HALF LIFE: Guia del joc

Half Life
Prima FastTrack Guide

This Prima Fast Track Guide provides a quick walk-though of the entire single player Half-Life game. While it provides enough information and strategy to complete the game, Half-Life: Prima's Official Strategy Guide contains additional material such as maps, tactics for using each of the weapons and how to deal with each enemy as well as other hints and tips to help you not only complete the game, but master it.

As the game starts, you're on a train bound for the heart of the Black Mesa Federal Research Facility. A Security Guard approaches. Follow him through two doors. You're inside the Anomalous Materials Lab of the Black Mesa Federal Research Facility.


Anomalous Materials

Locate the Suit Room. Press the button on the computer console to lower the glass that guards your Hazardous Environment Suit. Walk onto your suit. In the locker room, approach the locker labeled "Freeman". Take the Battery from inside the locker. Proceed to a checkpoint. Go through the door. Beyond the checkpoint you'll come to a large elevator. Take it down to a lower level.

Follow the corridor on the lower level. You'll pass through another guarded checkpoint and into a room with three Scientists. Stop and listen to what they have to say. One will unlock a door. Go through the door and follow another corridor. Then take the corkscrew-style elevator at the end of the corridor. Downstairs, go through the door labeled "Test Lab." You'll find yourself in an antechamber with two more Scientists. After speaking to you, the Scientists open the door to the Test Lab. Enter the Test Lab.

Performing the experiment

Climb the ladder and press the button on the computer console on the balcony. Then climb back down and watch the machinery spin. After a while, a metal cage on one side of the room slides away to reveal a cart. Push the cart into the machine in the center of the room. A huge explosion ensues. Back up and watch the machinery break down.

Getting back to where you started...

Go through the half-open door into the Test Lab's antechamber. There, press the box on the wall. The door eventually will slide open far enough for you to exit. Walk down the corridor. Return to the corkscrew elevator and ride up. Upstairs, a standing Scientist tends to an injured one. Use the standing Scientist to have him follow you to the door at the end of the hall. He'll unlock the door. Walk a step or two through the newly opened door. Bolts of energy from the Test Lab shoot through a window and destroy a door on the far side of the room. After this happens, cross the room and run through the destroyed door.

Run through a hallway where a single Headcrab roams. Ignore the Headcrab. In the next hallway, you encounter a pair of runaway laser beams. Avoid them as you run to the end, where you'll find a Crowbar. Use the Crowbar to smash the glass in a jammed door. Crawl through the opening. Walk through a hallway to the main elevator shaft. Smash the glass door that leads to the shaft. Enter the shaft. Descend the red ladder to the bottom of the shaft where you'll find a Battery in the rubble. Crawl back up the ladder and then up a second. Exit the shaft.

Outside, a Mawman attacks a Security Guard. Kill the Mawman with your Crowbar. Take the Security Guard's Pistol if he doesn't survive. Kill a second Mawman nearby and make your way back to the locker room. You must kill two more Mawmen along the way. A new locker has opened in the locker room. Take the Pistol Clips you find in it. Proceed to the Anomalous Materials Lab entrance.

New Territory

Crawl through the hole at the base of the wall. Move slowly to kill a Headcrab that lunges at you and avoid a falling bank of computer equipment. In the room beyond, kill a second Headcrab; then leap onto a series of fallen computer towers and go through a hole in the wall. Proceed through the hallway beyond the hole. The hall ends in a checkpoint where a dead Security Guard and a Mawman lie on the floor. Take the Security Guard's Pistol and crawl through the broken doors of the checkpoint. Kill a pair of Houndeyes that teleport into the vicinity and explore the area beyond the checkpoint. Kill two more Houndeyes and look for a door with a yellow triangle beside it. Go through the door and kill the Headcrab beyond. Equip your Pistol if you haven't done so already. Then climb the ladder behind the yellow triangle door. As soon as you climb the ladder, you'll see another Headcrab and a Mawman. Shoot the explosive tanks behind the Mawman and drop back down the ladder to avoid the explosion. The blast will kill your enemies.

