Half Life Office Complex Walkthrough Average ratng: 4,0/5 7041 votes

Sep 07, 2013  A complete walkthrough of the original Half Life. No commentary or talking, episodes 1 2 3 4 5 6 7 8 9 0 Please like or subscribe, it really helps! Follow me on. After exiting the elevator, break the grating on the wall near the floor. Don't go too close to the big electric wire - see what it does to those poor headcrabs? Inside the vent, crawl to the. Office Complex is about the size and difficulty of Unforeseen Consequences. You will start to battle one of the most common enemies, the Vortigaunt, as well as Bullsquids and other enemies you have already encountered.

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This has an interesting start. If you don’t rush out of the elevator nothing happens, but as soon as you do, the scientist gets dragged up through the ceiling and the headcrabs come walking towards you.The headcrabs are electrocuted, giving clear warning to the player, “Don’t go this way!”The same goes for the two doors on the right, through these you can see two scientists running away and one getting caught by aWalking along the wall near the vent you also get an electrical surge designed to stop you trying to progress that way. Of course, I did and I just survived but not on the way back.Plenty of crate-breaking and backtracking in this section, along with the first real vent crawling section.This level also see the introduction of the first ceiling turret, shown via a simple scientist running into its firing path – silly man!I love the section with the extra ammo. It’s clear that Valve wanted the play to know that saving character could bring rewards.

I also love the sound effect in that room. Very deep rumbling and thumping – makes the place seem HUGE!I managed to get both Barneys together but I am afraid they didn’t last very long. The complex layout (perfect chapter name btw) is not very interesting for me.

I probably rushed through it.There’s plenty going on though, including one scientist helping another, only to get killed himself.I just noticed that there are no female scientists, I wonder why that is. Any ideas?WOW, I just found something.

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Because I play on a laptop, my hand sometimes touches the touchpad, which makes the weapon shoot. It’s generally pretty annoying but this time I shoot at a filing cabinet and it smashed a hole in the side. I never knew they were destroyable.

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Half Life Office Complex Walkthrough Movie

Half life office complex walkthrough pc

Did you?As I am running up the stairs after the main offices, there is a sign on the wall. It’s black and yellow and says WARNING. I start thinking “What’s that warning me about and suddenly I get hit but a ceiling turret. Gotta laugh.The moment I get into the freezer and the scientist says “I hear something!” I stopped and listened. I’m so easy to control!I have given up worrying about the scientists and leading them around.

When I need one, I’ll know it. There’s just too much hassle trying to get them to follow you. It’s probably the only thing I really dislike about Half-Life.Finally we reach the large elevator shaft and the hanging/falling scientist. It’s a nice touch, if a little dark.Overall, this was not as bad as I remember it and the variety and exploring we pretty cool. I don’t think I missed anything important. A perfect filler level that didn’#t astound me but took me closer to the surface, or so I believe!Playtime: 52 minutes. I just noticed that there are no female scientists, I wonder why that is.

Any ideas?men are way smarterAnyway about your poll, you should add the details that there are 4 barneys that you can bring there, and that’s pretty much the place in half-life where you can get the most barneys at a single time.barney 1: the one you save from zombiebarney 2: the one shooting headcrabs upstairs after the first turretbarney 3: the one near healthkit a little before freezer, the one that can open the door to skip freezerbarney 4: the one helping his near-death friend, when his friend dies you can make the alive one follow you. Next stop – Office Complex, or “Offices”, as it was called in Russian version of Half-Life.We see the atmosphere of decay – beasts break through the ceiling, there are leaks of water and electricity, monsters hide behind corners, ceiling turrets with broken IFF system, doors that can be opened only from other side, so you have to search for a way around. Unlike other HL games and mods, there are a lot of breakable filing cabinets and bookcases. Typical Disaster is the only mod I know where you can also break them. Because, as I said earlier, I liked to break them when testing the maps, and that’s why I bothered to make them breakable.By the way, is there a mod for Half-Life which prevents debris from disappearing?There’s a nasty deathtrap fan in one of the vents.I remember that stacking the boxes and catching the ladder was quite hard for me back in the day.It’s funny to watch the headcrabs being killed with electricity thanks to Source’s ragdolls. Shaders make the water very beautiful and realistic:There is some exploration, places waiting to be discovered.

