The Orange Box

Total Page:16

File Type:pdf, Size:1020Kb

The Orange Box XBOX360_ Table of Contents Welcome to The Orange 80 2 ... .... Getting Started 3 ii8Izure!5 Halt-Ufe 2 4 Portal 8 Team Fortress 2 12 Credits 18 Xbox LIVE 20 Support I Warranty 21 C l ·1f)7V,liw(orPCU"tloo ~f It\t'SreSMfvcd VaM> ItlE'ViltYe o,HaI1- It V'%MJJf III 1Og<I, tfll.'l... '(Xl~ a.f\Jllal 11It- Pr.t,.,11 G'f'J 01 I"'am I rftrf''55 IP t' "(jp1'1lUl~~. "''; I~'f'fed Iradf'frl<tft~, Of Vrth"T! (1ll11I oilJlTlIr. 'l1ellf\n...j~ldlfS .n1IO· Ult\(1 CJ)1,1(JlIIl_ AII01t,{'f 11ollLlt:.m.JIlsftle O(l l'IOt t11e-f 1~~"'(:II\lt. (..Wl)€f\. A-..'S( It)Jed..-nd ~fall.XlIf'11tlC'lJ'.lA. Welcome Getting Started to The Orange Box. JV:AIN ~ ENU Controller Options WI,,:,n you launch Th Orange Box, you Will be presented With d set l lion of Look Type THIS PACKAGE CONTAINS FIVE (5) ITEMS. games 10 playa game, use the Le Thumbstick to higllllf)ht your selection Normal: Move the Thumbs Ick up to and rtJ n ress tile A but ton. Half·LI E <­ look up and move the Thumbstick As le<;e reh s ler,tiot Gor n FI "man, leclJlln E rll, hom the alien Infestalion you down to look down unleashed 1t Ihe Black Mes Re\Pd'(" riJ(ility OPTIONS MENU Inverted: (ontlol is opposite of the !-talf II "? rp ,,1- 0 E' You can ange game options and Normal type. FOl example, move AJlj hp human resistance in ~ OC';.perate balk dpa,ns Ihp 0 alilarian alien men~c controller COli figuration by selec1lng the Thumbstick up to look down. of the (ornblll . OPTIONS rom either the main menu tor any game or IrOIll the pause menu While Thumbstick HaifU p? [I' \OOE TI"II playing a g me Combine force you I"Vrrs,! th? Whll~ For 5110 rteliver crucial In ormation Bmll a Normal: Default controls for Look/ to an enclave at leilow reSl"tanre ,rlf'ntr~ s Game Opl10llS Move/Zoom/Crouch Portal,' ,.• " Difficulty - (I lOUse from three skill Southpaw: The Thumbstick actions You ilr J lest subjt'c I n "n ('xp"nnlentJltrainlng course sponsored by Aperture sellings. EASY. NORI'1AL and' lARD for Look/Move/Zoom/Crouch are SCience Labordtnnes (WWw.dIIPrllJl~S(ienee.cnrn) Plpilse perform eaell task to the (' lalf·lile 2 < E~li ode, One Jnd Two swapped bpst nf youl illl1l1tle" your ',u[vlval', Ihe key to quality data measurement only) Duck and Zoom: In "Toggle" mode, click the Thumbstick once to Te<11'11 1001 tress _ Audio - Adl,lstlTlusil and game volume activate the action, and click Join a team, lhoose a lIlll,l! Ipi cl'1'0;, and wUlk tog,>lIler to wrpak havoc on the again to deactivate It In "Hold" a p sing te In TV Mode - Display the bes picture for a teleVision or computer monitor mode. you must click and hold he Thumbstick to continue to duck or Video - AdJUSI bllg~lrn s'> for the best zoom. picture Look Speed: Adjust how fast your view changes in (he ver Ical and Captions - Choose 'Submles'to show horizontal directions when you only the game dialog. or choose "Closed move the Thumbstick. Captions' to show dialog and sound el1ecl5 Controls Commentary· Sf-I tillS to ON to play the game With commentary But ons on he controller can be Acll\evemen s CJnnol be earned While mapped to oil erent gam ac lions ove playing Will' commentary on. the Left Thumbstick to lughli hi to the lJu t [on YOlJ wi h to cI ,ange Pres A!O clear me lected a ,n and then press the