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Context Recap / HalfLifePowerUp

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1Arriving at a Black Mesa tram station, Gordon's progress is blocked by a twofold problem: the need to power on the tram system to continue, and a gargantuan armored alien known as the Gargantua. It then turns out that Gordon must reactivate the power generator in the basement, but to double the fun, the HECU Marines are back, and have fortified the path to the lower levels.
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3After fighting his way to the generator and back, it then turns out that Gordon has to reach a nearby breaker area beyond the Gargantua in order to flip a switch that will bring the generator's power to the tram station. Gordon makes a run for the breakers only for the Gargantua to follow after him, but as he makes it to the switch, the chasing Gargantua gets trapped between the turned on breakers, and is electrocuted to death. With the tram station now fully turned on, Gordon boards a tram car that proceeds to go down the track. The tram then busts through a cement divider wall blocking the path forward, and Gordon continues on.
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6!This Chapter contains examples of:
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8* AlmostDeadGuy: The guard in the control room. He manages to explain how to turn the generator on, but there's nothing you can do for him.
9* {{Backtracking}}: A good portion of ''Power Up'' is this, to return after turning on the power. From the starting tram station, you need to fight your way through several areas towards a flooded power generator that you got to get working. You then have to make your way back through those same areas filled with newly arrived enemy reinforcements to return to the tram station. Annoyingly, the H.E.C.U. have moved in behind you.
10* BeatThemAtTheirOwnGame / BoobyTrap: Now Gordon can use the tripmines. And they're pretty good against Marines...
11* BossBattle: the Gargantua alien, which must be either overwhelmed with explosives or lured between two giant coils and electrocuted.
12* CreepyBasement: Where the generator is found.
13* DeathTrap: The H.E.C.U. have rigged up the elevator to the generator room with claymores.
14* HardLevelsEasyBosses: Battling the marines, turrets and alien slaves is tough. But the Gargantua? You really just need to run past it a couple times.
15* HazardousWater: Full of predatory leeches. [[EverythingTryingToKillYou Obviously.]]
16* HoistByTheirOwnPetard: If you can get to the basement without setting off the tripmines on the elevator, the Marines who come down after you will fall into the trap.
17* ItCanThink: Annoy the monster enough, and it will start puppy-guarding your hiding place.
18* LedgeBats: The Houndeyes in the basement excel at this. Thankfully, the drop isn't that bad.
19* MysteriousWatcher: After taking a chapter off, he's back, calmly watching Gordon from the control room. When you get up there, [[ParanoiaFuel the only way in is boarded up, and the guard inside gives no indication he saw anyone.]]
20* SequenceBreaking: It's possible to skip the entire level by climbing over the cement divider barricade that blocks the tram track to the "On a Rail" level. While there is a path to jump over without help, the easier way is to use the Claymores that you pick up in the starting room of the level. It turns out that placed ones can act as solid objects to stand on, which allows the player to use them as jump platforms over the divider barricade.

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