Now you're in a small network of tunnels ankle-deep in water. Explore the tunnels. You'll find two open, unbarred holes in the ceiling. Locate a valve wheel. Turn the wheel to flood these corridors with water, and then swim to the hole in the ceiling. Climb out. Now you're beyond the metal gate. Explore the hallway. You'll find a large mechanical lift. Throw the lever you find above the lift; then board the lift as it slowly lowers into new territory. As you descend, Headcrabs slide down to harass you. Avoid as many Headcrabs you can, and shoot the one that gets dangerously close. You can wait until the bottom of the lift to get off, or if you're fast, you can get off on a raised area that has an extra First Aid Station.

On to the Canal

Kill a Houndeye that materializes nearby; then go around a bend. A metal bridge lies ahead. Approach the bridge slowly. A Houndeye suddenly materializes above it, drops, and breaks off a span. The remaining span is fragile. Run across and leap from it to the silvery pipes to the right. Walk around the perimeter of the room on the pipes, jumping when necessary. The pipes lead to a grate near floor level. Break it and crawl into the exposed ventilation tunnel. Crawl until you reach another breakable grate beneath you. Break it and fall through. You're in a short hallway. Pick up a nearby Battery from the floor, and then break several crates to reveal more Batteries. Collect them all.

From here you can look out over a large, partially water-filled canal with a Bullsquid and several Headcrabs on the ground and Barnacles on the ceiling. Don't jump down, but do shoot the Bullsquid and any Barnacles you can see from here. Go through a door labeled Lower Canal. Go down the ladder beyond and enter the canal area. Shoot all remaining Barnacles in the canal area. Heal yourself with a First Aid Station in a dark corner, and then dive into the canal. On one end of the canal you'll find a ladder leading to the other side. Climb up the ladder, go through a door, and then locate and proceed through a second door. Travel through the tunnels beyond the second door, to a large room filled with suspended boxes. Climb up two ladders and then slowly, carefully, jump across the boxes to the other side of the room. From the other side of the box-filled room, go through a short tunnel, up a ladder and through a couple of doors. You'll find yourself in an area where you can look out over the canal again. Follow the hallway to an elevator and get inside. Press the button to ascend.

Office Complex

Early Exploration

Exit the elevator and shoot the nearby Headcrab. Note the locked red doors nearby and the hot, sparking wires blocking the hall. Break a grate near the floor next to the electrical wires. Crawl into the newly exposed ventilation duct and take a right. Shoot out another grate and drop into a room filled with vending machines, Barnacles, and frightened Scientists. Kill the Barnacles and then go through a door labeled "High Voltage." Flip the lever beyond the door. Exit this area through the big red doors that had been locked. You're back in the corridor, near the elevator where you started the level. Walk down the hall, past the now-dead electrical wires. The door at the end of the hallway is locked, but you can shoot the large window beside it and jump through by crouching as you jump. Beyond the window is a flooded lab, a big pair of locked red doors, a wooden door leading to a small storage closet, and more corridor. Approach the wooden door, stand nearby and beat on the door with the Crowbar until a Mawman breaks down the remainder. Then kill it and take the Pistol Clips from inside the closet.

Locate a large storage area. You must break down a wall of boxes to get there. Inside, you'll find a chest with a Shotgun on it. At the opposite end of the room is a locked metal fence with a Security Guard behind. A Mawman attacks him as you approach. Shoot your Pistol at the Mawman as soon as it appears, and the Security Guard will survive. Then he'll open the gate and let you in. Behind the gate is an armory packed with useful ammo and a First Aid Kit. Take everything and return to the storage room. A ladder leads downstairs. Take it, and in boxes downstairs you'll find another First Aid Kit and a Battery. Return to the flooded lab. Jump in through the window, using a crouch-jump, and then hop across tables and countertops without touching the electrified water on the floor. When you reach the light switch on the wall, activate it. This turns off the lights, but it also makes it safe to touch the water. Turn on your flashlight and look around. You'll find a Battery in a half-open metal filing cabinet. There's also a ventilation grate on the wall. Break it and get into the ventilation duct. Save the game and move forward slowly with your flashlight on. Hold down the Crouch key, even though it may seem unnecessary. Kill three Headcrabs as you proceed. Eventually the ceiling gets higher, but there's a deadly spinning fan overhead. If you don't hold down the Crouch key until you're past the fan, you'll stand up and get decapitated!

