /&gt;^ Section of2a2: PIT DRONES AND ELEVATOR SHAFT&lt;br /&gt;&lt;br /&gt;Around the next corner are two grate coverings that you can bash out and go&lt;br /&gt;through. Move along the concrete ledge until you drop down next to two more&lt;br /&gt;grate coverings, one of which has already been removed. Crouch-walk through it&lt;br /&gt;and forward to a dead marine with some AR grenades and shotgun shells near him.&lt;br /&gt;&lt;br /&gt;After getting the ammo, crouch-walk back out and then drop to the street below.&lt;br /&gt;Go down to where a dying marine warns you about the pit drones ahead, then go&lt;br /&gt;past the truck that's blocking a large door open. Jump into the back of the&lt;br /&gt;truck and bust open the two crates to find some shotgun shells and a C4 satchel&lt;br /&gt;bomb.&lt;br /&gt;&lt;br /&gt;Past the truck, go through an open red door and down to Storage Area 2. Ignore&lt;br /&gt;the pit drones running past on the overhead walkway, and bash the crates to find&lt;br /&gt;a health pack. Just past the crate area are two large red doors with a button&lt;br /&gt;panel between them, but ignore that for now and go slowly down the dark hallway&lt;br /&gt;to the right of the doors with night vision on.&lt;br /&gt;&lt;br /&gt;When you come to the first tall wooden crate, get out the pistol. Crouch-walk&lt;br /&gt;very slowly to where you can see an arm of a pit drone that's standing near&lt;br /&gt;another crate a ways past your crate. Sneak-shoot the drone in the arm until it&lt;br /&gt;falls over dead, then quickly strafe left and move up behind the second tall&lt;br /&gt;hallway crate.&lt;br /&gt;&lt;br /&gt;The other pit drone in the area will go over to the first one (drones have the&lt;br /&gt;nasty habit of chewing on each other's dead bodies), so get to where you can&lt;br /&gt;sneak-shoot it to death with the pistol. After it goes down, bash all the crates&lt;br /&gt;in the hallway and in the drones' room to find two armor batteries.&lt;br /&gt;&lt;br /&gt;Go back to the two red doors and use the button panel that's in between them to&lt;br /&gt;open up the one on the right. There are four pit drones in the garage area, and&lt;br /&gt;the safest way to deal with them is to sneak-shoot them all with the pistol.&lt;br /&gt;Carefully move to where you can sneak-shoot the first one, then strafe left for&lt;br /&gt;cover and wait a bit before trying to sneak-shoot the next one. Repeat the&lt;br /&gt;process until all four pit drones are dead.&lt;br /&gt;&lt;br /&gt;NOTE: If you're very careful, you can get to where you can see part of a pit&lt;br /&gt;drone's head without it seeing you. You can then shoot it in its little cluster&lt;br /&gt;of red eyes to do more damage per shot and save on bullets, though this isn't&lt;br /&gt;really necessary, as there are plenty of bullets to resupply from in most areas&lt;br /&gt;of the game.&lt;br /&gt;&lt;br /&gt;Jump into the back of the truck in the garage and bash the crate to get your&lt;br /&gt;first laser tripmine. Go up the stairs to the upper walkway and turn left to&lt;br /&gt;find an armor battery on the floor near a tool chest. Bash the crates on the&lt;br /&gt;other side of the walkway to find a C4 satchel and an RPG.&lt;br /&gt;&lt;br /&gt;Go up the stairs that lead to the next room very slowly, since there are two pit&lt;br /&gt;drones over to the left. Use the usual process of sneak-shooting the first one&lt;br /&gt;with the pistol, then backing up and waiting a bit before sneak-shooting the&lt;br /&gt;second one.&lt;br /&gt;&lt;br /&gt;After both drones are down, enter the room and go over to the scientist who's&lt;br /&gt;hiding behind some tables. After he says he doesn't know which is worse, the&lt;br /&gt;marines or the aliens, answer his question by jumping over a table and&lt;br /&gt;splattifying him with a powered-up wrench whack.&lt;br /&gt;&lt;br /&gt;Go over to the jammed-open elevator door and find the yellow ladder on the wall&lt;br /&gt;that's directly across from you. After quicksaving just in case, take a running&lt;br /&gt;jump toward that ladder. If you land on it, you'll automatically grab ahold of&lt;br /&gt;it without falling. Climb down it, then go across the narrow ledge to reach&lt;br /&gt;another ladder that you can use to climb down to the bottom of the elevator&lt;br /&gt;shaft.&lt;br /&gt;&lt;br /&gt;Enter the crashed elevator car through its open door, then use its open roof&lt;br /&gt;vent to climb up onto the roof. Jump from there to the nearby jammed-open&lt;br /&gt;doorway to reach a room with a big fallen-over shelf. Go through the doorway to&lt;br /&gt;the left of the shelf and turn right to reach an area covered in super-slick&lt;br /&gt;water.&lt;br /&gt;&lt;br /&gt;There's a live wire hanging down in the middle of the watery area, so you don't&lt;br /&gt;want to just slip and slide through. Quicksave, then very slowly crouch-walk&lt;br /&gt;toward the live wire. As soon as you can, turn left and edge around some crates&lt;br /&gt;in order to avoid the wire, then head for the crates in the back left corner.&lt;br /&gt;Jump-crouch onto the lowest crate, then jump-crouch onto the higher ones.&lt;br /&gt;&lt;br /&gt;Drop down past them, then turn left and find the fence door that you can push&lt;br /&gt;open to enter the room with the unit 2 power box. Bash the wooden crates to find&lt;br /&gt;some .357 ammo, then use the switch on the power box to turn the electricity&lt;br /&gt;off. Go back down the hall to where you can jump-crouch over some crates and get&lt;br /&gt;back to the room next to the elevator shaft.&lt;br /&gt;&lt;br /&gt;Drop back down to the bottom of the shaft, then climb up the two yellow ladders.&lt;br /&gt;Get off to the right from the second ladder, then go over to where you're&lt;br /&gt;directly across from a long, dangling power cable. Now that the electricity's&lt;br /&gt;off, it's safe to jump over to the cable and climb up it.&lt;br /&gt;&lt;br /&gt;After you've climbed it to the top, look down at the nearby elevator car and&lt;br /&gt;climb down slowly until you're hanging just a bit higher than the car's roof.&lt;br /&gt;Swing the cable toward the car, then jump to let go when you're almost over it.&lt;br /&gt;You might could do that on the first swing without having to do a lot of&lt;br /&gt;swinging back and forth, though it's a bit safer if you swing a couple of times&lt;br /&gt;first.&lt;br /&gt;&lt;br /&gt;Drop into the elevator car through its open roof hatch to find two armor&lt;br /&gt;batteries, then climb back up onto the roof. Go through the open elevator doors&lt;br /&gt;to find a dead fatguard with no pistol (dang him!), then turn left and go down&lt;br /&gt;the hallway until section of2a3 loads.&lt;br /&gt;&lt;br /&gt;^ Section of2a3: A REUSABLE METAL CRATE AND SOME MARINE PALS&lt;br /&gt;&lt;br /&gt;When you come to a locked red door, look on the wall nearby for a high-up vent&lt;br /&gt;shaft opening. Pull and/or push the small metal crate to where it's right under&lt;br /&gt;the opening. Jump onto the crate, bash the grating off, and crouch-jump into the&lt;br /&gt;shaft.&lt;br /&gt;&lt;br /&gt;Move along the shaft until an explosion drops it down into the water. As soon as&lt;br /&gt;you exit the shaft, get out the pistol and turn around. Crouch down and strafe&lt;br /&gt;slowly right until you can see and shoot the fat, slimy leg of a bullsquid.&lt;br /&gt;After you kill it, go past it and walk around near the dead marine until you&lt;br /&gt;pick up a bullet clip and an AR clip.&lt;br /&gt;&lt;br /&gt;Go back the other way until you find a big hole in the wall that you can go&lt;br /&gt;through. Turn right past the hole and go down to the red "EXIT" door and push it&lt;br /&gt;open. You'll be back in the area where you used the small metal crate, so push&lt;br /&gt;it through the open "EXIT" door and down the hall to the high-up vent that's&lt;br /&gt;near the wall hole you came through.&lt;br /&gt;&lt;br /&gt;Use the crate to get up into the vent just like you did before, and explore it&lt;br /&gt;to find a dead scientist and an armor battery. Return to the hallway and push&lt;br /&gt;the crate over next to the left side of the big debris pile. Get on the crate,&lt;br /&gt;then crouch-jump onto the trash can. Get out your hand grenades and edge over to&lt;br /&gt;where you can throw a grenade through the broken window of the nearby room.&lt;br /&gt;&lt;br /&gt;As soon as the grenade enters the room, strafe right to drop back down into the&lt;br /&gt;hallway. After the big explosion, push the metal crate through the blown-open&lt;br /&gt;room and over to yet another high-up vent opening. Use the crate to get into the&lt;br /&gt;vent shaft as before, then slowly move to where you can sneak-shoot a headcrab&lt;br /&gt;with the pistol.&lt;br /&gt;&lt;br /&gt;Bash through the grate past the crab and drop down into a room with a sizzly-&lt;br /&gt;animated electric scientist on a desk. I always wanted one of those as a kid! Go&lt;br /&gt;out the room's door and turn right to find two big red doors that you can push&lt;br /&gt;open to return to the barricaded area near the blown-up room. Get the hand&lt;br /&gt;grenades from the small green crate near the room's windows, then check under&lt;br /&gt;the large leaning bookcase in the room for a health pack.&lt;br /&gt;&lt;br /&gt;Go back through the red doors, then run down the hallway. Keep going until you&lt;br /&gt;reach a barricade with a health pack near it, then turn around and use the&lt;br /&gt;pistol to kill the headcrab that dropped from the ceiling as you ran by. Go back&lt;br /&gt;to where there's a hole in the floor and climb down its ladder (or just drop&lt;br /&gt;through it) to reach a room where a scientist is hiding.&lt;br /&gt;&lt;br /&gt;Pick up the two armor batteries if you need them, then go to the back of the&lt;br /&gt;room and use the switch on the power box to de-electrify the cable that's&lt;br /&gt;hanging just above you. Jump to grab onto the cable, then climb it and swing it&lt;br /&gt;over the upper room's floor so you can jump to land on the floor.&lt;br /&gt;&lt;br /&gt;Use the military radio that's next to a broken, knocked-over vending machine in&lt;br /&gt;a nearby corner, then bash the crate near it for a health pack. Look around the&lt;br /&gt;dead security guard for ammo and a C4 satchel while waiting for the two marines&lt;br /&gt;you talked to on the radio to blow open the maintenance door. After they do, go&lt;br /&gt;over and talk to the engineer to get him to follow you.&lt;br /&gt;&lt;br /&gt;Lead him to the door marked "ELEVATOR" and wait while he cuts it open. After he&lt;br /&gt;runs into the elevator, go get the other marine to follow you and lead him into&lt;br /&gt;the elevator. (Note that you'll have to talk to him again after you make it&lt;br /&gt;halfway there.) After they're both in the elevator, use its interior button&lt;br /&gt;panel to get elevated to the Friendly Fire chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** FRIENDLY FIRE *****&lt;br /&gt;&lt;br /&gt;^ Section of2a4: VORT-INFESTED OFFICE AREA&lt;br /&gt;&lt;br /&gt;After the elevator arrives on another floor, get out your shotgun and quicksave.&lt;br /&gt;Run straight forward to the dark alcove for cover, then peek out and blast vorts&lt;br /&gt;when it's safe to (or wait and shoot ones that run into your view). Hopefully,&lt;br /&gt;you and your marines can kill off the three vorts without your engineer getting&lt;br /&gt;killed. Quickrestore and try again if he dies.&lt;br /&gt;&lt;br /&gt;If the engineer doesn't walk across the room and cut open the door marked "EXIT"&lt;br /&gt;on his own, get him to follow you over there. Past the door is a large cave-like&lt;br /&gt;area with a small security shed in the back. Enter the shed and get the ammo and&lt;br /&gt;armor battery, then go back to the cut-open door.