Passage of additions to Half Life. Passage of Half Life. "This is a very powerful sorcery!"

“The Great Wizard is on his way.

But when exactly will he arrive? And how do we know about it?

“If he really is a Great Magician, we will hear about him. And then...

- We will gently sweep away the barriers! Oppression Carefully Reject! the assembled sang in unison.

Well, what can I say ... They built, built and finally built! Six years later, after a lot of trouble, postponements, lawsuits and hacker attacks valve finally released the long-suffering "Half Life 2".

To the credit of the developers, the game turned out great. They managed to combine in it all the best features of first-person fighting games. The linearity of the game (this is an old and incorrigible "sin" of the genre) is not striking. The authors have placed so many scripted scenes around the plot that the “rails” of the plot are almost invisible. Constantly changing game process: running around the premises with a gun at the ready is replaced by dynamic races on boats and buggies. The bright colors of the sunset bay turn into the gloomy night of the abandoned "ghost settlement". City-17, full of post-Soviet realities and broken Zaporozhets, will open its hospitable arms to the stunned player.

Finally, the developers of the game on the PC paid attention to the development of characters - both models and images. There are exceptionally successful finds, such as Barney's felinophobia or Professor Kleiner's tame headcrab.

Valve used the popular Havok physics engine. It is found in many games, but only here they managed to fasten it so competently that physics organically joined the gameplay. I'm not just talking about logic puzzles on the topic "how to open a passage with the help of a board, a brick and a system of blocks." The action of the gravity gun, the protagonist's superweapon, is entirely based on simple Newtonian laws.

Game graphics are traditionally great. Let it not be as innovative as in Doom 3- not in the shadows of happiness. It is unlikely that someone will call this magnificence "yesterday" just because the relief textures here lie only where they are really needed.

On the CD "LKI": The disk of the February issue contains a large-scale video tour covering several gaming moments - insect hunting, amphibious travel, a buggy ride and something else.

In a word, the game is executed perfectly, there are no shortcomings in it. But the developers were overcome with pride, and they decided that under the pretext of such a game, they can do whatever they want with the players. Game distribution and activation system through the system Steam- a real pain for the players and a shame for Valve.

A law-abiding citizen, honestly acquiring a legal copy of the game, will not be able to just sit down and play it. The game definitely needs to get on the Internet and climb into the "Steam" to register and confirm the license key. Cry and sob those who do not have the Internet - the beauties of "Half-Life 2" you will not see. But the happy owners of the Internet, having downloaded ten megabytes of who knows what and having "access to the body", should not relax. Once the game crashes at least once, it will again require a security check. The game uses any excuse to get into "Steam" for patches and unobtrusively check if someone other than you is using the key. If he uses it, the key is also unobtrusively banned from now on and forever and ever, amen.

In a word, the developers screwed up. It is not right when law-abiding users suffer because of the paranoia of marketers. Compared to such arbitrariness, even the antics of the infamous StarForce defense pale in comparison.

Characters in Half-Life 2

Jimin

"Wake up, Mr. Freeman, and smell the ashes."

Who is this mysterious G-Man - no one knows, except for the developers. In the first part of the game, this elderly man with a diplomat, fit and pressed, invisibly accompanied Gordon Freeman, escaping from the Black Rock. Only occasionally did he appear in the distance, then to slowly go around the corner and there ... disappear. After the battle in the Zen world, Jimen appeared before Freeman and offered him a job on behalf of unknown "bosses". In fact, it was an offer you couldn't refuse.

In Half-Life 2, Jimen wakes up Gordon and sends him to City-17. He will again appear before the main character several times, and at the end of the game, as expected, he will deliver a speech full of mysterious hints.

Jimin is not human. It definitely works against synths. Maybe he is an agent of an interplanetary network of rebels, taking the form of an elderly man? Some argue that Jimin is Gordon Freeman himself, who came from the future. Compare - "Gordon Freeman" - "G-Man". But this is only one of the hypotheses. The developers remain silent.

Gordon Freeman

Silent Gordon Freeman is a much more mundane character. Physicist. Worked in Austria. Then, with the help of an unknown sponsor, he ended up in New Mexico, at the Black Rock scientific base. Here he witnessed a "resonance cascade", which became a fatal event not only for the base, but for all of humanity. Under the invisible guidance of Jimen, Gordon got out of the base inhabited by monsters and special forces. He was transported to the world of Xen and there he delivered the Vortigan natives from the dominion of the Union, killing the viceroy - Nigilat. After this promising physicist was hired by Jimen and plunged into a stasis field for four years.

When the critical moment came, Gordon was awakened and sent sleepily to City 17 to overthrow the Combine's power already on Earth.

Dr. Breen

"Welcome. Welcome to City-17."

Dr. Breen was the big boss at Black Rock. When the Combine invaded Earth through portals, it was he who became the first collaborator and puppet Chairman Earth Globe.

Wallace Breen is the most successful skin in the game. He is Gordon's main enemy, but does he look like a classic "villain"? No. Bryn is not evil per se. It's just that he is a pragmatist to the marrow of his bones and perfectly understands that humanity has lost the battle for existence. It is impossible to defeat the Unification, which owns many worlds, so all that is left for human civilization is to relax and try to have fun. His speeches, addressed to the population of cities and to Freeman himself, are quite reasonable. In the end, the Seven Hour War ended, the Earth passed into the possession of the Unification - what was left for people, how not to quietly disappear into history?

He is cynical, but at the same time naive in his own way. And with his gullibility, he will let down the slug-like masters.

Barney Calhoun and I first meet at the very beginning of Half-Life. He is one of the lab guards. Four years later, Barney managed to infiltrate the Defenders and is now working undercover, providing the city's rebel cell with everything they need. It is he who at the beginning of the game will take out the sleepy Gordon from the tenacious paws of the Association.

Dr. Kleiner

« Lamar. Scoundrel, where have you gone?"

Another former Black Rock employee, Dr. Kleiner was one of the people who sent Gordon Freeman into the testing chamber. He has not broken old habits and continues to test new teleport cameras in secret laboratories.