When you reach a grate, destroy it and crawl past. The floor will fall away beneath you, and you'll find yourself in a new section of the main hallway. Walk down this new section of hallway and another section of ceiling falls just ahead. Shoot a pair of Headcrabs that come down with it, and then arrange boxes on the floor so you can jump up to a ladder in the ceiling. Climb up the ladder and break the floor grate you find upstairs. Drop down, kill a Headcrab, and you'll see another grate. Break it, but take care not to venture too close to it. An Automatic Turret lies in the room beyond. Save the game. Watch as a Scientist runs into the room beyond the grate and the Turret guns him down. A Headcrab is the next to get shot. When the Headcrab is dead, leap into the room below, run toward the Turret (breaking wooden crates with the Crowbar to clear a path), and crawl beneath the metal platform the Turret is mounted on. Flip a switch below the platform to deactivate the Turret. Explore a small storage room nearby. There you'll find Pistol Clips, Shotgun Shells, and a Battery. Kill the Headcrabs guarding a stairwell, and climb the stairs.


A Security Guard stands at the top of the stairs. Have him follow you and provide fire support. Destroy nearby crates for ammo, and then enter a long hallway. Explore an office left of the hallway; you'll see a pair of hapless Scientists being dragged into a ventilation duct by an unseen creature. Take the Battery and First Aid Kit in this room. Move farther down the hallway cautiously. Where the hallway broadens, several Alien Grunts attack. Fall back and gun them down. Explore the area. More Alien Grunts lurk around here, and you'll find both Pistol ammo and First Aid Stations in various offices.

Watch out for Headcrabs that burst from the ceiling. Locate a lounge with a couple of plaid sofas and a bookshelf. Shoot the ceiling above the sign that says "Maintenance Access" to reveal a ladder. Climb the ladder and slide to the right. Nearby, an Automatic Turret starts powering up. Quickly locate the metal fuse box mounted on the wall nearby and flip the lever to disable the Turret. Also, collect a Shotgun on the floor near the Turret. Climb down when you're done. At the edge of the cluster of offices is a broad staircase. Kill the Barnacle at the foot of the stairs and then go up, prepared to shoot the trio of Headcrabs at the top.

Administration Level 2

Take the corridor at the top of the stairs. Destroy the lone Mawman you find here, but avoid the nearby boxes: one will explode if you damage it. Proceed along the corridor, killing two Alien Grunts, and go through the red door at the other end. Have the Security Guard on the other side of the door follow you down a nearby ramp. Downstairs you'll find a Bullsquid, Shotgun ammo and some Grenades. Kill the Bullsquid and take the loot. As you try to leave the area, two Alien Grunts teleport in. Gun them down as soon as they appear, preferably with the Shotgun. Go back up the ramp. Proceed to an area with a sunken floor. Down on the floor are several broken tables and a Mawman. Shoot Mawman and any Headcrabs that drop down from the ceiling. Do this from upstairs, avoiding the sunken area.

Go down to the sunken area and break apart the wooden planks nailed over the doorway. Go through the doorway and down a dark hall. You'll reach an alcove where two Mawmen feast on dead Scientists. Kill the Mawmen and press a lever next to the nearby door. The door opens, revealing a huge freezer. Go inside. Explore the freezer thoroughly, killing the scattered Headcrabs and pair of Bullsquids inside. Locate a glowing red switch on the wall and throw it. This starts a big red cart moving back and forth overhead. Return to where you entered the freezer. Climb a stepladder and break open a ventilation grate up there.

Crawl into the ventilation tunnel. Follow the tunnel to where you can see and crawl onto the big moving cart as it slowly moves past. Get on the cart. Break the crates on the cart and collect the Batteries. Then crawl off the far end of the cart into a wall duct. Crawl through the duct, collecting a Battery near a dead Security Guard. Break another grate to exit the duct; you'll find yourself in a large, blue ventilation junction. Methodically kill all the Barnacles there, and then jump up a series of stair-like ducts into another ventilation shaft.

Inside the new ventilation shaft, take a left and proceed until you hit another grate. Shoot it and drop out; you'll find yourself at the foot of yet another broad staircase. Nearby, a Security Guard crouches over a dead comrade. Shoot the approaching Mawman, and then have the Security Guard follow you up the stairs. At the top is a locked door with a small window. Watch the window. The dark-suited man appears again, but you can't get at him through the locked door. Proceed down the nearby corridor and watch as a Scientist leaps through a window to escape a Mawman. Shoot both Mawmen and jump through the window to collect some ammo.

