Life's End Walkthough - game and walkthough by Daniel Squire
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Please use this only if you get stuck.  I really doubt you will, but just in case......

Here we go..........


Note: This is only a vague guide.  I will not give away any secrets, just get you though the game.
Also note: I wrote this in about 15 mins.  Forgive any spelling errors.

At the start, go down the stairs to Barney, who will open the big door.  Inside read the yellow note on the table, get the key-card from the lost and found in the snack bar and then 'use' the card slot next to the Temporal Mathematics door.

Go into your office ( the one with 'Johnson' on the door and the green light ), and walk over to Dr. Omstein.  Once the cut-scene plays out, all hell will break loose with aliens appearing everywhere.  Leave your office and Barney will open a storage room for you.  Get the crowbar, 9mm handgun and H.E.V. suit and shoot the headcrab.  Leave the storage room and break the glass on the big door.  Crawl though the gap and continue. 

Get the key from a table in the cafereria to open the metal gate.  Go though the air duct and drop into the elevator.
In the next area, shoot the baddies (pick up the shotgun!) and get the scientist to use the retinal scanner for you.  Go though, avoid the green glop and drop down the hole.
The key-card for the 'Sub-Aqua R+D' door is in a submerged office.  Crouch through the half-open office door and go though the air duct to reach it.  Note the sinister vanishing G-man.

You can avoid the scientists in the first room if you want to.  Go along until you reach a red door.  The key-card is in the room to the right.
The second red door key-card is on top of the big tank. Push the single barrel over to the 2 stacked ones and jump up.
In the next room, climb the ladder in the elevator shaft to the open air duct.  Go into the air duct.

Break the grate to drop out of the duct into the water.  Try to avoid the water monsters.  At the end of the flooded corridor go up the stairs to the right and get the key-card.  Go back to the flooded corridor and go out the other way.  Avoid the zombies and use the keycard reader to open the door.

The secondary fire on the shotgun is great to kill the Alien Slaves (or Vorts, i think they're also called).  In the mini snack bar there is health and a satchel bomb is you can kill the aliens.  Use the lift controls and drop down the shaft.  Enter the duct (killing the headcrab) and go though to the 'grey zone'.  Use the control on the wall by the laser shield then use the laser.  Go though.  Kill zombies.  Go though the office cubicle area, killing the alien slaves.  Kill the zombies upstairs.  Use the button under the desk.  Use the button that appears on the wall.  Go up the ladder.

Kill the grunts.  Kill the aliens.  To get the key-card you need to go into the 'Authorized Personnel Only' door and use the computer. Then drop into the lift, get the card and get back to the locked door.  Go though, kill the aliens and get the scientist behind the tram stop to use the keypad by the locked door.  Go though.

Kill the aliens, then break the pile of crates down the left side of the stair case. Go though the duct, and get the key.  You can now go up the stairs.

Kill the Houndeye's (or Sonic Poodles, as I call 'em) and go outside.  Admire the mighty spaceship go all Independance-Day on the building.  Climb down the ladder and though the tunnel thing.  

Shoot the teleporting aliens and go left.  Smash the wooden crates and push the metal box to the fence.  Then pull the dumpster to the fence.  Jump from the metal box to the dumpster and over the fence.  Kill the nasty sniper.  Go into the buiding and to 'my' office at the end.  Use the button under the desk and step though the teleporter.

Kill the nasty troops.  Break the glass, then the grate in the floor.  Drop down and kill all the monsters.  Climb up the ladder and watch Barney beak the gas pipe with his mighty strength.  The gas sends you nuts for a bit.
When you wake up, kill the monsters, get the key-card (in the locker room) and the grenades.  Throw the grenades to blow up the gun turrets at the end of the top corridor. Use the keycard reader to open the door, kill the baddies, press the button on the panel to open the big door, break the glass, drop down and kill more baddies.  Push the crate to the barrels, jump up and walk over to the dead Barney to get the key-card.  Drop down, go up the ladder and though the (un)locked door.

Observe the mighty battle and kill anything left alive.  The button in the room near the big door opens the . . . big door.  (it can be a little difficult for it to work, sometimes).  Go into the door to the left.  On the right is a room with a neat ripped-in-two Supervisor Barney.  In the left room get Coward Barney to open the keypad door for you.  In the small room off Coward Barney's post pick up the weapons, ammo and TNT.  Go back into the large chamber, kill the grunts (mind Coward Barney, if he dies it's Game Over, so you should stash him away safely first) and place the TNT by walking over to the blocked door behind the memorial (the thing with the neat spotlight wot sez about poor dead people).

Non-combat bit here.  Enjoy the scenery. Enter the elevator.

Pick up the laser-gun thing in the room to the left.  Mess about with the big laser thingy in the room to the right.  It doesn't do anything much (lack of ideas, sorry).  Use the laser on the slaves (you wont have it long, so waste it), jump over to the other door, go though, mind the headcrabs, zombies and dangle-from-the-cieling-er's and push the button on the contol panel.....