&lt;br /&gt;&lt;br /&gt;Look to the right of the door to see a metal machine box on the ground with a&lt;br /&gt;vent shaft going up out of it. You want to get up to the high-up ledge that the&lt;br /&gt;vent shaft is going up to, and the metal box is the way to start. Jump-crouch&lt;br /&gt;onto it, then turn right and use the sloping bits of dirt to jump up onto the&lt;br /&gt;ledge. Go over to its left side to find an armor battery.&lt;br /&gt;&lt;br /&gt;Drop carefully back down to the cave room's floor using the dirt ledges, then&lt;br /&gt;leave the room and turn right after getting your engineer to follow you again.&lt;br /&gt;(If the other marine survived the vort attack, get him to follow you, too.) Go&lt;br /&gt;up all the stairs, then get out the wrench and hold it in power-attack mode as&lt;br /&gt;you run for the upstairs door.&lt;br /&gt;&lt;br /&gt;A vort will crash through the door, so run up to it and give it a good powered&lt;br /&gt;wrench whack. Keep the wrench handy as you go through the door and slowly&lt;br /&gt;approach a doorway on the right. Let the vort past the doorway see you, then&lt;br /&gt;retreat and pull the wrench back for a power attack. As soon as the vort appears&lt;br /&gt;in front of you, let him have it!&lt;br /&gt;&lt;br /&gt;There's another vort past the doorway, in the office to the right, so get the&lt;br /&gt;wrench in power attack mode and go get him before he can whack or zap you. The&lt;br /&gt;office area is now secure, so get the pistol from S. Jones' desk and the health&lt;br /&gt;pack from on top of a filing cabinet.&lt;br /&gt;&lt;br /&gt;Push open the red door that's down the hall from the office area, then move a&lt;br /&gt;very short distance past it to get two vorts to drop down. As soon as you hear&lt;br /&gt;the ceiling tiles give way under them, back up through the doorway and strafe&lt;br /&gt;left for cover. Hopefully, your marine(s) will kill both vorts for you without&lt;br /&gt;getting killed. If not, quickrestore and try again, helping out with your .357&lt;br /&gt;if needed.&lt;br /&gt;&lt;br /&gt;After quicksaving again, run into the room and straight for the door alcove on&lt;br /&gt;the right. You don't want the alien grunt who drops in to see you. Hopefully,&lt;br /&gt;it'll be killed by your marine(s). In any case, have your .357 ready to finish&lt;br /&gt;the aliens off.&lt;br /&gt;&lt;br /&gt;Push open the brown double doors in the alcove, then quickly retreat back around&lt;br /&gt;the corner. You can then strafe in and out of cover, using the .357 to deliver&lt;br /&gt;careful head shots to the three vorts in the large meeting room. After they're&lt;br /&gt;down, move slowly along the room's left wall until part of it explodes.&lt;br /&gt;&lt;br /&gt;Use the .357 to sneak-shoot the vort that's in the space between walls, then do&lt;br /&gt;the same to the two vorts that are in the hallway past the big wall hole. (Note&lt;br /&gt;that the second one is in a sort of alcove on the left.) After they're dead, go&lt;br /&gt;down the hall to the "EXIT" sign to find a red door you can push open to return&lt;br /&gt;to the alien grunt drop-down room.&lt;br /&gt;&lt;br /&gt;Wrench-whack any surviving marines to get their guns, then return to the&lt;br /&gt;corridor where you shot the last two vorts. Find the side corridor that leads to&lt;br /&gt;a room labeled B-591FG. As you approach the room's doorway, section of2a5 will&lt;br /&gt;load.&lt;br /&gt;&lt;br /&gt;^ Section of2a5: GETTING THROUGH THE LAMBDA SECTOR TRANSPORT DOOR&lt;br /&gt;&lt;br /&gt;In the room past the doorway, check out the "EMPLOYEE OF THE MONTH" picture on&lt;br /&gt;one wall (it's meant to be Gordon Freeman), then jump onto the left side of the&lt;br /&gt;desk that's next to the big wall hole. Crouch down and move around to where you&lt;br /&gt;can crouch-jump through the wall hole, then run up the two slanty pipes.&lt;br /&gt;&lt;br /&gt;Turn right and run up the curvy vent shaft to reach the next floor, then move&lt;br /&gt;slowly toward the dead scientist with night vision on. There's an armor battery&lt;br /&gt;near him, but there's also a barnacle tongue that you'll want to avoid. Jump&lt;br /&gt;over the hole in the floor to get to the side with a ladder on the wall,&lt;br /&gt;watching out for another barnacle tongue near the ladder.&lt;br /&gt;&lt;br /&gt;Climb the ladder to reach a metal walkway with a big break in its center. Jump&lt;br /&gt;across the break on its right side to avoid a barnacle tongue, then go through&lt;br /&gt;the door and crouch-walk along the left wall until you can see into the big room&lt;br /&gt;that's to the left. Get to where you can see a stack of explosive crates on the&lt;br /&gt;other side of the room, then shoot them with the pistol until they explode.&lt;br /&gt;&lt;br /&gt;That'll destroy the alien grunt that's standing next to them. Get onto the&lt;br /&gt;nearby walkway piece, then turn right and slowly crouch-strafe your way left&lt;br /&gt;with night vision on until you see the second grunt on the walkway that's across&lt;br /&gt;the room. Stand up and hit him with a carefully-aimed RPG rocket, then switch to&lt;br /&gt;the .357 to finish him off. (If he starts running around on the walkway, either&lt;br /&gt;quickly shoot him down before he sees you, or run back around the corner for&lt;br /&gt;cover and sneak to where you can shoot him unseen.)&lt;br /&gt;&lt;br /&gt;The RPG rocket should have also blown up all the sizzly electrical nodes that&lt;br /&gt;are nearby. If not, shoot one of them with the pistol and wait until they all&lt;br /&gt;explode. You can now swing across the big walkway gap using the two dangling&lt;br /&gt;power cables. After quicksaving, take a running jump to the first cable, then&lt;br /&gt;jump to the second one when you swing close to it, then jump to the other side&lt;br /&gt;of the walkway when you swing close to it. You should make it easily, and&lt;br /&gt;without having to do any annoying back-and-forth swinging.&lt;br /&gt;&lt;br /&gt;Get the hand grenades and AR grenades from the big broken-open crate, then bust&lt;br /&gt;open the other two crates to get bullets and .357 ammo. Down the walkway past&lt;br /&gt;where the second grunt was standing is a lift. Use the button panel on the wall&lt;br /&gt;next to it, then quickly run onto it before it starts going up.&lt;br /&gt;&lt;br /&gt;In the room ahead, use the military radio and listen to the message while&lt;br /&gt;collecting ammo and blowing away houndeyes with the shotgun. When you're sure&lt;br /&gt;you have everything, go up the ramp to the left of the radio and blow away one&lt;br /&gt;more houndeye before jumping onto the large slanty beam.&lt;br /&gt;&lt;br /&gt;Run up that beam to where a skinny beam is lying across it. Jump onto the skinny&lt;br /&gt;one and go up it to get onto the pavement. Go over to the big "ORDINANCE STORAGE&lt;br /&gt;FACILITY" sign and look to the right of it for a broken-open vent shaft that you&lt;br /&gt;can crouch-walk into.&lt;br /&gt;&lt;br /&gt;When you reach the shaft junction, turn left, but don't go forward to the&lt;br /&gt;grating. Instead back up to where you can stand up. After quicksaving, shoot out&lt;br /&gt;the grating with the pistol. Hopefully, the black ops guys who are standing and&lt;br /&gt;talking just past the grating won't notice. If they do, quickrestore and try&lt;br /&gt;again. If they don't, crouch-walk to where the grating was, toss a C4 satchel,&lt;br /&gt;then back up and detonate it to blow up both black ops guys.&lt;br /&gt;&lt;br /&gt;Crouch-walk out of the shaft and up to the back of the truck. Place a tripmine&lt;br /&gt;on the back of the truck's right wheel, then return to the vent shaft. Go to the&lt;br /&gt;back part where you can stand up, then jump up once to get the attention of&lt;br /&gt;another nearby black ops guy. If you crouch down and wait, he should run into&lt;br /&gt;your tripmine and get blown up.&lt;br /&gt;&lt;br /&gt;Quicksave, then crouch-walk around to the right side of the truck. Turn to face&lt;br /&gt;the truck, then crouch-strafe slowly to the right while looking under the truck&lt;br /&gt;at the area in the distance. When you see a black ops guy, sneak-shoot him once&lt;br /&gt;with the pistol without letting him see you. He should run a little to the left,&lt;br /&gt;exposing part of a door with a board across it. Strafe a little more to the&lt;br /&gt;right if you need to, then shoot the board with the pistol until it breaks. The&lt;br /&gt;door should swing open and detonate a tripmine, killing the black ops guy. If it&lt;br /&gt;doesn't work, quickrestore and try again. (Or try sneak-shooting the black ops&lt;br /&gt;guy some more to see if he'll run into the tripmine after the door opens.)&lt;br /&gt;&lt;br /&gt;There's a second black ops guy down there that the tripmine probably didn't&lt;br /&gt;kill, so crouch-walk under the truck and over to where you can sneak-shoot him&lt;br /&gt;with the .357. (He may have walked over to the doorway with his back turned,&lt;br /&gt;making it really easy for you.) Go through the doorway and around to where a&lt;br /&gt;turret has been set up. Give it a good powered-up wrench whack to knock it&lt;br /&gt;over.&lt;br /&gt;&lt;br /&gt;Go through the door that's past the turret's little laser alert, then go up to&lt;br /&gt;the medic who's standing around out there. After he's through talking to you,&lt;br /&gt;get him to follow you, then go back through the door to the turret area. Go on&lt;br /&gt;around to the main room, then cross it to find several wooden crates you can&lt;br /&gt;break open for ammo and health packs.&lt;br /&gt;&lt;br /&gt;After you do that, find the large door with the working button panel to the&lt;br /&gt;right of it. Hit the button to open the door, then go through it and bust the&lt;br /&gt;two crates to find a C4 satchel and another health pack. Wait while your medic&lt;br /&gt;heals the wounded engineer, then get both of them to follow you.&lt;br /&gt;&lt;br /&gt;Lead them all the way through the turret area and back outside, then leave the&lt;br /&gt;medic standing near the turret area door. Go across the pavement to the sealed&lt;br /&gt;"SECURED ACCESS: LAMBDA SECTOR TRANSPORT" door and wait for your engineer to&lt;br /&gt;start cutting it open. Get out your .357 and quicksave when he's nearly done,&lt;br /&gt;since you don't want him getting killed by the turret that's past the door.&lt;br /&gt;&lt;br /&gt;As soon as the door falls, start firing at the turret. You should be able to&lt;br /&gt;take it down before it can kill your engineer. If not, quickrestore and try&lt;br /&gt;again, remembering exactly where the turret is and positioning yourself&lt;br /&gt;accordingly. After you manage to save the engineer, go past the downed turret&lt;br /&gt;and to the right to find a C4 satchel.&lt;br /&gt;&lt;br /&gt;Look down the hallway past the nearby doorway to see a couple of set tripmines.&lt;br /&gt;Back up to where you can just barely see the nearest tripmine, then shoot it&lt;br /&gt;with the pistol and quickly strafe left. Get your medic and engineer following&lt;br /&gt;you again, then head down the formerly tripmined hallway to reach section of2a6.&lt;br /&gt;&lt;br /&gt;^ Section of2a6: ASSASSIN ROOM AND HUGE BLACK OPS BATTLE&lt;br /&gt;&lt;br /&gt;Hopefully, both the medic and engineer will follow you into this section without&lt;br /&gt;glitchily vanishing. Leave them both somewhere on the stairs, then approach the&lt;br /&gt;two new marines that are waiting just past the stairs. After they finish talking&lt;br /&gt;to you, get them to follow you so you can leave them on or near the stairs,&lt;br /&gt;completely out of sight of the big doorway they start out next to. (This is to&lt;br /&gt;make sure they don't see any of the assassins that you're about to stir up. You&lt;br /&gt;don't want any of these guys getting hurt yet.)