Half Life Office Complex

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< Half-Life
  • An office complex providing services in human resources, inmate systems, and financial management.
  • For those not in the know (what with the 1 year in the 'Dead Mods' pile and all), Office Complex (started February 2012) is a recreation of the Half-Life chapter of the same name. We plan on designing our mod similarly enough to the original to satisfy purists, but pretty, interesting adn.

Half-Life, stylized as HλLF-LIFE, is a science fiction first-person shooter developed and published by Valve. The player takes the perspective of scientist Gordon Freeman. Designed for Microsoft Windows, the game uses a heavily modified version of the Quake engine, called GoldSrc. Making Culture Pop. Find the latest entertainment news and the best in music, pop culture, sneakers, style and original shows.

Half-Life | Table of Contents | Walkthrough

Table of Contents

The start of 'We've Got Hostiles!' Notice the orange station on the left. That is an HEV Charger, which will charge up your suit's armor. You'll see plenty of these throughout the game.

'We've Got Hostiles!' will present even harder challenges than you have faced thus far. It's about the size of Unforeseen Consequences and introduces a new, worthy adversary: the HECU (Hazardous Environmental Combat Unit) Grunts. During this level, you will have your first encounters with the military's response to the Black Mesa incident, and it's not a very generous one. Enemies you have faced so far, though some tough, were scattered and independent. Grunts are human footsoldiers who know how to work together, flank, and use the environment to gain a tactical advantage. Be ready for several situations where you must take on several at once.

Welcoming Committee[edit]

These red lasers will trigger nearby security turrets, so avoid them at all costs. You cannot avoid all of them, however, so your best bet is to run and find cover.

As soon as the elevator doors open, exit and turn right. You'll immediately see a scientist pleading for the blast door to be open, but the security guard in charge of the door gets dragged away by a zombie before he can grant his request. The scientist then runs off and directly into a laser mine. You can prevent him from succumbing to this terrible end by shooting him yourself. You'll notice several of these laser mines throughout the entire stage. They give off very distinctive blue-green lasers and will explode if this laser is disturbed by anyone or anything. If you shoot the base of the mine (the part attached to the wall), you can detonate it from a safe distance away. Next to the large blast door is a health station and the first HEV charger of the game. Charge up your suit until the HEV charger depletes and use the health station if you want. If you murdered the scientist earlier, you'll still have the trip mine to worry about. Small price to pay.

Always smash the fire door switches unless otherwise noted. You'll stop a couple of enemies coming through and avoid being hit.

You'll immediately see some red lasers as you turn the corner. These red lasers (not to be confused with the blue laser mines) will trigger a nearby turret, so avoid stepping over them when you can. You cannot, however, jump over these particular red lasers, so you'll have to run right through them. You have the choice here of either taking out the chainguns and few headcrabs in this section, gaining an assault rifle in the process, or just sprinting through and taking as little damage as possible. If you don't get the assault rifle here, don't worry about it, you will get one later. If you decide to stay and fight it out, make sure not to hide behind the explosive crate.

These laser mines explode when the laser is disturbed, so either avoid them or destroy them by shooting the base (black part).

Around the corner is a laser mine and a fire door. Whenever you see one of these red firedoors, always smash the nearby activation switch unless otherwise noted, as it will block many enemies from coming through. In the next passageway, jump over the laser mine and then crouch under the next one. This passage leads to a lounge, and as soon as you walk past the soda machines, two Vortigaunts will spawn in the checker-tiled room. Either kill with your shotgun or lure them back through the laser mines, then use the health station at the end of the hall if you need it.

Proceed down the next passage on the left, and jump over the red laser at the intersection. If you don't bother the turrets or the red laser here, they won't bother you. A Vortigaunt will spawn behind you, so kill it quickly before he runs over the red laser. If the turrets were activated, a well-placed grenade between the two of the should take care of them. Smash the first large crate next to the green boxes to pick up five grenades.

Jump over these lasers and then quickly kill the Vortigaunts that spawn behind you. Avoid destroying the turrets in this part of the room.

Keep jumping up the green boxes until you reach the top. Before dropping down, look to make sure you don't land on top of one of the chainguns. From here, shoot the glass around the fire door button, then make a run for it. Two headcrabs will teleport in behind you, so sneak under the door Indiana Jones style and leave the headcrabs to the chainguns.

