Half life opposing force passage. Half Life: Opposing Force. Walkthrough. Out of the water

Let's start walking. To begin with, I’ll say that everyone who is in white, blue and spotted (that is, guards, professors and paratroopers) are our friends, but there are still nits in black (like ninjas, but th...

Let's start walking. To begin with, I’ll say that everyone in white, blue and spotted (that is, guards, professors and paratroopers) are our friends, but there are also nits in black (like ninjas, but armed better) and all alien creatures are enemies. At the same time I will add pictures that will explain what place in question and what to do there.

At the beginning, it is not difficult. While we take a bulletproof vest, while we watch how a revived creature, a cross between a paratrooper and a brain sucker, kills a bloke in a spacesuit and talk with a guard, everything is clear. We first encounter the problem when we see intricately intertwined laser beams. We do not care about the one that is closest to us - crouched and crawled, but the one that is directed across the stairs is dangerous. Of course, you can jump over, but it's easier to break the mirror with a wrench that directs this beam to the stairs. And we move on.

Having run out into the open space, we see our own helicopter, which has fallen on the wires and is energized. We have to go through the gate to the right of the exit, look at how the idiot guard grabs the high-voltage fence and climb into the vent. We slip through the lightning near the reactor and exit the ventilation already inside the high-voltage fence. There we raise a pistol with a laser sight. And there we turn off the lever. At the same time we de-energize both the fence and the helicopter.

The next joke occurs when we go out to the platform, where green muck splashes below, on both sides there are gates with the inscription Secure Access. As we run forward (towards the gate straight ahead), an earthquake starts and slabs start to fall from above, crushing the floor. Plus, the pipe breaks and the acid begins to rise. You can wait until the slab breaks through the piece of floor where you are standing or until the acid rises to the top, but the best thing is if you stand to the left of the entrance (where the broken ladder lies). When the acid is about to touch your boots, a beam falls from above and you can run along it to the upper paths, along them to the door near which the window is. In the window we see that cool man in a tuxedo that fearlessly wanders around the base. He opens the door and we run on.

Now - we run out and see that a lake of green muck is splashing under us, there is a robot loader in it, and boxes next to it. One of them has an explosive icon. We shoot at this box, the explosion unlocks the robot and leaves. The hatches immediately open and we climb into the hatch at the far end. There, through the boxes through the acid and press the button. The acid is gone. Move on.

When we run out onto the platform with the train car and kill all the ultrasonicians, we drag the cart so that the board from it is as close as possible to the car and jump into the car. Let me remind you that when jumping, it is better to press the "crouch" key in order to accurately hit the door.

When we crawl through the pipes, look at the floor. If some slabs are pure white, while others are streaked with gray, then go only along the white ones - the gray ones will break and you will fall down into the energized water and fry. In night vision goggles, the failing slabs have green streaks.

After we run over the working fans and past the fiery jets, we stop near the jet that goes deep into the wall. We rush there until there is no fire. We kill the evil monsters and see something that looks like Xen in the first Half. There is only one box in that area that can be moved. And there is also a non-working fire nozzle, turned on by a button. Here, in front of this nozzle, we put the box that you can carry. We turn on the nozzle and the explosion breaks through the floor. This is the hole we're going into.

When we jump into the elevator shaft, we see that you can climb up the dangling cable. But sparks and lightning hint that there is much more than 5 volts (well, 1000 times at least). So you need to de-energize it. And for this we climb down. There is a place where something like ice is spilled. And in the middle weighs postings. Also under stress. We crawl around it and climb on the drawers. There we cut off the lever, de-energizing the wires and again we run to the elevator shaft. We climb up the cable.

Now it's time to carry the box. To get into the ventilation shaft, you need to drag the box. We went through, opened the door, dragged a box to the barricade and climbed over this barricade from it. And there again it is necessary to climb into the ventilation. This is where we look. behind the broken glass (where the grenade is) lies a box with explosives, and a ray of a wall mine is visible at the closed door. Here we throw a grenade to that box. Boom! Hole in both walls. We drag the box again and climb it into the ventilation. Move on.

Now there is a hole in the floor, and there the professor is babbling something. At the end of this basement, turn off the electricity and climb up the cable. Everything around is closed, but there is a walkie-talkie behind a fallen table. Poyuzav it we call for help. The explosion takes out the door and two cabinets in uniform are visible. One with glasses. We use it and drag it to the second closed door. He cuts it out and the elevator is visible behind it. Into him!

After we cut out the door and entered the elevator, only the gas cutter accompanies us. Having fallen out of the elevator, we immediately deal with the emerging stun guns. And so that the stun guns do not finish the gas cutter. And then we order him to cut the door in this room. There, in fact, it’s not particularly necessary to go there, but there are clips and a sticky mine in the room next to the dead guard. She can help us in one place. Then we return and go up the stairs. Having shot all the stun guns, we move on, climbing through the pipes of the collapsed ceilings.

It is advisable to jump over the wires after shooting the bellypaws so as not to fall under the beam of energy going across. Do not forget that you can swing on the wires, but the faster the better!

As we got out of the depths of buildings, we meet with the doctor. This is a paratrooper with a stupid muzzle, wearing glasses and with a very important mission - to cure a gas cutter who hid in a hangar with ninjas. I want to kill the doctor, but I can't - "Mission failed!" and bummer. So it's better to do so. We don't call the doctor. Otherwise, he will trample on behind us and be killed. We climb into the broken ventilation pipe in the far corner. At the end of it through the bars we see two ninjas by the car. The very class is to shoot the grate and as soon as it collapses - a grenade from a grenade launcher. They will be crushed. On the right is a nuclear bomb. It's best not to shoot her. And then a lot of bang! But behind the rocket is another ninja, and there is a gate behind which a wounded gas cutter sits.

But to the left of the place where we climb out, there are 2 more ninjas, as well as the door that leads to the medic. Having slammed the ninja, we call the medic and drag him to the gas cutter, and then the gas cutter goes with you and cuts out the door, which is locked near the place where the medic originally stood.

Dealing with the ninjas is no longer a problem, especially since 2 soldiers will help you. One of them has a heavy machine gun, so if his ninjas don't knock him out, you need to help him die - the machine gun helps, and he will not be seen very soon next time. First, use the lever to open the gate, then run along railway and there we raise the barrier with a lever. We sit on the train and go to where the barrier closed the way. For those who do not know - the arrow is switched by a shot or by hitting the levers with arrows at the fork.

I think there is no need to remind that if a voltage wire hangs over the train track, is it better to sit down?

Having slammed the ninja behind the barricade, we jump into the broken window and pushing the box, we climb up the pipe.

Ha! Who is it? Yes, it's Gordon Freeman winding up in Xen! For us! Teleport jump! Horseradish! He has a spacesuit, but we don't. He hits the island, and we fall past. To death. So why don't you jump after him - he has a mission to fill up the Great Embryo, and we have another one. We run to the place where the professor controls this generator. Prof runs away, and a teleporter appears at the top. We climb to him along the collapsed overpass and ... we find ourselves somewhere like Xen.

When we jump from island to island, a teleport opens at the top and prof. But he's in a bad mood, so he crashes to death, and next to him lies our new weapon - Black Mesa. We take it. And jump to the teleport. And again we get to the center.
After a long and tedious (for me personally) running around the elevators and brutal reprisals against various creatures (most of which dream of seeing you in a coffin, but go there themselves), we find ourselves in a room in which we see a goat in a spacesuit outside the window. I think the button on the remote itself begs to be pressed, so we press it (by the way, there are 2 creatures with sabers next to the button, so I throw a bomb with a manual detonator there and blow it up. Offal is pouring in all directions!). The teleporter throws this suit to us, but for now it says that "I will open all the coded doors on the level for you", we can heal and fill the bulletproof vest with energy.

We drag this burdock to the door, he opens it and we see a broken aquarium behind it. There is no point in dragging Burdock further - at the next door he is killed by a broken cable. So we climb into the aquarium, bring down the creatures, run across the floor and run into a crowd of saber hands. Then we run through the pipes and get into the room where we need it. We run into the teleport and jump, swim, and so on, there are no big problems. By the way, in one place there is a skewed health restorer. Better not to touch it. Here is a protection recovery generator you can use.

Now we stop behind a small transparent screen. Behind him, 2 corpses are visible, but somehow strange - ribs and giblets are visible. Yes, it's x-rays! And the inscription "Do not enter without a protective suit!" hints at it. And we go around a dead soldier - sparks jump. You can, of course, jump through it, but protection and health peel off like a husk from a nut. So I noticed a shield on the other side of the jumping sparks on the wall - bang it! - everything went out! Just after this place, we slam for the first time the creature that has an electric beetle gun. Let him jump on you (after the death of the creature) - we grab him and turn him into a weapon.

There are no problems further, but there is a place where there is a half-flooded corridor, and 2 water monsters swim behind the broken glass. So there we dive into the water and swim into the pipe at the top. There we break the grate and move on. By the way, I didn’t kill monsters - I didn’t feel like messing around.

Following interesting place occurs when we are standing on the stairs in the elevator shaft. Below you can see the exit from the mine and the door lying near it - like - jump here, dear. Fig! Just in your way hangs a cable on which the elevator dangles. And he won't let you jump. Although you can try, but remember the joke - "Wolf, can you fly? - No! - Then why the hell did you do it?" So grab Black Mesa (Weapon from Grade 6) and fire secondary fire. When you return, you will find that you are already where you need to be.

After you listened to how the bad hologram professor speaks to pass further and got a long tongue (it lies in the window), we find ourselves on the edge of a failure, but there is no bridge. Here we drag ourselves to the "other" side with the help of a long tongue.

When we find ourselves on the island of Xen with snakes, we simply drag ourselves into the hole in the wall with the help of a long tongue.

Well, having fallen down, it is not difficult to guess that since the door is jammed with a fallen overpass, then you need to look for another way. This way is the fan behind the bars. But if we do not want to turn into a preparation for pickling, then it must be cut down with a knife switch!

We don’t need the dinosaur itself, sticking out of the water - don’t salt it for the winter !, but the button on the panel near the place where we came from to this creature says - “Bridge”, but this is not a computer for this card game, and the retractable bridge switch. But this one-eyed (is it an eye - it shoots a great green beam from it!) The creature is located just on the path of the bridge. So only by slamming it we can go further.

It is just as durable as the large dolbocyte snakes, so it is useless to spend simple weapons on it, and the presence of strange levers to the left and right of the creature on the bridges hints at using them against the creature. In fact, you need to turn on 2 switches and a pumping station to boil the creature in that terrible acid that is spilled in a bunch of places. Jump forward and rush to the right. There is a broken staircase and a broken door, but there is a ventilation drift under the stairs and we climb out into a room that has exits to the right, left and back (it is advisable to open it so as not to climb through the ventilation each time). And in the center, between the glasses, a button. On the left is the inscription Valve (see, cooking lava), on the right - GearBox, like, a pump.

First, I think, you can cook lava (although this is not necessarily the first). We go to the right (that is, to the side from which Valve is written). We wet all the creatures, go upstairs and run out to this creature almost at the height of its eye. Right lever. We pull. Do you think everything? Horseradish! On the other side of the puddle and past the creature we see a broken path and greenery nearby. This is where we must drag ourselves with the help of a long tongue. We pull and there the lever. Now, somewhere in the depths, tons of radioactive acid are being prepared.

Now we return and from the button we go to the left (to the GearBox). There are no problems until we turn on a powerful crusher and it does not pass all the boxes in the hall. And in the center there will be a hatch, where we fall through. There we turn on the pump and run again under the hole that brought us here. The water rises and lifts us.

All! The lava is ready and the turbines are howling! We press pip! The creature (by the way, the level in saves is called "Worm Pete's Room!!!", fuck you, Pete!) yells wildly and dissolves in streams of acid. Now we return to the button "Bridge - Bridge" and go further along the opened bridge.