Walk to the edge of the empty elevator shaft at the end of the hallway and look up to see a hapless Scientist clinging to a ledge. Save the game, and then run and jump to catch the ladder mounted on the far wall of the elevator shaft. Climb to a ledge, and then climb a second ladder to another ledge and a third ladder. From the top ledge, jump to a ladder hanging from the elevator car in the center of the shaft. Climb that ladder and you'll find yourself atop the elevator car. Break the ventilation grate atop the elevator car and drop in. Flip on your flashlight and press the elevator button. Prepare for the next level.


Exit the elevator and take a few steps forward. Watch the panicked Scientist bang on the window of a guardroom, and then run headlong into a Laser Mine. Charge up your health and HEV Suit at a nearby First Aid Station and an HEV Station. Walk down the corridor. Around a corner, a pair of red laser beams block your path. Beyond them lies a stockroom filled with crates. Save the game before crossing the beams. Dash through the beams. As you do so, a Tripod-Mounted Chaingun starts firing at you. Sidestep as you fire your Shotgun repeatedly at the Chaingun. Then kill any nearby Headcrabs. A Combat Rifle lies on the stockroom floor; you may unknowingly have walked over it and picked it up as you fought the Chaingun. Take the Combat Rifle and destroy the crates in the room for a few supplies (such as a Battery). Avoid the explosive crates. A few extra Headcrabs teleport in as you explore, but they'll pose no threat.

When the stockroom is clear, find a hall out the other side. Move slowly! A blue-green laser beam blocks your path. This beam is attached to a Laser Mine, which will explode if you disturb the beam. Throw a Grenade so it lands squarely under the laser beam. The Grenade will explode, taking out the Mine in the process. When the Grenade explodes, a heavy fire door descends automatically. Dash forward under the fire door before it closes all the way. Around a corner is a second Laser Mine. You can destroy this one by lobbing a Grenade at it or by shooting the Mine itself from as far away as possible. Proceed along the hallway.

A Vortigaunt teleports in up ahead. Kill it, and any other Vortigaunts that warp into the same place. Use the First Aid Station on the wall nearby, if necessary. Proceed along the corridor and down a ramp. At the base of the ramp is a red laser beam at floor level, with a Tripod-Mounted Chaingun in the room beyond. Throw a Grenade at the Chaingun before crossing the laser beam. Beyond the beam lies a crate-filled room. A Vortigaunt teleports in behind you as you enter; kill it and jump to the top of the pile of crates. From the top of the crates, you could jump down to the other side immediately. Before you do, shoot the two Tripod-Mounted Chainguns on the floor.

Further Exploration

When both Chainguns are gone, equip your Pistol and drop down to the new area. Several Headcrabs teleport into the vicinity; shoot them with your Pistol. Walk through the nearby web of red laser beams. Jump up on a pile of crates, and then down the other side. Ahead lie a pool of water on the floor and an open elevator shaft. Save the game before proceeding. The water will cause you to slide, and falling down the shaft is deadly, so walk onto the water very slowly. As you move forward you'll see a pair of red laser beams and two Tripod-Mounted Chainguns. Lob a Grenade so it lands just behind the first tripod, and then backtrack. The Grenade should take out both Chainguns so you can cross the red beams. Go through the laser beams. Ahead you'll see another storage area with some red laser beams, two Laser Mines on the walls and a red wall-mounted ladder. Throw another Grenade toward the two Laser Mines, and stand back while they detonate.

When the Mines are gone, explore the storage room and destroy all remaining boxes to collect ammo. When the room is clear, climb the red ladder to a platform, and from there climb a second ladder to the catwalk the dark-suited man stood on. Cross the catwalk to another platform. Save the game and approach the top of the stairs, Combat Rifle at the ready. Kill the Grunt you see down there. Go downstairs and destroy the crates. Avoid the explosive barrels, or detonate them from a distance. When you're finished, press the button near the elevator and get inside.

Things Get Rough

At the top, you'll find yourself in a large storage area. A metal platform looms overhead. Several Grunts wait here, and you'll do best if you hang back and duck in and out of cover, firing off a quick Combat Rifle burst whenever they're in your sights. When the Grunts are dead, destroy the crates in this room for extra supplies and use the First Aid Station and HEV Station built into the wall. Climb the stairs to the metal platform. Follow the platform to a room with Barnacles hanging overhead. Kill the Barnacles with Pistol fire and proceed. Past the Barnacle area is a T-junction. To the left are a pair of Laser Mines, and beyond them lie red laser beams and three Tripod-Mounted Chainguns. Detonate the nearby Mines with Pistol fire from a safe distance, and then take a right. You'll come to a room with boxes on the floor, Barnacles overhead and a conveyor belt on the floor. Kill the Barnacles and get on the conveyor belt. Follow it into the wall.