Shoot the sonic poodles.  You can shoot the block-heads on the shelf. The deathmatch can be tricky.  Hit the zombie with the crowbar, then duck back out of his range. Repeat.  The bullsquid is rock-hard but is killable.

In Half-Trek you'll have to beat a load more of zombies up with the crowbar.  Get the Batteries to power the transporter.  The first is in the cupboard in the captain's room, and the other is on a sickbay bed.  Pick up the Gluon Gun (or mighty phaser/ghostbusters backpak thing) and press both the power buttons in the Engine room.  Defend the scientist until he can fire a torpedo at the enemy ship.

Pick up the crowbar and magnum in the room to the left.  Use the magnum on the grunts, and pick up their weapons.  Shoot the baddies up the stairs, pick up the stuff hidden in the back of the copy room, and use the Mad Maze game to play it.
In Mad Maze, try to picture a large box, in which the maze is in.  From your stat point, the end is in the top left of the 'box'.  Pick up the key at the end of the maze. Shoot the grunts, and go to the top floor where you can now open the padlocked door.

In the first room to the right is a few goodies, and a nice window.  Health in a small bit to the left.  Watch the neat scene where the Xen ship blows up another building.  Marvel at Barney's Ninja Chop on the Elevator door, and climb down.  Work your way up the smashed buiding, killing the slaves on your way up and the Alien Grunts on the way down.  There is some magnum ammo hidden behind a desk on the ground floor.  You might have missed it, but the Alien ship blows a hole in one of the big doors just before it teleports away.  Go though into the underground area.

Kill the soldiers and jump over the bits of toxic glop to reach the dead Barney, and pick up the key-card next to him.  Use it on the metal grate-door thing in the yellow corridor.  Mind the nasty soldiers in the darkened offices along the right side of the corridor.  Fight on and get Barney's help dealing with the aliens wot appear in the parking lot, and the grunts down the tunnel.

In the next area top up on health in the room to the right, then go though the exploded wall and down the rusty elevator to the old labs (a blatent rip-off of Blue Shift, this.)  Turn on the power for the scientist and kill the aliens that appear.  In the telport chamber activate the 3 buttons (2 on the wall, one on the panel).  Then you can activate the main button the the little contol room.

My faverite bit, this, just for the scenery.  Climb up the lift shaft and jump into the teleport when you're bored hanging around.

In the Earth Outpost, you need to find 2 more batteries to power the teleporter home.  One is outside, next to a dead guy in a HEV suit.  The other is on the roof of the building.

Back in Black Mesa, you have to drop down from air duct to air duct.  If you drop to the correct one you won't suffer any fall-damage.  Climb into the open duct at the bottom.  Once you drop down, break the glass and press the door button in the security office.  Mind the poor guy bleeding to death.  Use your grenades (mysterously left in the air duct with no explenation as to how they got there) on the turrets, and the soldiers.  Break the wooden beams blocking the door and shotgun all the Sonic Poodles to death.
Watch the scientists' escape attempt, and watch out for the soldier attack afterwards.

How do you get past the red lasers?  Push the metal crate up the ramp and push it so that it disrupts the beams.  You can crawl past. Shoot the turrets and enter the lift.
While riding the lift up, look up and shoot the tripwires before they blow you up.

Pick up the RPG and go upstairs.  Blow up the helicopter though the hole in the roof.  Climb on to the roof and dispose of the soldiers, then drop down to the ground and use the button next to the hatch in the ground.  Climb down.

The way out of the toxic spill room is to jump from the broken elevator to the ladder on the other side.  Climb up and into the air duct.  Drop down the other side and pray Half-Life doesn't crash (if it does try software mode for this bit.).

Go down the lift.  Pick up the AR grenades and RPG rockets and kill the Gargantua.  Go though the red doors next to the crashed jeep.

To get the code for the Time-Porter labs, jump into the green portal, battle down to the ground floor and go into the room with the cowering scientist.  He'll give you the code.  Go back up and jump into the portal.
Avoid the lasers in the security corridor.  

When the power fails, kill the 2 ninja assassins, then crawl into the duct they opened and restore power.  
You need to find five batteries to power the Dimensional Shift Chambner.  One is in the archives, and in the chamber room and the rest in offices.  Once you have them all put them in the battery slot and activate both buttons to open the portal.  Go though and pick up the key-card.  Look though the window to see Alternate-Universe Gordon.  Press the buttons and jump back.
You can now open the locked key-card door.

To open the retina-scan door, activate the elevator then quickly get out before it goes up.  Go though the duct at the bottom of the shaft and climb up.  Shoot the panel above the scanner to open the door.
As the hologram of the scientist says, activate both temporal energy generators to open the final door.  
(Yes I know that nobody would build a corridor with a breakable glass floor.)
In the final room, pick up the HEV TimeBase Arm-band, listen to the scientist and then activate the time-portal.  Jump though and observe the fate of poor Luther Johnson......
