Further running leads us to a place where a crowd of creatures fall out of the truck, which resemble ninjas and think that the good one is the one who is dead. Having persuaded them and climbing into a broken container, we understand that there are a lot of them here. So much so that when we stumble upon two soldiers in the building, we understand that these guys in black are resolute and it is impossible to negotiate with them. Especially since one of them has a sniper rifle that we need. By the way, do not scatter grenades on this territory and in general - shoot more carefully - everything here is mined and filled with mines and gas cylinders. If it explodes, then everything! Kesha will grunt and the bots will tie up. When we run out of the house, first we remove the goat that is on the top right (those that run out to the left will be seen by soldiers from the house and shot). The sniper sits in a camouflaged room upstairs and in the far wall. I shoot there with an electric worm until snot falls from there.

Having broken through, we find ourselves in a hangar, where two creatures with electric worms are firing back from black landings. We get a winner. On the right on the top rise there is a hatch we climb into it.

Well, damn it, the grasshopper, well, damn it, he was green!!! These creatures are excellent at slamming from a heavy machine gun (about 25-35 rounds) or fish (3-4 rounds). You can shoot Black Mesa (1 volley). Be careful! If you fall under a direct hit from their electric discharge, then you will not be able to withstand more than two hits, no matter how strong your armor was!!! However, you can easily dodge them.

A room with two tunnels, from which saber hands run endlessly - pull the levers near both tunnels, the doors will close and you can safely finish off the saber hands that managed to run out and move on.

We bring down the big grasshoppers again. Do not let their little larvae close to you - they explode powerfully, spreading everything around. At the end of this corridor we see a ladder, climb up and wait for the paratrooper with autogen to cut off the lock on the grate of our hatch and step aside. We get out.

A further breakthrough is one of the most difficult. Creatures with electric beetles in a crowd, and even a few grasshoppers. But you have to go. At the end, we run into a dilapidated hangar and from its gate we see a place already familiar to us from the first part of Half Life - a long dam and a tower. In the center of the dam is a Flamethrower monster, which someone managed to tie into place. We kill him. At the opposite end of the dam is a detonator. Tyrk on him - bang !!! There is a hole in the middle of the dam and a pipe in it. We climb into this pipe. (But you can do otherwise - immediately, without killing the flamethrower creature, we dive into the water, pull ourselves out already on the other side of the dam with the help of a long tongue and blow up the flamethrower creature with a detonator).

After a short but bloody battle with the Black Des, we run out to the square, in the far corner of which there is a powerful mortar on a hill.
The mortar is a dangerous thing. And very. One hit is enough for your giblets to see the world. By the way, very interesting - bang! - Shreds to the sides! And here comes the skull! Interesting, but how can we see it? The eyes must have fallen out and are lying, and the skull has flown away ... But this is a trifle. I usually take a little to the right and run to the curb, where the mortar does not fire. It is impossible to jump to the mortar from it (at least I could not), but shooting the shooter is no problem. Having slammed it, we take it even more to the right - there is a door. After it, we kots (use, use) the radio and return. To the left of the mortar in the wall, a gate opened, but the soldier who opened it had already been killed. Let's go there. There we jump onto the pipes and fall between them. It's very narrow, but you can walk. We leave already near the mortar. We direct it to the fence, which we now have on the left (near the door with a walkie-talkie) and smash this fence. There is a door there. We reach it - forward!

Having overwhelmed the helicopter and all living creatures, we climb onto the roof and run along the wire sparkling with electric discharges to the "other" side. If we don’t stop scratching the yaki in the middle, our health will not decrease much. We climb into the open ventilation.

After running through the underground garage, we climb into the ventilation in the jeep again. You can fill the face of the guard sitting there - he will not follow us anyway. Having fallen out of the ventilation in another part of the garage, we see a guard behind the door. The door is locked from the inside, and the outer lock is broken by black gums. We run to the left of the door, squeeze through the grate and kill the demons by the truck. In the back is an activated warhead. Apparently, realizing that it would not be possible to slam everyone, the Des decided to pull everything with a vigorous bomb. We use the bomb and turn it off. We return. The guard unlocks the door. To the elevator.

Huge warehouse full of black demons and black ninjas. You can, of course, try to shoot them all, but this will take a nightmarishly much ammunition, and you should feel sorry for your health and protection. So I usually sharply around the left corner, there is a two-death grenade from a grenade launcher (even if I don’t kill, I’ll scare you - they crouch and you can run through) and rush to the wall, then obliquely to the right to the very wall, not paying attention to the fire. Behind the boxes in small boxes up, then to the end of the passage and left-down. While the boxes are crawling, I run into ours to the right, then further, up the elevator and through the boxes to the last large room. There, a crowd of dess is tormented with a couple of grasshoppers and a couple of creatures with electric beetles.

We finish off the winner and jump on the boxes to the opposite corner of the hall. We run into the passage and the gate opens where the guard stands. We collect everything that is and go to the elevator to the left.

A strong wind will not prevent us from running to the right to the stairs. We run out and see a huge swaying teleport, where balls of light gather in heaps. When enough of them gather, a big bug starts to climb from the teleport. Very big and big-eyed. I understand that gouging your eyes is a pity, but there is no time for pity. On two sides of the teleport are two turrets with laser cannons. With the help of them we knock out the eyes of the creature. Once she is temporarily blind, she opens her belly, from where the teleport ball shines. That's where we hit it. After a while, the creature spits out the teleporter and opens its eyes again, and the teleporter materializes a creature with an electric beetle, so it’s better to put either a bomb with a manual detonator or a mine with a ray at the materialization site in advance, otherwise the creature will run, shoot, interfere.

We repeat gouging out the eyes and shooting the teleporter in the belly of the creature until she gets bored and she drops her hooves.

Once again, this goat in a tuxedo makes a thoughtful speech. A smart man, Gordon Freeman has already recruited, he is also recruiting us.

Passing levels

0. Boot Camp
Half Life: Opposing Force. Passage. (Transfer camp)


Before starting, we can take a short training course.

We appear in the army barracks. The officer introduces us to the rules. We leave into the courtyard, we go into the building "Advanced Training Facility". Inside, we alternately visit several rooms with tasks:

Armory Access- we get armor, we see the armor recharging panel. A little further we stand at the target on the floor, they shoot at us to check the strength of the armor.

obstacle course- we run through fire, acid, steam, radiation.

In the dark, turn on the night vision goggles (F).

Basic Training- steeplechase, jump, squat.

Rope Course- we climb the rope, then two ropes, you need to swing on one and jump to the other.

Live Fire Range- crawl under machine guns, hide behind the hills.

We go to the neighboring building "Target Range Access", learn to shoot:

Pistol Range- a pistol, we shoot at three targets only after the command.

Sniper Range- we shoot at three targets in the distance, then at three moving targets, and at two targets in the far windows.

Squad Training- learn to command a squad: call the burglar (key "E") to the door, he will cut it out with a burner; hold "E" in front of the medic, he will cure us; on the radio we call a couple of fighters for help.

Training completed.

1. Welcome to Black Mesa
Half Life: Opposing Force. Passage. (Welcome to Black Mesa)


We play as 22-year-old Corporal Adrian Shephard. We fly in a helicopter as part of our squad. Our task is to eliminate unknown creatures that attacked the Black Mesa Research Center. But along the way, we are shot down by alien ships. A hard landing on the ground, and we lose consciousness, comrades bring us into the next room.


1.1. top building

We regain consciousness in the office. Nearby, the professor is trying to save another soldier. We have neither health nor weapons. We go out into the corridor, we pass into the far left room, where scientists study the corpses of the military, to which the headcrabs have stuck. We take armor from the table, a health scale appears.

On the way we take the first weapon - red wrench. We enter a room with multi-colored laser beams. We crawl under the green laser. Purple blocks the entrance to the stairs, so we break the mirror that reflects the laser. As a result, the laser will hit itself, the installation will explode, and all the rays will disappear.

Further in the corridor, headcrabs fall on us: 2 from the ceiling, then 2 from the side dead ends. Behind the glass door we see how the G-man communicates with the guard. Don't go there. In the boxes under the stairs we find a first aid kit and armor. On the top floor, there is also a first-aid kit and armor in the drawer.



1.2. Place of fall

We go out into the open space between the rocks. The bridge is broken here, we jump on the green islands under the bridge. We get to the other side of the bridge, from the dead vortigon we get a new weapon - army knife. We can jump over to the island for a first aid kit. We jump over the broken bridge, through the tunnel we pass to the clearing.

Here is our crashed helicopter, it fell on the electric fence, and you can not touch it. We go to the right along the tunnel, fight off the jumping headcrabs, we go out to the next clearing.

There is a security guard behind the electric fence, he tried to get out, but died from electric shock. We break the boxes, they have cartridges and first-aid kits. We climb into the ventilation hatch to the right of the fence. Inside we pass through the shocks of electricity, they turn off from time to time. We get out in the area behind the fence. We take from the corpse of a military pistol. On the left on the wall we find a shield, press the lever, this will turn off the electricity in both clearings. We can exit through the fence gate.

We return to the helicopter. Along the way, two Vortigons will appear in the tunnel, in front and behind. Behind the helicopter are a couple of first aid kits and armor. We use the radio, but there will be no help. We go down the stairs.

Under the ground from the bridge we can jump into the water, there we pass through the cave, on the other side we examine the body of a military man, we find cartridges. We can climb back up the stairs in the water. We pass on top of the water pipes.



1.3. acid trap

We kill the vortigone near the corpse of a military man, we select shotgun. We go down to the floor down, kill the vortigone, quickly run through the steam. Even lower on the floor, and 1 more enemy. At the very bottom, a cargo inclined elevator arrives, there are 2 enemies on it. You can’t leave on the elevator, there’s nothing under the elevator, so we go to the left.

Ahead is a hanging platform, on the sides are gates with Secure Access inscriptions, below the whole room is filled with acid. Be sure to save before this place. When we enter the center, electric shocks will begin to break the platform below us, the level of acid will begin to rise, and we can no longer run away. We press against the left wall, where the broken ladder lies, and for some time we just wait. Soon the bridge will collapse from above and lean in our direction, we jump onto it, along other beams we get to the upper door. Outside the window we see G-man, he presses the button on the panel to open the doors for us. We pass into the cabin, but this person is no longer here. We go down the elevator.


1.4. Mobile platform

Acid is leaking in the next room. On top there is a movable suspended platform. We jump on the boxes (we jump and crouch in the jump to climb onto higher boxes). On them we get to the stairs. Headcrabs on the way. In the control room, there is a first-aid kit panel, the control button does not work, but if you hold down the lever, you can move the platform. Move the platform to the left wall. We go into the hall, climb onto the boxes, jump over the platform, press the button, this will open the gate.

We return to the control room, move the platform to the center. We go, climb onto the boxes, jump over the platform to other boxes with a headcrab, and from them into the opened corridor.

We enter the large hall, there is a monorail. We press the button to raise the barrier, we go to the other side. There is no normal door, so we jump into the pipe in the right wall. The flow of water carries us down.



1.5. lower floors

We swim through the sewage rooms, first forward, then to the right. We do not fall for the tongues of barnacles hanging from the ceilings. We go up. At the dead end on the right we find grenades. To the left is the new room.

We're on a bridge over acid. A robot loader is stuck below, we shoot at an explosive box, it will explode, and the robot will be able to pass. The robot will leave the metal box in the center and leave, only after that they will open the stairs down to us. On the placed boxes we jump over the acid, we get to the pump "Sewage Overflow Control", we press the button. The pump will pump out all the acid, now you can walk on the floor. We go to the far gates, open them with the button. We rise on the freight elevator.

We are attacked by several alien sheep, hitting with an ultrasonic wave around them. We do not let them close, we do not spend a shotgun, we quickly shoot them with a pistol. We go out to the platform, move the cart with the board closer to the standing monorail car. We jump over, in a jump we crouch to get into open doors wagon.

2. We Are Pulling Out
Half Life: Opposing Force. Passage. (We're stuck here)


2.1. Drive

We're on the monorail. When we start to climb the round shaft, we dodge the shots of the vortigons outside. Approaching the stop, we see how aliens can teleport over short distances.


2.2. Railway station

We land on the site, immediately kill the appeared vortigone, another one will appear on the roof of the car. Only after that we select the cartridges in the corner. We meet the guard, we can take him with us. There are 1 zombie and some headcrabs ahead.

There is a locked door on the way, on the right behind the glass we see how a monster appears, shooting electric flies. People will die and the glass will break, we climb, but the monster is gone. We can open the doors from the other side. If we bring the guard to the doors of "Security", he will open them for us, inside there are cartridges for the machine gun, grenades.