&lt;br /&gt;&lt;br /&gt;Cross the rail track and approach the large open doorway that leads to the room&lt;br /&gt;with big blue storage bins and tall wooden crates in it. Crouch-walk over to the&lt;br /&gt;left side of the doorway and set a tripmine in the approximate center of the&lt;br /&gt;doorframe so that the laser goes across the doorway. Get the pistol out and turn&lt;br /&gt;night vision on, then quicksave.&lt;br /&gt;&lt;br /&gt;Fire the pistol at anything to get the attention of one of the assassins, then&lt;br /&gt;go snuggle up in the corner that's a bit to the left of the doorway. The&lt;br /&gt;assassin who heard your shot should eventually walk into the tripmine and get&lt;br /&gt;killed. Get out your .357 and wait for other assassins to walk up to the doorway&lt;br /&gt;and stop.&lt;br /&gt;&lt;br /&gt;As soon as you see one, shoot her in the head for an instant kill. If one sees&lt;br /&gt;you and runs off, be ready for her to run back into view and shoot at you, at&lt;br /&gt;which time you should quickly finish her off. If this happens too often, you may&lt;br /&gt;want to quickrestore and try the whole thing over again.&lt;br /&gt;&lt;br /&gt;You can quicksave and then quickrestore at any time during the process to cause&lt;br /&gt;all moving assassins to "freeze" in place, then slowly move to where you can&lt;br /&gt;sneak-shoot them. It's best to quicksave every time you hear an assassin&lt;br /&gt;approaching the doorway. That way you don't have to look very far for her if she&lt;br /&gt;sees you and you have to quickrestore.&lt;br /&gt;&lt;br /&gt;After you kill four assassins, you should stop hearing the patter of their&lt;br /&gt;little feet, meaning no more are moving around. There's just one assassin left.&lt;br /&gt;Crouch-walk through the doorway on its left side, then turn left and move&lt;br /&gt;forward very slowly until you can see and sneak-shoot the assassin with the&lt;br /&gt;.357. (Note that if you used the quicksave-and-quickrestore trick, you may have&lt;br /&gt;to hunt down more than one leftover assassin.)&lt;br /&gt;&lt;br /&gt;After they're all down, find the stairs in the back right corner of the room and&lt;br /&gt;go up them. At the other end of the upper walkway is a switch. Use it to open up&lt;br /&gt;a nearby section of track, then go back to where you left your four marines and&lt;br /&gt;get them all to follow you. Right after you cross the track again, turn right&lt;br /&gt;and go down the long pathway that goes along the left side of the track.&lt;br /&gt;&lt;br /&gt;You'll eventually reach a side room with several boxes you can break open for&lt;br /&gt;supplies. Make sure all four of your followers are still with you, then make a&lt;br /&gt;regular save. Not only is the big black ops fight sequence ahead tough to get&lt;br /&gt;through without serious injury, it is *the* number one most endlessy fun and&lt;br /&gt;replayable part of the entire Half-Life game series (in my unhumble opinion,&lt;br /&gt;anyway).&lt;br /&gt;&lt;br /&gt;Move on to where you can cross the track again, and do so by crouch-walking&lt;br /&gt;along the left side of the crossing area. Have the .357 out and night vision on&lt;br /&gt;so you can see and quickly shoot a black ops guy in a doorway a ways ahead.&lt;br /&gt;After he's dead, hang back and see if any assassins will walk over to where you&lt;br /&gt;can shoot them. (Or if some of your squad runs on ahead, follow them and offer&lt;br /&gt;supporting fire.)&lt;br /&gt;&lt;br /&gt;After that hallway is clear, check the large right-side room to find a PCV&lt;br /&gt;recharger and some boxes on shelves that you can break open for ammo. When you&lt;br /&gt;round the corner at the other end of the hall, take cover behind the wooden&lt;br /&gt;crate on the right and shoot black ops guys from there. (Maybe launch an AR&lt;br /&gt;grenade at them if your guys haven't run down there yet.)&lt;br /&gt;&lt;br /&gt;After the track area looks clear, crouch-walk across the track and to the start&lt;br /&gt;of the second hallway. If the black ops guys in that hall are already stirred&lt;br /&gt;up, you'll probably want to hang back and let your squad handle them while you&lt;br /&gt;help out with the stragglers. If the hall is quiet, fire an AR grenade at the&lt;br /&gt;window that you can partly see over the wooden crate that's near the start of&lt;br /&gt;the hallway to stir things up.&lt;br /&gt;&lt;br /&gt;When that hallway looks clear, crouch-walk slowly over to the doorway that leads&lt;br /&gt;to the large right-side room. There may still be one or two black ops guys in&lt;br /&gt;there. One way to find out is to toss a hand grenade or two into the room and&lt;br /&gt;see if any black ops guys run out. If so, quickly shoot them down with the&lt;br /&gt;assault rifle. When the room is clear, search it for an armor battery and some&lt;br /&gt;supplies in boxes on shelves.&lt;br /&gt;&lt;br /&gt;The room at the end of the hall almost certainly has a leftover assassin or two&lt;br /&gt;in it, so try to sneak-shoot them with the .357. If they're not in the room,&lt;br /&gt;they may be past the top of the stairs in the back of the room. After they're&lt;br /&gt;all down, the area is secure, and you can relax and look around for supplies.&lt;br /&gt;Also, go along the walkway past the stairs to find a switch that you need to use&lt;br /&gt;in order to open up a section of track.&lt;br /&gt;&lt;br /&gt;Look all around for supplies, and visit the PCV recharger in the first hall's&lt;br /&gt;side room if you need to, then dispose of your surviving marines so you can grab&lt;br /&gt;their weapons. If there's more than one left, have them all stand and wait in&lt;br /&gt;one area, then get one to follow you to a far-away spot where you can whack him&lt;br /&gt;with a wrench power attack. Be *sure* to pick up the powerful SAW machine gun&lt;br /&gt;that one of them has. If he was killed earlier, look all around until you find&lt;br /&gt;his gun.&lt;br /&gt;&lt;br /&gt;If you have trouble with the other marines always turning hostile and attacking&lt;br /&gt;you after you whack one of them, then you'll have to kill all of them except the&lt;br /&gt;last one (who you can wrench-whack) by running over them with the rail car. Lead&lt;br /&gt;them one at a time to the track area in between the hallways, then tell them to&lt;br /&gt;stay put when they're right behind the rail car. Get on the car and use its&lt;br /&gt;control panel to back up until the marine dies, then stop and move the car back&lt;br /&gt;to its original location. The only problem with this way is that the marines'&lt;br /&gt;dropped weapons may be a bit hard to get to without getting zapped by the&lt;br /&gt;electrified rail.&lt;br /&gt;&lt;br /&gt;When you're totally done with the area, get on the rail car and back it up until&lt;br /&gt;you're past the rail path split with the spinny arrow gadget on the wall. Shoot&lt;br /&gt;the arrow gadget with the pistol to switch it, then move forward in order to go&lt;br /&gt;down the right-hand track. Crouch down to duck the dangling live wire as you&lt;br /&gt;round the first corner, then stand up and watch for a secure door ahead.&lt;br /&gt;&lt;br /&gt;As you approach the secure door, slow down and start looking to the left. Stop&lt;br /&gt;when you can see part of a small sandbag wall, then back up a bit. Leave the&lt;br /&gt;rail car and crouch-walk slowly along the left ledge until you can sneak-shoot&lt;br /&gt;the black ops guy who's near the wall with the .357.&lt;br /&gt;&lt;br /&gt;After he's down, go over to the broken window with the big round beam sticking&lt;br /&gt;through it. Crouch-jump onto the window sill, then drop down on the other side&lt;br /&gt;and crouch-walk over to the right to find a supply area.&lt;br /&gt;&lt;br /&gt;After you thoroughly raid it, crouch-walk over to the metal barrel (careful not&lt;br /&gt;to get zapped by the dangling live wire) and push it to where it's next to the&lt;br /&gt;large fallen beam. Jump-crouch onto the barrel, then crouch-jump from it to the&lt;br /&gt;beam. Keep as far to the right as you can as you go up the beam and past the&lt;br /&gt;live wire. (It's best to wait until the wire is twitching to the left before&lt;br /&gt;moving past it.)&lt;br /&gt;&lt;br /&gt;Turn right when you get up onto the ceiling, and go forward to find a vent&lt;br /&gt;grating. Bash it off, then go through it and on to where the We Are Not Alone&lt;br /&gt;chapter starts.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** WE ARE NOT ALONE *****&lt;br /&gt;&lt;br /&gt;^ Section of3a1: LAMBDA TELEPORTER CHAMBER&lt;br /&gt;&lt;br /&gt;After you exit the vent shaft, turn right to find first aid and HEV stations on&lt;br /&gt;the wall. After recharging, go to the other end of the hall and quicksave. Use&lt;br /&gt;the button panel to the left of the big doors to open them, and watch as Gordon&lt;br /&gt;Freeman makes the jump to Xen.&lt;br /&gt;&lt;br /&gt;Turn right and run around the chamber until the gate-opening scientist's&lt;br /&gt;platform falls down ahead of you. Jump-crouch onto the low end of the platform,&lt;br /&gt;then run and jump up to the top to hit a teleporter that'll take you to a&lt;br /&gt;different part of Xen, where section of3a2 starts.&lt;br /&gt;&lt;br /&gt;ALTERNATIVE: After you open the doors to the teleportation chamber, you could&lt;br /&gt;stay near them and dodge alien controller fire while waiting to see if any of&lt;br /&gt;them are killed by the teleporter's explosions. Then hide around the corner for&lt;br /&gt;cover and use the pistol to shoot down all of the rest. Charge back up to 100&lt;br /&gt;health and 100 armor at the wall stations, and go back to the big black ops&lt;br /&gt;battle area to resupply on bullets. (It's possible to go all the way back to&lt;br /&gt;near the beginning of section of2a2, but that would be ridiculous.) Return to&lt;br /&gt;the teleport chamber and go use the teleporter described in the previous&lt;br /&gt;paragraph. You'll arrive in Xen with full ammo and without any damage at all!&lt;br /&gt;&lt;br /&gt;^ Section of3a2: BORDER WORLD EXCURSION&lt;br /&gt;&lt;br /&gt;Jump from the rocky platform you start on to the nearby one that has a dead HEV&lt;br /&gt;guy and an ammo canister on it. Pick up the canister, then walk over to the big&lt;br /&gt;alien whoosh-thing that's on the ground. You'll want to use it to jump to the&lt;br /&gt;higher rocky platform that's just to the left of the one with the yellow zap-&lt;br /&gt;crystal and the purple orb.&lt;br /&gt;&lt;br /&gt;Once you know where you want a whoosh-thing to blow you, stand on the opposite&lt;br /&gt;side of the whoosh-thing from the target area, then run onto the whoosh-thing&lt;br /&gt;and lean on the "Move forward" key until you land. If that doesn't work, try&lt;br /&gt;jumping as you run onto the whoosh-thing. And do always quicksave first, just in&lt;br /&gt;case something goes wrong.&lt;br /&gt;&lt;br /&gt;Right after you land on the correct platform, a scientist and a fun new weapon&lt;br /&gt;will drop down onto a nearby platform. Jump over there and grab the displacer&lt;br /&gt;gun, which has two firing modes. The regular fire mode works like the BFG in&lt;br /&gt;DOOM and Quake, and the altfire mode works like a dis-or-dat teleporter. If&lt;br /&gt;you're in Xen when you use it, you'll be teleported somewhere in our dimension.&lt;br /&gt;If you're in our dimension when you use it, you'll be taken to a spot in Xen.&lt;br /&gt;&lt;br /&gt;At the beginning of each section from now on, I'll put in a displacer note (like&lt;br /&gt;the one below) that will describe the area that using the displacer's altfire&lt;br /&gt;mode will take you to if you use it. That's not to say that you should use it,&lt;br /&gt;especially since every altfire teleportation takes up 60 units of ammo. You can&lt;br /&gt;decide from my detailed description of each destination (and the availability of&lt;br /&gt;displacer ammo) whether or not you want to go there at any point.