Half-Life: Alex | Chapter 3: To Be or to Be
You've just cleared the quarantine zone and are on your way to rescue your father, Eli, from the Combine base.
You'll start the mission in a hallway filled with pipes. Walk down the hallway and stop at the first yellow crate you see on the right. Open the latch with either hand and take one pistol clip. In the next room, you'll see a whole bunch of armored headcrabs.
At the far end of the room, grab the two pistol clips from the operating table. Shoot the lock on the next door, kill the armored headcrabs inside the fence, and pick up the battery lying on the ground next to a corpse.
Use the battery to open the door, then proceed to the next area. Move away from the bridge to the right, then go under it to pick up some Resin. Return to the main path, climb the stairs, and find a hanging zombie corpse with a shotgun. Before jumping down the stairwell, grab the two pistol clips hidden to the left and right.
You need to jump down to the rotating device holding the zombie in place, and pull out the white bar that holds the rotating device in place. Once you pull it out, the zombie will begin to descend. What you need to do here is set the rotating device to the desired position, then reinsert the white bar and hold the zombie in place so you can grab the shotgun.
The trick is that headcrab zombies will descend on you from all sides, bursting through walls before you can get your shotgun if you don't hurry. If a dead zombie with a shotgun falls too far into a hole in the floor, you won't be able to grab the shotgun and will have to pick the zombie up again. Of course, other zombies will burst through walls anyway, but they're much harder to kill if you only have a pistol.
After you've killed all the enemies standing in your way, explore the holes where the walls used to be. One of the three holes contains Resin, but it's guarded. Another is occupied by suction cups. The third will return you to the correct path.
Continue killing zombies and headcrabs until you reach an open corridor with several side rooms and hallways. At the first turn, turn right and you'll see a ladder and a yellow crate. Open the latch to collect the loot inside, then turn right to find a weapon upgrade station and a health station. Another headcrab will suddenly jump out at you; shoot it and grab the pistol clip from the cardboard box behind it. Pick up the resin from the ledge across the room.
One of the nearby cells contains a larva that will approach the medical station. There's a pipe with ammo nearby. Hack it to get a pistol clip.
The weapon upgrade station puzzle will look like this:
If you climb the stairs, you'll find a couple of headcrabs, some shotgun shells, two pistol clips (one inside the ammo box, one outside), and some resin. Return to the main corridor and continue along it. Turn right again to find a passage with some resin and a pistol clip on the ground inside.
Continue down the hallway until you reach a staircase. Behind the staircase is an ammo box. There's also ammo near the railing to your left, and if you turn around completely, you'll find some resin on the floor in the corner. Before entering the next hallway, turn right at the top of the stairwell and collect the resin on the opposite ledge. As you continue down the next hallway, you'll find an oil canister. Look to your right for more resin and a pistol magazine. Throw the oil canister into the hallway and shoot it to blow up the enemies.
You'll come to a fence with several shields blocking your path and a pile of corpses. Surprise! One of them will be alive. Kill him and continue forward.
Pull out the multi-tool and touch the sensor on the right wall. Move the wire lines slightly to the left, then press the trigger button to rotate the wire connection and turn off the screen in front of you.
Proceed to the next room and do the same thing again, this time following the wire line up from the outlet near the ground and slightly to the right. Once the next shield is removed, you'll find yourself in a room with a closed door. Lift it with both hands to open the passage to the next area.
Shoot the zombie that immediately wakes up in front of you, then jump from the ledge into the dark area below. The gap isn't that large. However, the passage is dark, so you should look for a corpse with a flashlight hanging from it. As you move forward, notice the wall on the right side, where there are a couple of shotgun shells.
Pick up some more ammo behind the corpse, then take the flashlight from it. Attach the flashlight to your other hand, where it will stay from now on. You can't manually turn the flashlight on or off, but it will turn on automatically when you move through dark areas, like this one.
Turn around and engage in combat with four poisonous headcrabs. They're fast and can take a ton of damage before dying—and they blend terrifyingly well with the darkness—so this is the perfect time to whip out your shotgun and use it.
Proceed through the dark tunnel and take the first flight of stairs to the right. Once you reach this point, continue through the room containing several fans. You'll pass a fenced-off area with the Resin on a shelf. Exit the fenced-off area and look up and to the left to find the Resin lying on top of one of the large computer consoles in the room.