We sit on an inclined elevator. Upstairs, the military shoots back from 3 vortigons, we rise, we kill them, but we do not have time to save our comrade. We take from the deceased machine. On the wall we recharge the armor. There is a dead end here, we climb through the boxes onto the panel with armor, crawl into the ventilation hatch above it.



2.3. evacuation point

In the ventilation we climb the stairs, get out into the room. Through the window we see a military helicopter, other soldiers are already being evacuated. We take from the shelves explosives, there is a health bar next to it. The military sits in front of the radio and reports on the retreat. Ahead, another soldier interrogates the doctor, asking where Freeman is. Inside the room behind the professor are two armors.

We go down to the floor below, go into the hangar, but do not have time to go outside, G-man closes the hangar right in front of our nose. The helicopter leaves without us. We run out of the hangar back, 3 vortigons will appear in it, we kill them. One of the enemies broke through the wall, we go into the breach.

3. Missing In Action
Half Life: Opposing Force. Passage. (Lost in battle)


3.1. Ventilation

We go through the narrow utility rooms. The door is closed, we crawl under the pipe. We kill a couple of vortigons. The doors to the next room are also closed. We rise through the pipes located by the ladder, from above we climb into the ventilation. First, we crawl to the far light grate, break it under us, we get into the pantry room with a first-aid kit and cartridges. Again we go into the ventilation, break the first grate, jump down there.

We walk on a suspended ceiling. Below is a flooded room with electricity, so it's best not to fall, but some of the panels themselves break under our feet. In night vision goggles, failing slabs are slightly different from normal ones. If we fall, we need to climb up the inclined air duct and continue on top.

We fall into the ventilation shaft. We go along the beams above the two rotating fans. On the other side we pass over the bridge. There is nothing in the water below. We can jump to the far door, behind it one zombie eats up the scientist.

We go to the left room, carefully pass between the two fans. There are two more fans below, but more. The right fan has only one blade left, we guess the moment, and quickly crawl under it. In ventilation, turn on night vision.



3.2. fiery streams

Let's get into a dark room, here on the way across the fiery streams pass. You need to jump over the recesses in time, while there is no fire. So we go through two streams. Fat zombies appear, throwing pieces of meat. Let's go through another thread. The last stream of fire appears quite rarely. At this point, we need to run along the chute to the left through the wall until there is no fire.

On the other side we kill 1 fat and 2 regular zombies. Alien plants from the world of Xen have grown in the corner of the room. There is a dead end here, but there is a button ahead that turns on the fiery stream. We find an explosive movable box, push it into the recess. We rise, we press the button, the fiery stream will blow up the box, from this all neighboring fixed boxes will explode. At the site of the explosion, a breach appeared in the floor, we jump down there.

We leave on a wide road underground. An army truck is in front, an officer is lying near it. Inside "Storage Area 2" are new monsters with spikes instead of arms, they can spit spikes from afar. On the right at the dead end, you can find several first-aid kits. In the main corridor, press the button between the two red doors. There are a few more new monsters inside the garage. In the truck lies laser mine. There are boxes nearby rocket launcher.


3.3. Lift shaft

Ahead, the scientist barricaded himself from the monsters. To the left is an open elevator shaft, an elevator hangs at the top, you can climb up to it by cable, but it is still energized. We jump onto the stairs opposite, go down, through the fallen elevator we go out to the lower floor.

We go behind the lattice door, climb over the boxes. At a dead end near the wall, press the "Unit 2 Power" lever, this will turn off the electricity.

We return to the elevators, climb the ladders, and then along the hanging cable. In the upper hanging elevator, there are two armors inside. On the roof of the elevator we go to the top floor.



And here we have a small puzzle with a box:

1. To get into the ventilation hatch, we drag the movable box.

2. The ventilation pipe will break under us, we find ourselves in the utility room. We go out into the corridor, open the doors to the previous room. We can move the box to the next ventilation hatch, so we will climb to the professor in the pipe and take the armor.

3. We push the box to the barricade with the trash bin "Push", we climb the blockage.

4. There is a grenade in the next room, and a box of explosives outside the window. We throw a grenade, the explosion takes out two intermediate walls. On the cleared path we push the box to the last ventilation hatch.

We reach the hole in the floor, we go down. A living professor has taken refuge here. We pass further, turn off the electricity, climb up the cable.

All doors are closed, but there is a walkie-talkie in the corner of the room, we use it to call for help. Two military comrades blow up the door and enter our room. We call the burglar behind us, bring us to the second door of the "Elevator", he will cut it out. We enter the elevator.

4. Friendly Fire
Half Life: Opposing Force. Passage. (friendly fire)


4.1. Office rooms

We exit into a two-story hall with a circular staircase. We shoot back from a lot of vortigons. If the gas cutter survived the firefight, we order him to cut out the door in front, inside there are cartridges and laser mines. We rise to the second floor. We pass through a room with a white screen, it is also full of electric enemies. In the last room we see a rift with a red light. We jump, sitting down, we climb higher through the pipes, then along two bridges.

We go out into the hall with electricity. We kill two flycatchers on the other side. We jump to the first wire, swing quickly, jump to the second, and to the other side. We get to the surface.


We are met by a military medic, we can heal to the maximum. Let's leave it here for now. On the left you can enter the room, but inside there is a machine gun turret, we can drop it with a grenade explosion, but it is better to go into the building through the ventilation hatch.

There is some kind of enemy special unit in black uniform in the building. 2 near the exit from the ventilation, 2 more on the left, 1 on the right. There is also a ballistic missile inside, we don’t shoot at it, otherwise the whole building will explode. We clean the room from enemies, in the back room we find a seriously wounded gas cutter soldier. We're bringing in a doctor.

We carry the cured burglar out into the street, he will crack the door of "Secured Access". Outside the door, a machine gun turret will immediately kill our comrades, but further we will immediately meet two more soldiers.



4.2. Railway

Next warehouse a lot of killer girls in black uniforms, but we are helped by two soldiers, one of them with a machine gun. We do not go far, but we lure the enemies so that they go to the machine gunner. If a soldier is killed, be sure to take him machine gun. After defeating the enemies, we rise to the second floor, press the lever, this will open the railway.

We walk along the railroad. Here you have to kill a dozen more killers. If there are several of them at once, we shoot at the crowd with an underbarrel grenade. We get to the upper bridge, press the lever, this will open the barrier and the gate on the side branch. We sit on the trolley, reverse back to the fork in the railroad, shoot at the railroad arrow, drive along the right path.

On the way, we squat so as not to get under the electricity. We reach a dead end, kill the last enemy commando. We climb through the window to the weapons depot. Inside we push the box to the inclined pipe, we climb into the ventilation along it.

5. We Are Not Alone
Half Life: Opposing Force. Passage. (We are not alone)


5.1. teleportation pad

Let's get into the corridor of the laboratory, here are the health and armor panels. Ahead we press the button, the door will open with a hall with a teleport.

Before our eyes, Freeman jumped into the teleport and moved to the world of Xen. (If we hurry, we can jump into the portal after Freeman, but after that we will die, falling past the flying islands). Flying six-armed monsters constantly appear around, we shoot them. We wait until the teleport starts to fall apart, the inclined bridge falls, we climb up it, we enter the orange portal.


5.2. flying islands

We jump over to the lower island, we take a new weapon - Black Mesa portal gun. We run to the springboard, from it we jump to the upper island on the left. Another jump, another jump on the trampoline. We climb to the highest island, from it we jump into the teleport.

6. Crush Depth
Half Life: Opposing Force. Passage. (pressing depth)


6.1. underwater rooms

We teleport back to the laboratory. Left locked door, go right. Here in the water behind the glass we see a diver in a capsule. We approach the panel on the left, kill two studded monsters, press the button, and the diver will teleport to us.

We lead a scientist in a spacesuit behind us to the locked door on the left, he will open it. We kill the crocodile monster. There is another locked door ahead, but if you call a scientist, he will die upon opening. We climb into the side broken aquarium, rise to the ceiling, kill the spiked monsters.


6.2. shark water

Through the ventilation we get into the next room. We enter the central cabin, teleport into the water outside. We swim into the hatch, get out on land in a dark red room, kill the zombies.

We go down to another pool. We get out on land, there are several zombies inside the room. At the dead end of the health and armor panels. The health bar is broken, if you use it, it will explode. At the bottom we turn the valve, we see that the grate has opened under water, but a shark monster swims in the tunnel.

We return to the water, lure the shark into free space, quickly swim ourselves into the opened hatch, swim through the tunnel to the next valve, turn it, the water is pumped out of the lock.



6.3. Out of the water

We enter narrow corridors. Here, behind the glass, we see the corpses of people through X-ray radiation (Gamma X-Ray), so that only bones are visible. Passing through this radiation is dangerous, shoot the shield on the far wall to turn it off.

Ahead we kill a big-eyed four-armed monster, we select a new weapon from him - electric flies. We pass further, in the glass corridor under water we jump into the teleport. We find ourselves in Xen on the flying islands, through the next teleport we return to the laboratory in the next room.

We find ourselves in a half-flooded corridor, under water we find a fault, we swim out. In order not to get caught by sharks, we quickly swim into the hatch on the ceiling.

7 Vicarious Reality
Half Life: Opposing Force. Passage. (Replacement of reality)


7.1. earth garden

We go through the water channel to the "Biodome Drainage System" room. We pass into the long corridor "Observation Area" with side windows to the underground garden. At the end of a dead end, we return, but monsters appear on the way back and knock out windows. We kill 1 spiked and 1 four-armed monster, we get out into the garden.

Appears on the ground among the rocks new monster- a big cockroach, it can kill us with one shot of purple energy, we kill it, hiding behind shelters.


7.2. Laboratory

We go up the elevator to the laboratory, there are 4 showcases with live exhibits of monsters. We open the rightmost showcase, take a new weapon - explosive crickets. The side door leads back, so we go through the door behind the wall, we get into the corridor "Specimen Containment Room".

We break through the glass door of the elevator, climb through the upper hole in the door. In the elevator we climb onto the roof, and further up the stairs. At the top, carefully jump to the door of the upper floor. We go into the left corridor, go down the other elevator.



7.3. alien garden

In the laboratory we go up to the upper platform, knock out a large glass, go down to the aliens.

At the bottom, 1 crocodile monster and a lot of sheep that hit with an explosive wave. In the blue puddle, we can endlessly restore health. We enter the cave, inside the elevator we go up to the office.

In the office, one of the flasks is broken, we take a new alien weapon from it - acid spitting fish. We pass into the corridor behind the flasks. The side door leads back, so we go to the end of the circular corridor. A firefly will appear on the way, but it will quickly fly forward.


7.4. Huge claws

We go down into the room with cells, there are a couple of alien sheep. Ahead is the "Specimen Testing Lab" hall, barnacles are grown on the ceiling behind glass. If we press the button on the panel, we will listen to the message and the hologram from the scientist.

We pass through two more test rooms. In a small intermediate room in the far left showcase we take a new weapon - hand barnacle. We find ourselves in a hall with a broken bridge, here plants with acid cartridges grow on the walls. How to get to the other side? We use a new weapon: we press the button, and the barnacle will release its tongue, we aim at the plants on the wall, the tongue can only hook on them. Swinging, we get to the other side.

In the corridor we go to the left, we go up the elevator, we clean the laboratory with a large window through which we can see huge claws from under the ground. This is a dead end. We return to the corridor, go straight.

We get into the hall with two huge monsters in the form of claws. With a barnacle weapon, we direct the tongue to one of the upper plants on the wall, we jump from them into the hole in the wall.

Through the ventilation we get into the technical room. We communicate with the command by radio. We lower the lever on the wall, this will stop the fan in the next hatch. We climb up and jump into this hatch.

8. Pit Worm's Nest
Half Life: Opposing Force. Passage. (Lair of the underground worm)


8.1. Huge monster

We fall into a half-flooded room. From above, through the window we see G-man "and, he continues to follow us. We enter the next room, climb the stairs. We see a lot of dead soldiers.

In the hall we meet the boss - a huge four-armed monster. Before us is a panel with the "Bridge Control" button, but it does not work. On the far left is the "Pressure Valve", on the right is the "Steam Vent" lever. We jump down, along the bridge we quickly leave to the right.