bu on on Th e n roller t11dl you want mapp d to Ihat ,)(1Ion. Half-Life 2 + Episodes One and Two BASIC PLAYER CONTROLS To I odify the d fault ron rols, a to the MAIN MI:NU. Thpn ,elp(l CONT OlLER OPTIONS to ke yo r ch EW' Half-life' Illt'odlJ{ed me world I{ reseilrcll sCientist Gordon Freemon, dll unwitting partle'pantln an gover mer e pel fI1ellt Ih t wpnt homb y wront:: This inC oenr shredded II ~earn5 at our known dlmens'ons open,ng OUI world to creatures and wlldll e I lepor 'J I am nol i'( world Xcn mSecondary Attack II Primary Attack dfJ~ r---- ~ Toggle: GfilV'ty GUfll Sprin, 1. 1 La't Weapon - Flashlight f3 Use PLAVING THE GA'-IE r. drger e-tp,,:,,-,__ Q Reload ea th and SUit chargers can found 51,111 A New Game throllghoul the g me. race the o Jump Use the Lei1 Ttlumbstitk 10 highhght charger ancl h 1£1 the ActIOn Butt n dmJ pres. butt n (defaulted t II\e X utton) 0 boosl EW GA E 111 A .....~,L---- Pause I The Ilrs lime you playa game. only Ihe your health or defense, The chargers Menu hrst chapter wllIlJe unlocked As you Ilave a liml elJ sUPIJly, ,a play thrau'l1 tile Bame, more chaplers once a charger IS used up 11 Will no o G Look (Click to Zoam) willi, com ul1luckell Jnd (JU will be 10 gPI work o Weapon able to select Ihem when you w'sh to START Select s ilr anew game, Pew," S lower 's drained when you use your f1ashliRIlt, sp,int, or swim unde'water. Pay attenllon to tile power ~ Xbox Guide button rreter' when H\e p we< re 1', Z r . the Ii shlrg t turn, oft. splinting SlOpS, or you s ar 0 drown When suit power ,sn't being sed. I slOWly recrarges i self aut mallla!l . VEHICLE CONTROLS [fl r rfl~ se 1h environ en to your adVdn 1ge klrboat Au lloblh; ,-,-an~ Smaller object, can be moved and stacked to provide cover or act as 0 Acce!prat Turn 0 Ac,elelate. Turn m TUT ,'·11Yt. and IG\'IIef dllll ubstatle, Large obtects can be look G Look HELPFUL TIPS p hed 10 nd With the Gravity G n t 0 Look 0 bloc nr Inl re enemie, g[ Shvn a,ge gun (HL2 onlv) g[ Low---! m.'g'~ IImrno m T e H displays 110W mu 11 am a IS Alle~ Ileat:1h'lht g[ ShOOt (HI 2 onlv) left ,n 1 e current! < I ·ted all us Jlhes will loin au tI "oughOu t 4J Boost WeilpO() We pons have a limited supply he gam ., and I!>PY can help you of am o. but more can be greatly ,f you put th In to work for you Handbral.e OUI' by killing enemies and brea inB Co sider SE' drng them Into open su Diy crales. dangerous areas a ead of you, let ing you savE' 1110le of your health and ammo. HAZARDOUS ENVIRONMENT (HEV) SUIT DISPLAY Health and Suit Charge Meters Ir e your ,,'tals Once Once you are outfitted 'n our HeV SUIt. thp suit's heads·up display (I IUD) is y<JUI lJedlli 11 re zero, you're ae ivated. Tile HUO is an on !,:oi g bar met .r of your health, availablp enPrgy, and de d A rhal eQ HEV SUIt helps rcalK d~ ge to yOUi body ,n ren lainlng ammo. The IIUD allows yo I to survey and ~elec Irom yoU! weapons Oar Ie. arsenal and Inventory items. It also , rts you wilen yo a'e sustaining environmental damage. 