Lamar is completely harmless - she's had her stinger removed and, according to Dr. Kleiner, "all she can do is try to mate with your head." More than anything, Lamar is afraid of the crowbar that Gordon Freeman always carries with him.

Eli Vance

“Gordon can handle everything. Except for you, Alix."

Eli is Alix's father, an elderly Negro and also a former colleague of Gordon Freeman. The disaster from the first part of the game was not in vain for him - now he, like a real sea wolf, walks on a piece of wood, more precisely, on a piece of metal. Almost immediately, Eli will be kidnapped by Dr. Breen, who will try to win him over to his side. Brin will spend almost the entire game in a "tin can".

Judith Mossman

"I was just trying to help your father!"

The new employee of the Eastern Black Rock laboratory is a quick-witted and cunning woman. Nobody knows what's on her mind. Judith is in love with Eli and is at odds with Alix.

Dog

"WOF WOF!"

It was first created to protect the young Alix, and it was the size of a dog. Then it was “slightly” modified, and now this naive creature can throw cars. At first, the Dog will play ball with you, and towards the end of the game he will help in a real battle.

Father Gregory

“They say I'm crazy. Don't give a damn!

Father Gregory is an emphatically "Russian" character. His appearance is remembered at first sight. He bears a striking resemblance to actor Vladimir Yepiskoposyan (on the right in the picture), nicknamed the "deserved corpse" for the constant death of his characters in films.

You will meet Father Gregory only once in the game, in the ruins of Ravenholm. He will help you pass the level and cope with the "flock".

Grigory is not the only "Russian" character in the game. At the coastal station "N.L.O." you will find a certain inhabitant of Odessa, an elderly colonel - he will hand you a rocket launcher before the battle with the helicopter.

Weapons and equipment

Protective suit

A marvel of modern technology, Gordon Freeman's HEV Protection Suit has been slightly modified.

  • Armor The costume, as before, is restored from batteries scattered around the level and from wall chargers.
  • Built-in binoculars zooms in on the image. The convenience is extraordinary. True, you can not shoot with binoculars.
  • Sprint Mode allows you to noticeably speed up the run for a while. Auxiliary battery is spent on sprint. It recharges itself over time. A full charge is enough for about ten seconds of fast running. Check the red battery indicator frequently to see if you'll make it to the corner.
  • good old torch also consumes an auxiliary battery. If you run in sprint mode, highlighting the road with a flashlight, then the battery is spent twice as fast.
  • Oxygen balloon allows you to breathe underwater for a few seconds. The same battery is used.

The developers, after much deliberation, decided to give Gordon Freeman fewer varieties of weapons. But all of it is perfectly balanced, so you will use the entire arsenal - from scrap to a rocket launcher. The bad news is that the amount of "carried" ammunition is very small compared to other games. Staying in a hot battle without one or two guns is now more than realistic. If possible, fight with improvised means so that you do not have to get a crowbar in battle.

Weapons are listed in the order in which they appear in the game.

Scrap

The good old crowbar came straight from Half-Life. With a crowbar, you can not only break boxes and punch a road in boarded-up openings. As before, the crowbar does an excellent job with headcrabs and flying robots (scanners, cutters).

After the first third of the game, it will largely be replaced by the gravity gun.

Gun

"Glock" in the game boasts excellent accuracy, excellent rate of fire and an excellent magazine for seventeen rounds. An excellent choice for small encounters with soldiers and fighting Xen fauna. The pistol allows you to "shoot" unsuspecting enemies from a distance, but, alas, it is not suitable for sniper shooting.

submachine gun

They tell me from the front rows that this submachine gun is not an invention of the “modellers” of Valve Software, but a copy of one of the latest developments of the Heckler and Koch weapons company. The choice is not surprising. In the last part of the game, Gordon walked around the "Black Rock" with a kind of "H&K MP5".

Why not "Kalashnikov"? How much have you been given, developers?

The rate of fire perfectly compensates for the weak energy of the bullets, but the wide spread greatly reduces the effective firing distance. Forty-five rounds in a horn are used up very quickly, and the need to reload will often take you by surprise. Gordon can also carry five spare horns. This is not much - it's good that spare ammo comes across often in the game.

The submachine gun's secondary attack is an underbarrel grenade launcher that ejects a grenade in a parabola. Convenient, but unfortunately Gordon can only carry two grenades with him. And yes, they don't come along very often.

"This is a very powerful sorcery!"

Dmitry Segal AKA Cash

For many players, after loading a save, an inscription appears in the lower right corner of the screen "AI Disabled". In Russian: "Artificial intelligence is disabled." As you know, artificial intelligence is responsible for the behavior of computer characters in the game, whether they are enemies or your friends, when AI is disabled, scripted scenes, which are very important in this game, do not work. You can fight this scourge in many ways, I will give some of them.

  • The first and easiest way to execute is to call the console with a tilde ("~" key) and enter the command ai_disable 0. In this case, the inscription in the corner of the screen will disappear, and you can safely continue to play. But sometimes this method does not help, for example, some scripted scenes still do not want to work.
  • The second method is effective, but somewhat more tedious - every time you start the game, you have to rearrange the date on your computer clock to 11/16/2004. You can set the date to the summer of 2004.
  • The last method is the most dreary, but once you suffer, you will fix everything without a trace. This method also removes the "Node Graph out of Date. Rebuilding... ", which appears for a while after loading a new zone. We do this: in a folder Half-Life2\hl2\cfg create a text file, enter only one line into it - ai_norebuildgraph 1 and save it as autoexec.cfg. Now you will never have the inscription "AI Disabled" pop up and all computer characters will do their job without failure.

Find ten differences

It's sometimes interesting to follow the sources of inspiration for Valve artists.

On the left is a copy of the Union's wall propaganda graffiti: a cyborg cradling a blue-eyed baby. This image is often seen during the course of the game.

On the right is the famous photograph of Jean-Marc Bougou, which made this famous photographer the winner of the competition. World Press Photo of the Year 2003. It depicts an Iraqi man with his son in a POW camp in al-Najaf.