In the right room we climb into the ventilation. We get into a room with a button, it will need to be pressed when we turn both valves. From the panel we go to the left, we pass by the monster along the lower bridge.


8.2. Turning on Gearbox

We pass through the hall with many boxes. Through the side rooms we get to the panel with the button, after pressing it, the press will turn on in the large hall and destroy all the boxes.

We return to the hall, we jump into the opened hatch in the floor. At the dead end, press the "Gearbox" button. The water will begin to rise, we return to the mine, the water level will carry us up.


8.3. Boss Destruction

We go back to the monster. Now from the central panel we go to the right. We leave to the right balcony, we turn the lever. With the help of the barnacle weapon, we release the tongue, fly to the left balcony, turn the valve.

We return to the central panel. We turned on the water and steam pipes, because of this, the sensors on the left and right are on, we can press the button. After that, the boss will drown in acid. We rise to the upper platform, press the button, the bridge will extend, we pass forward along it.

9 Foxtrot Uniform
Half Life: Opposing Force. Passage. (Foxtrot Uniform)


9.1. On a surface

We get into the channel. We kill the crocodile monster. We climb up using the barnacle weapon. We get out of the dungeon to the surface.

Upstairs is a military base, against us are a lot of black special forces. We take a machine gun in the nearest container, it kills much faster than a machine gun. We destroy enemies near the machine gun point. Through the inclined container we pass into the courtyard and into the building.

A couple of our military colleagues took refuge in the warehouse, they warn that a sniper has sat ahead. We collect all the cartridges and pass into the courtyard.

There are a lot of boxes with explosives and laser mines, you can’t shoot at them, otherwise the whole base will explode with us. We pass on the right side, climb the observation tower, kill the sniper nearby, pick him up sniper rifle . Then we go along the path between the buildings directly opposite the sniper position. There are a couple more enemies in the building on the left, in the back room there are cartridges for the portal gun. We can use this gun by right-clicking to teleport to Xen, restore health, and then return. At the end of the courtyard there are a few more enemies, after destroying them, we enter inside a large hangar.



9.2. Tunnels

In the building, special forces are at war with monsters. We wait for who will win, we finish the rest. There are a lot of first aid kits in the truck on the right. We climb the hill on the left, go down the hatch into the underground tunnels.

Below is complete darkness, turn on the night vision goggles. As many as 7 monsters walk through the tunnels, shooting with dangerous purple energy, killing with two times, we spend a portal gun or a machine gun on these monsters. On the left we crawl under the pipe, we fall into half-flooded tunnels.

We go out into the hall, where spiked monsters constantly run out of the side rooms. We do not pay attention to the enemies, at first the main thing is to quickly press the levers, this will close the doors, and the monsters will stop appearing. We finish off the rest, we recover, collecting first-aid kits from boxes.

We enter the following tunnels here are 3 more purple monsters. Further, pitch darkness, and small monsters run out of the hatched eggs at us, which cannot yet shoot with energy.


9.3. Containers

We leave on the platform with many skeletons. We go up the stairs to the surface, wait until the grate is opened. We are met by three military men: a medic, a gas cutter, and a machine gunner.

We go along the destroyed part of the base, there are a lot of four-armed and purple monsters ahead, they are hiding in containers. We take a machine gunner with us. If there is little health, we return to the medic. Having made our way through the crowd of enemies, we pass through the destroyed red door, further through the rubble of the building.



9.4. Dam

On the other side of the building, there are health and armor panels. We go out into the street, in front we see a dam, the same one along which Freeman passed. There is a huge blue monster on the dam, it is bound and cannot move, but still resists. A couple of military men are trying to kill him with machine guns. G-man stands on the side tower and watches the development of events.

Using the barnacle weapon, we cling to the green plants in front, we fly to the other side. If we fall into the water, we also cling to the plants with our tongue to get out. Click on the detonator, explosives will blow up the monster. We approach the place of the explosion, in the fault we climb inside a large pipe. The stream will carry us down over the rocks.

10. The Package
Half Life: Opposing Force. Passage site (Sending)


10.1. Gorge

We get out of the pipe through the second grate on the left. We are met by two soldiers. Together with them we run along the gorge and shoot back from the black special forces. The main thing is to quickly kill the enemy behind a machine gun using a sniper rifle, the military can handle the rest on their own. We run further on the water.


10.2. Mortar

We run out to the open sandy territory. There is a mortar in the far left corner, we quickly run under it so that it does not hit us. We wait until the enemy destroys all the appearing aliens with a mortar, after that we climb up the slope, kill the black commando near the mortar. You can't jump to the mortar.

We enter a small side door in the corner between the gates. Inside we kill 1 enemy, we use the walkie-talkie. We return to the territory, we kill 2 new enemies. In the distant building, a hatch opened in the dungeon. The military hid there and got in touch with us, but the special forces killed them.

We enter the basement, collect weapons. We climb the pipes through the boxes, then we crawl between the pipes, we get into the neighboring building. At the fork: on the right is a dead end with boxes of weapons, on the left is the exit upstairs, it leads us to a platform with a mortar.

We direct the mortar to the gate on the left. Pressing the left button on the panel turns the mortar left and right, right button controls the height. With the central button we make a volley, the fence with the gate will collapse. With the second volley, we kill the run-out monsters. After the victory, we go to the destroyed gate, we enter the small door.



10.3. Base

Through the break in the wall we shoot down the helicopter that has arrived, for this it is enough to hit with two missiles. We climb to the second floor, through the fault we jump out into the courtyard.

Here we destroy the purple monster. The car has a couple of sets of armor. Above the wire under the electricity. We climb onto the roof, climb even higher on the boxes. First, we go down to the sloping road behind the fences, climb under the gate, inside we press the lever to turn off the electricity. We return to the roof, carefully pass along the disconnected cable to the opposite side. on the far roof we climb into the ventilation duct.

We find ourselves in an underground garage. We destroy several monsters. After that, special forces will descend from the ceiling, we kill them too. On the far jeep we climb into the ventilation under the ceiling. Here we find a surviving guard. We pass into the next room.


10.4. underground parking

In the parking lot, we kill a couple of commandos. We approach the door with glass, there is a guard behind it, but he does not want to open it for us. We pass through the open gate on the left. Two enemies are digging in the back of the truck, we quietly kill them from behind. We see that they have activated the warhead of a nuclear bomb, we quickly turn it off.

We return to the guard, after that he will open the door. But through the window we see that the G-man is now examining the bomb. We collect all the weapons in the warehouse, and go down the elevator.

11. Worlds Collide
Half Life: Opposing Force. Passage. (Crossing worlds)


11.1. Stock

We get to a huge warehouse. Running between the boxes and containers, we fight immediately with both the special forces and the killer girls. It is better to immediately run along the left wall. A machine gun is installed behind the conveyor line. We hide behind a metal box, shoot the enemy in the head, then we ourselves sit down at the machine gun and shoot everyone who runs out at us.

We go to where the conveyor goes up, we pass under the moving boxes, at a dead end we climb up the small boxes. We pass on top, again we go down to the conveyor, we run past the boxes from wall to wall.

We go up the side elevator, kill 2 enemies, 2 more hid further. We pass through the narrow passages between the boxes, then climb on them and go already on top. On the idle conveyor under the ceiling we go out into the next room.

Below is a special forces battle with strong monsters. Until they notice us, we need to jump over two hanging boxes, and go down further, jumping along the bridge and containers. We get the rest. The doors open, the guard starts us inside. We collect all the cartridges and first-aid kits from the shelves, and go down the elevator.



11.2. Last boss

We find ourselves in a wind tunnel. The flow of wind slows down our movement, but it is possible to go forward. We go down, go to the next room.

We can climb up the rope, there is a puddle with healing water, we can constantly recover in it. In the next room there is a huge portal, from which an equally huge monster emerges.

The boss spits a stream of acid, we hide from him, after that he is inactive for a few seconds, we can attack. Also, the monster can hit with claws, but these blows are not so scary anymore.

There are laser guns on the balconies to the left and right, from which we must shoot at the yellow eyes of the monster. When we knock out both eyes, the boss will open its belly, inside there is a purple teleport, after a while it will work and teleport an ordinary four-armed monster here. While the belly is open, we shoot inside, the only way we inflict damage on the boss.

When the teleport works, the boss's eyes will recover, and you will have to knock them out again. After the first time, the boss will break the upper bridge. Now you have to get to the left balcony using the tongue of the barnacle weapon. We repeat this more than five times, and the boss will be destroyed.


We appear in a military helicopter, in front of us is G-man, we communicate with him. At this time, the helicopter moves to the world of Xen, and then to black hyperspace. G-man recruits us and goes into the portal.

Congratulations, the whole game is completed!