Watch out for the hidden chainguns. If you don't activate them, they won't bother you

Once you have scaled the second mountain of green boxes, drop down, but be careful. I advise you save it before you go any farther, especially if you have the Source version. The floors are very slippery and there's a slight chance you'll fall into the elevator shaft. Two turrets wait around the corner, so jump over the trigger lasers as best as you can. If you accidentally activate them, immediately run toward the two turrets and fire double-barrel shotgun blasts at them. When both turrets are down, shoot the laser mine in the next room to destroy the other ones. This explosion may or may not activate the fire door switch, so run into the next room if it does, giving a spirited 'what's up?' to your fellow scientists (if they survived, of course). As you go through the door, look up to see the mysterious recurring character in a blue suit fix his tie and walk into the next room. You'll find out what his game is eventually, but for now, just collect the pistol clips, shells, and batteries in the crates, then climb up the ladder. There are more crates here, one containing a battery. Climb up the last ladder and walk across the elevated platform.

Be careful not to go over the lasers, and then destroy the turrets around the corner.

The Military[edit]

More lasers.

Before you enter the next room, you may want to save your game, because you're about to encounter the first HECU Grunt. As soon as you walk in the room, a scientist will run down the flight of stairs claiming that the military has come to save him. Use this distraction to deliver two double-barrel blasts to the soldier's head. Grab his assault rifle if you didn't do so in the beginning. There are also two clips of assault rifle ammo in the corner, so don't forget to grab them. Now press the elevator switch and step inside. Enter the elevator and press the button. As elevator goes up, one of Half-Life's upbeat soundtrack starts (you can probably guess what this means). It's probably best here to save the game and take out the assault rifle.

Give the grunt some brain surgery with your shotgun to finish him off. Grab his assault rifle, collect the ammo, and then go on the elevator.

When the elevator doors open, a scientist will blindly run forward, showing you what will happen if you do the same. This will be your first major battle against the HECU's. The most important tactic to apply here is to find cover, peek out, fire, and find cover again. There are several explosive barrels in this section that are surprisingly potent. Make sure to use these to your advantage. If you hear the distinctive clunking sound of a grenade hitting the floor and you didn't just throw one, run away. I recommend the assault rifle to take these guys out because they are carrying ammunition that you can pick up later. When all three Grunts are down, use the HEV charger and health station way in the right corner. Climb up the stairs and go through the open fire door (you don't really need to smash the activation switch, but this is your game, so do what you want with it).

Walk across the platform (don't let any of the barnacles lick you) and into the next hall. The passage on the left has several laser mines blocking the way. We will go this way soon, but for now, take a right. From here, follow the conveyor belt. This leads to a room with another pile of green boxes. Jump up these boxes until you reach the top. From here, you'll have to jump from the top to the conveyor belt. The belt is moving in the opposite direction, so make sure you keep running forward while on it. There's a grunt on the other side hiding behind a sandbag. Run out far enough to make sure he sees you, then let the conveyor belt pull you back into cover. This should bring him closer to the belt, so take him out by shooting the explosive barrels from the cover of your little alcove. Out in the marine's hideout, there's HEV charger, a health station, and some assault rifle ammo. Take what you need and look down.

Save the game here, as we have another encounter with grunts up ahead. Through the fire door, there is a laser mine and a chaingun. Destroying the laser mine will close the fire door and, most likely, kill the chaingun. Keep your shotgun out just in case, then drop down and sneak through the door. As you round the corner, two scientists will run forward and, because they don't have your superior arsenal, will not survive. Switch to your assault rifle and prepare for a firefight. Don't kill the Barnacle at the top of the first staircase just yet. Sometimes, a grunt will actually be dumb enough to walk right into it. From the ground floor, keep firing your assault rifle and finding cover. Although the Grunts have the height advantage, you have the advantage of finding some quick and easy cover behind boxes. Once all of the Grunts are down, take the stairs all the way to the top, taking the shotgun shells next to the sandbags. There's a health station up here, but it is guarded by a well hidden barnacle.