Not so secret of them are zombie breaking out from the storage room, barney who you can save to get more shotgun ammo. And more secret is a ventilation which gets you above the ceiling:There’s a glitch which allows you to jump very high on top of the ladder.The rooms with Alien Slaves have excellent layout and intense action.The freezer and elevator shaft are cool and memorable scenes.Conclusion: in Office Complex we have nice linear path, which, while being linear, offers cool optional “side quests”.Playtime: 17 minutes 58.44 seconds. Now office complex. This is my favourite level during the game, because it’s easy to do it fast since there are a lot of small skips, but it’s not completely skippable (like power up for example) so it’s still fun.Also the relationship I was building with the aliens is now completely dead, since they attacked me during this level, I had to fight back D:First of all, the broken light. It’s clear that the developpers had a teaching in levels act here. I explain, first you see the electricity hanging, showing that it’s broken. The first headcrab blows up almost immediately, to show that it really IS powerful.

Then if you look a little longer, you see the other headcrabs confirming. Also one of them jumps and still blows up, to show that even without touching the ground you’ll get hurt (not realistic.) Also whether you noticed the vent and are aiming for it, or pointlessly try to go through the electricity, you see the lightning bolt explode the ground next to you, to warn you not to go any further behind that point. Then there is a corridor filled with boxes, and a barney that you can save in order to get extra ammo and health. This is the first bonus that actually requires you to think and act fast in order to get it.

Then the room filled with electricity and water, giving you a choice: loose hp to the electricity OR play in the dark. Then the vents, and a deadly fan in it.

Then you fall through the ceiling and some headcrabs do the same. A box puzzle, but I like to use a headcrab instead of the smaller box, to show them i’m superior 😀Then the first auto-turret. You can either shut it off, destroy it or go through qucikly.

You next get into some offices, and tons of alien slaves are waiting for you. Also some nice bonuses if you’re good enough to find them, and an attempt from valve to teach us something that was probably planned but not implemented: the aliens do not see in the dark. Actually it’s pretty obvious the scene with the scientist turining off the light and being quiet teaches us 2 things, but the dark makes no difference at all. The sound does, if you crouch you are actually silent, and ennemies without eyes OR that are turned around can’t detect you. Then the freezer, just for fun since it’s not actually cold in it. I always wondered why the fuck would someone place hadngrenades in a freezer.

More vent moving.then you see a zombie falling from a ramp, and another one breaking a wall, probably to add realism to the game. The elevator shaft, the jump was super hard at first, but with the years it’s gotten so much easier 😀the scientist that you can’t save, but that asks you for help, it’s pretty sad D:and then we get to the next level 😀Playtime: 1 minutes 58 seconds 208 milliseconds. I think Office Complex is my least favorite chapter in Half-Life, with the only possible exception being Residue Processing. Yes, that even includes On A Rail and the entirety of Xen. As Phillip alluded to in his comment, this chapter is kind of filler material. It does serve some purposes but overall I see it as one of the low points of the game.We start to see some more off-the-beaten-path areas in this chapter as well. Ahh the Dreamcast.Often considered one of the greatest consoles of all time.

It has a knack for homebrew and emulation. It came out in the US on 9/9/99. It’s a pretty small system.It has a great controller.But enough about the Dreamcast. Half-Life was original supposed to be released for the Dreamcast but due to the Dreamcast slowly dieing, it was canceled only a few days before it was going to be released. Not too long ago the almost complete Dreamcast version was leaked to the internet. Due to the non-existent anti-piracy measures on the Dreamcast, you could pretty much download any Dreamcast game, burn it to a CD-R and play it on your Dreamcast. Sense I already own HL1 on the PC and PS2, I didn’t feel really bad about pirating it.Now onto the game.