Continue to the end of the room and shoot the lock on the door. Use your multi-tool to disable the shield in front of you, then return back to where you came in, restoring the other shields to their original state.
This time, you'll encounter six new headcrabs, and they might scare you if you're not expecting them to attack. Back away slowly, placing obstacles in their path, and cutting them off as they leap down the corridor toward you. Now, make a right turn where Russell previously told you it was "too dark."
Continue in this direction with your flashlight and you'll find a room full of explosives. Turn left and grab the ammo on the table. Then turn right and grab the resin from behind the fence. You'll need to bring it to you, let it roll under the fence, and then pick it up.
Shoot the suckers, keep moving, and you'll find more ammo on the walkway above you, as well as inside an ammo crate to your right. They're incredibly difficult to see without your flashlight. Next to the red crate is some Resin.
Continue to the end of the hallway, then turn left where the medical station is on the far wall, near the doorway.
Jump over the fence in the next room and grab the pistol magazine on the table next to two canisters. These canisters will come in handy as explosive weapons in a few minutes, as numerous zombies and headcrabs are about to attack your position. Go through the passage and turn left (or right) into a fenced-in nook with several items, some resin, and another canister.
Climb the stairs on the opposite side of the passage and you'll find a terrace with plenty of ammo, canisters, and zombies. Be careful not to blow yourself up, as this is a difficult area with a lot going on at once. A good strategy is to let the enemies come at you in a single line down the stairs so you can pick them off one by one.
Continue down the passage until you reach a boarded-up doorway with a barrel in front of it. Push the barrel aside, remove the boards, and continue forward.
After the loading screen, you'll find yourself in another room, behind which lies a dead Combine soldier. There's nothing special here, so you can move on and jump over the nearby fence.
You'll find yourself in a littered hallway with a couple of rows of lockers, corpses, and a new enemy—a Manhack. It's a flying drone with chainsaws attached. Shoot it down and go through the lockers to your right to get some Resin.
In the next area, you'll see a medical station, a locked door, and a stairwell leading down and to the right. Ignore the stairwell for now and open the door with your multi-tool. To do this, you'll need to solve a puzzle where you have to match the colors of various nodes around a sphere. It's randomized each time, but you'll know which nodes are which colors before you start linking them together. Just memorize the colors before you begin, or use exceptions to make the puzzle easier.
If you fail to solve a puzzle, it simply resets and you can try again. Once you're in the room, open the lockers and collect the Resin. There's a grub and some ammunition nearby. Finally, exit the room and go left into the storage room. Inside, you'll find another pistol magazine.
Now you can continue forward. You'll find a hanged Combine soldier, Alyx will make a shocking comment, and you'll find some Resin nearby. And, of course, a whole bunch of Suckers to deal with. Pick up a nearby canister and throw it at the closest Suckers in the center of the cluster to eliminate several enemies at once.
How to complete Half-Life: Alyx
Or shoot them and pick up whatever they drop. Also, as you progress through this corridor, there will be at least one pistol magazine lying on the floor. You'll soon reach a turning point. Turn right, where you'll find several bodies, some ammo, and some resin on a table near the far wall.
Continue along the path and you'll encounter several more enemies jumping out from behind the fence. Kill them and turn around near the fence to pick up the resin in one of the pipes.
Continue down the alley until you find some resin lying to the left of the stairs. Pick it up, climb the stairs, and you'll find yourself face to face with zombie headcrabs. Turn left and find some resin next to the dumpster, then return to the path. You'll find ammo on the ledge to the left and inside the building. You can use the nearby canister to quickly deal with the zombies and headcrabs that appear when you're near the building's courtyard to your right.
You'll find a boarded-up door leading to a small shed. Go inside and grab the resin, then return to the yard. Nearby, you'll find a platform you need to reach. You can find the resin lying on the platform.
Return to the courtyard with the stairs leading up. Climb the stairs to the door, and behind the fenced gate, you'll find several more hatches. Shoot them and remove the pipe blocking the door. Remove the wheel from the railing and place it in the socket that controls the door. Open the door with the wheel and teleport inside.
Move through the factory until you reach a staircase leading into a dark tunnel. Be especially careful not to shoot the canisters in this area, as you'll die instantly if anything explodes. Shoot the suction cups. Just be careful.
Carefully move down the long corridor. Eventually, you'll come to a closed garage door with another wheel opening. Go left, down the steps, and remove the lock from the door. The tricky part will be aiming accurately; you must avoid hitting the explosives on the other side of the door. Once the lock is removed, push the door forward and knock over the explosive canisters. You can ignore them.