When you're ready, head toward the hallway at the very top of the room. Save the game here because the next room has three HECU Grunts. Collect the grenades nearby and toss one down into the middle of the room. Hopefully you'll kill some of the Grunts with your grenade, but if you don't, just take out your assault rifle and start shooting them. The pillars and boxes are good for cover. When they're all down, smash the wooden boxes nearby for a battery. Go all the way down to the bottom (don't go over the railing on the bottom, as this leads back to a previous part of the level). Smash all of the wooden crates where the Grunts presided to collect some batteries and medkits and use the nearby health station if you need to. Once you collect everything and are good to go, press the elevator switch and head on up. Once again, elevator music starts playing (you know what this means). Save the game as the elevator is going up and take out the assault rifle.

Don't stay in the open long. Head down into this bunker before a bomb blows you up.

At the top (literally the surface), you need to kill the Grunts as fast as possible or all of them will come to you, and you do not want to fight them in a small room like this one. If they do come inside, use the shotgun to get them all as fast as possible. Unlike other battles, it is possible just to run through the level after you've killed the first few and into the bunker. Run out into the open area, timimg it correctly so you don't end up beneath one of the Osprey's bombs, and head toward the open door that's in the middle on your left (it's slightly underground, surrounded by yellow and black stripes). At the bottom of the ladder, save the game again, because we're not out of this yet.

The vent up the first ladder will take you to the next part of the level.

There are more boxes with supplies down here as well as an HEV charger and health station. The door next to these stations opens up into a large vent. The Osprey is using this vent to drop soldiers inside the complex.

Don't worry about getting all the marines, as they will just keep coming. Keep jumping down and landing on the small platforms below until you reach a large vent shaft. Get into this vent shaft quickly, where the grunts can't reach you. You will reach a final vent containing a spinning fan at the bottom. While you can use other exits to collect additional ammo, the vent below the fan (use the ladder to reach it) leads to a second shaft and the next part of the level. This shaft, thankfully, does not contain a bloodthirsty fan. Go through the middle vent (not the one at the top) to reach the security office that you first saw. You will meet another scientist in hiding who will inform you that you will have to head across the base, through a decommissioned rail system, to reach the Lambda complex. Press the button to open the blast door to the silos. All of that work just to hit a switch that was right behind the glass all along. Oh well. Head off through the blast doors and into the next level.

[Go to top]← Office Complex | 'We've Got Hostiles!' | Blast Pit →

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More Half Life Office Complex videos
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Gordon Freeman wields his trademark crowbar against the Tentacles in Blast Pit's missile silo.

Half-Life Walkthrough Office Complex - Port Forward

This article describes the Half-Life storyline as it is played in-game, chapter by chapter.

  • 11Chapter 10: Residue Processing
  • 13Chapter 12: Surface Tension
  • 15Chapter 14: Lambda Core
  • 17Chapter 16: Gonarch's Lair
  • 20Endgame

Hazard Course (optional)[edit]

Start of the Hazard Course, with the Holographic Assistant waiting.

This chapter is the training segment of Half-Life and takes place in the Black Mesa Hazard Course, a Training Facility. It teaches the player how to use the HEV Suit, how to move around and interact with the environment, how to use weapons, and how to use the Long Jump Module. Scientists observe Gordon Freeman's progress as he moves through the course.

The PlayStation 2 edition of Half-Life presents the extended Hazard Course, particularly adding the cutscene in which a Black Mesa scientist explains the risks of potential injuries Freeman may receive during the training course, clarifying that Freeman has agreed that the BMRF bears no responsibility for such, as well as introducing the additional room teaching player to use the lock-on feature present in the console edition of the game.

Chapter 1: Black Mesa Inbound[edit]

'Good morning and welcome to the Black Mesa Transit System.'
― Tram Voice[src]

This is the first chapter of Half-Life. It serves as the introduction to the game and follows the player character, Gordon Freeman, as he heads to Sector C. Gordon rides a tram deep into the heart of the Black Mesa Research Facility on his way to the Anomalous Materials Lab to begin work. Nothing seems to be out of place, except a radioactive liquid leak that forces the tram to momentarily stop. A man in a dark suit is seen watching Gordon from another tram, later to be known as the G-Man.

  • Radioactive leak.

  • The tram station.

Chapter 2: Anomalous Materials[edit]

Main article: Anomalous Materials (chapter)

This chapter follows Gordon as he arrives at the Anomalous Materials Laboratory in Sector C, acquires his HEV Suit, and participates in a mysterious experiment in the Test Chamber.