The title screen looks very similar to the PS2 version.I won’t really be talking about the model differences. I will be talking about the mapping differences.First of all, at the beginning of the chapter, there’s an extra hallway to get to the room with the 2 scientists, probably so you couldn’t sequence break this sequence.The second difference is that in the vents, instead of going right, you have to go left.The third difference is that there is no table past the electricity.This isn’t a difference but a weird bug with my version. 2 of the textures on my version are weird and go to a glass texture instead. Probably just something wrong with how I burned it.P.S I took all the pictures afterwards so it would make my play time longerPlaytime: 10:46. “I heard troops are coming in, to save us!”This is one of my favorite parts of HL, because it contains offices with cool layouts and my favorite HL weapon, the shotgun, is available with plenty of ammo, you can even max it out to 133 shells!Besides that there are plenty, and in my eyes too much, ammo clips for the pistol and health stations and / or healthkits and HEV batteries. Yeah, it’s just too much ammo and health.It’s odd Valve is giving that much ammo, and I only recognized it by replaying this chapter for the TREE event, but I can’t remember I was in need of ammo anytime I played through HL.What else is cool is yet again the pretty awesome mapping, details everywhere, beautiful textures and never-getting-boring design with some neat ideas. Also the lighting, for example just after exiting the elevator to the corridor with the grilled headcrabs 😉So there I just love breaking crates with the crowbar again, accessing the secret areas with all the goodies (I would have had around 50 grenades already as I barely use them) and just smiling when entering some other full-of-memories-area like the cooling rooms.

(Hi Bullsquids!)“Office Complex” is also again full of scripts involving funny scientist-in-need scenes and some other surprising ones like the turrets etc. Recently played “Office Complex” and to be frank, barely remembered it as I got through so quickly. But it did bring back some memories and dispelled a lot of false ones.

I must have played many more HL mods than I thought!This level I remember as being very difficult the first time mainly because of my lack of ammunition. In those early days I thought the crowbar was just for crate and vent smashing and spent a lot of ammo killing headcrabs and zombies. So when I met a vortigaunt their first bolt of energy was always fatal and I spent a lot of time on the vending machines recharging! I remember helping a few scientists die; they always seemed to end up like that if they helped me!The flooded office was a quick, “oh hum” last time I played it, but the first was a logistical endeavour and I died a few times just getting to the med unit and I was playing on easy!The discovery of turrets proved very draining; on health and the sound is still hauntingly familiar. Being a portent of danger their noise is creepy and deadly, Valve found just the right sound.Things get darker and it almost resembles a horror game, what with monsters busting out of doors and scientists being dragged into vents with a good measure of ” ketchup” on the wall and creepy black doorways barricaded with wood. Where did they find planks of wood in a Scientific Research Facility, hammers and nails? Great mods for minecraft.

I suppose all those crates left everywhere could be the source!I used my “Barney’s” to tackle a lot of the monsters, not only were they better shots but they were fearless.The recessed dinning area became a major hurdle and was replayed a lot before I finally survived long enough, ammo issues again. I did have a helpful Barney.The refrigerated storage area I remember as quit a complex challenge and I was pleasantly surprised to find it was still interesting on a replay, but so easy now. So it must have made an impression on me the first time to be so easily remembered many years later.The ending of this complex was quite eerie, with that dark area behind the blown out wall and the blood-curdling scream of that scientist falling past as I climbed the ladder. I did not notice the scientist hanging on for dear life until the third or fourth try to grasp that ladder after a jump!This level has some nice little horror skits, some glimpsed through grates and door windows and some before your very eyes. And the every present creepy suit guy, who ever the hell he is.