The beginning of the passage, part 1
Let's start walking. To begin with, I will say that everyone who is in white, blue and spotted (then
there are guards, professors and paratroopers) are our friends, but there are still nits in
black (like ninjas, but better armed) and all alien creatures are enemies.
At the same time I will add pictures that will explain what kind of place we are talking about and
what is there to do.
At the beginning, it is not difficult. While we take a bulletproof vest, while we look at how
the revived creature, a cross between a paratrooper and a brain sucker, kills a bloke in a spacesuit and
We talk to the guard, everything is clear. We meet the problem for the first time, seeing cunningly
intertwined laser beams. We don't care about the one closest to us -
sat down and crawled, and the one that is directed across the stairs is dangerous. Of course,
you can jump over, but it's easier to break the mirror that guides this
beam on the stairs. And we move on.
Having run out into the open space, we see our own helicopter, which fell on
wires and live. You have to go through the gate to the right of
exit, look at how the idiot guard grabs the high-voltage fence
and climb into the vent. We slip through the lightning near the reactor and
we leave the ventilation already inside the high-voltage fence. There we raise the gun with
laser sight. And there we turn off the lever. At the same time we de-energize both the fence and
helicopter.
The next joke occurs when we go out to the platform, where
green muck, on both sides there are gates with the inscription Secure Access. When
we run forward (to the gate straight ahead), the earthquake starts and the
slabs fall from above, destroying the floor. Plus, the pipe breaks and the acid starts
get up. You can wait until the slab breaks through the piece of floor where you are standing.
you or until the acid rises to the top, but it's best if you stand to the left
from the entrance (where the broken staircase lies). When the acid is about to touch your
boot, a beam falls from above and along it you can run to the upper tracks, along them -
to the door next to which there is a window. In the window we see that cool man in a tuxedo
that fearlessly hangs around the entire base. He opens the door and we run on.
Now - we run out and see that a lake of green muck is splashing under us, in it
there is a robot loader, and next to it are boxes. One of them has an explosive icon.
We shoot at this box, the explosion unlocks the robot and leaves. Open right here
hatches and we climb into that hatch at the far end. There on the boxes through the acid and
we press the button. The acid is gone. Move on.
When we run out to the platform with the train car and kill all the ultrasounds,
we drag the cart so that the board from it is as close as possible to the car and
jump into the wagon. Let me remind you that when jumping, it is better to press the "crouch" key,
to get right through the door.
When we crawl through the pipes, look at the floor. If some plates are clean
white, and others - with stains of gray, then go only along the white ones - the gray ones will break through
and you'll fall down into the energized water and fry. With night vision goggles
failing slabs have green streaks.
After we run over the working fans and past the fiery jets,
we stop near the jet that goes deep into the wall. Let's go there until
there is no fire. We kill evil monsters and see something that looks like Xen in the first
Halfa. There is only one box in that area that can be moved. And there's more
non-working fire nozzle, activated by a button. Here opposite this nozzle and
put the box that you can carry. We turn on the nozzle and the explosion breaks through the floor.
This is the hole we're going into.
When we jump into the elevator shaft, we see that you can climb up
dangling cable. But sparks and lightning hint that there is much more than 5 volts.
(well, 1000 times at least). So you need to de-energize it. And for this we climb
way down. There is a place where something like ice is spilled. And weighs in the middle
postings. Also under stress. We crawl around it and climb on the drawers. We chop off there
lever, de-energizing the wires and again we run to the elevator shaft. Climbing the cable
up.
Now it's time to carry the box. To get into the ventilation shaft
pull up the box. We went through, opened the door, dragged the box to the barricade and from it
this barricade was crossed. And there again it is necessary to climb into the ventilation. Here it is
we look. behind the broken glass (where the grenade is) is a box with explosives, and
a closed door shows a ray of a wall mine. Here we are with a grenade to that box and
throw up. Boom! Hole in both walls. We drag the box again and climb it into
ventilation. Move on.
Now there is a hole in the floor, and there the professor is babbling something. At the end of this cellar
turn off the electricity and climb up the cable. Everything around is closed, but behind
a walkie-talkie stands on a fallen table. Poyuzav it we call for help. Takes out with an explosion
door and two uniformed wardrobes are visible. One with glasses. We use it and drag it to the second
closed door. He cuts it out and the elevator is visible behind it. Into him!
As they say - tou bi contined, or - to be continued!
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Walkthrough, part 2
After we cut out the door and entered the elevator, we are escorted only by
gas cutter. Having fallen out of the elevator, we immediately deal with the emerging
stun guns. And so that the stun guns do not finish the gas cutter. And then
order him to cut the door in this room. There, in general, do not pass
especially necessary, but there are clips in the room next to the dead guard and
mine stuck. She can help us in one place. Then we come back and
we go up the stairs. Having shot all the stun guns, we move on, climbing
pipes of collapsed ceilings.
It is advisable to jump over the wires after shooting the bellypaws so as not to
get hit by a beam of energy going across. Do not forget that you can swing on
wires, but the sooner the better!
As we got out of the depths of buildings, we meet with the doctor. It's a paratrooper with a stupid
muzzle, wearing glasses and with a very important mission - to cure a gas cutter who hid in
hangar with ninjas. I want to kill the doctor, but I can't - "Mission failed!" and
bummer. So it's better to do so. We don't call the doctor. Otherwise, he will trample on after us and
he will be killed. We climb into the broken ventilation pipe in the far corner. At the end of her
through the bars we see two ninjas by the car. The most class - shoot the bars
and as soon as it collapses - a grenade from a grenade launcher. They will be crushed. On the right lies
nuclear bomb. It's best not to shoot her. And then a lot of bang! But behind the rocket
there is another ninja, and there is a gate behind which a wounded gas cutter sits.
But to the left of the place where we climb out, there are 2 more ninjas, as well as that
door leading to the medic. Having slammed the ninja, we call the medic and drag him to
gas cutter, and then the gas cutter goes with you and cuts out the door that is locked
near the place where the medic originally stood.
Dealing with the ninjas is no longer a problem, especially since you will be helped 2
soldier. One of them has a heavy machine gun, so if his ninja doesn't
slap him, you need to help him die - the machine gun helps, and he next time
meets very soon. First, use the lever to open the gate, then run along
railway and there we raise the barrier with a lever. We get on the train and go there,
where the barrier closed the way. For those who do not know - the arrow is switched by a shot or
hitting the levers with arrows at the fork.
I think there is no need to remind that if a wire hangs over the train track along
tension, is it better to sit down?
Having slammed the ninja behind the barricade, we jump into the broken window and push the box,
climb up the pipe.
Ha! Who is it? Yes, it's Gordon Freeman winding up in Xen! For us! Teleport jump!
Horseradish! He has a spacesuit, but we don't. He hits the island, and we fall past.
To death. So why don't you jump after him - he has a mission to fill up the Great
Embryo, and we have another. We run to where the professor runs it
generator. Prof runs away, and a teleporter appears at the top. We're down
overpass we climb to it and ... we find ourselves somewhere like Xen.
When we jump from island to island, a teleport opens at the top and drops out
prof. But he's in a bad mood, so he crashes to death, and next to him lies
our new weapon is Black Mesa. We take it. And jump to the teleport. And again
we get to the center.
To be continued...
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Walkthrough, part 3
After a long and tedious (for me personally) running around the elevators and brutal reprisals against
different creatures (most of which dream of seeing you in a coffin, but they themselves
lie down) we find ourselves in a room in which we see a goat in a spacesuit outside the window.
I think the button on the remote itself begs to be pressed, so we press it
(by the way, there are 2 creatures with sabers next to the button, so I throw a bomb there with
hand detonator and blow it up. Offal is pouring in all directions!). teleport
throws this space suit to us, but for now he says that "I will reveal everything to you
coded doors on the level", we can heal and fill the bulletproof vest
energy.
We drag this burdock to the door, he opens it and we see a broken aquarium behind it.
It makes no sense to drag the burdock further - at the next door it kills from
broken cable. So we climb into the aquarium, bring down the creatures, run around the floor and
we run into a crowd of saber hands. Then we run through the pipes and get into that room,
where we need. We run into the teleport and jump, swim, and so on, problems
there are no big ones. By the way, in one place there is a skewed health restorer.
Better not to touch it. Here is a protection recovery generator you can use.
Now we stop behind a small transparent screen. Behind him are 2 corpses,
but somehow strange - ribs and giblets are visible. Yes, it's x-rays! And
the inscription "Do not enter without a protective suit!" hints at it. And let's go past
dead soldier - sparks jump. You can, of course, jump through it, but
protection and health peel off like a husk from a nut. So I noticed on the other side
jumping sparks on the shield wall - bang it! - everything went out! Just after this
places we slam for the first time that creature that has an electric beetle gun. Let him
jumps on you (after the death of the creature) - we grab it and turn it into a weapon.
There are no problems further, but there is a place where there is a half-flooded corridor, and
2 water monsters swim behind the broken glass. So there we dive into the water and swim in
pipe at the top. There we break the grate and move on. By the way, I didn't kill monsters -
it was hard to mess around.
The next interesting place occurs when we are standing on the stairs in the elevator
mine. Below you can see the exit from the mine and the door lying near it - like - jump
over here, dear. Fig! Just in your way hangs a cable on which the elevator dangles.
And he won't let you jump. Although you can try, but remember the joke - "Wolf,
can you fly? - Not! “Then why the hell did you do it?”. So take Black Mesa
(Weapon from class 6) and fire secondary fire. Upon your return, it will turn out that you
already where you need it.
After you have listened to the bad hologram professor speak for the passage
further and got a long tongue (it lies in the window), we find ourselves on the edge
failure, but there is no bridge. Here we drag ourselves to the "other" side with the help of
long language.
When we find ourselves on the island of Xen with snakes, we simply drag ourselves into the gap
in the wall with a long tongue.
Well, having fallen down, it’s not difficult to guess that since the door is jammed with a fallen flyover,
then you have to find another way. This way is the fan behind the bars. But if
we do not want to turn into a preparation for sauerkraut, then it must be cut down
knife switch!
Blah!!! What a one-eyed dinosaur is sticking out of the water! But we have it for tomorrow
leave!!!
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Walkthrough, part 4
The dinosaur itself, sticking out of the water, we don’t need for nothing - don’t salt it for the winter !,
but the button on the panel near the place where we came from to this creature says -
"Bridge", but this is not a computer for this card game, but a retractable switch
bridge. But this one-eyed one (and is it an eye - she shoots great from him
green beam!) the creature is located just on the path of the bridge. So just slap
we can go further.
She's just as durable as the big dolbocyte snakes, so a simple weapon to waste
it is useless, and the presence of strange levers to the left and right of the creature on
bridges alludes to their use against the creature. In fact, you need to enable
2 switches and a pumping station to boil the creature in that terrible acid that
scattered in a bunch of places. Jump forward and rush to the right. There's a broken staircase and
a broken door, however, under the stairs there is a ventilation drift and along it
we climb out into a room that has exits to the right, left and back (preferably its
open so as not to climb every time through the ventilation). And in the center, between the glasses,
button. On the left is the inscription Valve (see, cooking lava), on the right - GearBox,
type pump.
First, I think, you can cook lava (although this is not necessarily the first). Let's go
to the right (that is, to the side from which Valve is written). We wet all creatures,
we go upstairs and run out to this creature almost at the height of its eye. On right
lever arm. We pull. Do you think everything? Horseradish! On the other side of the puddle and past the creature we see
broken path and greenery nearby. This is where we must drag ourselves from
using long language. We pull and there the lever. Now, somewhere in the depths, begin
prepare tons of radioactive acid.
Now we return and from the button we go to the left (to the GearBox). There are no problems so far
let's not turn on a powerful crusher and it will not pass all the boxes in the hall. And in the center
there will be a hatch, where we fall through. There we turn on the pump and run again under that
the hole that brought us here. The water rises and lifts us.
All! The lava is ready and the turbines are howling! We press pip! Creature (by the way, the level in saves
called Worm Pete's Room!!!
dissolves in acid streams. Now we return to the button "Bridge - Bridge" and
On the opened bridge we go further.
Further running leads us to the place where the crowd falls out of the truck
creatures that resemble ninjas and think that the good one is the one who is dead.
Having persuaded them and climbing into a broken container, we understand that there are a lot of them here. Yes
so that when we stumble upon two soldiers in the building, we understand that these
guys in black are resolute and it is impossible to negotiate with them. Especially since one
of them there is a sniper rifle that we need. By the way, do not scatter
in this territory with grenades and in general - shoot more carefully - that's all
mined and filled with mines and gas cylinders. If it explodes, then everything!
Kesha will grunt and the bots will tie up. When we run out of the house, we first remove that
goat, which is on the upper right (those that run out from the left will be seen by soldiers from the house
and shot). The sniper sits in a camouflaged room upstairs and
in the far wall. I shoot there with an electric worm until snot falls from there.
Having broken through, we find ourselves in a hangar, where two creatures with electric worms
shoot back from the black landings. We get a winner. Right on top
there is a hatch climb into it.
Well, damn it, the grasshopper, well, damn it, he was green!!! These creatures are excellent.
slammed from a heavy machine gun (about 25-35 rounds) or fish (3-4
projectile). You can shoot Black Mesa (1 volley). Be careful! If you get caught
under a direct hit by their electric discharge, then you cannot withstand more than two hits,
how strong your armor was not !!! However, you can easily dodge them.
A room with two tunnels from which saber arms run endlessly - pull the levers
near both tunnels, the doors will close and you can safely finish off those who have managed to
run out the saber hands and move on.
We bring down the big grasshoppers again. Keep their little larvae close to you - they
powerfully explode, spreading everything around. At the end of this corridor we see a staircase,
we climb up and wait for the paratrooper with autogen to cut off the lock on the grate
our hatch and step aside. We get out.
A further breakthrough is one of the most difficult. Creatures with electric beetles crowd, and even
a few grasshoppers. But you have to go. At the end we run into a dilapidated hangar and
from its gates we see a place already familiar to us from the first part of Half-Life - a long
dam and tower. In the center of the dam is a Flamethrower monster, which someone
managed to bind to the place. We kill him. At the opposite end of the dam is
detonator. Tyrk on him - bang !!! There is a hole in the middle of the dam and a pipe in it. In this
pipe and climb. (But you can do otherwise - right away, without killing the flamethrower creature,
we dive into the water, pull ourselves out already on the other side of the dam with the help of a long tongue
and blow up the flamethrower creature with a detonator).
After a small but bloody battle with the black dess, we run out to
a square in the far corner of which a powerful mortar stands on a hill.
Till tomorrow!!!
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Walkthrough Part 5 Last
The mortar is a dangerous thing. And very. One hit is enough to
giblets have seen the world. By the way, very interesting - bang! - Shreds to the sides! But
and the skull falls! Interesting, but how can we see it? The eyes must have fallen out
lie, and the skull flew away ... But this is a trifle. I usually take a little to the right and run
on the curb, where the mortar does not shoot. It is impossible to jump from it to the mortar
(at least I could not), but shooting the shooter is no problem. banging him,
take it even more to the right - there is a door. Behind her we kots (we use, we use) the walkie-talkie and
we return. To the left of the mortar in the wall, a gate opened, but the soldier who opened it
already killed. Let's go there. There we jump onto the pipes and fall between them. Highly
narrow, but you can go. We leave already near the mortar. We point it at the fence, what
now we have on the left (near the door with a walkie-talkie) and we are spreading this fence. There is a door there.
We reach it - forward!
Having filled up the helicopter and all living creatures, we climb onto the roof and along the sparkling
electric discharges to the wire run to the "other" side. If we don't stop in the middle
scratch yaks, health will not decrease much. We climb into the open ventilation.
After running through the underground garage, we climb into the ventilation in the jeep again. Can be stuffed
face to the guard sitting there - he won't follow us anyway. Falling out of
ventilation in another part of the garage, we see behind the guard's door. The door is locked
from the inside, and the outer lock is broken by black desses. Run to the left of the door
we squeeze through the grate and coffin the deses at the truck. In the body lies
activated warhead. Apparently, realizing that it will not be possible to slam everyone, des
decided to pull everything with a vigorous bomb. We use the bomb and turn it off. We return.
The guard unlocks the door. To the elevator.
Huge warehouse full of black demons and black ninjas. You can, of course, try
shoot them all, but it will take a terrible amount of ammunition, and
health with protection is to be regretted. So I usually sharply round the left corner, there in
two dess grenade from a grenade launcher (even if I don’t kill, I’ll scare - they
squat and you can run) and rush to the wall, then obliquely to the right to the very
walls, ignoring the fire. Behind the boxes on small boxes up, then to
end of the passage and left-down. While the boxes are crawling, I run into ours to the right, then
further, up the elevator and through the boxes to the last large room. There's a crowd of demons
suffers with a couple of grasshoppers and a couple of creatures with electric beetles.
We finish off the winner and jump on the boxes to the opposite corner of the hall.
We run into the passage and the gate opens where the guard stands. We collect everything
eat and go to the elevator to the left.
A strong wind will not prevent us from running to the right to the stairs. Run out and see
a huge swaying teleport where balls of light gather in heaps. When they
will gather enough, a big bug starts to climb from the teleport. Very big and
big-eyed. I understand that gouging your eyes is a pity, but there is no time for pity. On two
On the sides of the teleporter are two turrets with laser cannons. With the help of them
gouge out the creature's eyes. Once she's temporarily blind, she opens her belly
where the teleport ball shines from. That's where we hit it. Creature after a while
spits out the teleporter and opens his eyes again, and the teleporter materializes the creature with
electric beetle, so it’s better to put either a bomb with
a manual detonator, or a mine with a ray, otherwise the creature will run, shoot,
interfere.
We repeat gouging out the eyes and shooting the teleporter in the belly of the creature until she gets bored and
she will not drop her hooves.
Once again, this goat in a tuxedo makes a thoughtful speech. Smart man
He's already recruited Gordon Freeman, and he's also recruiting us.