&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to the jump-crouch room in the Black Mesa hazard course area. Run up to&lt;br /&gt;the rail that's just ahead of you and use the shotgun to blow away the nearby&lt;br /&gt;vort while it's attacking the instructor hologram. Turn and crouch-walk your way&lt;br /&gt;under walkways until you reach the other end of the room, then shotgun-blast the&lt;br /&gt;vort that's down there. Return to the starting area and jump-crouch over the&lt;br /&gt;rail, then make your way through the three jump-crouch pipes to reach the other&lt;br /&gt;side and claim a shotgun from next to a dead security guard. Jump onto the&lt;br /&gt;railing that's a bit to the right of the nearby door, then jump-crouch from it&lt;br /&gt;to the higher railing. Get to where you can smash a window, then go through it&lt;br /&gt;to enter a room with a bulletin board (notice the picture of the freaky horrid-&lt;br /&gt;head guy on it), a first aid station, and a teleporter that'll return you to the&lt;br /&gt;rocky platform where you got the displacer.&lt;br /&gt;&lt;br /&gt;Jump to the other nearby platform that has a whoosh-thing on it, then look&lt;br /&gt;around to see where it can take you. There's one higher rocky platform over to&lt;br /&gt;the left that's kind of by itself, so it's not a good place to go. Look over to&lt;br /&gt;the right to see two higher rocky platforms that are close enough to each other&lt;br /&gt;that you could jump from one to the other. Use the whoosh-thing to get to the&lt;br /&gt;rightmost of those two platforms.&lt;br /&gt;&lt;br /&gt;If you land on the correct platform, you'll be able to jump across to a platform&lt;br /&gt;with another whoosh-thing and two houndeyes on it. Blast the houndeyes with the&lt;br /&gt;shotgun right after jumping over (or with the pistol right before jumping over),&lt;br /&gt;then look up to see the teleporter orb that you're going for.&lt;br /&gt;&lt;br /&gt;You could use this whoosh-thing to jump straight at the orb, then use the&lt;br /&gt;movement keys to make sure you fall into it, but the easier way is to whoosh up&lt;br /&gt;to the rocky platform that's just to the left of the orb, then run off of it and&lt;br /&gt;drop into the orb. Either way, you'll be teleported to the Crush Depth chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** CRUSH DEPTH *****&lt;br /&gt;&lt;br /&gt;^ Section of3a4: PIT DRONE DETOUR&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to a large healing water area in Xen. There are two bullsquids slurping&lt;br /&gt;up the water, but they won't attack you even if you attack them. After you get&lt;br /&gt;back to 100 health by standing in the water, find the large tunnel that leads to&lt;br /&gt;an area with two armor batteries and a teleporter orb. Use the orb to return to&lt;br /&gt;a spot in the hallway that's near the lift mentioned in the paragraph below.&lt;br /&gt;&lt;br /&gt;Use the button panel on the wall to the left of the nearby doors to open them,&lt;br /&gt;then get on the lift and use its button to descend. Leave the lift and go right&lt;br /&gt;in the hallway. Push through the glass in some broken doors, then move on to&lt;br /&gt;reach a room where a scientist has stranded himself to escape two pit drones.&lt;br /&gt;&lt;br /&gt;The drones are on the other side of the large control panel that's to the left.&lt;br /&gt;Edge carefully over to where you can use the pistol to sneak-shoot one of the&lt;br /&gt;drones over the left edge of the panel, then crouch down for a few seconds&lt;br /&gt;before doing the same to the second drone.&lt;br /&gt;&lt;br /&gt;After they're both dead, use the big yellow button on the control panel to&lt;br /&gt;teleport the stranded scientist into the room, then use the first aid and HEV&lt;br /&gt;stations on the wall if you need to. Get the scientist to follow you, then go&lt;br /&gt;all the way back to the hallway next to the lift. Go to the other end of the&lt;br /&gt;hallway to find a room with a retinal-scan door. Wait near it until the&lt;br /&gt;scientist opens it for you.&lt;br /&gt;&lt;br /&gt;Crouch-walk slowly past that door until you're in position to sneak-shoot the&lt;br /&gt;bullsquid that's in the hallway ahead with the pistol. After it's dead, check&lt;br /&gt;the shelf near it to find three packs of displacer ammo. Pick up what you can,&lt;br /&gt;then jump into the broken fish tank and climb up to a spot near the top of the&lt;br /&gt;ladder.&lt;br /&gt;&lt;br /&gt;Get the displacer out and turn to face the higher walkway nearby. Aim at the&lt;br /&gt;center of the ceiling over the walkway's left half and fire off a regular-fire&lt;br /&gt;blast. As soon as the blast is away, look down and run forward to exit the fish&lt;br /&gt;tank and avoid damage. Pick up another displacer ammo pack (if you didn't get&lt;br /&gt;them all earlier), then repeat the process, targeting the right side of the&lt;br /&gt;higher walkway.&lt;br /&gt;&lt;br /&gt;If your aim was good, there should only be one or two pit drones on the walkway&lt;br /&gt;over on its right side. After you climb the ladder, turn left, run over to the&lt;br /&gt;wall next to the walkway, and crouch down. If you turn night vision on, you&lt;br /&gt;should be able to back up slowly and shoot the drone(s) on the walkway in the&lt;br /&gt;head with the pistol without them being able to do anything about it.&lt;br /&gt;&lt;br /&gt;Pick up the bullet clip that's over there if you haven't already, then go over&lt;br /&gt;to the other side to find a health pack. To get onto the upper walkway, run up&lt;br /&gt;the open fish tank top. Make sure the left part of the walkway is drone-free,&lt;br /&gt;then crouch-walk carefully up to the big crack in the wall. Sneak-shoot the&lt;br /&gt;drone that's behind that crack, then walk along the wall past that crack while&lt;br /&gt;facing the way you came with the shotgun out.&lt;br /&gt;&lt;br /&gt;When you reach a certain point, part of the ceiling will collapse, and a pit&lt;br /&gt;drone will drop down and attack if your displacer blasts didn't kill it (though&lt;br /&gt;they should have). If a drone does drop down, quickly kill it with the shotgun.&lt;br /&gt;Get the pistol back out and crouch-walk up to the large hole in the wall near&lt;br /&gt;its end. Sneak-shoot the drone that's standing near the other side of the hole,&lt;br /&gt;then crouch-strafe to the right until you can sneak-shoot the final drone&lt;br /&gt;through the hole.&lt;br /&gt;&lt;br /&gt;Get the .357 from the dead fatguard nearby, then go all the way back to where&lt;br /&gt;you used a control panel to free a scientist earlier and use the wall stations&lt;br /&gt;if you need to get your health and armor back to 100 each. When you're ready, go&lt;br /&gt;through the wall hole and down to where you can crouch-walk into a large vent&lt;br /&gt;shaft opening. Move down the shaft until section of3a5 loads.&lt;br /&gt;&lt;br /&gt;^ Section of3a5: SCREWY TELEPORTER AND ICHTHYOSAUR TANK&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to an area in Xen where you will experience a fatal fall. There's&lt;br /&gt;nothing you can do about it, so don't go there.&lt;br /&gt;&lt;br /&gt;At the end of the vent shaft, bash through the grating and drop into the room&lt;br /&gt;below. Go to the other end of the room to find two packs of displacer ammo, then&lt;br /&gt;enter the big teleport chamber in the room's center. Use the button panel in the&lt;br /&gt;back of the chamber to start up a screwy teleport sequence.&lt;br /&gt;&lt;br /&gt;Wait until you're teleported into the nearby water, then swim through the square&lt;br /&gt;hole in the wall. After you surface, go around a couple of corners to let two&lt;br /&gt;zombies and a headcrab see you. Run back to the underwater part of the ramp and&lt;br /&gt;crouch there. As long as you're underwater when crouched, the zombies will walk&lt;br /&gt;up to you, but will be unable to hit you. Kill both of them with the knife, then&lt;br /&gt;wait for the headcrab to come underwater and try to leap at you. It'll probably&lt;br /&gt;miss, and you can easily knife it to death.&lt;br /&gt;&lt;br /&gt;Go down the corridor to a room with another zombie in it. Get its attention,&lt;br /&gt;then lead it back to the water and repeat the underwater leg-slashin' routine to&lt;br /&gt;kill it. Return to its room and use the pistol to sneak-shoot the headcrab&lt;br /&gt;that's hiding behind the blue machine, then bash out the grating over the room's&lt;br /&gt;vent shaft. Move along the shaft until you fall down into a large pool.&lt;br /&gt;&lt;br /&gt;Swim over to where you can climb a short ladder to get onto a concrete walkway,&lt;br /&gt;then move slowly down the short blue-lit hall. The room to the right of it has&lt;br /&gt;two headcrabs, a zombie, and a mawman in it. You'll want to move to where the&lt;br /&gt;headcrabs and zombie see you, then quickly back up and shoot them with the&lt;br /&gt;pistol (headcrabs) and shotgun (zombie) as they come after you.&lt;br /&gt;&lt;br /&gt;Get out the .357 and turn night vision on, then carefully sneak over to where&lt;br /&gt;you can sneak-shoot the mawman. When you do, it'll run forward a bit and see&lt;br /&gt;you, so quickly head-shot it until it goes down. In its room, get onto the small&lt;br /&gt;metal platform and head-shot the two zombies on the floor below with the&lt;br /&gt;shotgun.&lt;br /&gt;&lt;br /&gt;Drop down to their floor and use the HEV station if you need armor, but don't&lt;br /&gt;try using the fizzly first aid station. If you need health, look for a health&lt;br /&gt;pack under the metal platform. Drop down through the large square hole in the&lt;br /&gt;floor to reach an area with two windows observing an ichthyosaur tank. Use the&lt;br /&gt;wheel that's near the right end of the right window to open the tank's door,&lt;br /&gt;then wait for the ichthyosaur to swim out through that door. (Unless it's stuck&lt;br /&gt;in the tank, which sometimes happens.)&lt;br /&gt;&lt;br /&gt;Use ladders to climb back up to the mawman's floor, then go outside to the&lt;br /&gt;concrete walkway area. After quicksaving, drop into the water, then turn and&lt;br /&gt;quickly swim for the open ichthyosaur tank door. If the 'saur left its tank, it&lt;br /&gt;should be easy for you to swim through it without getting damaged. If the big&lt;br /&gt;fish is stuck in the tank, you'll have to try to swim by it.&lt;br /&gt;&lt;br /&gt;When you reach the room past the tank, use the wheel to close the tankside door&lt;br /&gt;and drain the water out of the room. (You may need to lean on the "Jump" or&lt;br /&gt;"Swim up" key to keep your head above the water as it drains.) Right after the&lt;br /&gt;water finishes draining, section of3a6 will load.&lt;br /&gt;&lt;br /&gt;^ Section of3a6: SHOCKTROOPER AND SHOCKROACH&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to an area in Xen with several small rocky platforms. Don't try to get&lt;br /&gt;to the two higher ones with teleporters on them, but instead look around for the&lt;br /&gt;one that's next-highest to the one you start out on. It also has a few rocky&lt;br /&gt;spires and a bright yellow crystal formation. After you drop down to it, look&lt;br /&gt;around to find that you have two choices as to where to go next. Face the lower&lt;br /&gt;platform with the exit teleporter on it, then look to the left for one route and&lt;br /&gt;to the right for the other route. The left route has two armor batteries on its&lt;br /&gt;first platform, and the right route has one armor battery and a health pack on&lt;br /&gt;its second platform. Either way, you can get a health pack, an armor battery,&lt;br /&gt;and an ammo canister from the platform with the exit teleporter. It may take you&lt;br /&gt;to the hallway that's past the area with the shocktrooper combat, thereby&lt;br /&gt;skipping it, which I don't recommend doing. If you want to visit this Xen area,&lt;br /&gt;wait until after you kill the shocktrooper and get the shockroach weapon.