You'll come out in a room with a First Aid Station, HEV Station, and a pile of boxes. Jump up on the boxes. From the top you can locate another conveyor belt high off the ground. Jump onto the new belt and follow it into the wall. Follow the new belt to a small room with a Grunt. Kill the Grunt and use a nearby First Aid Station, if necessary. From this little room, you can look down on a corridor filled with Laser Mines, Chainguns, and laser beams. Save the game. Throw a Grenade down there to clear out the nearest Mines, and with luck, destroy a couple of Chainguns. Then jump down and go through the fire door that descends automatically.  

To the Surface

Get away from the closing fire door and look down the hallway toward the big open area. Grunts appear at long range, intent on killing Scientists. Shoot the Grunts whenever they appear. When you see no more Grunts ahead, advance. Climb a flight of stairs to a platform, and then climb a second flight of stairs. Follow a catwalk to a third flight, and climb them. At the top, you can go two ways: to the right a catwalk leads to a First Aid Station or to the left a ramp leads down. Use the First Aid Station, if necessary, wary of the Barnacle above it, and then descend the ramp. The ramp leads across a bridge with dead Barnacles overhead and onto a catwalk overlooking a new area. Look over the edge of the catwalk and shoot a pair of Grunts down there. Break the boxes on the catwalk nearby to collect a Battery, and then descend the ramp to the main floor. Downstairs, break more boxes and collect another Battery. Then locate the Surface Access elevator and press the button to open it. Get inside and press the button to ascend.

Helicopter Madness

Leave the elevator. You're in a small concrete structure that's missing one wall. Look out through the open wall and kill several Grunts running toward you. Strafe as you fire, but don't leave the shelter of your building. When the Grunts are dead, heal up at a nearby First Aid Station. Turn on your Flashlight and run out into the open. Locate the sunken concrete bunker and run inside. It's dark but your Flashlight illuminates a ladder leading down. Crawl down immediately. Downstairs, the ground still shakes from rocket attacks but you're safe from the Osprey, temporarily. Charge up your health and HEV Suit at nearby stations.

Approach a door labeled "Vent Access." Open it but don't go through it immediately; instead, stand back as an explosion drops tons of debris down the vent. Go through the door. You're in a vertical vent that's open at the top. If you look up you'll see the Osprey hovering overhead and occasionally dropping Grunts down the vent to attack you. Look down. You'll see several ledges or platforms. Jump to a lower ledge, and then jump to a still lower ledge. At the bottom ledge, you can crawl into a wide ventilation duct. Crawl into the wide ventilation duct and follow it around a corner.


Proceed down the dark ventilation duct to a small vertical shaft with a fan near the middle. This shaft has four exits, including the one you approached through. You want to reach the bottom exit. Drop to the bottom of the shaft without getting hacked to bits by the fan. Do this by crouching, and then inching forward and right until you fall onto a very narrow ledge. Then creep farther to the right (still crouching) until you fall to the bottom. Crawl into the ventilation duct at the bottom of the shaft. Follow it. This shaft opens into yet another vertical shaft.

This shaft, mercifully, doesn't have a dangerous fan in it. What it does contain is a pair of platforms you can reach by climbing ladders. Climb the first ladder, but not the second one. You're about halfway up the shaft. Enter the ventilation duct you find here. The duct is short and opens into a room with a Scientist. The Scientist tells you about an old rail system you might be able to use. In the same room with the Scientist is a console with a big red button labeled "Silo Access." Press the big red button, and a huge door opens nearby. Go through the newly opened door, down a short corridor and around a corner. A new level will load.