Coincidence?

Revolver

Looks like Magnum. In terms of lethal force - a small howitzer. Kills almost all enemies with one shot (people need to shoot in the head). Sniper shooting accuracy. The best use for the Magnum is shooting black crabs and sniping at sleeping targets.

There are only six rounds in the drum, you can carry twelve more with you. Reloading is slow.

Grenade

You throw it - it explodes in four seconds. First, Gordon pulls the pin, then when you release the "Fire" key, he makes a neat throw. The trajectory of the grenade is usually well predictable, and this makes it possible for snipers to throw it through windows on the first try.

An alternative option for throwing a grenade is with a lower swing. Such a throw will come in handy in order to roll it into a gap or under the feet of advancing soldiers.

Freeman can carry up to five grenades with him.

Shotgun

Outwardly, the shotgun is similar to the SPAS-12. The role is classic - a fight in cramped conditions against strong opponents who cannot be allowed to get to Freeman's precious carcass. Six charges, thirty in the mind. A little, but with careful use should be enough.

A shotgun against zombie runners is prescribed (one shot in the area of ​​\u200b\u200ba headcrab - the runner kicks! and lies). It can also be used against Union soldiers, but this is a matter of taste.

Secondary fire - doublet. How it happens with a single trunk is not clear.

Gravity Gun

The Gravity Gun is a truly unique device, the highlight of the entire game. In the laboratory, Alix will give Gordon Freeman this machine, popularly known as the "gravity-ass".

The main attack is an energy push that flips cars and throws barrels and boxes away (acts at a distance of up to ten meters). But the main use of the "gravitap" is to attract objects from afar (secondary fire). After that, with the object hanging in front of the player, you can do anything - shift it from place to place, just throw it away or throw it forward (fire).

Initially, Gordon can only manually pick up and throw small objects - jars, bottles, empty boxes of Chinese noodles and other garbage. You can just pick up barrels, but he won’t be able to throw them far. The gravity gun allows you to throw huge boxes, flammable barrels and gas cylinders. Having oriented in time, you can catch a thrown grenade on the fly and send it back. By placing an empty barrel in front of you, you will run through a dangerous area under fire without harm. But remember - the gun does not work with biological material.

Modified gravity gun

Before the very end of the game, after charging from the network of the Association, the gun will acquire superpowers. The range will increase dramatically. In pull mode, the cannon will be able to uproot huge iron terminals from the walls. But most importantly, it will be possible to attract and discard the soldiers of the Association. And this is good, especially considering that all the remaining weapons will be taken away from you.

You ask - what about captured guns? Unfortunately, they will disappear after the death of a soldier. But I assure you that you will not be bored without a weapon, especially since at any moment you can grab a plasma ball from the nearest energy flow, resembling a secondary shot from a plasma rifle by its action, and use it for its intended purpose.

Pulse Rifle

The plasma blast machine will appear in the middle of the game. It is more powerful than a submachine gun, and it has fewer problems with accuracy. But the charges will have to be saved - there are only thirty of them in the store and sixty in stock. Toward the end of the game, the Pulse Rifle will become your "weapon of choice", and all because the Combine soldiers will get the same ones and will be able to share ammunition with you.

In alternate fire mode, the pulse rifle fires a plasma bolt in the form of a ball. Having stumbled upon this ball, the enemy simply disappears somewhere into a parallel reality, while the ball does not stop and flies further. Faced with an obstacle, the ball starts to jump around the room, bouncing off the walls, floor and ceiling like a billiard. He won't hurt you anymore.

Ball charges look like small orange "grenades" and are very rare. The best use of a ball charge is the elimination of lumps and crowds of soldiers.

rocket launcher

As in the first part of the game, missiles are guided by a laser beam. But the secondary mode, in which the rockets flew just in a straight line, has now been removed as unnecessary.

Using a rocket launcher against helicopters and assault vehicles is worth it only when there is a crate with an infinite supply of rockets at hand. Gordon can carry only three rockets with him, and this is not enough even for the most dead helicopter. But if you have a box at hand, and an attack aircraft flies overhead, then act. Attack helicopters are very fond of shooting down missiles on the way. Throw rockets to the side and, when they fly off at a decent distance, aim at the helicopter.

Do not limit the use of the rocket launcher to only air defense. In "ground" battles, smoke out soldiers from defensive positions with missiles. Use the rocket launcher as a sniper rifle.

Crossbow

An excellent example of a sniper weapon. Up to eleven red-hot "arrows" in reserve, slow reload, but excellent accuracy. True, the "arrow" flies with a slight ballistic reduction, so you need to make an amendment. You can only aim well at a stationary target.

Pheromones

Gland of a female antlion. Partly replaces the magnificent hamster thrower from the first part of the game.

Actually, this is not a weapon at all, but a decoy that, at the Sandtraps and Nova Prospekt levels, allows you to summon and send an army of four antlions into battle. The main fire throws a decoy where the "fighters" need to be sent. In alternate mode, Gordon slightly squeezes the gland, calling the lions to him. Killed lions are regularly replenished with new ones emerging from the sand nearby.

If you manage to get a gland into a soldier, then from the smell he will be confused for a while (even though he is wearing a gas mask) and will start waving his arms senselessly.

At other levels, the decoy does not work, because there is no sand nearby.

Many players and reviewers complain about the incomprehensible plot of Half-Life 2. The habit of receiving the plot of FPS games in a chewed and overcooked form has affected. But Valve went the uncharacteristic "Japanese" way. The plot is presented to the player with hints and half-hints. What is the Association? Who is Jimin? Why is the city so strangely named and why does Gordon go there? Why do the soldiers wear gas masks and the Vortigans make friends with humans? Where did the Citadel come from? What kind of strange speeches does Dr. Breen make from the screen?

If you play thoughtfully, then a more or less complete picture of the events taking place develops only towards the end of the game.