2 Ammunition Meter sIlows y rff ClIFr nt weapon', amm no hP am 0 left for reloading If your rurren wea nils aserondal Y Ife ha uses drfferen dntmo. Ih~ dlllmO 'lie rei WIll show ina as WPII 3 Weapon Selection HUD 111~IIII~hIS me 'IV apon chosen '."Ihen you SINI en INei:lpons by pres"ng any dire<: '00 00 Ihe O-pad 3a Selected Weapon ( 'tl lighted) 3b Out of Ammo (10 red) 4 Reticle lepleseJl Syour porn of allll and indICa es me tarE;€t oble( t VI n vau press r" Ac!lon or Altack but ons 5 Aux Power Meter ,splays 'emaning power when you p rform act,v,t~s I I dram energy, such as S\W'lm'Ow sprilltrll 01 uS'llg your Ilash;,ght 6 Squad Display shows w m,my memDeI Sor e 1\ vaUI S u~id Cf~~oIl)(Jicares that squad member 15 a mediC Portal BASIC PLAYER CONTROLS To modify the default controls, go to the MAIN MENU. Then select CONTROLLER OPTIONS to make your changes. PLAYING THE GAME advanced maps designed to tes t your skills. I Blue Portal ra Orange Portal :T RT" NE G ~ E Use the Left Thumbstick to highlight 'Iva n Mdr- NEW GAME and re>, tile A bu ton. Tile The Advanced Maps are SIX levels first time you playa game. Oilly the fir t from the main game that have been chapter will be unlocked. As you la specially redesigned to reqUire di fferent through the game. more chapters wIll solutions using unusual and speclillized become unlocked and you will be able techll,ques. Solving all SIX Advanced 8 to select them when you wiSh to starr Maps takes exceptional skill and. by ~ove ---'--1 a new game. doing so. you Will have proven yoursel fa true Portal Mas ter. 5A\lINC CiAMf<; "';;'"L--- 0 As you play through the game. you can Cho1IINIIlf'S swn Pause I save at any time by pressing the Starr After oompletlllg the game. the o o H "'J Button and seleCling SAVE GAME from Challenges will be unlocked Based on look the Pause Menu.
Recommended publications
  • Now We Are All Sons of Bitches
    Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2).
    [Show full text]
  • Shading in Valve's Source Engine
    Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2006 Chapter 8 Shading in Valve’s Source Engine Jason Mitchell9, Gary McTaggart10 and Chris Green11 8.1 Introduction Starting with the release of Half-Life 2 in November 2004, Valve has been shipping games based upon its Source game engine. Other Valve titles using this engine include Counter-Strike: Source, Lost Coast, Day of Defeat: Source and the recent Half-Life 2: Episode 1. At the time that Half-Life 2 shipped, the key innovation of the Source engine’s rendering system was a novel world lighting system called Radiosity Normal Mapping. This technique uses a novel basis to economically combine the soft realistic 9 [email protected] 10 [email protected] 11 [email protected] 8 - 1 © 2007 Valve Corporation. All Rights Reserved Chapter 8: Shading in Valve’s Source Engine lighting of radiosity with the reusable high frequency detail provided by normal mapping. In order for our characters to integrate naturally with our radiosity normal mapped scenes, we used an irradiance volume to provide directional ambient illumination in addition to a small number of local lights for our characters. With Valve’s recent shift to episodic content development, we have focused on incremental technology updates to the Source engine. For example, in the fall of 2005, we shipped an additional free Half- Life 2 game level called Lost Coast and the multiplayer game Day of Defeat: Source. Both of these titles featured real-time High Dynamic Range (HDR) rendering and the latter also showcased the addition of real-time color correction to the engine.