Later on, once he reaches his destination, Gordon glimpses the G-Man in an argument with a scientist behind soundproof glass. After donning his HEV Suit, he proceeds to the Test Chamber, containing a large Anti-Mass Spectrometer. Immediately after pushing an alien sample into the scanning beam, the system goes critical, triggering a Resonance Cascade. This opens an inter-dimensional portal between Earth and a bizarre alien world known as Xen. Gordon is briefly teleported there during the ordeal, at one point encountering what appear to be sentient life forms, including Vortigaunts. Gordon blacks out shortly after.

  • The lobby.

  • The test chamber.

  • Resonance Cascade.

  • The borderworld Xen.

Half-life office complex

Chapter 3: Unforeseen Consequences[edit]

Main article: Unforeseen Consequences

This chapter details Gordon's efforts to reach the surface to get help in the aftermath of the Resonance Cascade. This chapter introduces the player to weapons, combat, and environmental hazards, among other things.

Waking up back in Black Mesa, Gordon makes his way out of the Test Chamber. He manages to reach his colleague, Eli Vance, who informs him that all communication outside Black Mesa has been lost. Eli requests that Gordon try to reach the surface in order to find help. Black Mesa has suffered massive structural damage, and aliens from Xen begin randomly teleporting in all around the facility. Most are simply reacting naturally to their new surroundings, but even more hostile are the creatures glimpsed earlier, known as Vortigaunts, who seem to attack with a single-minded intent to kill. Gordon also occasionally witnesses the G-Man, watching him from out-of-reach places.

Since the tram system is too damaged to function, Gordon must cross Sector B's Coolant Reserve Facility in order to find a way out.

  • The test chamber.

  • Ruined laboratory.

  • Sector B area.

  • The canal.

Chapter 4: Office Complex[edit]

Main article: Office Complex

Gordon makes his way to the office complex where several scientists have barricaded themselves in their rooms, hiding from the rampant aliens overrunning the complex. Gordon overhears rumors from these scientists that the military has arrived to rescue the people trapped in the facility. As the elevators are not working, he climbs an elevator shaft to proceed on his journey to the surface.

  • The basement.

  • The administration offices.

  • A large walk-in freezer.

  • The elevator shaft.

Chapter 5: 'We've Got Hostiles'[edit]

Main article: 'We've Got Hostiles'

This chapter finds Gordon passing through various storage and staging areas, continuing his hunt for a way to the surface. He learns that the soldiers rumored to be coming on a rescue mission have already arrived. While attempting to join up with them, Gordon witnesses a soldier killing an innocent scientist, revealing to him that the Hazardous Environment Combat Unit is there not only to eliminate the alien threat but also everyone else connected to the project.

Gordon continues battling through hostile forces, both alien and human, until eventually reaching the surface. He finds the area completely under the military control and in the middle of a mortar bombardment, forcing him to retreat back into the complex. Back underground, Gordon learns from a scientist that the surviving members of the Lambda Team, set up in the Lambda Complex at the other end of the facility, may be able to close the dimensional rift. Gordon starts a trek across Black Mesa to reach them.

  • The entrance to Silo D.

  • Storage area.

  • The surface.

Chapter 6: Blast Pit[edit]

Main article: Blast Pit

Gordon enters an abandoned, largely sealed-off area of Black Mesa, dating back to its earlier days during the Cold War as a missile complex. The area is full of mothballed machinery and is now used as a dumping ground for toxic waste from the rest of the facility. The HECU soldiers lack a foothold in this location due to the high concentration of aliens present. Here, Gordon encounters a deadly new foe, the Tentacles. After reactivating the fuel, power, and oxygen lines, Gordon manages to incinerate the Tentacles by activating the rocket engine at the top of the silo that the creatures were inhabiting. He leaves through the dirt tunnel that the Tentacles had receded into.

Half
  • Abandoned rail system.

  • Tentacle attacking.

  • Tentacles in the silo.

  • The power generator.

Chapter 7: Power Up[edit]

Main article: Power Up

Trying to reach the surface once more, Gordon's progress is thwarted by a clash between a Gargantua and HECU soldiers in Sector E Materials Transport. He learns from a dying security guard that, if he restores the power, he can ride the monorail to the surface. Gordon enters the Houndeye-infested subterranean areas and activates the generator, restoring power to the vicinity. After activating more switches, he destroys the Gargantua patrolling the area by luring it into the transformers supplying power to the tram line. Boarding a rail cart, Gordon smashes through a barricade of concrete blocks to proceed on his way.