Union (Combine), they are Sints, they are also the Universal Union - a cruel alien race that captures and enslaves the worlds with the help of a "combination" of technologies - their own and native. As a result of the "resonance cascade" (the first part of the game), a portal to the world of Zen, already captured by the United, opened. Gordon Freeman managed to overthrow the power of the viceroy Nihilat and free the Vortigans. After that, he was "hired" to work by Jimen and plunged into a stasis field.

But the portals between Xen and the Earth were not closed, and the planet was flooded with the fauna of an alien world, by no means always friendly. Head crabs and zombies roam the continents, slithers have begun their eternal hunt, and ant lions have chosen coastal beaches. Panic broke out, and humanity began a general flight to the cities protected by the armies. Following the living creatures, the “welders”, the Vortigans, also came to say thank you for the liberation from slavery and bring with them the legend of the Free Man.

After the defeat on the world of Zen, the Combine learned about Earth. The aliens prepared an attack and stormed the planet. Within seven hours, resistance was crushed. The earth capitulated. The aliens used an old trick - they modified the human race to create soldiers that were suitable for fighting in cities. These creatures in gas masks are no longer people.

People were herded into numbered cities (City-1, City-2, City-17). Dr. Breen became the viceroy of the aliens on Earth - he settled on top of the Citadel - a huge factory that produces equipment and soldiers to control the planet.

People do not belong to themselves. They are transferred from city to city. They disappear during raids. Psychotropic substances are added to drinking water, causing gradual memory loss. People are fed with rations. Those who want a better fate come to be hired as soldiers in the Citadel. Those fit for service are turned into soldiers, and the rest into slaves.

The planet is slowly changing. The pooling gradually replaces the composition of the air and dries up the oceans (note this in the "coastal" levels). Mankind is doomed to slow extinction, as a special field prevents reproduction - Brin will talk about this at the very beginning of the game at the station.

And then a sleepy Gordon Freeman enters the stage. Unknown forces, hostile to the Union, throw it into the capital of the world, so that, unaware of its purpose, it liquidates the main citadel and frees people.

The synths, who underestimated the earthlings, are discarded, the planet is free again. But the enemy is strong, and he is not going to give up just like that.

Gordon sleeps and dreams about Half-Life 3.

SECOND PAGE

Enemies

Union

soldiers

It is easy to recognize them by masks resembling gas masks. Former people, and now - biologically modified soldiers in the service of the Association. They use electric batons, pistols, machine guns, shotguns, pulse rifles. They are able to throw grenades and stand behind stationary machine guns. They don’t cover each other, they always act separately and always loudly mumbling something on the radio, reminiscent of this habit of zombies from Doom 3.

They differ in survivability, armor and aggressiveness.

Snipers

They hide behind windows using stationary sniper rifles. Unmask themselves with bluish laser beams. They know how to take the lead, so strafe against them helps badly. Hit from sniper rifle unpleasant, but not fatal. Snipers are easily taken out by grenades and rockets, they do not pose a particular danger.

Elite Soldiers

Powerful and aggressive soldiers in solid white armor. Use pulse rifles, can fire a plasma ball. They are usually found singly among ordinary units. They take longer to kill, but do not cause big problems.

robots

Scanners

Harmless flying robots - "paparazzi". All they can do to you is blind you for a couple of seconds with a flash. There is no evidence that they are aiming soldiers at you, but it is certain that scanners can drop frog mines.

At the end of the game, you will come across a more evil "round" version of the scanner. The flash is much more powerful, the blindness lasts for a few seconds. No real harm either.

Both varieties are easily killed with a crowbar and sometimes throw away the suit battery.

cutters

Dangerous creatures, usually flying in a crowd. They attack with cutting blades and are very hard to kill because of their small size. Try to take them out with a pistol. Use a crowbar or a shotgun nearby.

rolling mines

These spherical mines resemble the shape of the human immunodeficiency virus. They jump out of the ground and roll towards you to shock, jump back, and shock again. Attached to the buggy, the mine shocks the car and makes it difficult to control. The best way to get rid of a mine is to grab it with a gravity gun and throw it into the sea.

portable guns

One and a half meter unstable structures on tripods control the hemisphere. Noticing the target, they squeak disgustingly, deploy a machine gun and open a dense, painful fire. Often there are two or three pieces at once. It is not difficult to get rid of them - drop the cannon on the floor by shooting it from the gravitap, accurately throwing grenades or barrels at it. After falling to the floor, the cannon opens indiscriminate fire for a couple of seconds, but soon calms down.

Several reprogrammed Alyx cannons will serve as cover for you already in the Entanglement level.

Frog Mines

The installed mine sits in the ground, hooked on it with three "legs". When an enemy approaches the mine, it squeaks, and then jumps on the target and explodes. They can be uprooted with a gravity gun and used as projectiles. By planting a mine in the ground yourself, you will radically change its political views. You can recognize the "reforged" mine by the blue light.

wall mines

Classic wall bombs with a red laser beam. Usually block corridors. You cannot remove and use them, you can only undermine them by throwing a box or a barrel into the beam.

Automatic guns

Extremely nasty creatures. They react to laser sensors, crawl out of the floor and start shooting off the legs of everyone who is in the affected area. There is only one way to get rid of them - throw a grenade under the mechanism. Throwing a grenade into a narrow gap correctly from a distance is almost impossible, and close up is also difficult.

Before you go to fight these guns, always save.

There are only two types of transport in the game, on which you can move around the game space. This is an amphibious air boat (Airboat) and a buggy with an electric gun (Buggy).

On the boat, you will cut through the water surface and sewers, and sometimes even move small plots of land. With this fast and unsinkable vehicle, you can easily escape from the city. The boat has good speed and maneuverability, and even if you roll over or bank dangerously, the boat will automatically return to its original position.

From its leather seat, worn to the ground, it is clearly visible that the amphibian has more than once served as a saving vehicle for other fugitives. This old, dilapidated unit will save your life more than once. It will become really cool after a powerful aircraft machine gun is attached to it. He can even shoot down a helicopter, to say nothing of ordinary soldiers, whom he tears to pieces.