    [Show full text]
  • Copyright 2012 Guys from Andromeda, LCC Space Quest Creators Mark Crowe and Scott Murphy Launch Guys from Andromeda Game Studio
    Copyright 2012 Guys From Andromeda, LCC Space Quest Creators Mark Crowe and Scott Murphy Launch Guys From Andromeda Game Studio Independent studio to focus on sci-fi parody games for PC, Tablet and Mobile Celebrated Sierra adventure game authors Mark Crowe and Scott Murphy, both long time veterans of the PC and video games business , have teamed up again to form Guys from Andromeda LLC - a new studio devoted to returning a sense of wonder, sci-fi adventure and some much needed laughs to gaming. The independent studio will utilize a “fan-funded” model to launch its first few titles with the goal of building a successful, self-sustaining studio to produce original games and sequels tailored towards a loyal and ever-expanding fan base. SpaceVenture is the working title of their first fan-funded project- a point-n-click adventure game in the spirit of the wildly successful and beloved Space Quest series. The new game will feature the same style of sci-fi comedy, wonder and excellence fans have come to expect from a Two Guys Adventure. To raise funds for their initial offering, The Two Guys have launched a Kickstarter campaign with a $500,000 funding goal: SpaceVenture Kickstarter Mark and Scott have also enlisted the services of, and have joined forces with social media professional Chris Pope of Social Stars Web as their publicist and business partner. Copyright 2012 Guys From Andromeda, LCC About SPACEVENTURE™ SpaceVenture is a sci-fi comedy adventure game that combines interplanetary MEET exploration, puzzle-solving, and space travel- not to mention “pant loads” of pop culture satire and some good, clean “potty” humor.
    [Show full text]
  • The Heroic Journey of a Villain
    Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness.
    [Show full text]
  • Machinima As Digital Agency and Growing Commercial Incorporation
    A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody.
    [Show full text]
  • After 12 Years in Charge, Superintendent to Retire June 30
    The EST. 2009 JANUARY 2020 FIFTY CENTS STUDENT NEWSPAPER of BOONE COUNTY HIGHR SCHOOL EBELLION SPORTS B4 CHEER WINS STATE Cheerleaders dominating season continues with two regional titles and a state championship RRobertButler The Rebels Small Varsity Cheer team won the KHSAA State Championship, Dec. 14, at All Tech Arena in Lexington, KY. The Rebels posted a final score of 96.1 and beat second place Pikeville by more than six points. This win highlights the Rebels dominant run so far this season. Before winning state, they had al- ready won two regional tourna- ments and a state wide tournament. Head coach Michelle Schuster says that there is a lot of pressure being reigning national champs. She hopes that after their state champi- onship they can place top three at nationals later this season. “I am proud of how this team has handled the pressure. They con- tinue to be humble and persevere,” Schuster said. Seniors Ashtyn Fangman, Lanie Fangman, and Madi Monroe all recognize the pressure that comes with winning the national championship, but they say that their team possesses a unique drive and work ethic that allows them to outperform their opponents. MorganDaniels/REBELLIONSTAFF “The best part of being a part of the varsity team this year is that The Rebel small varsity squad emerges for their routine at the KHSAA Region 5 Championship at Boone County High School on Nov. 23. They we have a team that is willing to do eventually went on to win the regional championship that secured their spot in the state tournament.
    [Show full text]
  • Half Life 2 Episode One
    Half life 2 episode one click here to download Half-Life 2 has sold over 4 million copies worldwide, and earned over 35 Game of the Year Awards. Episode One is the first in a series of games that reveal the. Half-Life 2: Episode One (stylized as HλLF-LIFE2: EPISODE ONE) is a first- person shooter video game, the first in a series of episodes that serve as the sequel. Half-Life 2: Episode One is the first of a trilogy of expansion packs/episodes for the first-person shooter game, Half-Life 2. The episode takes place. Chapter Page 1 // Page 2. Grab the gravity gun from Dog and then wait for Alyx to leap to the upper level. To follow her, use the gravity gun. Kick start your episodic adventure the right way and tear through Half-Life 2: Episode One's challenges. Whether you've seemed to reach a. Half-Life® 2: Episode One is the first in a series of new adventures created by Valve that extends the Half- Life® 2 single player experience. Stepping into the. It's time to escape City 17, and GameSpot's Walkthrough to Half Life 2: Episode One is here to help. Directed by Robin Walker. With Robert Guillaume, Robert Culp, Louis Gossett Jr., Michelle Forbes. Gordon Freeman and Alyx Vance must escape City Half Life 2: Episode One continues the scripted excellence of its predecessor, Half Life 2. This AAA production features top- notch voice acting. Product description. Half-Life 2: Aftermath brings you the new adventures of Gordon Freeman and his able sidekick Alyx.
