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- Total Annihilation - Half-Life - Morrowind |
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1. Black Mesa Research Facility 2. Anomalous Materials 3. Unforeseen Consequences 4. Office Complex -The first task facing you once you make it to the office complex is simply getting down the hallway. About halfway down the hall there's a live wire, randomly discharging electricity into the puddle on the floor. And the door that you can reach is locked. Luckily, there's a ventilation duct just before the live wire. Crawl over to the duct and break the grate with the Crowbar. Be careful, because the discharge can still hit you if you move too far to the right of the grate. Crawl into the duct and follow it to the end. Break the grate and climb into the room. Beware of the Barnacle, and be aware that more will be bursting through the ceiling while you're in the room. -In the corner, you'll see a door with a sign reading "high voltage." Open it, go in, and flip the switch. Now the hallway is safe. -At the other end of the hallway, you'll need to break the window and climb through. The water-filled room to the right has its own electrical problem, but you'll deal with that in a moment. For now, it's time to get some supplies. Go to the left and into the little alcove with the wooden door. A Zombie will begin bursting through the door. Wait until it has cleared a passage, and then kill it. Go in and get the pistol clips. Go out and continue to the left until you come to some crates. Break them up, and continue on. -You'll see a supply room with a locked gate. A security guard will be standing there, with a Zombie sneaking up behind. Kill the monster, and the guard will open the door to the supply room, wherein you get the Assault Shotgun. You can also find some health and HEV power if you climb down the ladder in the area just before the supply room. -Now go back to the room filled with water. Jump up into the window, and then onto the table. You need to jump first to the sink, then to the table on the far wall (which is next to a health dispenser), and finally to the counter on the other side. Flip the switch to turn off the light. Turn on the flashlight, and drop down into the water. The closet near the sink has some HEV power in it. Now open the grate on the wall with the Crowbar and climb in. You'll have to deal with some Headcrabs, and make sure you duck under the fan. When you get to the end, break the grate, but don't jump in the room just yet. -The room below has a security turret inside, as that unlucky Scientist just discovered. You have two choices. You can disable it and get some health, or let it stay on and do some dirty work for you. To disable the turret, you must flip the switch under the ledge it is stationed above. Then just jump up the various boxes scattered about to get to the health. Alternately, you can drop into the room and run for the exit directly opposite. There, you'll see a herd of Headcrabs. Lure them into the other room, making a beeline for the door in the back. You'll make it to safety, but the turret will take down the Headcrabs. -The back room has some supplies, as well as a Bullsquid and some Alien Slaves that teleport in. Once you've dealt with and picked up everything, go back to the area where you encountered the Headcrabs. Go up the stairs. At the top, you'll encounter a guard. Get him to follow you, then continue on into the offices. A number of Alien Slaves are waiting inside, so it'll be handy to have the guard around. There are also a number of supplies in the various offices, so hunt around if you're in need of ammo or health. -Before you venture out of the offices, though, look for the lounge. You'll see a sign that says "maintenance access" over a couch. Jump on the couch and break the ceiling panels with the Crowbar. Climb up the ladder. There's a security turret in the room, as well as a switch to deactivate it. Step slightly into its view to activate it, then switch it off while it's readying itself (flipping the switch prematurely will make it impossible to deactivate the turret). Grab the Assault Shotgun shells and head down the ladder. -Exit the offices, but beware of the Alien Slaves waiting near the stairs. There is also one hiding behind the vending machine just before the exit. Get rid of them, then go up the stairs, and deal with the Headcrabs at the top (these stairs are a much more pleasant experience if you've deactivated the turret). Follow the hallway to a sunken room with a boarded-up doorway at the far end. Approach the doorway, but be aware that the Zombie and Headcrabs will be coming up behind you. Use the Crowbar to open the doorway and continue on. -At the end of the passage, you'll come to a lounge with some coffee machines and two Zombies. Put them out of their misery. There's also a health dispenser on the wall. There's a doorway with some ice under it. This leads to the meat locker. Flip the metal switch next to the door to open it, then enter the locker. -Upon entering the meat locker, turn left. In the far room, a Scientist will be running from a Bullsquid. Kill the squid, then pick up the Grenades in the room. In the back of the meat locker, you'll see some crates in a shadowy corner. As you approach, another Bullsquid will burst out of the crates. Deal with it, and then look on the wall for a red switch. Use the switch to activate the freight dolly. -Return to the entrance of the meat locker and climb the ladder to the top storage shelf. Crawl over to the ventilation duct, break the grate, and climb in. There are some Headcrabs around, so be ready to deal with them. Follow the duct to the end and break the grate. Follow the shelves around until you see a duct on the wall across the hallway. Wait for the freight dolly to pass by, then get on it. There are some HEV power canisters in the crates on the dolly, so you may want to get them before climbing into the duct. There is also one to the right just as you enter the duct, next to a dead guard. -Follow the duct to a room filled with Barnacles. Kill them all, and don't miss the HEV power canister and Assault Shotgun shells on the floor. Jump up the ducts until you get to the top of the room. Enter the open duct, follow it until it ends, then climb the stairs. -In the next hallway, a frightened Scientist will jump through a nearby window, a Zombie will break through a walkway above, and another will break through the wall. Kill both the beasts, then climb through the window into the supply room where you'll find some Assault Shotgun shells, the Assault Shotgun (if you haven't picked it up yet), and some first aid kits. The alcove found through the hole in the wall also holds a few items. -Now you must climb up the elevator shaft at the far end of the hall. You'll need to make the jump to the ladder on the opposite wall. It's quite a distance, so try to jump at the last possible moment (and you may want to save before your attempt - it's a long way down). Climb up the ladder to the ledge, and then continue up two more ladders to the top. Unfortunately, there's no way to save the dangling Scientist. At the top, you'll need to jump to the ladder on the elevator. Climb to the top, break the grate, and drop in. Open the doors and prepare to meet the rescue team. Next: 5. "We've Got Hostiles" 6. Blast Pit 7. Power Up 8. On a Rail 9. Apprehension 10. Residue Processing 11. Questionable Ethics 12. Surface Tension 13. "Forget about Freeman!" 14. Lambda Core 15. Xen 16. Gonarch's Lair 17. Interloper 18. Nihilanth |