Chapter 8: On A Rail[edit]

Main article: On A Rail

As Gordon rides the monorail through the Materials Transport section of Black Mesa, he learns from a security guard that he must head to the High Altitude Launch Center to launch a satellite which the Lambda Team can use to reverse the effects of the Resonance Cascade. Gordon encounters further resistance from HECU forces, now actively hunting him in revenge for the large number of casualties he has carried out. He eventually makes his way back up to the surface through use of several elevators and makes his way to the launch site. There, he succeeds in sending the rocket into orbit but is once again forced to travel back underground.

Chapter 9: Apprehension[edit]

Main article: Apprehension

Searching for a new way to the surface, Gordon encounters a deadly aquatic enemy, the Ichthyosaur, and acquires a crossbow to combat it. After an underwater battle with the creature, he manages to escape and continue on his way.

After battling Black Ops assassins, another faction sent in to clear the facility, Gordon is ambushed and captured by a group of soldiers. They seize his weapons and leave him unconscious in a trash compactor.

Chapter 10: Residue Processing[edit]

Gordon continues to fight his way through and outside the facility.

Cached

Gordon wakes up and manages to escape from the trash compactor. He stumbles across a mostly abandoned portion of the facility meant for processing and disposing of waste and hazardous materials. Making his way through antiquated compaction machines, great vats of waste, and furnaces, Gordon eventually breaks into a hidden part of the facility.

Trivia[edit]

The original chapter name was Chutes and Ladders,[1] a reference to the board game.

Chapter 11: Questionable Ethics[edit]

Gordon finds himself in the secret Advanced Biological Research Lab, where he discovers that scientists had been 'collecting' specimens from the parallel universe Xen long before the resonance cascade occurred.

Gordon rearms himself against the HECU as well as various alien enemies running amok in the lab. He encounters for the first time the alien military units, the Alien Grunts, and manages to scavenge a powerful experimental weapon, the Tau Cannon, from the remains of a scientist and security guard. He presses on his search for the Lambda Complex.

Half Life Office Complex

Chapter 12: Surface Tension[edit]

View of the canyon from the cliff where a soldier is waiting for Gordon.

Having armed himself with advanced prototype weaponry, Gordon again reaches the surface which has become a war zone. Aliens have begun making determined strikes against the soldiers, turning the tide of the battle in their favor. After making his way through the HECU-controlled Hydro-Electric Dam area, Gordon scales a cliff wall and navigates several bombed out buildings, combating both sides as the forces of Xen begin to dominate the battlefield. Finally, Gordon reaches relative safety underground.

Trivia[edit]

  • The original name of this chapter, Cliff Hanger, was used at E3 1998.[2]
  • Like 'Half-Life', 'Blue Shift', 'Opposing Force', and 'Decay', 'Surface Tension' is a scientific pun, referring to the properties of water which makes certain objects float above it.

Chapter 13: 'Forget About Freeman!'[edit]

'Forget about Freeman! We are cutting our losses and pulling out. Anyone left down there now is on his own.'
― HECU Marine[src]

The HECU, after having taken heavy losses in their battle against the aliens and failing to neutralize Gordon, abandon their mission and begin to evacuate the facility, calling in air strikes and heavy artillery to cover their retreat. Gordon makes his way into an underground storage garage to avoid the bombardments and navigates his way through underground water channels, fighting his way through scores of aliens and the remaining HECU forces before finally reaching the Lambda Complex.

  • The entrance.

  • A tank.

  • The radioactive leak.

  • The repair bay.

Chapter 14: Lambda Core[edit]

Main article: Lambda Core
The teleport chamber in the Lambda Complex.

Gordon arrives at the Lambda Complex, but instead of the science team, he finds that the majority of the complex is now overrun by hostile creatures. He is informed that he must flood the reactor chambers in order to access the core, and that a team of scientists is waiting for him at the tip of the reactor. Gordon navigates through the Lambda Core, facing numerous assaults from the Xen forces, now the primary enemy after the evacuation of the HECU.