Let's start walking. To begin with, I’ll say that everyone in white, blue and spotted (that is, guards, professors and paratroopers) are our friends, but there are also nits in black (like ninjas, but armed better) and all alien creatures are enemies. At the same time I will add pictures that will explain what kind of place we are talking about and what to do there.

At the beginning, it is not difficult. While we take a bulletproof vest, while we watch how a revived creature, a cross between a paratrooper and a brain sucker, kills a bloke in a spacesuit and talk with a guard, everything is clear. We first encounter the problem when we see intricately intertwined laser beams. We do not care about the one that is closest to us - crouched and crawled, but the one that is directed across the stairs is dangerous. Of course, you can jump over, but it's easier to break the mirror with a wrench that directs this beam to the stairs. And we move on.

Having run out into the open space, we see our own helicopter, which has fallen on the wires and is energized. We have to go through the gate to the right of the exit, look at how the idiot guard grabs the high-voltage fence and climb into the vent. We slip through the lightning near the reactor and exit the ventilation already inside the high-voltage fence. There we raise a pistol with a laser sight. And there we turn off the lever. At the same time we de-energize both the fence and the helicopter.

The next joke occurs when we go out to the platform, where green muck splashes below, on both sides there are gates with the inscription Secure Access. As we run forward (towards the gate straight ahead), an earthquake starts and slabs start to fall from above, crushing the floor. Plus, the pipe breaks and the acid begins to rise. You can wait until the slab breaks through the piece of floor where you are standing or until the acid rises to the top, but the best thing is if you stand to the left of the entrance (where the broken ladder lies). When the acid is about to touch your boots, a beam falls from above and you can run along it to the upper paths, along them to the door near which the window is. In the window we see that cool man in a tuxedo that fearlessly wanders around the base. He opens the door and we run on.

Now - we run out and see that a lake of green muck is splashing under us, there is a robot loader in it, and boxes next to it. One of them has an explosive icon. We shoot at this box, the explosion unlocks the robot and leaves. The hatches immediately open and we climb into the hatch at the far end. There, through the boxes through the acid and press the button. The acid is gone. Move on.

When we run out onto the platform with the train car and kill all the ultrasonicians, we drag the cart so that the board from it is as close as possible to the car and jump into the car. Let me remind you that when jumping, it is better to press the "crouch" key in order to accurately hit the door.

When we crawl through the pipes, look at the floor. If some slabs are pure white, while others are streaked with gray, then go only along the white ones - the gray ones will break and you will fall down into the energized water and fry. In night vision goggles, the failing slabs have green streaks.

After we run over the working fans and past the fiery jets, we stop near the jet that goes deep into the wall. We rush there until there is no fire. We kill the evil monsters and see something that looks like Xen in the first Half. There is only one box in that area that can be moved. And there is also a non-working fire nozzle, turned on by a button. Here, in front of this nozzle, we put the box that you can carry. We turn on the nozzle and the explosion breaks through the floor. This is the hole we're going into.

When we jump into the elevator shaft, we see that you can climb up the dangling cable. But sparks and lightning hint that there is much more than 5 volts (well, 1000 times at least). So you need to de-energize it. And for this we climb down. There is a place where something like ice is spilled. And in the middle weighs postings. Also under stress. We crawl around it and climb on the drawers. There we cut off the lever, de-energizing the wires and again we run to the elevator shaft. We climb up the cable.

Now it's time to carry the box. To get into the ventilation shaft, you need to drag the box. We went through, opened the door, dragged a box to the barricade and climbed over this barricade from it. And there again it is necessary to climb into the ventilation. This is where we look. behind the broken glass (where the grenade is) lies a box with explosives, and a ray of a wall mine is visible at the closed door. Here we throw a grenade to that box. Boom! Hole in both walls. We drag the box again and climb it into the ventilation. Move on.

Now there is a hole in the floor, and there the professor is babbling something. At the end of this basement, turn off the electricity and climb up the cable. Everything around is closed, but there is a walkie-talkie behind a fallen table. Poyuzav it we call for help. The explosion takes out the door and two cabinets in uniform are visible. One with glasses. We use it and drag it to the second closed door. He cuts it out and the elevator is visible behind it. Into him!

After we cut out the door and entered the elevator, only the gas cutter accompanies us. Having fallen out of the elevator, we immediately deal with the emerging stun guns. And so that the stun guns do not finish the gas cutter. And then we order him to cut the door in this room. There, in fact, it’s not particularly necessary to go there, but there are clips and a sticky mine in the room next to the dead guard. She can help us in one place. Then we return and go up the stairs. Having shot all the stun guns, we move on, climbing through the pipes of the collapsed ceilings.

It is advisable to jump over the wires after shooting the bellypaws so as not to fall under the beam of energy going across. Do not forget that you can swing on the wires, but the faster the better!

As we got out of the depths of buildings, we meet with the doctor. This is a paratrooper with a stupid muzzle, wearing glasses and with a very important mission - to cure a gas cutter who hid in a hangar with ninjas. I want to kill the doctor, but I can't - "Mission failed!" and bummer. So it's better to do so. We don't call the doctor. Otherwise, he will trample on behind us and be killed. We climb into the broken ventilation pipe in the far corner. At the end of it through the bars we see two ninjas by the car. The very class is to shoot the grate and as soon as it collapses - a grenade from a grenade launcher. They will be crushed. On the right is a nuclear bomb. It's best not to shoot her. And then a lot of bang! But behind the rocket is another ninja, and there is a gate behind which a wounded gas cutter sits.

But to the left of the place where we climb out, there are 2 more ninjas, as well as the door that leads to the medic. Having slammed the ninja, we call the medic and drag him to the gas cutter, and then the gas cutter goes with you and cuts out the door, which is locked near the place where the medic originally stood.

Dealing with the ninjas is no longer a problem, especially since 2 soldiers will help you. One of them has a heavy machine gun, so if his ninjas don't knock him out, you need to help him die - the machine gun helps, and he will not be seen very soon next time. First, we open the gate with a lever, then we run along the railway and there we raise the barrier with a lever. We sit on the train and go to where the barrier closed the way. For those who do not know - the arrow is switched by a shot or by hitting the levers with arrows at the fork.

I think there is no need to remind that if a voltage wire hangs over the train track, is it better to sit down?

Having slammed the ninja behind the barricade, we jump into the broken window and pushing the box, we climb up the pipe.

Ha! Who is it? Yes, it's Gordon Freeman winding up in Xen! For us! Teleport jump! Horseradish! He has a spacesuit, but we don't. He hits the island, and we fall past. To death. So why don't you jump after him - he has a mission to fill up the Great Embryo, and we have another one. We run to the place where the professor controls this generator. Prof runs away, and a teleporter appears at the top. We climb to him along the collapsed overpass and ... we find ourselves somewhere like Xen.

When we jump from island to island, a teleport opens at the top and prof. But he's in a bad mood, so he crashes to death, and next to him lies our new weapon - Black Mesa. We take it. And jump to the teleport. And again we get to the center.

After a long and tedious (for me personally) running around the elevators and brutal reprisals against various creatures (most of which dream of seeing you in a coffin, but go there themselves), we find ourselves in a room in which we see a goat in a spacesuit outside the window. I think the button on the remote itself begs to be pressed, so we press it (by the way, there are 2 creatures with sabers next to the button, so I throw a bomb with a manual detonator there and blow it up. Offal is pouring in all directions!). The teleporter throws this suit to us, but for now it says that "I will open all the coded doors on the level for you", we can heal and fill the bulletproof vest with energy.

We drag this burdock to the door, he opens it and we see a broken aquarium behind it. There is no point in dragging Burdock further - at the next door he is killed by a broken cable. So we climb into the aquarium, bring down the creatures, run across the floor and run into a crowd of saber hands. Then we run through the pipes and get into the room where we need it. We run into the teleport and jump, swim, and so on, there are no big problems. By the way, in one place there is a skewed health restorer. Better not to touch it. Here is a protection recovery generator you can use.

Now we stop behind a small transparent screen. Behind him, 2 corpses are visible, but somehow strange - ribs and giblets are visible. Yes, it's x-rays! And the inscription "Do not enter without a protective suit!" hints at it. And we go around a dead soldier - sparks jump. You can, of course, jump through it, but protection and health peel off like a husk from a nut. So I noticed a shield on the other side of the jumping sparks on the wall - bang it! - everything went out! Just after this place, we slam for the first time the creature that has an electric beetle gun. Let him jump on you (after the death of the creature) - we grab him and turn him into a weapon.

There are no problems further, but there is a place where there is a half-flooded corridor, and 2 water monsters swim behind the broken glass. So there we dive into the water and swim into the pipe at the top. There we break the grate and move on. By the way, I didn’t kill monsters - I didn’t feel like messing around.

The next interesting place occurs when we are standing on the stairs in the elevator shaft. Below you can see the exit from the mine and the door lying near it - like - jump here, dear. Fig! Just in your way hangs a cable on which the elevator dangles. And he won't let you jump. Although you can try, but remember the joke - "Wolf, can you fly? - No! - Then why the hell did you do it?" So grab Black Mesa (Weapon from Grade 6) and fire secondary fire. When you return, you will find that you are already where you need to be.

Welcome to Black Mesa (Welcome to Black Mesa).

We regain consciousness in the office. Nearby, the professor is trying to save another soldier. We have neither health nor weapons. We go out into the corridor, we pass into the far left room, where scientists study the corpses of the military, to which the headcrabs have stuck. We take armor from the table, a health scale appears.
Further in the corridor outside the window, we see how a corpse with a headcrab comes to life and kills a scientist in a spacesuit. We run further. We speak with the guard, he opens the door for us.
On the way we take the first weapon - a red wrench. We enter a room with multi-colored laser beams. We crawl under the green laser. Purple blocks the entrance to the stairs, so we break the mirror that reflects the laser. As a result, the laser will hit itself, the installation will explode, and all the rays will disappear.
Further in the corridor, headcrabs fall on us: 2 from the ceiling, then 2 from the side dead ends. Behind the glass door we see how the G-man communicates with the guard. Don't go there. In the boxes under the stairs we find a first aid kit and armor. On the top floor, there is also a first-aid kit and armor in the drawer.