The only thing that can pull you out of the boat against your will is sticking. Drive around their dangling tongues until a garrulous Vortigan bolts a weapon to the boat.

Apparently, the buggy with the electric gun has been serving the rebels for a long time. Buggy is the exact opposite of a boat. In water, this car stalls. The car is terribly unstable - just look, it will roll over on some bump. We'll have to get out and turn the car over with a gravity cap, while fighting off the evil antlions.

But he also has positive sides. An electric gun that fires electric pulses has been on it for a long time, it was installed by Eli Vance himself. When traveling, a box with endless submachine gun cartridges in place of the trunk helps a lot. In afterburner mode, the buggy can reach high speed, but maneuverability suffers greatly. Such acceleration is absolutely necessary in some places. The same key is responsible for turning it on, which turns on the sprint mode in Gordon's protective suit.

Cars

armored vehicles

For Gordon Freeman on foot, these "Lenin armored cars" are relatively safe, despite their machine guns and guided missiles. But when he gets into the amphibian, missiles will become a real headache for him. One thing pleases - missiles can be shot down on approach, and the armored car itself is destroyed by one long burst from an aircraft machine gun.

After the "Water Hazard" level, you will no longer meet with armored cars. At the end of the game they will be replaced by walking cars.

Helicopters

The black Combine helicopters are like a cross between an Apache and a Black Shark. Despite the cool machine gun, they are relatively safe. Each time before a machine gun burst, the helicopter makes a characteristic sound, and after that you have about two seconds to find cover.

In the "Water Hazard" level, these helicopters will drop large ball-shaped mines from above with a self-exploding function. There you will have to shoot down two helicopters.

Landing ships

These biological machines, reminiscent of giant hornets, don't just carry Drop Pods and Armored Cars. They can cover the landing with machine gun bursts. One good thing is that landing ships do not specifically chase rebels. They brought a capsule, landed the soldiers, gave a couple of bursts for warning and flew away.

Stormtroopers

Huge creatures that resemble a cross between a mosquito and a whale. Exceptionally dangerous, as they dexterously maneuver and use a machine gun without warning. They try to shoot down missiles on approach and scream plaintively when damaged.

Hide and look for boxes with rockets. One attack aircraft takes six missiles.

Shaguns (Striders)

In the last levels of the game, you will have to face giant three-legged walking creatures, reminiscent of the classic Wellsian Martians. They are almost as dangerous as helicopters. However, hiding from a walking car is much easier, and when you meet with them, rebels with rocket launchers will be on your side.

The Shaguns fire a machine gun and occasionally release a miniature black hole. It's hard to get away from her. It usually takes eight rockets to take out one shagun.

deathmatch

Dmitry Segal AKA Cash

After the release of Half-Life 2, Valve Software began to receive many letters from ordinary players asking them to release a multiplayer mode for this wonderful game. After some deliberation, the developers took up this issue. They took the menu « Counter-Strike Source» and redid it. Pulling two cards out of the game, they cut them down a bit and turned them into enclosed spaces.

Soon they released a raw version of the deathmatch mode into the system Steam. Thus, Valve bought some time to make full version, with many maps and models. The developers announced a competition for the best card With prize fund at eleven thousand dollars, so there will probably be a lot of good cards soon. One of the first posted on the network was « crossfire2 beta2".

In the first version of multiplayer, only one player model is available - the Unification soldier. All types of weapons are great for this model. The only flaw is that the weapon sometimes "drives" into the model. Unfortunately, the classic crowbar is not yet available in multiplayer, but the developers promised to add it soon along with the electric baton.

Many players are confused by the small number of cards. But this problem is easily solved. Since "Half-Life 2 Deathmatch" is placed on top of the original game, maps from the single player game can be loaded into multiplayer. Thus, the game acquires a natural cooperative mode. This is done quite simply. Call the console with a tilde ( «~» ) and in it type the command "maps*"(without quotes). A list of cards will appear. From it, select the card you need and enter the command "map name of the map". Press "Enter" and the map will start loading.

Zen World Fauna

All these creatures came to Earth from the world of Zen, when an unsuccessful experiment in the secret laboratory "Black Rock" opened portals between the worlds. For four years, these creatures have populated the entire planet and now feel at ease almost everywhere. The animal world of Zen is not friends with the Unification, but the invaders have become accustomed to using headcrabs as biological weapons.

headcrabs

Old friends from Half-Life. Just as stupid, jumpy and almost harmless. They usually hide and seek to realize the effect of surprise by jumping out from behind corners. It is best to use a pistol or a crowbar against them.

sticky

And they are also old friends. Virtually harmless to those who know how to handle them. If you are hooked by the sticky tongue, pick up a crowbar and explain that you cannot be eaten. Stick a sticky box to slip through a dangerous place.

Sometimes they are found by whole families, in this case, look for a barrel with a flammable substance nearby. “Feed” it sticky, and then set it on fire.

Zombie

In the second part of the game, zombies began to look more like people with headcrabs on their heads (and not at all like aliens). Most often, the zombie is reclining, leaning against the wall. Do not believe him - he pretends to let you get closer, get up and yell something unintelligible in Russian.

Shoot zombies from a distance. You can use a crowbar nearby. They move slowly, waving their hands haphazardly. Upon death, a headcrab usually falls from a zombie's head. Sometimes the crab survives and starts attacking Freeman. If the blows and shots fell on the "head" of the zombie, then the crab has no chance.

In general, headcrab prey is not very dangerous. But they have a bad habit of throwing anything at Gordon that isn't bolted to the floor. Be careful.

Long-legged headcrabs

They live on levels by themselves and on the heads of zombie runners. They have long legs and a frisky disposition. They are killed with problems, but they do not cause much harm.

Black headcrabs

Extremely nasty creatures, hairy black headcrabs. They crawl slowly and are an easy target. But if you didn’t kill the crab in time and allowed it to your head, then it will poison you, leaving only one health unit. After a few seconds, the suit will begin to inject the antidote, and health will slowly recover to almost its original value.

Black headcrabs live on their own, sometimes they are found on the heads of zombie bumpkins.