Blast Pit

Approaching the Silo

As the level starts, you face a barricaded passage. Use your Crowbar to break down the barricades and boxes. Beyond the barricades are a few Headcrabs. Kill them and look out over the large loading area. There's a Bullsquid out here you can kill easily with your Pistol. To the right lies a ramp. Go up the ramp to a control panel with a lever. Throw the lever to summon a freight elevator. As you do, a Mawman bursts from a door to your right; kill it. Enter the room the Mawman came from. This room is packed to bursting with explosives, so don't fire your weapons. Just take the ammo and First Aid Kit you find there and get out. Descend a ladder to the loading area's lowest level. Get on the big freight elevator you just summoned with the lever, and press a button to descend into darkness. Downstairs you'll find an abandoned rail tunnel. Several Houndeyes scamper below you. Shoot any that get too close, and jump onto the rail cart. Press the Use key to activate the rail cart's control panel, and then press the Forward key several times to make the rail cart blast forward at full speed. Press the Use key one final time when you're at full speed.

Stand still as the rail cart hurtles along the tracks. Don't bother shooting the Houndeyes and Bullsquids you pass; they'll attack but you're moving too fast to hit. Eventually the cart breaks through a wooden signpost and approaches a bumper. When it hits the bumper you'll hurtle through the air into a pile of crates in a shallow green lake of radioactive water. When you hit the water, immediately run in the same direction you were flying in—toward the opposite side of the water. As you run, kill a nearby Bullsquid with your Combat Rifle. To get up on the far shore, you must jump on the two boxes. Jump on the lower box, and from there to the higher one. On shore, climb a ladder to the top of a giant pipe. From there, walk onto a somewhat smaller pipe with a hole in the top. Fall into the hole and crawl forward in the dark.

When you reach another hole in the pipe, you'll be tempted to get out immediately. Instead, hop up and down in the hole to spot a Bullsquid just outside. Shoot the Bullsquid at the top of your jumps. This way you can put a few rounds into the Bullsquid every second or two while avoiding return fire. When the Bullsquid's dead, jump out of the pipe using the jump-and-crouch technique. This area features several pipes and a pool of radioactive water. Get back atop the pipe you entered through (if you fell off), and jump from it to the topmost of the other two pipes in this room. Line yourself up carefully for the jump, or you'll find it very difficult. Walk along the new pipe. Shoot a Bullsquid in a nearby toxic pool as you balance on the pipe, and then leap down to the balcony. Beyond the balcony is a room with Batteries and First Aid Kits. Collect as many as you can, and then continue.

Entering the Silo

Go through the doorway from the room with the First Aid Kits and Batteries to a ledge overlooking a lake of toxic slime. A missile silo lies beyond the lake. Kill a Bullsquid in the water below. Hop on a pipe that leads out across the water toward the silo. Before it reaches the silo, however, this pipe nearly intersects another pipe that leads to a lift. Hop down onto the new pipe and make your way onto the lift. Watch out for another Bullsquid hiding in a corner of the toxic lake. Press the button on the lift and ride Upstairs, walk slowly down a corridor. As it broadens, you'll find a Bullsquid to your right near a pair of explosive barrels. Kill the Bullsquid, but stay well away from the barrels if you shoot them. Follow a catwalk, killing Houndeyes as you progress, to a bridge. Collect a pair of First Aid Kits near the bridge before crossing.

A single Houndeye is trapped between barrels of explosives on the bridge. You can either shoot the Houndeye and blast a hole in the bridge, or simply run past it. Blasting a hole in the bridge kills the Houndeye, but then you must jump across the hole. It's your choice; both methods work. Kill a pair of Headcrabs on the other side of the bridge. Then enter a small room with a security door and throw a wall switch. The door you entered through closes, and a new door opens. You've reached the missile silo's inner chambers. Kill the Mawman on the other side of the door and walk along the hall. Listen to the dying Scientist on the floor. Then kill a Barnacle on the ceiling and keep going. Go through another security door to see a Scientist standing in the missile silo's control room. After a moment, a massive Tentacle bursts through the glass overlooking the missile chamber and grabs the Scientist.

After the Tentacle has dragged the Scientist away, cross the room. Go through a doorway, kill a Barnacle overhead, and climb a ladder. A Security Guard upstairs tells you to be quiet. Pass the Security Guard into a small room with explosive crates and Grenades. Collect the Grenades and crawl out into the silo's inner chamber, where the Tentacle waits. Crawl down a ladder to a lower platform. Destroy a ring of boxes around a ladder leading down, and then descend quickly. At the bottom, look for a boarded-up door. Destroy the boards and go through the doorway. Walk down a corridor to a security door. Throw the wall switch to close the door you entered and open a new one.

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