We go out into the open space between the rocks. The bridge is broken here, we jump on the green islands under the bridge. We get to the other side of the bridge, from the dead vortigone we get a new weapon - an army knife. We can jump over to the island for a first aid kit. We jump over the broken bridge, through the tunnel we pass to the clearing.
Here is our crashed helicopter, it fell on the electric fence, and you can not touch it. We go to the right along the tunnel, fight off the jumping headcrabs, we go out to the next clearing.
There is a security guard behind the electric fence, he tried to get out, but died from electric shock. We break the boxes, they have cartridges and first-aid kits. We climb into the ventilation hatch to the right of the fence. Inside we pass through the shocks of electricity, they turn off from time to time. We get out in the area behind the fence. We take a pistol from the corpse of a military man. On the left on the wall we find a shield, press the lever, this will turn off the electricity in both clearings. We can exit through the fence gate.
We return to the helicopter. Along the way, two Vortigons will appear in the tunnel, in front and behind. Behind the helicopter are a couple of first aid kits and armor. We use the radio, but there will be no help. We go down the stairs.
Under the ground from the bridge we can jump into the water, there we pass through the cave, on the other side we examine the body of a military man, we find cartridges. We can climb back up the stairs in the water. We pass on top of the water pipes.

We kill the vortigone near the corpse of a military man, we select a shotgun. We go down to the floor down, kill the vortigone, quickly run through the steam. Even lower on the floor, and 1 more enemy. At the very bottom, a cargo inclined elevator arrives, there are 2 enemies on it. You can’t leave on the elevator, there’s nothing under the elevator, so we go to the left.
Ahead is a hanging platform, on the sides are gates with Secure Access inscriptions, below the whole room is filled with acid. Be sure to save before this place. When we enter the center, electric shocks will begin to break the platform below us, the level of acid will begin to rise, and we can no longer run away. We press against the left wall, where the broken ladder lies, and for some time we just wait. Soon the bridge will collapse from above and lean in our direction, we jump onto it, along other beams we get to the upper door. Outside the window we see G-man, he presses the button on the panel to open the doors for us. We pass into the cabin, but this person is no longer here. We go down the elevator.

Acid is leaking in the next room. On top there is a movable suspended platform. We jump on the boxes (we jump and crouch in the jump to climb onto higher boxes). On them we get to the stairs. Headcrabs on the way. In the control room, there is a first-aid kit panel, the control button does not work, but if you hold down the lever, you can move the platform. Move the platform to the left wall. We go into the hall, climb onto the boxes, jump over the platform, press the button, this will open the gate.
We return to the control room, move the platform to the center. We go, climb onto the boxes, jump over the platform to other boxes with a headcrab, and from them into the opened corridor.
We enter the large hall, there is a monorail. We press the button to raise the barrier, we go to the other side. There is no normal door, so we jump into the pipe in the right wall. The flow of water carries us down.

We swim through the sewage rooms, first forward, then to the right. We do not fall for the tongues of barnacles hanging from the ceilings. We go up. At the dead end on the right we find grenades. To the left is the new room.
We're on a bridge over acid. A robot loader is stuck below, we shoot at an explosive box, it will explode, and the robot will be able to pass. The robot will leave the metal box in the center and leave, only after that they will open the stairs down to us. On the placed boxes we jump over the acid, we get to the pump "Sewage Overflow Control", we press the button. The pump will pump out all the acid, now you can walk on the floor. We go to the far gates, open them with the button. We rise on the freight elevator.
We are attacked by several alien sheep, hitting with an ultrasonic wave around them. We do not let them close, we do not spend a shotgun, we quickly shoot them with a pistol. We go out to the platform, move the cart with the board closer to the standing monorail car. We jump over, in a jump we crouch to get into the open doors of the car.

We Are Pulling Out (We are evacuating).

We're on the monorail. When we start to climb the round shaft, we dodge the shots of the vortigons outside. Approaching the stop, we see how aliens can teleport over short distances.

We land on the site, immediately kill the appeared vortigone, another one will appear on the roof of the car. Only after that we select the cartridges in the corner. We meet the guard, we can take him with us. There are 1 zombie and some headcrabs ahead.
There is a locked door on the way, on the right behind the glass we see how a monster appears, shooting electric flies. People will die and the glass will break, we climb, but the monster is gone. We can open the doors from the other side. If we bring the guard to the doors of "Security", he will open them for us, inside there are cartridges for the machine gun, grenades.
We sit on an inclined elevator. Upstairs, the military shoots back from 3 vortigons, we rise, we kill them, but we do not have time to save our comrade. We take a machine gun from the deceased. On the wall we recharge the armor. There is a dead end here, we climb through the boxes onto the panel with armor, crawl into the ventilation hatch above it.

In the ventilation we climb the stairs, get out into the room. Through the window we see a military helicopter, other soldiers are already being evacuated. We take explosives from the shelves, there is a health panel nearby. The military sits in front of the radio and reports on the retreat. Ahead, another soldier interrogates the doctor, asking where Freeman is. Inside the room behind the professor are two armors.
We go down to the floor below, go into the hangar, but do not have time to go outside, G-man closes the hangar right in front of our nose. The helicopter leaves without us. We run out of the hangar back, 3 vortigons will appear in it, we kill them. One of the enemies broke through the wall, we go into the breach.

Missing In Action (Lost in battle).

We go through the narrow utility rooms. The door is closed, we crawl under the pipe. We kill a couple of vortigons. The doors to the next room are also closed. We rise through the pipes located by the ladder, from above we climb into the ventilation. First, we crawl to the far light grate, break it under us, we get into the pantry room with a first-aid kit and cartridges. Again we go into the ventilation, break the first grate, jump down there.
We walk on a suspended ceiling. Below is a flooded room with electricity, so it's best not to fall, but some of the panels themselves break under our feet. In night vision goggles, failing slabs are slightly different from normal ones. If we fall, we need to climb up the inclined air duct and continue on top.
We fall into the ventilation shaft. We go along the beams above the two rotating fans. On the other side we pass over the bridge. There is nothing in the water below. We can jump to the far door, behind it one zombie eats up the scientist.
We go to the left room, carefully pass between the two fans. There are two more fans below, but more. The right fan has only one blade left, we guess the moment, and quickly crawl under it. In ventilation, turn on night vision.

Let's get into a dark room, here on the way across the fiery streams pass. You need to jump over the recesses in time, while there is no fire. So we go through two streams. Fat zombies appear, throwing pieces of meat. Let's go through another thread. The last stream of fire appears quite rarely. At this point, we need to run along the chute to the left through the wall until there is no fire.
On the other side we kill 1 fat and 2 regular zombies. Alien plants from the world of Xen have grown in the corner of the room. There is a dead end here, but there is a button ahead that turns on the fiery stream. We find an explosive movable box, push it into the recess. We rise, we press the button, the fiery stream will blow up the box, from this all neighboring fixed boxes will explode. At the site of the explosion, a breach appeared in the floor, we jump down there.
We leave on a wide road underground. An army truck is in front, an officer is lying near it. Inside "Storage Area 2" are new monsters with spikes instead of arms, they can spit spikes from afar. On the right at the dead end, you can find several first-aid kits. In the main corridor, press the button between the two red doors. There are a few more new monsters inside the garage. There is a laser mine in the truck. There is a rocket launcher in the boxes next to it.

Ahead, the scientist barricaded himself from the monsters. To the left is an open elevator shaft, an elevator hangs at the top, you can climb up to it by cable, but it is still energized. We jump onto the stairs opposite, go down, through the fallen elevator we go out to the lower floor.
We go behind the lattice door, climb over the boxes. At a dead end near the wall, press the "Unit 2 Power" lever, this will turn off the electricity.
We return to the elevators, climb the ladders, and then along the hanging cable. In the upper hanging elevator, there are two armors inside. On the roof of the elevator we go to the top floor.

And here we have a small puzzle with a box:
1. To get into the ventilation hatch, we drag the movable box.
2. The ventilation pipe will break under us, we find ourselves in the utility room. We go out into the corridor, open the doors to the previous room. We can move the box to the next ventilation hatch, so we will climb to the professor in the pipe and take the armor.
3. We push the box to the barricade with the trash bin "Push", we climb the blockage.
4. There is a grenade in the next room, and a box of explosives outside the window. We throw a grenade, the explosion takes out two intermediate walls. On the cleared path we push the box to the last ventilation hatch.
We reach the hole in the floor, we go down. A living professor has taken refuge here. We pass further, turn off the electricity, climb up the cable.
All doors are closed, but there is a walkie-talkie in the corner of the room, we use it to call for help. Two military comrades blow up the door and enter our room. We call the burglar behind us, bring us to the second door of the "Elevator", he will cut it out. We enter the elevator.

Friendly Fire (Friendly fire).

We exit into a two-story hall with a circular staircase. We shoot back from a lot of vortigons. If the gas cutter survived the firefight, we order him to cut out the door in front, inside there are cartridges and laser mines. We rise to the second floor. We pass through a room with a white screen, it is also full of electric enemies. In the last room we see a rift with a red light. We jump, sitting down, we climb higher through the pipes, then along two bridges.
We go out into the hall with electricity. We kill two flycatchers on the other side. We jump to the first wire, swing quickly, jump to the second, and to the other side. We get to the surface.

We are met by a military medic, we can heal to the maximum. Let's leave it here for now. On the left you can enter the room, but inside there is a machine gun turret, we can drop it with a grenade explosion, but it is better to go into the building through the ventilation hatch.
There is some kind of enemy special unit in black uniform in the building. 2 near the exit from the ventilation, 2 more on the left, 1 on the right. There is also a ballistic missile inside, we don’t shoot at it, otherwise the whole building will explode. We clean the room from enemies, in the back room we find a seriously wounded gas cutter soldier. We're bringing in a doctor.
We carry the cured burglar out into the street, he will crack the door of "Secured Access". Outside the door, a machine gun turret will immediately kill our comrades, but further we will immediately meet two more soldiers.

In the next storage room, there are a lot of killer girls in black uniforms, but we are helped by two soldiers, one of them with a machine gun. We do not go far, but we lure the enemies so that they go to the machine gunner. If a soldier is killed, be sure to pick up his machine gun. After defeating the enemies, we rise to the second floor, press the lever, this will open the railway.
We walk along the railroad. Here you have to kill a dozen more killers. If there are several of them at once, we shoot at the crowd with an underbarrel grenade. We get to the upper bridge, press the lever, this will open the barrier and the gate on the side branch. We sit on the trolley, reverse back to the fork in the railroad, shoot at the railroad arrow, drive along the right path.
On the way, we squat so as not to get under the electricity. We reach a dead end, kill the last enemy commando. We climb through the window to the weapons depot. Inside we push the box to the inclined pipe, we climb into the ventilation along it.

We Are Not Alone (We are not alone).

Let's get into the corridor of the laboratory, here are the health and armor panels. Ahead we press the button, the door will open with a hall with a teleport.
Before our eyes, Freeman jumped into the teleport and moved to the world of Xen. (If we hurry, we can jump into the portal after Freeman, but after that we will die, falling past the flying islands). Flying six-armed monsters constantly appear around, we shoot them. We wait until the teleport starts to fall apart, the inclined bridge falls, we climb up it, we enter the orange portal.

We jump over to the lower island, we take a new weapon - the Black Mesa portal gun. We run to the springboard, from it we jump to the upper island on the left. Another jump, another jump on the trampoline. We climb to the highest island, from it we jump into the teleport.

Crush Depth (Crushing depth).

We teleport back to the laboratory. Left locked door, go right. Here in the water behind the glass we see a diver in a capsule. We approach the panel on the left, kill two studded monsters, press the button, and the diver will teleport to us.
We lead a scientist in a spacesuit behind us to the locked door on the left, he will open it. We kill the crocodile monster. There is another locked door ahead, but if you call a scientist, he will die upon opening. We climb into the side broken aquarium, rise to the ceiling, kill the spiked monsters.