Zombie Runners

Long-legged crabs prey. Their behavior is reminiscent of the Aliens from the classic movie. They run fast, jump far, scratch painfully and can climb sewers. The best weapon against them is a machine gun or machine gun (from a distance), a shotgun (up close). Try to hit the zombies in the head, otherwise the headcrab will survive and try to move to Freeman.

Zombie bumpkins

Clumsy and slow zombie bumpkins, the guests from Halo are the most dangerous undead in the entire game. Four black crabs live on their head at once. Seeing you, the bumpkin plucks the crabs from his head one by one and throws them in your direction. I don't think it's necessary to say what it is fraught with.

Destroy these zombies as quickly as possible. The ideal option is a plasma ball from a rifle. Destroys both the owner and all crabs. Rocket is also a good choice, although then you will have to deal with crabs separately. The best thing to do is not to meet the scumbags at all.

Antlions

The new fauna of the sandy beaches of the Earth came straight from the Paul Verhoeven film. Alone, they are not dangerous and are easily killed by bullets or shot. They love to sit in a crowd. They can fly from place to place. They hate working copra and bypass them.

On the Nova Prospect level, antlions will become your faithful helpers. They deal with the soldiers of the Association so deftly that it's a pleasure to watch.

female antlions

They are several times larger than males and much more dangerous. Fortunately, you will meet them in the game only a couple of times. Use grenades from a grenade launcher and a shotgun against them. The butting of the females is painful, but it is not difficult to dodge their impudent hemulen muzzle.

Now, thanks to the new incarnation of the Havok physics engine in multiplayer, the idea is feasible unique game Graviball.

You can play with any number of people - at least two, at least ten. Usually some big one is loaded open card, like "Highway 17" (a map with a crane). All participants pick up a gravity gun and choose any barrel as a ball. It is best to take a mine - it is most similar to a soccer ball. True, if you caught her not with a gravity gun, but with your body, then it can kill you - but it’s even more interesting that way.

Gates are built from boxes. Lampposts and other heavy objects can be used. The rules are simple: if the ball hits the ground outside the goal, the team that scored the goal gets one point. A ball, a barrel, or whatever you decide to play this time, can be caught at any distance outside the gate. The main thing is to catch.

Antilocalization

Here's another curious fact from the "did you know" series.

Not trusting third-party contractors, Valve took over the localization of the game personally. The main package contains Russian titles, and anyone who wishes can additionally download seven hundred megabytes of Russian sounds through the Steam system.

In Russia, "Half-Life 2" is published by the company "Soft Club". After looking at the localization of the game, the publishers shuddered and flatly refused to release the Russian version.

Why? Because it's done... it doesn't matter. Biggest Mistakes in translation. Russian voice acting - with a natural accent. The Soft Club, on reflection, decided to release the English version of the game, leaving Russian subtitles. You can't blame them for this. Anyone in their place would be ashamed to replicate such a translation.

Those who want something strange can download those same seven hundred meters of Russian voice acting through Steam.

PASSING

Point Insertion - "I'll get off at the far station"

“Good morning, Kisa,” he said, choking on a yawn, “I came to you with greetings, to tell you that the sun had risen, that it was trembling with hot light over something ...

I. Ilf, E. Petrov, "Twelve chairs"

Gordon Freeman woke up in an unknown location. Before his eyes, the ironed Jimin habitually loomed. Nihilat's howl and the Gatekeeper's stomping still rang in his head. Four years had passed since Xen's visit, but not a moment had passed for Gordon, immersed in the stasis field.

“Rise and shine, Freeman. You deserve a rest after everything you've done, but... Enough rest, it's time to get back to work.

Jimin is gone. You are in a train carriage arriving in City-17, the capital of the Brave New World.

Chat with two passengers. The train will stop and you will see a half-empty shabby station. Citizens in identical worn robes. Civil Defenders (Civil Protection, "Sipi") in gas masks and with electric batons. A vortigan janitor and a pile of rubbish everywhere. Here you will have the opportunity to test the signature "Havok" in action. Try to pick up a box from the ground and throw it somewhere... at least at the Defender.

From the wall, you are welcomed by Dr. Wallace Breen, viceroy of the United on Earth and your former boss from the laboratory.

On the way to the sorting block, talk to others - some will feed you fragmentary information about the city and the state of affairs in general. The situation is sad and reminiscent of the work of Orwell. Some people get kicked off the train without any explanation. The old man warns you against drinking the local water: “They put something in there that knocks out the memory. I don't remember how I ended up here..." A half-mad man thinks aloud endlessly over the oddities of train schedules.

At the sorting block, you will be ordered to approach the wall camera. She will take a picture of you, and a soldier who appears from behind the door will order you to follow him to the interrogation room.

It's good that this is not a real Defender: having removed the cameras, he will take off his mask - in front of you is your old acquaintance, Barney's former security guard. He's undercover for the rebels. After a short but warm chat with Dr. Kleiner, Barney will push you into the back room. We need to get to the lab. Gordon Freeman has temporarily escaped from the clutches of the System, and now he is an unaccounted for unit.

There is a search, and we seem to be strangers at this celebration of life.

Grab the crate, climb it out the window and jump onto the crate below. Exit the courtyard. The defender, blocking the door, will order you to pick up a jar from the floor and throw it in the trash - the developers want to make sure that you know how to do such things.

It is interesting: nothing bad will happen to you until you get home. Therefore, you can safely experiment with physics. For example, hit a Sipi couple on the head with a telephone receiver.

Take a look at the food distributor at the ticket office and go to the station square. I advise you to listen to Dr. Brin's answers to letters from readers.

It is interesting: try to get through the alley where the Sipi group searches the citizens who have fallen under the hot hand. Use the trash can.

In the yard, two residents of the house discuss the raids of the Association on residential areas. Play on the playground (swing-carousel), annoy the last time two Sipis at the door and go into the house.

Defenders storm the apartment in best traditions thirties. Neighbors, as expected, drink. Satisfying curiosity, move along the corridor further to the stairs and understand another floor above. You will be called from behind the door.