&lt;br /&gt;&lt;br /&gt;Ignore the big button in the control room and go around the corner to the&lt;br /&gt;hallway that's electrified in the middle. Get out the pistol and shoot the&lt;br /&gt;control box you see on the wall at the other end of the hallway. One shot will&lt;br /&gt;make it explode, and the electrical hazard will be removed.&lt;br /&gt;&lt;br /&gt;Before you enter the next room, get out the SAW machine gun (it's under weapon&lt;br /&gt;category 6) and quicksave. As you go through the doorway, a pit drone will&lt;br /&gt;teleport in a bit ahead of you. If you back up and go around the corner fast&lt;br /&gt;enough, it may not see you. However, it probably will, so shoot it down quickly&lt;br /&gt;when it comes after you. The other pit drone and the shocktrooper probably won't&lt;br /&gt;have seen you since they teleport in a bit later.&lt;br /&gt;&lt;br /&gt;Sneak-shoot the drone with the pistol, then get out the .357 and try to sneak-&lt;br /&gt;shoot the shocktrooper with it. It might see you, but that's okay, since its&lt;br /&gt;shockroach blasts will probably just hit the doorframe. Quickly shoot the&lt;br /&gt;shocktrooper in the head until it dies, then run into the room to pick up its&lt;br /&gt;shockroach. (If you do manage to sneak-shoot the trooper unseen, it may run into&lt;br /&gt;the next hallway, so look for it there.)&lt;br /&gt;&lt;br /&gt;Be sure to get rather than kill the shockroach, since it'll come in real handy&lt;br /&gt;soon. Get the displacer ammo from the table and floor if you need it, then go&lt;br /&gt;down a short hall to reach some airlock doors. Go through the first airlock door&lt;br /&gt;and use the button panel on the wall to close it and open the second door.&lt;br /&gt;&lt;br /&gt;In the next hallway, get the displacer ammo from near the dead scientist if you&lt;br /&gt;need it, then jump into the teleporter orb. That'll take you to a spot in Xen&lt;br /&gt;with several rocky platforms, but the only one you can safely get to is the&lt;br /&gt;nearby one with the exit teleporter. The others are part of the diplacer altfire&lt;br /&gt;destination.&lt;br /&gt;&lt;br /&gt;NOTE: This is a good time to use the displacer's altfire mode to visit those&lt;br /&gt;other rocky platforms. (Even though you're already in Xen, using the displacer&lt;br /&gt;will still take you to another platform in the same area.) Use the displacer&lt;br /&gt;note at the beginning of this section's walkthru to decide which way you want to&lt;br /&gt;drop down, then pick up the displacer ammo in the hallway when you return to it.&lt;br /&gt;Also, use the airlock doors to go back to the room where you killed the&lt;br /&gt;shocktrooper to get more displacer ammo.&lt;br /&gt;&lt;br /&gt;After you jump into the other portal in Xen, you'll appear in another part of&lt;br /&gt;the hallway that's past the airlock doors. Use the button panel in the corner to&lt;br /&gt;open the nearby door, then go through to find yourself on a broken walkway with&lt;br /&gt;an unopenable door at the other end.&lt;br /&gt;&lt;br /&gt;Drop down into the water and crouch-walk around until you find the hole that&lt;br /&gt;leads into the ichthyosaur tank. What you need to do is swim through that hole,&lt;br /&gt;then swim up to the top of the tank and find the bottom of a vertical shaft.&lt;br /&gt;Break through the grating in the shaft, then swim up to a water-logged hallway.&lt;br /&gt;(Note that you can easily locate the shaft before entering the tank by looking&lt;br /&gt;through its big windows.)&lt;br /&gt;&lt;br /&gt;Once you know exactly where the shaft is, it's pretty easy to go for it without&lt;br /&gt;having to worry about the two ichthyosaurs in the tank getting you. That's your&lt;br /&gt;best route if you didn't get the shockroach earlier for some reason. But if you&lt;br /&gt;did get it, stand on the edge of the walkway break on the side nearest the door&lt;br /&gt;you came through and fire electric blasts at the spot in the water that you know&lt;br /&gt;the big hole is next to when an ichthyosaur is swimming near the hole. It can&lt;br /&gt;take awhile, but you can splattify both monster fish that way. Fun and easy!&lt;br /&gt;&lt;br /&gt;After you swim through the fish tank and emerge in the watery hallway, go down&lt;br /&gt;it until the Vicarious Reality chapter starts.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** VICARIOUS REALITY *****&lt;br /&gt;&lt;br /&gt;^ Section of4a1: VOLTIGORE IN BIODOME 01&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to a large cave in Xen with a live scientist and a healing pool. You&lt;br /&gt;can get the scientist to follow you and lead him into the exit teleporter, but&lt;br /&gt;it won't do any good. Just heal up at the healing pool and use the exit&lt;br /&gt;teleporter to get to the secret armor battery room described three paragraphs&lt;br /&gt;below this one. (Or in game versions 1.1.0.6 and later, to get back to about&lt;br /&gt;where you were when you used the displacer's altfire mode.)&lt;br /&gt;&lt;br /&gt;Go down the hall until you reach a large fallen-down pipe-like thing. Crouch-&lt;br /&gt;jump onto it, then crouch-walk up it and turn left. Jump onto the nearby ledge,&lt;br /&gt;then use the shockroach to kill the headcrab that's on the walkway. Jump-crouch&lt;br /&gt;onto the narrow upper ledge, then go over to the walkway railing and jump over&lt;br /&gt;it.&lt;br /&gt;&lt;br /&gt;Get the .357 from the floor next to the dead fatguard, then use the shockroach&lt;br /&gt;to kill the headcrab that you can see at the top of the stairs ahead. There's&lt;br /&gt;another headcrab at the top of the opposite set of stairs, so go to where you&lt;br /&gt;can see and zap it to death, too.&lt;br /&gt;&lt;br /&gt;At the top of those stairs, crouch-walk carefully onto the extremely narrow&lt;br /&gt;ledge that runs underneath the two nearby windows. When you reach the second&lt;br /&gt;window, stand up and break it with something, then crouch-jump through it to&lt;br /&gt;enter a small room with an armor battery. Crouch-jump back through the window,&lt;br /&gt;then drop down to the area below and get back up onto the walkway the same way&lt;br /&gt;you did before.&lt;br /&gt;&lt;br /&gt;Go up the other set of stairs and then run backward as soon as the headcrab over&lt;br /&gt;to the right sees you. Have the shockroach ready to quickly zap it to death,&lt;br /&gt;then go on down to the door that leads to a long hallway. A shocktrooper and two&lt;br /&gt;pit drones are going to teleport into this hallway soon, and you'll want to have&lt;br /&gt;an explosive surprise ready for them.&lt;br /&gt;&lt;br /&gt;There are two sets of windows with big blue signs between them. Go to the first&lt;br /&gt;set (the one nearest where you entered the hallway) and deploy two C4 satchels.&lt;br /&gt;Toss the first one while facing the left window, and the second one (using the&lt;br /&gt;altfire key) while facing the big blue sign. The satchels should land next to&lt;br /&gt;the wall right under the center of the window and the center of the sign (or&lt;br /&gt;very close to that).&lt;br /&gt;&lt;br /&gt;Run down to the other end of the hallway and press up against the locked door to&lt;br /&gt;get an "I'm locked" noise, then turn and move back the way you came. Freeze as&lt;br /&gt;soon as you hear the first teleporting sound, then detonate your satchels right&lt;br /&gt;after you hear the third teleporting sound. Both drones and the trooper should&lt;br /&gt;be totally splattified by the explosion. The trooper's dropped shockroach won't&lt;br /&gt;be, so wait until you hear it die (or go zap it with your shockroach).&lt;br /&gt;&lt;br /&gt;The shocktrooper broke the window it teleported in next to, so crouch-jump&lt;br /&gt;through it to get into the biodome 01 area. Move slowly toward the open rock&lt;br /&gt;door you see in the back of the area, and quickly dodge behind the nearest big&lt;br /&gt;rocks on the left when a voltigore teleports in. It may try to run around the&lt;br /&gt;rocks to get to you, but it'll probably get stuck if it does. In any case,&lt;br /&gt;you're a lot faster than it is, so use that fact to dodge its displacer-like&lt;br /&gt;blasts and zap it with the shockroach until it blows up.&lt;br /&gt;&lt;br /&gt;Go through the open rock door and press the button to the right of the next door&lt;br /&gt;to open it briefly. After you go through it, use the button on the right wall to&lt;br /&gt;lower the lift and start section of4a2.&lt;br /&gt;&lt;br /&gt;^ Section of4a2: BIODOME 02 AND THE SPORE LAUNCHER&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to another rocky platform area in Xen. In this one, you need to jump to&lt;br /&gt;the nearest rocky platform, drop to the next one to get an ammo canister, then&lt;br /&gt;jump to the last one to get an armor battery and use the exit teleporter. You'll&lt;br /&gt;end up in the room that's just past the little starting lift, or maybe in a spot&lt;br /&gt;farther along (depending on where you are when you use the displacer's altfire).&lt;br /&gt;&lt;br /&gt;Get on the lift and get the .357 out, then turn and use the button to raise the&lt;br /&gt;lift. Crouch down and move slowly into the doorway after the door opens. Sneak-&lt;br /&gt;shoot the mawman that's over to the left, then quickly finish it off with head&lt;br /&gt;shots when it charges you. If the door closes before you can kill it and go&lt;br /&gt;through, use the buttons to lower and re-raise the lift.&lt;br /&gt;&lt;br /&gt;After you kill the mawman and go through the door, look to the right to see&lt;br /&gt;three small animal cages on a table. Using the shockroach, shoot the doors off&lt;br /&gt;of the two cages that have them, then kill the headcrab and houndeye that are in&lt;br /&gt;the cages. Go over to those cages and turn around to see three more headcrabs to&lt;br /&gt;zap, one of which is on the head of a dead scientist.&lt;br /&gt;&lt;br /&gt;You can use the left button on the control panel to the right of the door to&lt;br /&gt;open the bullsquid's cage and kill it, but I wouldn't bother. Go through the&lt;br /&gt;door and down to another door, which will get you back to the long hallway in&lt;br /&gt;the previous section. This is useful if you want to go back for leftover&lt;br /&gt;supplies.&lt;br /&gt;&lt;br /&gt;Return to the room in this section where you killed the mawman, then go over to&lt;br /&gt;the other side to find two more glass-fronted cages. The right one has two snark&lt;br /&gt;packs in it, so use the right button on the nearby console to open the cage,&lt;br /&gt;then jump into it to collect the snarks.&lt;br /&gt;&lt;br /&gt;Go around the corner opposite the snark cage to find a door that leads to&lt;br /&gt;another hallway. Use the first aid station to the right if you need to, then go&lt;br /&gt;down the hall to find two doors marked "STORAGE." Bash the three little boxes&lt;br /&gt;near the door on the right to find an armor battery. Open the left storage door,&lt;br /&gt;then quickly back up and zap the headcrab inside with the shockroach. Go in to&lt;br /&gt;find three displacer ammo packs, plus several boxes you can break open to find&lt;br /&gt;two more armor batteries.&lt;br /&gt;&lt;br /&gt;At the other end of the hall are some damaged elevator doors. Break the glass&lt;br /&gt;out of the top part of the right door, then jump-crouch through. Climb up onto&lt;br /&gt;the elevator car's roof using its open roof hatch, then climb up the long ladder&lt;br /&gt;that goes up the back of the shaft. When you get up near the top, quicksave,&lt;br /&gt;then carefully move off the ladder onto the right-side ledge.