    [Show full text]
  • The Rise and Fall of Introversion Software
    Another Castle THE GAMING MAGAZINE OF IMPERIAL COLLEGE LONDON The Rise and Fall of Introversion Software ISSUE 0 2 3 Back in 2008, Tom Roberts, Azfarul Contents Islam and Michael Cook launched Another Castle, a multi-format gaming magazine. In their first issue, they secured an interview with Peter 4 The Fall and Rise of Introversion Cale Tilford Molyneux, an industry behemoth at the time. Gaming has changed a lot since then An Imperial Success Story An Imperial Success Story (Peter Molyneux all but disappeared into the ether) From Uplink to Darwinia From Uplink to Darwinia and the way we write about games has changed Beyond Prison Architect Beyond Prison Architect too. Kieron Gillen (comic book writer and former music and games journalist) published the manifesto for New Games Journalism in 2004, which set out a new way of thinking and discussing games, where 10 Eight Games Under Eight Minutes Cale Tilford a reviewer’s personal experience was core to their analysis and reflection. In the past half-decade numerous publications (from Kill Screen to Feminist 12 Half-Life 2 Revisited Harry Mitchell Frequency) and existing publications have adopted these ideas. Now it’s the turn of Imperial students to continue this great exploration of gaming culture. 13 Interpreting The Sims Fred Fyles This issue is my attempt to resurrect interest in games journalism at Imperial and it’s a project that is far from finished (hence issue zero). It begins with an 18 The History of Storytelling Dani Hernandez Perez interview with Mark Morris, an Imperial graduate who helped found Introversion Software, telling the story in Videogames of a games company that has seen unprecedented success despite almost going bankrupt after the release of one of their games.
    [Show full text]
  • Half Life Alyx Vr Requirements Danger
    Half Life Alyx Vr Requirements Onagraceous Willi drift that emigration pry ticklishly and totters separably. Angelico is brachial and alligators dialectically while limpid Allen marvelling and criminalizes. Quintus still silver-plated unscientifically while hot-blooded Demetri reformulates that vitamine. Got that are for half life: alyx system will arrive tomorrow Components that vr for half alyx requirements are offered there is demanding requirements are being that the game and other way to be fired from a htc or a way. Tester for vr requirements of features, some never have? Situation to use to your inbox, who work even though go with ars orbital transmission mailing list. Form of life for half alyx title is killed by all means you load. Distance and it for half life vr requirements represent a third party program to begin with the best, and refresh should be enough? Contains significant spoilers, a beefy pc has two buttons. Divide stands out for half alyx vr requirements represent a while chapters are unfortunately i know that your grip. Graphical information and almost half vr requirements, is in ba newer headset use it also very best option currently closed due to its now i have a lot of. Explorer may be the requirements of money, it will that all headsets have always means i get to. Orbital transmission mailing list and under half life vr games are triggered by just act like crazy and nvidia themselves, but a pc. Different international options but requires the game then the game for! Includes violence and my absolute lowest end gpus down like the cpu; and other things generally feel about that.
    [Show full text]
  • Read Ebook {PDF EPUB} the 37Th Mandala by Marc Laidlaw Marc Laidlaw
    Read Ebook {PDF EPUB} The 37th Mandala by Marc Laidlaw Marc Laidlaw. Marc Laidlaw is an American writer of cyberpunk-oriented science fiction and horror as well as a video game designer who worked at Valve Software. He is perhaps most famous for writing Dad's Nuke and The 37th Mandala , and for working on the popular Half-Life series. Contents. Biography [ edit ] Laidlaw was born in 1960 and raised in Laguna Beach, California and attended the University of Oregon where he tried, and was discouraged by, punch card computer programming. He wrote short stories and his first novel, Dad's Nuke , was published in 1985. This was followed by several more novels over the next decade, but he worked as a legal secretary in San Francisco for a living. [6] Laidlaw had played computer and arcade games, but was not intrigued. It was not until Myst was released that his perception of these games changed. He was obsessed over Myst and bought a new computer so that he could play it at his San Francisco home. With his new-found interest, he wrote The Third Force (1996), a tie-in novel based on the world created for the video game Gadget . His favorite PC game of all time is Thief: The Dark Project . [5] Working with game designers led him to feel that he wanted to help design an actual game. He joined Valve in July 1997 [3] while they were developing Half-Life and worked on the game's story and level design. At Valve, he later worked on the Half-Life' s expansions (even though his precise input is not clearly known) and Half-Life 2 and its episodes.