The jokes are over, the game has begun: now the Sipis are hunting you. Run through the apartment into the corridor, go upstairs (the Defenders are already running from below), let the black man prop the door with himself and go out to the attic of the house. Jump outside quickly. Now you can take a breath and admire the wonderful view from the roof of the Citadel. Move along the narrow boards to the ledge.

As Marshak once wrote: “People standing below saw how carefully he walked along the ledge.” In your case, "people" also shoot. After scaring away the pigeons, walk along the ledge along the house and climb out the window. A broken staircase at the wrong time will prevent you from escaping Sipi who jumped out from behind the door. Fortunately, they will not have time to finish you off - the Defenders will be thrown by a fragile mulatto. Meet Elix Vance.

"A Red Letter Day" - Red day of the calendar

The door swung open soundlessly. One of his men crept in on his knees.

- Yes? said Lord Hong.

“Uh... Oh my lord...

Lord Hong sighed. Good news doesn't begin with "oh my lord."

Terry Pratchett, interesting times»

Through secret passages and dark corridors, Elix will lead you to the laboratory. Dr. Kleiner and his pet headcrab named Lamar are waiting for you here. Barney will pick up the noise. Do not rush to follow the instructions, take a closer look at the laboratory.

It is interesting: in the corner to the left of the entrance is a miniature working model of a teleporter. Experiment with it by sending a cactus or books scattered across the floor from one platform to another (thanks for the tip Cash).

Try on the modified hazmat suit. While Kleiner opens the door, recharge using the wall "socket". You and Elix must go through the newly adjusted teleporter to the "Eastern Black Rock", in the laboratory of Eli Vance. When the plug falls out of the socket, push it back. Elix screeched and teleported away. Your turn.

It is interesting: Quantum laboratories "Half-Life" are historically called "Black Mesa" - literally "Black Table Mountain" (meaning the shape of the plateau). A perfectly translatable play on words alludes to "Black Mass" - "Black Mass".

Of course, here the developers could not help but insert a small "resonance cascade" caused by Lamar's pranks, who moved the emitter and jumped into the camera. And again, as in the good old days, Gordon Freeman is thrown at different points in space. To the desert (Lamar is chasing birds), to the Black Rock, to the river, to the mouth of the monster, and even to the top of the Citadel, to Dr. Breen's office. "I'm telling you, I'm pretty sure I just saw... Gordon Freeman here," Breen says worriedly to the strange slug-like creature on the screen.

In a word, you have just signaled to the whole world: "Gandalf is here!" And the United is ready to meet you with all its military might.

The last stop is the balcony outside the lab window. You have to run so as not to light up the place - scanners have already flocked to the noise. Jump to the ground, run through the passages to the boarded door. Barney moved upstairs. Run through the channels to the laboratory. And I think you forgot this last time.”

A crowbar falls at your feet.

Breaking all obstacles on the way in the old tried and tested way, go down to the rails. Destroy the scanner, turn left and go through the car. Be careful not to run along the tracks - there is a train coming.

Run after the last car, hiding from the shots of the Defenders. Turn into the gap between the cars on the left and climb into another car. Go up the stairs to the roof and quickly jump over to the roof of the car on the left, and from there through the fence into the courtyard. Without slowing down, grab a first aid kit in a dark corner and hide from the bullets behind the cart. Carefully knock out the interfering boards with a crowbar and skip to the saving entrance to the building. Light up a dark corridor with a built-in flashlight.

THIRD PAGE

Route Kanal - Underground Man

The underground clever mole digs crooked moves.

Normal heroes always go around.

x/f "Aibolit-66"

Heal at the wall first-aid kit. Ready for some fun? Jump out into the corridor and quickly tap on the heads of two Sipis with a crowbar. The first target should be a soldier with a gun. Now you have a weapon. Leave the beaten citizens and, having broken the boards, move further along the level.

To save money, destroy the next soldier with a crowbar. After that, take out the gun and get out into the street. Noticed the red barrel? Go down to the rails, and then immediately climb back - the train will slow down under you, forming an excellent bridge. Turn around and shoot the barrel, blowing up two soldiers. Quickly take out the crowbar, go up the stairs and knock out the boards in the doorway. Pick up a first aid kit and cartridges, blow up two barrels, standing at a distance. Jump out, break your first ammo box with a crowbar. Grab your gun and blow up the barrels on the level above through the door. After that, you can slowly go around the corner and carefully shoot the soldiers on the opposite side of the "street". Climb over the fence and dive into a narrow hole, punching the way with a crowbar.

Advice: pay attention to the “lambda” scrawled on the wall and remember its appearance. This symbol means that somewhere nearby the rebels store stocks of ammunition and equipment. .

After that, you have two ways to go through a dangerous area - methodically shoot soldiers or go ahead. Jump onto the rails, blow up the barrel at the turn, bounce off the other barrel and quickly get rid of the soldier. Run along the corridor with a crowbar at the ready and on the stairs, stun another one. Without letting go of the crowbar, overcome the narrow bridge, smash the boxes that prevent you from passing through and carefully shoot the two soldiers dug in below, on the rails, with a pistol.

After that, you should heal and take the “batteries” in the niche on the right, and then, having reached the canal, jump into the water. Well, this fight is over. It wasn't very difficult.

Swim to the red container, climb the stairs on the left to the roof and jump into the hatch.

It is interesting: once in the container, immediately carefully look at the TV screen. This is Jimen's first appearance in the game.

The inhabitant of the car will tell you the way, and the Vortigan will recharge the suit.

After a short but intense fight with two pieces of wood, you will meet the sticky for the first time. While she's eating a crow, run past and get your gun ready. Hear the shooting? Don't go out into the open. Instead, hide behind a large piece of concrete and take out the two Combine soldiers. Now be careful: on the right around the corner is a machine gun. You need to sneak up to the corner past the barred "window" (be careful, there may be a soldier there), quickly slip through the dangerous area and whisk into the pipe in front of a bunch of boxes against the wall. Do not let go of the pistol and do not turn off the flashlight - in the pipe or in the cache you will have to deal with the soldier. Collect supplies in the cache, reload and quickly go outside.