Through the ventilation we get into the next room. We enter the central cabin, teleport into the water outside. We swim into the hatch, get out on land in a dark red room, kill the zombies.
We go down to another pool. We get out on land, there are several zombies inside the room. At the dead end of the health and armor panels. The health bar is broken, if you use it, it will explode. At the bottom we turn the valve, we see that the grate has opened under water, but a shark monster swims in the tunnel.
We return to the water, lure the shark into free space, quickly swim ourselves into the opened hatch, swim through the tunnel to the next valve, turn it, the water is pumped out of the lock.

We enter narrow corridors. Here, behind the glass, we see the corpses of people through X-ray radiation (Gamma X-Ray), so that only bones are visible. Passing through this radiation is dangerous, shoot the shield on the far wall to turn it off.
Ahead we kill a big-eyed four-armed monster, we select a new weapon from him - electric flies. We pass further, in the glass corridor under water we jump into the teleport. We find ourselves in Xen on the flying islands, through the next teleport we return to the laboratory in the next room.
We find ourselves in a half-flooded corridor, under water we find a fault, we swim out. In order not to get caught by sharks, we quickly swim into the hatch on the ceiling.

Vicarious Reality (Replacement of reality).

We go through the water channel to the "Biodome Drainage System" room. We pass into the long corridor "Observation Area" with side windows to the underground garden. At the end of a dead end, we return, but monsters appear on the way back and knock out windows. We kill 1 spiked and 1 four-armed monster, we get out into the garden.
A new monster appears on the ground among the rocks - a large cockroach, it can kill us with one shot of purple energy, we kill it, hiding behind shelters.

We go up the elevator to the laboratory, there are 4 showcases with live exhibits of monsters. We open the rightmost showcase, take a new weapon - explosive crickets. The side door leads back, so we go through the door behind the wall, we get into the corridor "Specimen Containment Room".
We break through the glass door of the elevator, climb through the upper hole in the door. In the elevator we climb onto the roof, and further up the stairs. At the top, carefully jump to the door of the upper floor. We go into the left corridor, go down the other elevator.

In the laboratory we go up to the upper platform, knock out a large glass, go down to the aliens.
At the bottom, 1 crocodile monster and a lot of sheep that hit with an explosive wave. In the blue puddle, we can endlessly restore health. We enter the cave, inside the elevator we go up to the office.
In the office, one of the flasks is broken, from which we take a new alien weapon - a fish spitting acid. We pass into the corridor behind the flasks. The side door leads back, so we go to the end of the circular corridor. A firefly will appear on the way, but it will quickly fly forward.

We go down into the room with cells, there are a couple of alien sheep. Ahead is the "Specimen Testing Lab" hall, barnacles are grown on the ceiling behind glass. If we press the button on the panel, we will listen to the message and the hologram from the scientist.
We pass through two more test rooms. In a small intermediate room in the far left display case, we take a new weapon - a hand barnacle. We find ourselves in a hall with a broken bridge, here plants with acid cartridges grow on the walls. How to get to the other side? We use a new weapon: we press the button, and the barnacle will release its tongue, we aim at the plants on the wall, the tongue can only hook on them. Swinging, we get to the other side.
In the corridor we go to the left, we go up the elevator, we clean the laboratory with a large window through which we can see huge claws from under the ground. This is a dead end. We return to the corridor, go straight.
We get into the hall with two huge monsters in the form of claws. With a barnacle weapon, we direct the tongue to one of the upper plants on the wall, we jump from them into the hole in the wall.
Through the ventilation we get into the technical room. We communicate with the command by radio. We lower the lever on the wall, this will stop the fan in the next hatch. We climb up and jump into this hatch.

Pit Worm's Nest (Lair of the underground worm).

We fall into a half-flooded room. From above, through the window we see G-man "and, he continues to follow us. We enter the next room, climb the stairs. We see a lot of dead soldiers.
In the hall we meet the boss - a huge four-armed monster. Before us is a panel with the "Bridge Control" button, but it does not work. On the far left is the "Pressure Valve", on the right is the "Steam Vent" lever. We jump down, along the bridge we quickly leave to the right.
In the right room we climb into the ventilation. We get into a room with a button, it will need to be pressed when we turn both valves. From the panel we go to the left, we pass by the monster along the lower bridge.

We pass through the hall with many boxes. Through the side rooms we get to the panel with the button, after pressing it, the press will turn on in the large hall and destroy all the boxes.
We return to the hall, we jump into the opened hatch in the floor. At the dead end, press the "Gearbox" button. The water will begin to rise, we return to the mine, the water level will carry us up.

We go back to the monster. Now from the central panel we go to the right. We leave to the right balcony, we turn the lever. With the help of the barnacle weapon, we release the tongue, fly to the left balcony, turn the valve.
We return to the central panel. We turned on the water and steam pipes, because of this, the sensors on the left and right are on, we can press the button. After that, the boss will drown in acid. We rise to the upper platform, press the button, the bridge will extend, we pass forward along it.

Foxtrot Uniform (Foxtrot uniform).

We get into the channel. We kill the crocodile monster. We climb up using the barnacle weapon. We get out of the dungeon to the surface.
Upstairs is a military base, against us are a lot of black special forces. We take a machine gun in the nearest container, it kills much faster than a machine gun. We destroy enemies near the machine gun point. Through the inclined container we pass into the courtyard and into the building.
A couple of our military colleagues took refuge in the warehouse, they warn that a sniper has sat ahead. We collect all the cartridges and pass into the courtyard.
There are a lot of boxes with explosives and laser mines, you can’t shoot at them, otherwise the whole base will explode with us. We pass on the right side, climb onto the observation tower, kill the sniper nearby, pick up his sniper rifle. Then we go along the path between the buildings directly opposite the sniper position. There are a couple more enemies in the building on the left, in the back room there are cartridges for the portal gun. We can use this gun by right-clicking to teleport to Xen, restore health, and then return. At the end of the courtyard there are a few more enemies, after destroying them, we enter inside a large hangar.

In the building, special forces are at war with monsters. We wait for who will win, we finish the rest. There are a lot of first aid kits in the truck on the right. We climb the hill on the left, go down the hatch into the underground tunnels.
Below is complete darkness, turn on the night vision goggles. As many as 7 monsters walk through the tunnels, shooting with dangerous purple energy, killing with two times, we spend a portal gun or a machine gun on these monsters. On the left we crawl under the pipe, we fall into half-flooded tunnels.
We go out into the hall, where spiked monsters constantly run out of the side rooms. We do not pay attention to the enemies, at first the main thing is to quickly press the levers, this will close the doors, and the monsters will stop appearing. We finish off the rest, we recover, collecting first-aid kits from boxes.
We enter the following tunnels here are 3 more purple monsters. Further, pitch darkness, and small monsters run out of the hatched eggs at us, which cannot yet shoot with energy.

We leave on the platform with many skeletons. We go up the stairs to the surface, wait until the grate is opened. We are met by three military men: a medic, a gas cutter, and a machine gunner.
We go along the destroyed part of the base, there are a lot of four-armed and purple monsters ahead, they are hiding in containers. We take a machine gunner with us. If there is little health, we return to the medic. Having made our way through the crowd of enemies, we pass through the destroyed red door, further through the rubble of the building.

On the other side of the building, there are health and armor panels. We go out into the street, in front we see a dam, the same one along which Freeman passed. There is a huge blue monster on the dam, it is bound and cannot move, but still resists. A couple of military men are trying to kill him with machine guns. G-man stands on the side tower and watches the development of events.
Using the barnacle weapon, we cling to the green plants in front, we fly to the other side. If we fall into the water, we also cling to the plants with our tongue to get out. Click on the detonator, explosives will blow up the monster. We approach the place of the explosion, in the fault we climb inside a large pipe. The stream will carry us down over the rocks.

The Package.

We get out of the pipe through the second grate on the left. We are met by two soldiers. Together with them we run along the gorge and shoot back from the black special forces. The main thing is to quickly kill the enemy behind a machine gun using a sniper rifle, the military can handle the rest on their own. We run further on the water.

We run out to the open sandy territory. There is a mortar in the far left corner, we quickly run under it so that it does not hit us. We wait until the enemy destroys all the appearing aliens with a mortar, after that we climb up the slope, kill the black commando near the mortar. You can't jump to the mortar.
We enter a small side door in the corner between the gates. Inside we kill 1 enemy, we use the walkie-talkie. We return to the territory, we kill 2 new enemies. In the distant building, a hatch opened in the dungeon. The military hid there and got in touch with us, but the special forces killed them.
We enter the basement, collect weapons. We climb the pipes through the boxes, then we crawl between the pipes, we get into the neighboring building. At the fork: on the right is a dead end with boxes of weapons, on the left is the exit upstairs, it leads us to a platform with a mortar.
We direct the mortar to the gate on the left. Pressing the left button on the panel rotates the mortar left and right, the right button controls the height. With the central button we make a volley, the fence with the gate will collapse. With the second volley, we kill the run-out monsters. After the victory, we go to the destroyed gate, we enter the small door.

Through the break in the wall we shoot down the helicopter that has arrived, for this it is enough to hit with two missiles. We climb to the second floor, through the fault we jump out into the courtyard.
Here we destroy the purple monster. The car has a couple of sets of armor. Above the wire under the electricity. We climb onto the roof, climb even higher on the boxes. First, we go down to the sloping road behind the fences, climb under the gate, inside we press the lever to turn off the electricity. We return to the roof, carefully pass along the disconnected cable to the opposite side. on the far roof we climb into the ventilation duct.
We find ourselves in an underground garage. We destroy several monsters. After that, special forces will descend from the ceiling, we kill them too. On the far jeep we climb into the ventilation under the ceiling. Here we find a surviving guard. We pass into the next room.

In the parking lot, we kill a couple of commandos. We approach the door with glass, there is a guard behind it, but he does not want to open it for us. We pass through the open gate on the left. Two enemies are digging in the back of the truck, we quietly kill them from behind. We see that they have activated the warhead of a nuclear bomb, we quickly turn it off.
We return to the guard, after that he will open the door. But through the window we see that the G-man is now examining the bomb. We collect all the weapons in the warehouse, and go down the elevator.

Worlds Collide (Intersection of the worlds).

We get to a huge warehouse. Running between the boxes and containers, we fight immediately with both the special forces and the killer girls. It is better to immediately run along the left wall. A machine gun is installed behind the conveyor line. We hide behind a metal box, shoot the enemy in the head, then we ourselves sit down at the machine gun and shoot everyone who runs out at us.
We go to where the conveyor goes up, we pass under the moving boxes, at a dead end we climb up the small boxes. We pass on top, again we go down to the conveyor, we run past the boxes from wall to wall.
We go up the side elevator, kill 2 enemies, 2 more hid further. We pass through the narrow passages between the boxes, then climb on them and go already on top. On the idle conveyor under the ceiling we go out into the next room.
Below is a special forces battle with strong monsters. Until they notice us, we need to jump over two hanging boxes, and go down further, jumping along the bridge and containers. We get the rest. The doors open, the guard starts us inside. We collect all the cartridges and first-aid kits from the shelves, and go down the elevator.

We find ourselves in a wind tunnel. The flow of wind slows down our movement, but it is possible to go forward. We go down, go to the next room.
We can climb up the rope, there is a puddle with healing water, we can constantly recover in it. In the next room there is a huge portal, from which an equally huge monster emerges.
The boss spits a stream of acid, we hide from him, after that he is inactive for a few seconds, we can attack. Also, the monster can hit with claws, but these blows are not so scary anymore.
There are laser guns on the balconies to the left and right, from which we must shoot at the yellow eyes of the monster. When we knock out both eyes, the boss will open its belly, inside there is a purple teleport, after a while it will work and teleport an ordinary four-armed monster here. While the belly is open, we shoot inside, the only way we inflict damage on the boss.
When the teleport works, the boss's eyes will recover, and you will have to knock them out again. After the first time, the boss will break the upper bridge. Now you have to get to the left balcony using the tongue of the barnacle weapon. We repeat this more than five times, and the boss will be destroyed.

We appear in a military helicopter, in front of us is G-man, we communicate with him. At this time, the helicopter moves to the world of Xen, and then to black hyperspace. G-man recruits us and goes into the portal.

Thank you for your attention!