    [Show full text]
  • Hl2e2 Solution.Pdf
    HALF-LIFE 2 : EPISODE TWO SOLUTION mise à jour : 30/12/17 Valve (2007) DETAILLEE http://asthalis.free.fr HALF-LIFE 2 : EPISODE TWO (Valve, 2007) guide par Asthalis [email protected] http://asthalis.free.fr 1. A PROPOS DE CE DOCUMENT 2 En bref 2 Précisions 2 Conditions d’utilisation 2 Historique 3 2. DETAIL DU PARCOURS 4 Introduction 4 Chapitre 1 : Direction White Forest 4 Chapitre 2 : La condition vortelle 6 Chapitre 3 : Freeman : un pont entre les risques 12 Chapitre 4 : Voyage à la place du mort 15 Chapitre 5 : L’art de la discrétion 17 Chapitre 6 : L’ennemi commun 20 Chapitre 7 : T moins un 26 1 HALF-LIFE 2 : EPISODE TWO SOLUTION mise à jour : 30/12/17 Valve (2007) DETAILLEE http://asthalis.free.fr 1. A PROPOS DE CE DOCUMENT En bref Ce document s’adresse aux joueurs ayant un peu de pratique sur Half-Life 2. Son but est de les guider étape par étape et selon les règles vers la fin du jeu. Il détaille les actions à mener et comprend l’essentiel des dialogues du jeu. Je l’ai créé à partir de mon expérience personnelle du jeu et non d’autres sources. Précisions Half-Life 2 : Episode Two est divisé en chapitres dont le titre est rappelé à l’écran en cours de jeu. Chaque chapitre est lui-même divisé en secteurs, correspondant chacun à une zone accessible sans avoir à charger la suite du jeu. J’ai conservé ce découpage dans ce document, en illustrant chaque secteur par une vignette issue d’une capture d’écran.
    [Show full text]
  • Nightmare Magazine, Issue 45 (June 2016)
    TABLE OF CONTENTS Issue 45, June 2016 FROM THE EDITOR Editorial FICTION Great Black Wave David Tallerman Things of Which We Do Not Speak Lucy Taylor The Finest, Fullest Flowering Marc Laidlaw Ruminations Rena Mason NONFICTION The H Word: Monsters and Metaphors Dale Bailey Interview: Joyce Carol Oates The Geek’s Guide to the Galaxy AUTHOR SPOTLIGHTS David Tallerman Lucy Taylor Marc Laidlaw Rena Mason MISCELLANY Coming Attractions Stay Connected Subscriptions and Ebooks About the Nightmare Team Also Edited by John Joseph Adams © 2016 Nightmare Magazine Cover by Jeffrey Collingwood www.nightmare-magazine.com FROM THE EDITOR Editorial John Joseph Adams | 375 words Welcome to issue forty-five of Nightmare! We have original fiction from David Tallerman (“Great Black Wave”) and Marc Laidlaw (“The Finest, Fullest Flowering”), along with reprints by Lucy Taylor (“Things Of Which We Do Not Speak”) and Rena Mason (“Ruminations”). We also have the latest installment of our column on horror, “The H Word,” plus author spotlights with our authors and a feature interview with legendary author Joyce Carol Oates. Nebula and Stoker Awards Results We’re thrilled to report that Alyssa Wong’s story, “Hungry Daughters of Starving Mothers,” from the Queers Destroy Horror! special issue of Nightmare (Oct. 2015), won the Nebula Award for best short story! Congrats to Alyssa and to all of the other winners. You can find a full list of the winners at SFWA.org/nebula-awards. Our sister-magazine, Lightspeed’s, streak of losing Nebula Awards has remained intact, and is now at fourteen- in-a-row and counting.
    [Show full text]