You'll see a wheel hanging from a suction cup over a fence, and a long detour around the fence to reach it. The bad news is that there are plenty of zombies, suction cups, and inconveniently placed gas canisters here, preventing you from getting to the other side. The good news is that you can find plenty of ammo.
There are at least six resins in this area. Because the room is so dark, it's nearly impossible to describe their locations, but the first two are located just next to the pipeline as you turn right into the chasm. Check the following screenshots for resin locations:
As you delve deeper into the labyrinth of old generators and pipelines, you'll eventually turn a corner to spot a grappler, a canister, and a zombie running toward you. You need to kill the grappler immediately, otherwise it will explode and turn the room into a crater. Once it's dead, quickly shoot the zombie before it can grab the canister.
Kill the sucker ahead, grab the round handle, and use the nearby health station. Use the passage in the next room. Directly across from the cabinet is a door with a lock that you need to shoot to reach the next area. Make sure you still have the round handle!
Insert it into the wheel slot next to the garage door. Teleport to the other side, climb the ladder, and emerge into the light again. Keep moving and you'll find a zombie corpse with some resin.
Cross the bridge and enter the next tunnel. In the room, you'll find ammunition, a weapon upgrade station, and some resin near the ventilation shaft. Here's the correct location for the upgrade station puzzle:
When you're ready, drop through the vents to the floor below and engage the Combine soldier. Defeat him and be sure to grab the pistol ammo from the shelf to your right. Directly ahead of you will be a medical station. To the right of it is another pistol magazine.
Exit to the train station to find Combine soldiers fighting several headcrab zombies behind a passing train. There's nothing you can do until the train passes, so grab two pistol magazines from the nearby gun barrel. You'll immediately find yourself in a firefight with several Combine soldiers after the train passes, so take cover and pick them off one by one.
Search the corpses for ammunition, then lift the train car doors and continue forward. Be aware that a group of Combine soldiers will try to reach you once you're inside the train car, so you'll need to be extremely cautious in this area and watch the entrances. The safest thing to do if you're surrounded is to immediately turn around and kill the Combine soldier standing behind you so you can use the entrance for cover. There are several pistol magazines inside the car.
Continue along the train tracks and climb up to the platform where you'll find a pre-loaded medical station. Turn around and grab some shotgun shells from the ammo crate, then head into the compartment to collect the pistol magazine and resin. Activate the sensor to rewire the power cable. In this puzzle, you need to ensure the power line connects to both modules on the panel door. Connect the cable as follows:
Then head down to the end of the train tracks, where you'll find a lever, a junction, and a train checkpoint. Go into the office, then into the back room to find some Resin on a shelf. Turn right and lift the metal door on the opposite side to get a Battery.
Return to the main office room and go right through the next door. Fight the zombie in the dark room and open the security chamber to your left to find a wheel-shaped container. When you return through the door and enter the storage room, turn left and pick up the resin next to the cardboard box.
Return to the main office room with the battery and container in hand. Use the multi-tool on the sensor in the lower left corner of the large terminal opposite the window. This will activate a puzzle similar to the one you're used to solving for weapon upgrade stations. Here's the solution:
Once you've done this, pull the red handle on the machine to open the slot where you'll insert the battery. Once that's done, you'll see four more red levers. Pull the second one to the left and insert the container into the empty slot.
Now, pull each of the four levers individually (from left to right) and position each wheel so that the laser passes from the left side of the terminal to the right side, completing the circuit. A new red lever will appear on the right side of the terminal. Pull it and watch the cutscene.
Unfortunately! It didn't work. When Russell tells you you need to find another way to stop the train, return to the lever you saw outside on the tracks and pull it to stop the oncoming train. There's also a pistol magazine on top of a nearby cabinet.
Once the train crashes, approach the sensor next to the train car door and use the multi-tool on it, opening the compartment. Teleport inside, then follow the passage through the collapsed wreckage until you find Eli.
He'll offer you a hand, but don't jump over the ledge, or you'll fall and die, returning to the nearest save point. Eli will fall, and your Vortigaunt buddy will pull you back to safety and then create a teleportation platform.
Proceed to the next door and you'll find an open container with resin and ammunition. Complete the door puzzle and proceed down the hallway, jumping over the railing at the end. Chapter 4: Superweapon .
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