After much struggle, Gordon finally reaches what is left of the science team where he discovers that the Lambda Complex is where the teleportation technology that allowed scientists to travel to Xen was developed. The handful of surviving personnel, who have held themselves up in a small stronghold, inform Gordon that the satellite he launched was not able to reverse the effects of the Resonance Cascade because an immensely powerful being on the other side was keeping the portal between the worlds open. Gordon learns that he must kill it to prevent the Xen aliens from completely taking over. To prepare for what lies ahead, Gordon arms himself and collects the Long Jump Module. After an attempted interception by Alien Controllers, the scientists activate the teleport and he is teleported to Xen.

Trivia[edit]

The original chapter name was Down and Out.[1]

Chapter 15: Xen[edit]

Gordon arrives in the borderworld, Xen. In the strange alien dimension, he encounters many of the aliens that had been teleported into Black Mesa in their natural habitats as well as the remains of several HEV-clad researchers that had come before him. Gordon makes his way across the borderworld in search of the creature holding the portal open.

  • Gordon reaches Xen.

  • Alien teleporter.

Chapter 16: Gonarch's Lair[edit]

Gordon faces the Gonarch.

As Gordon makes his way through Xen, he is forced to fight a large alien creature, the Gonarch, in her lair. After killing it, Gordon continues his search.

Trivia[edit]

It is possible that Gonarch's Lair was originally placed after Interloper as the Gonarch's Lair map names begin from c4a2, while Interloper map names begin from c4a1a.

Chapter 17: Interloper[edit]

The mines.

Gordon's continues his journey across Xen. He enters the mines where the army of Alien Grunts is constructed. At the end, Gordon ascends a soaring cavern and leaps into the portal at the top.

Half

Chapter 18: Nihilanth[edit]

The Nihilanth.
'The truth... you can never know... the truth... '
― The Nihilanth[src]

What Are The Units Of A Half-life? + Example - Socratic.org

Gordon is teleported into a vast cave in which he finally confronts the powerful and mysterious being holding the portal open, the Nihilanth. In the ensuing battle, Gordon destroys the crystal that allowed the Nihilanth to regenerate its strength, allowing him to attack its vulnerable brain. As the massive being enters its death throes, it floats toward the ceiling and explodes in a giant green blast that overpowers Gordon's senses.

Endgame[edit]

The G-Man talking to Gordon.
The offer.

Half Life Office Complex - Supremepro

'Time to choose.'
― The G-Man[src]

When Gordon comes to, he is confronted by the G-Man. Both are transported to various locales around Xen while the G-Man praises Gordon's actions there. He explains that his 'employers' are now in control of the borderworld for the time being and have authorized him to offer Gordon a job, agreeing that he has 'limitless potential'. The final teleportation places them inside a tram identical to the one Gordon rode on at the beginning of the game that is flying through space at immense speed. Gordon accepts this offer by stepping though a portal and hears the G-Man's voice one last time: 'Wisely done, Mr. Freeman, I will see you up ahead.' The story continues from this point in Half-Life 2.

Alternatively, the player may choose not to step into the portal in the final scene. This causes Gordon to be teleported into a giant cave facing rows of Alien Grunts and Alien Crafts as the game ends with the G-Man's comment, 'Well, it looks like we won't be working together. No regrets, Mr. Freeman.'

Trivia[edit]

  • The chapter name 'Endgame' is given in the titles.txt file and in Half-Life's save and load dialogs.
  • Half-Life series writer Marc Laidlaw has stated that the choice made at the end of the game was ultimately arbitrary as there was always to be one inevitable outcome, establishing the recurring theme of 'free choice being an illusion' that later installments would follow.[3]

See also[edit]

Half Life 1 Beta Mod

References[edit]

  1. 1.01.1titles.txt file of Half-Life: Day One
  2. Wavelength: E3 Report
  3. Marc Laidlaw Vault on the Steam Users' Forums
Storyline
Half-Life story arcHalf-Life storyline · Half-Life: Opposing Force storyline · Half-Life: Blue Shift storyline · Half-Life: Decay storyline (Cut missions)
Half-Life 2 / Portal story arcHalf-Life 2 storyline (Storyline evolution) · Half-Life 2: Episode One storyline · Half-Life 2: Episode Two storyline· Half-Life: Alyx storyline · Portal storyline · Portal 2 storyline
OverallHalf-Life and Portal universe · Timeline of the Half-Life and Portal universe · Canon · Recurring themes · Retcons
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