&lt;br /&gt;&lt;br /&gt;That can be very hard to do without falling, so quickrestore and try again if&lt;br /&gt;you have to. Once you make it onto the ledge, quicksave again, then run (don't&lt;br /&gt;jump) toward the fallen-over door you can see sticking into the shaft a bit&lt;br /&gt;below you. When you make it safely into the hallway past that door, quicksave&lt;br /&gt;again.&lt;br /&gt;&lt;br /&gt;Go down the hallway and turn left. Go through a door and then another one, then&lt;br /&gt;move ahead to where the hallway splits. If you continue ahead from there, you'll&lt;br /&gt;get a brief preview of section of4a3, but there's nothing you can do there now.&lt;br /&gt;So instead take the hallway branch that leads to a very quiet elevator that you&lt;br /&gt;can summon and ride down to a new area.&lt;br /&gt;&lt;br /&gt;Go over to the control room door and get out the .357, then quicksave. Push up&lt;br /&gt;against the door to open it, then immediately back up while shooting the pit&lt;br /&gt;drone that's directly ahead of you with a couple of quick slugs, then strafe&lt;br /&gt;right for cover until the door closes. If you're fast enough, the drone won't be&lt;br /&gt;able to hit you with any of its sharp tooth darts. Keep that up until the drone&lt;br /&gt;is dead. (Note that it may come through the door after you, but that's very&lt;br /&gt;rare.)&lt;br /&gt;&lt;br /&gt;Crouch-walk through the control room door, then move to where you can see the&lt;br /&gt;second drone up on the raised floor on the right, but it can't spit teeth at&lt;br /&gt;you. Zap it with the shockroach until it's dead, then crouch-walk to the back of&lt;br /&gt;the room and around to the base of the big ramp. Carefully move to where you can&lt;br /&gt;see the pit drone at the top of the ramp, then stand up and sneak-shoot it to&lt;br /&gt;death with the pistol. (Note that it may be walking down the ramp as you&lt;br /&gt;approach, but that's another bit of very rare behavior.)&lt;br /&gt;&lt;br /&gt;Go up the stairs to find an armor battery on a table, then consider going for a&lt;br /&gt;secret stash of snark packs. It's a bit of a pain, and snarks aren't all that&lt;br /&gt;useful, but I'll describe how to get them in case you want to. Go back down the&lt;br /&gt;big ramp and over to where you can see an open red-lit vent high up on the wall&lt;br /&gt;near a corner. That's where the snark packs are hiding.&lt;br /&gt;&lt;br /&gt;To get up there, you'll need to use an item to help you jump onto the top of the&lt;br /&gt;shorter of the two computer banks that are next to the wall with the open vent.&lt;br /&gt;The handiest item (if it hasn't gotten broken) is the chair that's next to the&lt;br /&gt;nearby desk. It's kind of hard to get it to move, so try getting between it and&lt;br /&gt;the desk and pushing it.&lt;br /&gt;&lt;br /&gt;Once you push it over next to the shorter computer bank, you can jump-crouch&lt;br /&gt;onto the chair, jump onto the shorter computer bank, then jump onto the taller&lt;br /&gt;computer bank. From there you can easily climb the open vent cover and crouch-&lt;br /&gt;walk into the vent. If that chair got broken, use the one that's on the upper&lt;br /&gt;floor past the big ramp. If that one's also broken, you'll have to set a laser&lt;br /&gt;tripmine on the shorter computer bank to use as a stepping stone. (Unless you're&lt;br /&gt;playing version 1.1.0.6 or later of the game, in which case tripmines can't be&lt;br /&gt;used as stepping stones anymore.)&lt;br /&gt;&lt;br /&gt;After you go a short distance into the snark vent, several live snarks will drop&lt;br /&gt;into it and start attacking you. They all drop down at a point that's directly&lt;br /&gt;between the two snark packs and just below them. Get out the pistol and&lt;br /&gt;quicksave, then move far enough forward to get the snarks to start dropping in.&lt;br /&gt;&lt;br /&gt;Quickly shoot the first one while backing up a bit, then rapidly shoot the&lt;br /&gt;others as they appear. If you get injured, quickrestore and try again. With a&lt;br /&gt;bit of practice, you'll be able to kill them all without getting hurt. (You&lt;br /&gt;could use the assault rifle for continuous fire to make things much easier if&lt;br /&gt;you don't mind using more bullets.)&lt;br /&gt;&lt;br /&gt;Get the snark packs and drop back down to the floor (using the computer banks to&lt;br /&gt;avoid health damage), then go up the big ramp and break out the cracked glass in&lt;br /&gt;the large window. Move into the window far enough to see a bullsquid on the&lt;br /&gt;ground far below, then kill it with the shockroach while dodging its toxic spit.&lt;br /&gt;&lt;br /&gt;After it's dead, crouch-drop onto the ledge below, then turn left and crouch-&lt;br /&gt;walk your way along until you reach a wide concrete ledge. Stay on it and use&lt;br /&gt;the shockroach to kill all of the houndeyes running around. (A funner but slower&lt;br /&gt;way to do that is to stand in a spot near a spiky plant so the houndeyes will&lt;br /&gt;run too close to it and get hit. Zap the plant with the shockroach to encourage&lt;br /&gt;it to keep swinging.)&lt;br /&gt;&lt;br /&gt;Drop down to the ground and stand in the small healing pool if you need health,&lt;br /&gt;then go under the open rocky door. Use the button to the right of the next door,&lt;br /&gt;then go through it and ride up the small lift just like you did the identical&lt;br /&gt;one at the beginning of this section.&lt;br /&gt;&lt;br /&gt;In the room beyond the lift, go pick up the big green spore launcher weapon,&lt;br /&gt;then return to the lift and ride it back down. Go back into the biodome and&lt;br /&gt;locate the three green alien plants that are on the ground next to rocks. Run up&lt;br /&gt;to each of those plants to pick up the spore pods that they grow, then return to&lt;br /&gt;the first one you visited. Wait for it to grow a new pod, then get it and visit&lt;br /&gt;the other two plants again. Keep this up until you can't pick any more pods up.&lt;br /&gt;(You can monitor your pod inventory by having the spore launcher out.)&lt;br /&gt;&lt;br /&gt;NOTE: You can use the biodome's whoosh-thing to get back through the big window&lt;br /&gt;you dropped down through. Stand on the side of the whoosh-thing that's directly&lt;br /&gt;opposite the window, then look up at the window as you run onto the whoosh-thing&lt;br /&gt;and jump. Lean on the "Move forward" key until you land safely on the window's&lt;br /&gt;sill. This can be useful if you want to go back for leftover supplies.&lt;br /&gt;&lt;br /&gt;After your spore launcher is full of pods, go back to the room where you got it&lt;br /&gt;and find the hall that leads on from there. The door on the right side of the&lt;br /&gt;hall is another way to get back to previous areas, so ignore it unless you want&lt;br /&gt;to do that.&lt;br /&gt;&lt;br /&gt;There's a mawman in the room at the end of the hall, and the best way to fight&lt;br /&gt;it is to let it see you and then lead it back to the room where you got the&lt;br /&gt;spore launcher. It should get stuck at some point in the hallway or near the&lt;br /&gt;broken aquarium container. If it does, hit it in the head with regular-fire&lt;br /&gt;spores while dodging its thrown gunk until it's dead. If it doesn't get stuck,&lt;br /&gt;dodge around and quickly switch to the shotgun to blast it with.&lt;br /&gt;&lt;br /&gt;Reload your spore launcher, then take the lift back down and go outside to&lt;br /&gt;resupply on spores. (You could resupply at the single plant in the terrarium in&lt;br /&gt;the mawman's room, but it would be slower that way.) Return to the mawman's room&lt;br /&gt;and go through its door, then keep going along until you reach section of4a3.&lt;br /&gt;&lt;br /&gt;^ Section of4a3: BARNACLE WEAPON AND BIODOME 03&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to a rocky platform area in Xen that's nearly identical to the one in&lt;br /&gt;section of3a6 in the previous chapter. There will be no higher platforms that&lt;br /&gt;you can't reach, and there won't be a health pack near the exit teleporter, but&lt;br /&gt;otherwise it's just the same. Using the exit teleporter will put you in the hall&lt;br /&gt;at the beginning of this section, or maybe in a spot farther along (depending on&lt;br /&gt;where you are when you use the displacer's altfire mode).&lt;br /&gt;&lt;br /&gt;Before you reach the two windows down the hall, use the shockroach to break the&lt;br /&gt;glass out of the nearest one. Crouch-walk up to it, then crouch-jump onto its&lt;br /&gt;sill. The houndeyes in the room below will see you, so quickly shockroach them&lt;br /&gt;to death before they can fire off any sonic blasts.&lt;br /&gt;&lt;br /&gt;Drop into the houndeye room and go through the door on its other side. In the&lt;br /&gt;next room, use the big red button on the control panel to view a holographic&lt;br /&gt;message that a scientist left for someone named Walter. After the message is&lt;br /&gt;over, you'll be able to go through the door at the other end of the room.&lt;br /&gt;&lt;br /&gt;Go up to the case with the barnacle in it to pick it up. Go through the door&lt;br /&gt;past the case to reach a room with two test-firing-style chambers that have&lt;br /&gt;creatures in cages at their other ends. To release each creature, use the button&lt;br /&gt;panel that's just to the right of its chamber. This is optional, but you can&lt;br /&gt;have fun using the barnacle weapon to pull in and chew up the headcrab. (Note&lt;br /&gt;that with the houndeye, you'll need to jump into the chamber so the barnacle can&lt;br /&gt;pull you to the houndeye and then chew it up.)&lt;br /&gt;&lt;br /&gt;Get the armor battery from the table if you need it, then get out the shockroach&lt;br /&gt;and go over to the door that's to the left of the table. Press up against the&lt;br /&gt;door to open it, then quickly fire off a few zaps at the pit drone that's&lt;br /&gt;directly across the room, strafing left to avoid its tooth darts. After it's&lt;br /&gt;dead, open the door by right-strafing into it, then sneak-shoot the pit drone&lt;br /&gt;that's to the left of the door with the shockroach.&lt;br /&gt;&lt;br /&gt;There's one more pit drone down in the room's central pit. You could try to kill&lt;br /&gt;it by shockroach-zapping several of the alien plants in the room to get them to&lt;br /&gt;spit their pods all over the place, but a more reliable way is to move forward&lt;br /&gt;to where you can zap the drone, backing up whenever you need to dodge its tooth&lt;br /&gt;darts.&lt;br /&gt;&lt;br /&gt;After it's dead, get out the barnacle and aim it at the alien plant that's in&lt;br /&gt;the center of the wall that's over the ledge on the other side of the pit. Lean&lt;br /&gt;on the "Primary attack" key until the barnacle pulls you over to the plant, then&lt;br /&gt;release it to drop down to the ledge. Go through the door and down the hall to&lt;br /&gt;reach a small lift.&lt;br /&gt;&lt;br /&gt;Get on the lift and use its button to go down, then get the shockroach out and&lt;br /&gt;open the door. Quickly zap the two headcrabs you can see without entering the&lt;br /&gt;room, then go over to the left side of the doorway while the door is open to get&lt;br /&gt;the attention of the third headcrab. After it leaps and misses you, quickly zap&lt;br /&gt;it to death.&lt;br /&gt;&lt;br /&gt;You can now enter the room and kill all of the barnacles with the shockroach. Do&lt;br /&gt;NOT try to be all "ironic" and kill them with your barnacle weapon, since that&lt;br /&gt;will just get you badly injured. Go through the door at the other end of the&lt;br /&gt;room, then down the hall to another little lift. Press its button to ride it up,&lt;br /&gt;then quicksave.