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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 5. "We've Got Hostiles" -Take this opportunity to fill up on health and HEV power at the two dispensing stations. The Scientist will be frantically pounding on the glass to the control room, begging the guard to open the silo door. Then he'll run off down the hall, walking through the blue laser. Lesson learned: Blue laser equals bad. -Follow the Scientist down the hall (you won't be able to access the security station until much later). At the end of the hall, you'll see two red lasers. You're going to have a hard time avoiding them, so the best thing is to just run through and crouch behind the crate ahead. The laser activates the turret, and you need to take it down. A well-placed Grenade will accomplish this nicely, as will a few Assault Shotgun blasts (though you'll more than likely take considerable damage using the latter method). Search all the crates, deal with the Headcrabs teleporting in, and move out of the room. -Around the corner, there is a blue laser. If you can destroy the emitter, it will take out the laser. Unfortunately, you can't see the emitter. A Grenade tossed in the vicinity will get rid of it, but make sure you stand back. There is another blue laser in the hall. Deal with it in the same manner and move on. -You'll come to a kitchen area. Alien slaves will begin teleporting in. You should have just acquired the MP5, a handy weapon that fires Grenades in its secondary fire mode (unfortunately, the Grenades themselves are few and far between). Take out the slaves, and don't miss the health dispenser on the wall. Head down the ramp. There's a red laser here, just before a room filled with crates and turret-mounted machine guns. You can jump over the laser, but get as far into the room as possible. As soon as you enter, some slaves will teleport in, activating the turrets. Luckily, the turrets can handle them just fine. But, unfortunately, they've been activated. Lob a few Grenades at them, or just take them out with your guns if you don't mind taking some damage. Now jump up to the top of the crate stack, but don't drop down just yet. -There are two more turrets on the other side of the crates. You can easily take out the one directly below you before it has time to activate. The second, nestled by the fire door, is a little trickier. A Grenade will do the trick, but be careful not to throw it too close to the fire door, or else the door will close. If it does begin closing, jump down and crawl under, or simply wait a few moments, and you can open it with the red button on the wall. As soon as you jump down from the crates, Headcrabs will begin teleporting in. Take care of them and keep moving. -At this point, you will have begun hearing announcements that Black Mesa is now under military command. All you need to do is make it to the surface and you're home free. You're close, so hang in there. -You'll come to another stack of crates. Climb over, but be careful when you climb down. The floor is wet and there's a gaping elevator shaft at the far end. There's also a red laser just around the corner, with two turrets waiting in the hall beyond. Grenades are your friends here. Bounce one or two into the hallway to take out the turrets, then carefully walk across the water into the hall. -Climb up the ladders in the next room. You'll see a Scientist talking with a soldier. Yikes. So much for the cavalry. Kill the soldier, and keep moving. Take the elevator, and you'll come to another room with some soldiers. These are tricky enemies, but you should be able to handle a few of them while they're concentrating on killing the Scientists. Make sure you don't try to hide from the soldiers (they aren't too shabby at aiming Grenades), just keep moving and firing. -Cross the catwalk. This is a good time to shoot those Barnacles on the ceiling above. They're no threat now, but they'll be trouble later. At the next intersection, there are some blue lasers to the left. Go right into a room with a conveyor belt and a few Barnacles on the ceiling. Shoot the Barnacles if you don't want to try to avoid them, and climb on the conveyor. Run along its length until you come to another room. There are health and HEV power dispensers, as well as some ammo for the MP5. Jump up the boxes and onto the conveyor. Run along it and around the corner. -Before entering the next room, shoot the canisters next to the conveyor. There's some hostile activity ahead, and you don't want to be next to the canisters when the bullets start flying. Take out the soldier behind the barricade. There's a health dispenser on the wall across the bridge as well as some ammo. There are three turrets on the floor under the bridge. Get rid of them, then jump down. You can ignore the blue lasers in the hall - you've already been that way. Go in the direction away from the lasers -You've got a pretty nasty fight with some soldiers next. They have the height advantage, and they'll stay hidden. Try to keep moving, avoiding the Barnacles if you can. If you're lucky, a soldier or two will get caught in the Barnacles' tendrils. Once the soldiers are gone, climb up the stairs. At the top, there's a health dispenser and some ammo, but watch out for the Barnacle hiding in the shadows on the top level. -Keep moving across the bridge, until you come to a large open room. There are several soldiers waiting down there for you, and one will undoubtedly lob a Grenade at you almost immediately. The best tactic is to run in, MP5 blazing, and pick them off as they run for cover. -You'll soon come across the elevator to the surface. Be careful, as you've seen how unwelcome you are in the eyes of the welcoming committee. Head up, and use the health dispenser near the door if you need it. Three soldiers are waiting for you outside. Be aware that once you take them out, more will come. Run out of the facility and to the left. You'll see a small door with a ladder. Climb down. -In the hallway at the bottom of the ladder, you'll see a door leading to the control ventilation shaft. Open it and step back. As soon as the debris is cleared, get down to the ladder on the wall and climb down to the duct opening. Soldiers will be following you, so watch your back. In the next shaft, there are three duct openings. The top two lead around to various places you've seen but couldn't reach before, most containing supplies. The bottom duct leads to where you need to be. Follow it, then head to the middle duct in the next shaft. Be careful of the fan. -This duct will lead to control room you saw when you first entered the area. A Scientist will tell you to try to make it to silo D. Looks like the surface isn't your answer. First the aliens are after you, now the military. And things are about to get worse. Press the red button on the panel, then leave the control room and enter silo D. Next: 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 |