Chapter 7: Power Up
After killing the Tentacles in Silo D and making his escape through the bottom of the launch tube, Freeman arrives at a transport hub for the old rail system that will supposedly take him to the Lambda Complex. However, before he can make any headway, a deadly new alien creature, the Gargantua, emerges and annihilates the HECU stationed there, plummeting the hub into darkness in the meantime. Gordon must find a way to kill the massive beast and restore power to the hub, while dealing with the remaining HECU who still want him dead.
Playlist with all completed chapters:
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Notes:
- The Black Mesa Garg differs from its HL1 variant in several ways:
*It lacks the shockwave attack, where it stomps the ground and sends a slow travelling shockwave towards Gordon's position
*It cannot be killed by explosives; it will only flinch slightly and roar in anger
*Its roar in HL1 is shown to be the cause of the ceiling crumbling at 2:46
*It is black in colour, compared to its blue armor in HL1
- Killing the Guard at 3:18 will result in a game over screen, as he is crucial to putting the tram on the right rail at the end of the chapter
- Gordon can pick up the Guard's Magnum for ammo at 3:24
- Gordon can jump down onto the fans at 9:01 instead of taking the stairs
- The piping at 14:23 becomes electrified after killing the Garg, preventing Gordon from returning to the turntable control room (CORRECTION - Gordon can still walk on the pipes and return to the vent drop, albeit sustaining minor electrical damage. Thank you Максим Г. for correcting me on this)
Trivia:
- In HL1, the pipe section that collapses at 0:09 causes Gordon to land directly ontop of a table, squishing a headcrab underneath and sustaining fall damage if he doesn't back up in time.
- The falling pipe sequence (0:09) is part of Chapter 6 (Blast Pit) in HL1, not Chapter 7
- Unlike in HL1, Gordon can't stand ontop of planted tripmines (0:24)
- HECU soldiers will always ignore Gordon during the Garg's intro at 0:35
- The HECU soldier at the bottom right at 0:36 is shown firing an RPG at the Garg. However, he switches to his shotgun right after and Gordon cannot pick up the RPG when he dies
- The Garg destroying the transformers at 0:39 and plunging the hub into darkness is a new feature of the Definitive Edition
- The G-man's 6th appearance at 0:57
- If Gordon hides back in the starting area that the Garg is peeking into at 1:27, the Garg will reach into the alcove and try to burn him, and will only leave if Gordon backs all the way up to the fallen pipe. However, Gordon can also utilize the door he walks past at 0:34 to access the tram garage directly without having to confront it (thanks IronFist for letting me know about this!)
- The two plugs for the static discharge are replaced with breakers in the Definitive Edition (1:42)
- The Garg will burn Gordon if he stays at the static discharge console (1:55)
- You can see the two headcrabs spawning in at 2:26 right before Gordon drops from the vent
- In prior versions of the game, Gordon would've escaped the Garg the first time by entering through the doorway at 2:29
- The walkway at 3:13 will collapse if Gordon goes back across it after reaching the control room
- It is implied that the Guard is still injured due to having used up the First Aid Station's supply at 3:18
- The rail system switchboard at 4:03 is pretty interesting, as it shows that the Silos are in a completely different direction than where Gordon came from, even though he just came from Silo D
- The area at 6:09 was first revealed in the 2008 trailer for the game; Freeman was shown launching an SMG grenade at the fuel tanks and engaging in a shootout with the HECU there
- The fans at 6:31 can blow Gordon back up to the upper levels in HL1
- The flooded basement at 10:06 contained Leeches in HL1, which would chip away at Gordon's health/suit if he ran into them. Leeches are a cut enemy in Black Mesa
- First appearance of a HECU Zombie at 12:41. These were not featured in HL1
- The IV stand that is attached to the HECU zombie at 12:41 can be interacted with even if the zombie is still alive. Gordon can pull the stand away from the zombie as far away from it as he wants, so long as he has space to move. The IV stand also has weird physics and tends to bounce around upon killing the zombie
- At 14:56, the Guard helps Gordon operate the turntable to put him on the right track (literally). In HL1, Gordon had to return to the control room and do it himself
- The pathway at 15:05 is blocked with concrete curbs in HL1, which required Gordon to smash through them with the tram. In HL1, Gordon could also easily skip the entire chapter by building a tripmine staircase right on the concrete curb, allowing him to bypass having to deal with the Gargantua
Black Mesa: Definitive Edition - 07 - Power Up [Hard]
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