&lt;br /&gt;&lt;br /&gt;Past the door is a room with a shocktrooper and two pit drones. Both drones will&lt;br /&gt;probably see you as soon as you open the door, so have the SAW machine gun out&lt;br /&gt;to quickly shoot them down with. After that, use the spore launcher to blast the&lt;br /&gt;shocktrooper. Wait for its shockroach to die, then enter the room.&lt;br /&gt;&lt;br /&gt;Look for a first aid station on the wall and a displacer ammo pack on the floor,&lt;br /&gt;then go down the hall and through some doors to reach an elevator. Right after&lt;br /&gt;using the elevator's button to get it going, scrunch yourself into the corner&lt;br /&gt;that's to the left of its doors. After the elevator stops and the doors open,&lt;br /&gt;slowly crouch-strafe to the right while firing shockroach blasts until you get&lt;br /&gt;to where you can sneak-shoot the rightmost of the two pit drones ahead.&lt;br /&gt;&lt;br /&gt;Keep crouch-strafing right and firing shockroach blasts until you've sneak-shot&lt;br /&gt;both pit drones to death. Run up to the left corner next to the doors ahead to&lt;br /&gt;get them to open, then turn to where you can sneak-shoot the shocktrooper with&lt;br /&gt;the shockroach. When the doors close, wait until they open again, then resume&lt;br /&gt;the trooper-zapping.&lt;br /&gt;&lt;br /&gt;After the shocktrooper and its shockroach are dead, go through the doors and&lt;br /&gt;down the hall to some rubble. Edge around the rubble on its right side to find a&lt;br /&gt;first aid station and a control room door. There are no pit drones in this&lt;br /&gt;control room, so you can relax and search it for supply crates to bash for armor&lt;br /&gt;batteries and displacer ammo packs. (WARNING: Don't use the displacer in this&lt;br /&gt;control room, or you'll probably be splatted upon return.)&lt;br /&gt;&lt;br /&gt;When you're done, return to the elevator and take it back down, then go back to&lt;br /&gt;the room where you killed the other shocktrooper-and-drone team. Go up the&lt;br /&gt;stairs and through the door, then turn right and go down the hall to reach an&lt;br /&gt;area with a few boxes you can bash to find an armor battery.&lt;br /&gt;&lt;br /&gt;Past the next door, go down the hall and around the warning marker to reach&lt;br /&gt;biodome 03, which has two unkillable tentacle monsters in it. Zap the nearest&lt;br /&gt;one with the shockroach until it recedes into the ground, then run past before&lt;br /&gt;it can come back out again. Drop down to the ground in a spot safely away from&lt;br /&gt;the tentacles, then use the shockroach to break open all the crates in the area.&lt;br /&gt;&lt;br /&gt;Doing so will reveal three more armor batteries. If you need any of them, zap&lt;br /&gt;the tentacle nearest them to make it recede before you run for them. The same&lt;br /&gt;goes for the assault rifle and AR grenades that are near the dead marine. After&lt;br /&gt;you've gotten what you want of that, look around for a means of exit.&lt;br /&gt;&lt;br /&gt;Look high up on the walls to find a large, dark hole. That's where you need to&lt;br /&gt;go, but first you'll want to drop onto a ledge with another dead marine. Get out&lt;br /&gt;the barnacle weapon and then the shockroach, so that you can use the "Last used&lt;br /&gt;weapon" key to quickly switch between them. Switch to the shockroach and zap the&lt;br /&gt;tentacle that's nearest the wall hole until it starts to sink, then switch to&lt;br /&gt;the barnacle and target the alien plant that's on the wall just below the big&lt;br /&gt;hole.&lt;br /&gt;&lt;br /&gt;As soon as you're pulled up over the ledge that's below the plant, drop down&lt;br /&gt;onto it and back away from the dead marine. Switch to the shockroach and re-zap&lt;br /&gt;the tentacle to sink it again, then run over to the marine and pick up the&lt;br /&gt;shotgun and hand grenades that are near him. Back out of the tentacle's range&lt;br /&gt;again, and move to where you can see the plant that's inside the wall hole.&lt;br /&gt;While staying out of the tentacle's range, use the barnacle on that plant to&lt;br /&gt;pull yourself into the hole.&lt;br /&gt;&lt;br /&gt;Resupply on pod ammo by using the barnacle to pull yourself up to the alien&lt;br /&gt;plant that's just above you every time it grows a new pod. (Note that to get to&lt;br /&gt;the plant after latching onto it with the barnacle, you may need to jump.) Enter&lt;br /&gt;the torn-open vent shaft and move through it to reach a large room with a dead&lt;br /&gt;marine and a military radio on the lower floor. Use the radio, then gather ammo&lt;br /&gt;from near it and the marine's body while listening to the message.&lt;br /&gt;&lt;br /&gt;Use the switch on the power box that's on the wall to the left of the radio,&lt;br /&gt;then climb the ladder to get back onto the upper walkway. Go over to the large&lt;br /&gt;fan vent and bash its grating off, then jump-crouch into it. Get out the&lt;br /&gt;shockroach, then quicksave. Move along the shaft until you start sliding&lt;br /&gt;downward to the Pit Worm's Nest chapter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** PIT WORM'S NEST *****&lt;br /&gt;&lt;br /&gt;^ Section of4a4: MEET THE PIT WORM AND OPEN THE VALVE&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to a large underwater area in Xen. You can lean on the "Swim up" key to&lt;br /&gt;surface for air just about anywhere, so there's no real danger. Search the floor&lt;br /&gt;of the area with night vision on to find a health kit near a dead scientist, an&lt;br /&gt;ammo canister under a thing that spits a bit of gore out when you first approach&lt;br /&gt;it, and two armor batteries next to a dead HEV woman near the exit portal. As&lt;br /&gt;with some previous sections, the exit portal will take you to varying locations,&lt;br /&gt;depending on exactly where you were when you used the displacer's altfire mode.&lt;br /&gt;&lt;br /&gt;As soon as this section finishes loading, fire the shockroach at the grating&lt;br /&gt;that you're sliding toward. That'll break the grating and prevent you from&lt;br /&gt;hitting it and taking a point of damage, though you may still take damage from&lt;br /&gt;landing on a crate if you don't start leaning on the "Move backward" key as soon&lt;br /&gt;as you zap the grating (or maybe a bit before).&lt;br /&gt;&lt;br /&gt;NOTES: If you try to zap the grating before this section loads, it'll be&lt;br /&gt;unbreakable. Also, if you start leaning on the "Move backward" key before this&lt;br /&gt;section loads, you'll probably get hopelessly stuck right after it loads. If&lt;br /&gt;something goes wrong, quickrestore and try again until you make it undamaged.&lt;br /&gt;&lt;br /&gt;Move forward until you're next to the ledge that's in front of the door with red&lt;br /&gt;lights above it. Wait for the door to open, then either jump-zap the bullsquid&lt;br /&gt;in the room past the door with the shockroach, or move back to where you can&lt;br /&gt;sneak-shoot it by firing shockroach blasts so that they pass just over the&lt;br /&gt;bottom of the doorway. After it's dead, bash all the wooden crates in the area&lt;br /&gt;to find health packs and armor batteries, then jump through the doorway.&lt;br /&gt;&lt;br /&gt;Bash the crate in the bullsquid's room to find another health pack, then use the&lt;br /&gt;red switch to the right of the "01" door to open it. Go around the green toxic&lt;br /&gt;pool and up the long red ladder to reach an area with several dead marines and&lt;br /&gt;their dropped weapons.&lt;br /&gt;&lt;br /&gt;In the next room, go up to the "01" door and crouch-walk through it. Stay&lt;br /&gt;crouched as you walk over to the control console, then quicksave. Turn right and&lt;br /&gt;run for the edge of the floor. Drop down onto the walkway that's a ways down,&lt;br /&gt;then run for the doorway. As soon as you're past it, strafe right into a corner.&lt;br /&gt;If you do it right, the pit worm won't have a chance to hurt you, and the pit&lt;br /&gt;drones that are down the hall to the right won't have seen you yet. (But have&lt;br /&gt;the shotgun or SAW machine gun ready in case they do see you and run into view.)&lt;br /&gt;&lt;br /&gt;Get out the shotgun and the spore launcher so that you can quickly switch&lt;br /&gt;between them, then select the spore launcher. After quicksaving, turn right and&lt;br /&gt;strafe left so that you're facing the pit drones at the end of the hall, then&lt;br /&gt;fire off a couple of spores. Strafe back into your corner, crouching so you can&lt;br /&gt;fit under the little blue light fixture, and switch to the shotgun. Be ready to&lt;br /&gt;double-barrel any pit drones that run up to you.&lt;br /&gt;&lt;br /&gt;After they're dead, get the shockroach out and go down to their end of the hall.&lt;br /&gt;Zap the pit drone that's near the bottom of the broken-up stairs, strafing to&lt;br /&gt;dodge its tooth darts, then wait to see if the second pit drone will walk over&lt;br /&gt;to its remains, making it easy to shoot. If not, move along the left ledge to&lt;br /&gt;where you can zap-shoot the second drone.&lt;br /&gt;&lt;br /&gt;Drop down to the floor through the stair break, then bash open the crates to&lt;br /&gt;find a health pack and an armor battery. Get out the spore launcher and make&lt;br /&gt;sure it's reloaded, then run over the green alien plant to pick up a pod. Keep&lt;br /&gt;getting pods from it until your spore ammo is at max, then break the nearby&lt;br /&gt;grating and crouch-jump into the vent shaft.&lt;br /&gt;&lt;br /&gt;After you break out of the shaft's other end, turn left and use the red lever&lt;br /&gt;that's next to the door to open it. This allows you to move between the waste-&lt;br /&gt;flushing control room and the broken-stair area without having to use the vent&lt;br /&gt;shaft. The waste-flushing control doesn't work yet, so you'll have to go about&lt;br /&gt;reactivating two separate support systems. (This is *just* like the Blast Pit&lt;br /&gt;chapter in Half-Life. This game is such a copy-cat!)&lt;br /&gt;&lt;br /&gt;Turn right from the control panel and go through the "03" door. Carefully&lt;br /&gt;crouch-walk up to the next doorway so you can sneak-shoot the pit drone that's&lt;br /&gt;past the doorway with the pistol. Go in there and get the ammo and health pack&lt;br /&gt;from near the dead marine, then climb the ladder.&lt;br /&gt;&lt;br /&gt;At the top of the ladder, use the shockroach to zap the pit drone that you can&lt;br /&gt;see in the doorway ahead and to the right. After it's dead, wait to see if the&lt;br /&gt;second pit drone will come over to where you can zap it, too. If not, get off&lt;br /&gt;the ladder and crouch-walk over to where you can sneak-shoot it with the pistol.&lt;br /&gt;Check near the dead marine for SAW machine gun ammo and a health pack.&lt;br /&gt;&lt;br /&gt;Crouch-walk through the pit drone doorway and on until you get near another&lt;br /&gt;doorway, then quicksave. Run through the doorway and turn right to find a lever&lt;br /&gt;on a big panel that you need to use. Use it quickly, then run back through the&lt;br /&gt;doorway for cover. If you get injured by the pit worm, quickrestore and try&lt;br /&gt;again until you can make it uninjured. If you keep getting whacked, stand in the&lt;br /&gt;doorway until the pit worm starts using its "laser vision." Dodge a blast, then&lt;br /&gt;run for the lever before the worm can muster another blast. After you manage to&lt;br /&gt;use the lever and get away unhurt, quicksave again.&lt;br /&gt;&lt;br /&gt;Stand to where the pit worm can't zap you with its laser vision, and you can see&lt;br /&gt;the green alien plants that are on the wall on the other side of the pit worm's&lt;br /&gt;room. Use the barnacle to latch onto one of those plants, and quickly jump the&lt;br /&gt;nearby walkway's railing when you reach it. If you don't make it to the little&lt;br /&gt;platform under the plants uninjured, quickrestore and try again.