Maybe a Government spook!I found the indestructible wooden doors to be quite strange, but those creatures seemed to break them with alacrity so I guess they’re rather stronger than my weapons!I must say the scientists were appallingly treated in this level lets just hope things get better for them later!This was a hard fascinating task for me the first time and seemed epic in scope, office complex was just a level and it nearly finished me off! I remember it took me a while to get through, maybe a week of snatched hours here and there. We exit the elevator with pistol in hand, prepared for whatever dangers may await us in Sector D’s Administration areas. “Office Complex”, while it may represent filler in Half-Life 1’s overall progression, is actually very important for the HL series” overall flow and legacy.For starters, this is where Half-Life’s iconic vent-crawling mechanics were first introduced. They are used extensively throughout the chapter, and they serve to subtly teach us that Half-Life’s environments are different from what its late 90s contemporaries had to offer: corridors upon corridors of mundane, tedious and illogical progression. And so, Half-Life boldly stood out.Speaking of Office Complex’s environments – the inherent irony present in the underlying thematic is just brilliant.

Marc Laidlaw himself worked as an office worker (a patent secretary, to be more precise) for a fairly long time, and I’d imagine the drab, soulless, stereotypical office spaces seen in this part of Half-Life might have been based, at least primevally, on his experiences at that patent office. How ironic that games such as F.E.A.R. (infamous for its incredibly repetitive “IKEA office” level design) took these concepts at face value. It’s almost as if Valve are among the few game dev studios that can really apply refinement, subtlety and discretion to their creations and designs.The office spaces themselves seem to date from Black Mesa’s old days as a military ICBM installation in the 1950s.

They certainly give off that feel, and the texture files for the chapter are, in fact, prefixed with “fifties”. The level design itself is terrific, and even provides some nonlinearity (adding replay value to subsequent playthroughs) but much like the canals of the previous chapter, Office Complex does suffer from some slightly illogical and bizarre layout design, although it’s nowhere near as evident and glaring as it was in the latter half of Unforeseen Consequences. It’s definitely a lot more tolerable.And in Office Complex, Valve managed to make the player feel like the hunted, and not the hunter – which I think is just incredible, even to this day.

Half-Life Office ComplexGo left when you exit the elevator. Don't waste your ammo on these critters. The electricity will kill them.Enter the vent.Go towards the end of the vent.You will enter the following room.

Beware the barnacles on the ceiling.Enter the high voltage room.Press the lever to turn off the power.Proceed down the corridor now that it is safe to pass.Jump on the table and break the glass to enter the next area.Enter the flooded room.Jump from table to table and avoid the electrified water. Press the lights key to turn off the electricity in the room.Enter the vent.Pass under a fan. Keep yourself crouched when you go through here.Proceed forward to drop down.Go left near some crates to find some supplies.Get the shotgun from here.

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Save the guard in time from a zombie and he will open the gate so you can get supplies.Go back to the corridor you dropped in before. Push the two crates under the ladder that goes up to the vents.

Half Life Office Complex Walkthrough Pc

Climb the crates to reach the ladder.Drop down here.Beware the turret on your right when you exit the vent.If you are fast and use a headcrab as a distraction you can jump behind some crates to approach the turret.You can turn off the turret from a switch under it.Proceed up the stairs.Pass a guard. He can help you out.Enter these offices and prepare for a fight with some vortigaunts.Exit the office space straight ahead.Get up some more stairs. Beware the turret overlooking the stairs.You can shoot the explosive crates to kill your enemies.Keep going down the corridor and kill any enemies.You will reach the mess hall. Go to your right.Clean up this place then go forward.Destroy these barricades to proceed.Kill some zombies here and enter the refrigerated room.Go through a vent on your right.Keep going through the vent spaces.

Then drop down.Drop down when you see the big lever. Use it.This will activate the storage lift. Backtrack to the start of the fridge room and use the vents just like before to reach the lift.The lift will be moving back and forth. Wait for it to pass near you to get on it. Then wait for the right moment to get inside the vent on the other side.When you exit the vent you will see some barnacle creatures.Jump up the vents to reach another entrance.You will see more guards in trouble. Go up the stairs.The G-man will mock you at a dead end door.Proceed down this corridor.

You can get some grenades from the place on the left.Run forward and jump onto the ladder. Quicksaving here might be a good idea.Keep climbing the ladders.Jump onto the ladder that goes up to the elevator. Then drop down the elevator shaft.

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