Half Life Lambda Core
- Half Life Lambda Core Scientist Not Opening Door
- Half-life Lambda Core Teleporters
- Black Mesa Lambda Core Walkthrough
Half Life Lambda Core Scientist Not Opening Door
Music From The Half-Life 2 Official Soundtrack. Our new desktop experience was built to be your music destination. Listen to official albums & more. May 21, 2001 As the name implies, Return to Lambda Core takes us back into Black Mesa. However, it thankfully doesn’t take us back to overdone themes; no, this time we’re revisiting one of the more unique chapters of the Half-Life singleplayer game. Lambda Core is the fourteenth chapter of Half-Life. The primary enemies encountered in the chapter are Vortigaunts and Alien Grunts (as the Marines have now evacuated). The player also encounters a group of Black Ops Assassins in a storage room.
Page Tools.Take the big freight elevator down into the Lambda Complex. After a few rooms you'll come into a big warehouse area where a few more female assassins are just waiting for you. Once you take care of all of them, go up to the top level and work around the side walls and go down the elevator.You'll come into a big room with a couple of alien hornet-shooters to dispatch. Once you destroy them all, a scientist will open a door on the right-hand side of the far wall and let you through.Don't kill the scientist (yet).
He needs to open a security door for you. Once he does, though. Happy hunting.Once you go up the little lift you can go to the right where a holier-than-thou scientist introduces you to the egon. Show him just how easily you ca bring yourself to use it on living creatures. If you know what I mean.Go up the elevator and find a large area with a big water pool underneath.
Half-life Lambda Core Teleporters
Here you need to find two pump rooms and turn on the pumps. There's a path to the left and a path to the right - you'll have to work your way through a bunch of linear rooms brimming with monsters but it's nothing you can't handle by now.Once both pumps are activated, find the auxilary reactor and dive down into the water. There's an underwater maintenance shaft that will lead into the main core.In the main core you'll have to climb up ladders and time your movements so you don't get sliced in half by revolving electric beams.
Be careful!When you come to an elevator shaft with a broken elevator, climb up the ladder and jump off into the upper level. Watch out for steam valves which can hurt you (or, conversely, can hurt the monsters). Around here you'll also be introduced to the mysteries of the floating blobs of energy which can teleport you all over the place. (You can also discover how the G-Man seems to appear and disappear so suddenly. That sneaky bastard!)Around here comes the part of Half-Life lovingly referred to as the 'really lame jumping section.'
Black Mesa Lambda Core Walkthrough
Through the door into 'Core Level B' you'll find a series of teleporters leading you higher and higher up a shaft. You'll have to discover which teleporters lead you where - and you'll also have to watch out that if you teleport to a higher level, the rotating platform will be beneath you at the appropriate time.You'll reach another room which consists of platforms which not only revolve, but move up and down as well.
You'll need to ride around the outside to activate the switches, then jump into the newly-opened teleport chamber in the middle.After climbing up a ladder and running down some corridors you'll reach a stronghold where you'll be informed about the next stage of your journey. Stock up on health and ammo - you'll need it. Be sure and take the long jump module too.When you reach the giant room with the big teleporting machinery in the middle, get ready for a fight. Once the scientist starts to power up the teleporter, wonderful new flying Alien Controllers will start popping out of nowhere and flinging fireballs everywhere. The scientist has a pretty crappy glass enclosure he's working inside (what happened to the bulletproof glass that's everywhere else around this place?) and the flying aliens will be trying to take his ass out just as much as yours.
Liberally use the egon and MP5 to keep the scientist happy until he instructs you to jump into the portal that's appeared. Do as he says.
The primary enemies encountered in the chapter are Vortigaunts and Alien Grunts (as the HECU have now evacuated). The player also encounters a group of Black Ops Assassins in a storage room. A puzzle element is introduced as well: The teleportation labs harbor one-way portals (each leading to various locations in the Complex, as determined by a series of numbers and ports) that the player must use to progress, as most of the paths have been blocked off.Near the end of the level the player is given a chance to fully restock on ammunition, health, and suit power, and is introduced to the Long Jump Module.And that's the end of the main game - congratulations!