&lt;br /&gt;&lt;br /&gt;This can be a very tough thing to do without injury. Try moving forward to where&lt;br /&gt;the pit worm will see you through the doorway and start firing its laser vision,&lt;br /&gt;then immediately back up and start using the barnacle to cross. Also, you could&lt;br /&gt;try going back down the ladder (after very slowly crouch-walking onto its top to&lt;br /&gt;get hold of it), then going through the waste-flushing control room's "02" door.&lt;br /&gt;Make sure the pit worm sees you on the walkway past that door, then recross the&lt;br /&gt;control room and crouch-walk all the way back up to where you can barnacle&lt;br /&gt;across to the little platform.&lt;br /&gt;&lt;br /&gt;Yet another thing you could try is returning to the waste-flushing control room&lt;br /&gt;and going through the door that leads to the broken-stair area. Run up the left&lt;br /&gt;side of the bottom part of the stairs and jump to the top part. This is a tough&lt;br /&gt;jump to make, and if you miss, you'll have to jump-crouch onto the bottom stair&lt;br /&gt;part and try again. Once you make it, crouch-walk down the corridor and over to&lt;br /&gt;the doorway you ran in through earlier. You can barnacle up to the alien plants&lt;br /&gt;from there, and may have a better chance of making it uninjured.&lt;br /&gt;&lt;br /&gt;Stay crouched in the platform's back corner to avoid getting hit by the pit&lt;br /&gt;worm. Turn to the wheel and use it, then crouch-walk over to where you can drop&lt;br /&gt;down onto the walkway below. As soon as you land on it, uncrouch and run along&lt;br /&gt;it until you're safe from the pit worm, then quicksave. That's one big pain-in-&lt;br /&gt;the-neck maneuver out of the way.&lt;br /&gt;&lt;br /&gt;Return to the waste-flushing control room via the open door (or vent shaft) in&lt;br /&gt;the broken-stair area, then go through the "02" door. After quicksaving, make&lt;br /&gt;the perilous run across the walkway in front of the pit worm. If you can't make&lt;br /&gt;it without injury after several attempts, try going back through the "03" door&lt;br /&gt;and all the way back up to the doorway near the lever. Get the pit worm's&lt;br /&gt;attention up there, then crouch-walk all the way back through the "02" door&lt;br /&gt;without letting the worm see you through the control room's windows.&lt;br /&gt;&lt;br /&gt;Keep trying until you make it across undamaged, then use the red switch to get&lt;br /&gt;to section of4a5.&lt;br /&gt;&lt;br /&gt;^ Section of4a5: GET THE GEARBOX GOING&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to a fatal-fall area that's like the one in section of3a5 in a previous&lt;br /&gt;chapter. Do not do!&lt;br /&gt;&lt;br /&gt;Go through the open door and turn left, then turn night vision on so you can see&lt;br /&gt;to use the shockroach to sneak-zap the pit drone that's just past the left side&lt;br /&gt;of the next doorway. Get the dead fatguard's dropped .357 pistol from the left&lt;br /&gt;part of the metal platform, then look for a way down to the floor below.&lt;br /&gt;&lt;br /&gt;There's a ladder leading from the platform to the floor, but it's kind of hard&lt;br /&gt;to get onto without falling. You could slowly crouch-walk onto the ladder's top&lt;br /&gt;to get hold of it, but it's easier to drop onto the wide ledge that's on the&lt;br /&gt;right side of the room, then jump to the ladder and climb down from there.&lt;br /&gt;&lt;br /&gt;Get the shotgun shells from next to the dead marine, then crouch-walk through&lt;br /&gt;the "02" door and move carefully to where you can sneak-zap the pit drone that's&lt;br /&gt;to the left. Get the ammo from near the other dead marine, then go through a&lt;br /&gt;doorway to reach a large room full of crates.&lt;br /&gt;&lt;br /&gt;Drop into the room and turn right to find two bashable wooden crates. The small&lt;br /&gt;one has a health pack in it, and the big broken-open one contains a displacer&lt;br /&gt;ammo pack. Jump-crouch onto the silver metal box that's next to some larger&lt;br /&gt;crates, then jump-crouch onto the shorter of those crates. Run across it to drop&lt;br /&gt;down past the main crate blockage so you can exit the room through its other&lt;br /&gt;doorway (which you'll have to jump through).&lt;br /&gt;&lt;br /&gt;In the next hall, zap all three barnacles to death, then jump over the toxic&lt;br /&gt;spill at its narrowest point. Enter the small lift past the spill and use its&lt;br /&gt;button panel to go up to a higher walkway. Crouch-walk forward to the next&lt;br /&gt;corner, then turn left and fire the shockroach to see if you can hit the pit&lt;br /&gt;drone that's ahead. You should be able to before you come within sight of it.&lt;br /&gt;&lt;br /&gt;After the first drone is down, wait a few seconds in case the second one moves&lt;br /&gt;around, then sneak-zap it. Go past them to find a big red button mounted next to&lt;br /&gt;a large window overlooking the crate-clogged room. Press the button to start the&lt;br /&gt;room's trash-masher walls going, then return to the little lift and take it&lt;br /&gt;down.&lt;br /&gt;&lt;br /&gt;Jump over the toxic spill again and turn right to reach the crate room's door.&lt;br /&gt;If it's closed, wait until it opens, then go through it to find yourself in a&lt;br /&gt;narrow "alley" between the two trash-mashin' walls. There'll be an armor battery&lt;br /&gt;and a box of shotgun shells there in addition to the health pack and displacer&lt;br /&gt;ammo box you could have gotten before.&lt;br /&gt;&lt;br /&gt;Break the large floor grating that's under the shotgun shell box, and drop down&lt;br /&gt;into the water. Climb the short ladder and smash the glass, then get out the&lt;br /&gt;shockroach and crouch-walk over to the corner to where you can sneak-zap the&lt;br /&gt;bullsquid that's down the walkway. (This is another case where you can zap the&lt;br /&gt;target without actually seeing any part of it.)&lt;br /&gt;&lt;br /&gt;Go down to the dead bullsquid and turn right to find a short walkway that leads&lt;br /&gt;to an emergency override panel. Use the panel's red push-button, then quickly&lt;br /&gt;run back to the spot where you fell into the water. Lean on the "Swim up" key as&lt;br /&gt;the water rises to keep your head above it.&lt;br /&gt;&lt;br /&gt;After it stops rising, you can go up through the floor hole you fell through,&lt;br /&gt;then jump through the door that leads back the way you originally came. Climb up&lt;br /&gt;the ladder to the metal platform you killed a pit drone on, then return to the&lt;br /&gt;room with the door switch. After quicksaving, use the switch to get back to&lt;br /&gt;section of4a4.&lt;br /&gt;&lt;br /&gt;^ Section of4a4 (again): KILL THE WORM AND CROSS THE BRIDGE&lt;br /&gt;&lt;br /&gt;As soon as the door leading to the pit worm's room opens, run through it and&lt;br /&gt;along the walkway. The worm may take a few seconds to realize you're there, and&lt;br /&gt;you'll have a good chance of making it uninjured. If you get whacked, you may&lt;br /&gt;want to quickrestore and try again.&lt;br /&gt;&lt;br /&gt;Return to the waste-flushing control room and use its control panel's central&lt;br /&gt;button to flush toxic waste into the pit worm's room and kill it at last. (Be&lt;br /&gt;sure to stay away from the windows until after the worm's dead so it can't&lt;br /&gt;laser-vision you.)&lt;br /&gt;&lt;br /&gt;Go through the control room's "03" door and back around to the walkway next to&lt;br /&gt;the steam vent lever panel. Crouch-jump onto the walkway's railing, then crouch-&lt;br /&gt;drop onto the lower walkway below. Use night vision to help you find the ladder&lt;br /&gt;that leads up to the floor with the bridge control panel on it, then use the&lt;br /&gt;panel's button to extend the bridge that the pit worm was blocking.&lt;br /&gt;&lt;br /&gt;If your health and/or armor are below 100, turn around from the bridge control&lt;br /&gt;panel and go through the door. Return to the top of the long ladder you climbed&lt;br /&gt;earlier, and climb back down it. (Remember to very slowly crouch-walk onto the&lt;br /&gt;ladder's top to get hold of it.) Return to the room where you fell out of the&lt;br /&gt;vent shaft earlier and pick up any leftover armor batteries and health packs.&lt;br /&gt;&lt;br /&gt;Go back to the bridge control panel and crouch-drop down to the bridge. Cross it&lt;br /&gt;and use the red lever to open the door, then go down the next hallway until the&lt;br /&gt;Foxtrot Uniform chapter loads.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;***** FOXTROT UNIFORM *****&lt;br /&gt;&lt;br /&gt;^ Section of5a1: BLACK OPS BATTLES AND RIGGED EXPLOSIVE AREA&lt;br /&gt;&lt;br /&gt;DISPLACER NOTE: Using the displacer's altfire mode anywhere in this section will&lt;br /&gt;take you to a large Xen cave that's identical to the one in section of4a1 in a&lt;br /&gt;previous chapter, except that there's no scientist and the exit portal is in a&lt;br /&gt;different spot. As with previous sections, the exit portal will take you to&lt;br /&gt;varying locations, depending on exactly where you were when you used the&lt;br /&gt;displacer's altfire mode.&lt;br /&gt;&lt;br /&gt;Push up against the door to open it, then quickly shock-zap the bullsquid that&lt;br /&gt;you can just barely see at the other end of the long room while dodging its&lt;br /&gt;toxic spit. After it's dead, go into the room and along the walkway until you&lt;br /&gt;come to a broken spot. Jump across it, then move on to reach a doorway.&lt;br /&gt;&lt;br /&gt;There's another bullsquid a bit to the right of the doorway, so get out the&lt;br /&gt;spore launcher and quicksave. Fire off a couple of bouncy altfire pods so that&lt;br /&gt;they bounce over to the bullsquid, and quickrestore if any bounce back and hit&lt;br /&gt;you. After the squid is dead, go through the doorway and turn left to find&lt;br /&gt;several crates to bash for health and armor.&lt;br /&gt;&lt;br /&gt;Jump up against the nearest green plant to collect a spore, then get out your&lt;br /&gt;barnacle weapon and look up. There are three other green plants visible nearby,&lt;br /&gt;and you'll want to use the barnacle weapon on one of the two highest ones in&lt;br /&gt;order to get onto the small platform that's under them.&lt;br /&gt;&lt;br /&gt;Look up to the ceiling from that platform to find a large plant growth that you&lt;br /&gt;can barnacle over to in order to land on a higher platform. (Strafe right as you&lt;br /&gt;drop down from the plant to make sure you land on the platform.) Get out your&lt;br /&gt;spore launcher and check your spore supply. If it's not full, use the barnacle&lt;br /&gt;to pull yourself up to the two plants on the ceiling above your platform until&lt;br /&gt;you have all the spores you can carry. (Note that you may have to jump after&lt;br /&gt;attaching the barnacle to a plant.)&lt;br /&gt;&lt;br /&gt;Jump the small gap that separates your platform from another one, then jump over&lt;br /&gt;the railing to get onto the walkway. Climb about halfway up the ladder, then&lt;br /&gt;quicksave before climbing out onto the street. Run toward the open red storage&lt;br /&gt;container, but don't enter it. Instead, run past its right side and all the way&lt;br /&gt;to the corner that's next to another red storage container.&lt;br /&gt;&lt;br /&gt;The black ops guy at the mounted gun farther down will see you and shoot at you,&lt;br /&gt;but he should miss, and the black ops guys that just arrived in the truck won't&lt;br /&gt;realize you're there. Carefully crouch-walk to the left until you can stand up&lt;br /&gt;and see an explosive crate in the distance. Shoot it with the pistol until it&lt;br /&gt;explodes, killing the guy manning the mounted gun.&lt;br /&gt;&lt;br /&gt;Slowly crouch-strafe to the left to see where the black ops guys from the truck&lt;br /&gt;are. They should all be behind the truck to where they can't see you, and you&lt;br /&gt;can only see t