Destroy the barrel by blowing up defenseless (almost) shooters, and stand behind the machine gun yourself. The ammo is endless. It will be fun: the main thing is to direct energy spitting at soldiers and scanners in time. Be sure to blow up the barrel against the wall on the right - it lies on the platform that closes the passage along the wall.

In any case, as soon as the barrels fall and the blue-black sides of the armored car appear, leave the machine gun without regret and run along the narrow ledge on the right to a bunch of cars. There is a lambda sign near the wall - first-aid kits are on the left behind the car. Save ammo - use crowbar against sticky ones. On the advice of the lady hiding in the pipe, use the sewer. Make your way through the pipe into a square room (two Defenders were alarmed at the top), and then into the next one, filled with water. Explosive barrels will begin to pour from above. As soon as the burning one falls, immediately hold your breath and hide at the bottom to the left of the entrance. As soon as the explosions subside, kill both Sipis, collect the good scattered on the water and move into the passage courtesy of the explosion.

At the exit, you will find a battle with several Defenders in the open. Do not take care of the ammunition - they are scattered here in large quantities. Use cover to kill the first two soldiers. Hide next to the ammo box and blow up the barrel in time to get rid of the third one. When four more soldiers run out onto the bridge, pay attention to the barrels under its supports.

After a short fight with two soldiers (you can use the bridge pillars as cover) enter the narrow gap in the pipe on the right. Drop the interfering barrel on the sticky tongue and be careful - the ground is slippery here. Treat the next large group of stuck with a flammable barrel. While they pass it one to another, set fire to the barrel and enjoy the fireworks.

Make sure your health is at its maximum. Take your time to jump into the water - skip the burning barrel first. After it, a few more pieces will fly from above - hide behind the board and do not forget to take a breath. Carefully exterminate the Sipi at the bridge. Climb onto the platform, then climb the ladder over the fence. Dive under wooden structures and swim underwater to the end of the channel. After that, carefully use the barrels on the bridge to get rid of the Union soldiers and, avoiding the falling "bombs", get to the next pipe.

Before you - the first "physical" task. To exit the gloomy room, load the left side of the board with bricks. The right one will rise and send you straight into the arms of the Combine bionic helicopter. I advise you to run quickly and, having heard a characteristic sound, seek cover. Wooden boxes and boards are poor, useless shelter. Slate and iron will protect well if you can crouch so that they are between you and the helicopter. Quickly run left around the corner. Dodge and hide. Pick up the first-aid kit next to the stuck one and, throwing the interfering barrel from the door, open the door to the catacombs.

Check another cache with "lambda", break the box, go to the grotto filled with water for a first aid kit. Be very careful on slippery ground. Offer a burning barrel to the greedy stickies and jump over the railing to a narrow passage. Repeat the same trick with the next portion of hanging "tongues". In a room full of boards, you will be met by a local resident. Help him get rid of a new enemy - three cutters. Collect supplies in the room and move on.

Cutters are very convenient to shoot from behind a door with a stretched mesh. Around the corner is to take out a gun and set fire to the barrel, and then retreat. At the exit from the catacombs, shoot the soldiers, and then retreat through the door to deal with a whole flock of cutters without haste.

Behind the door opposite is a passage. Pay attention to the red lamp - it guards the passage to the secret vault. Keep a crowbar ready, the ventilation shaft is inhabited. On the way back, take out your gun and quickly blow up the barrel next to the passage you came from.

Get down and lure out the soldiers. After that, calmly climb the stairs back and shoot everyone as they arrive. Now you have a submachine gun in your hands. Check the dark passage on the right for supplies, entertain a lone zombie.

Save before jumping into the water. Climb onto the mechanism and, seizing the moment, quickly dive to the hole in the wall on the left. If you make a mistake, you will be crushed. Halfway through, catch your breath and dive again.

At the exit from the water, prepare a machine gun: there will be a battle with the soldiers of the Association and a couple of cutters. In the heat of the fight, it's easy to miss the sticky tongue. Climb onto the pipe and, avoiding sticky and jets of steam, move to the "lambda" and the passage clogged with boards.

Having got out of the water, quietly and carefully remove the soldier next to the car with a pistol. When the barrels roll on you, don't get lost - blow them up immediately. After a short but intense fight, dive into the catacombs again, into the friendly "embrace" of the cutters.

At a dead end, climb into the air duct and mentally prepare for a swim. After jumping into a dark warehouse with barrels, try to get into the water as quickly as possible - cutters are flying. When they get out of another air duct, carefully set fire to the barrel and enjoy the fireworks. Shoot the surviving robots.

Put the barrels in a pile and climb onto the bridge. At the other end of the corridor among the accumulation of pipes, find the red handle and turn. Climb back up the stairs and return to the warehouse. There, without waiting for the cutters to visit, jump into the water, dive into the pipe and exit on the other side. A new problem arose - how to get to the opposite side of the room. She's too high above the water.

I'll have to dive. At the very bottom, several boxes and reels are stuffed with boards. Release them and use the "floats". Come out into the light of God.

In a long corridor there will be a battle with soldiers and cutters. First, run right to a dead end and get rid of the robots. After that, take out the submachine gun and give a warm welcome to the soldiers on the other side of the corridor. After passing two more cutters, collect supplies and make your way through a makeshift bridge made of boards to the rebel cache. Jump down.

The Geiger counter started talking - I strongly advise against stepping on these green oily puddles. Whoever wants to go through the pipe to the ammunition on the right. The rest of you, step forward. Help the rebel get rid of the headcrabs and take ammo from the "endless" box.

Until the end of your level best friend becomes a gun. The settlement is infested with headcrabs, which the United are bombarding the area with. It is best to shoot these animals from a distance, dodging jumps. A couple of times the headcrabs will dig out of the ground. Lying zombies are actually just resting. Be careful - the zombie will surely throw a barrel at you. Carefully walk around the dangling live wire. Do not touch the walls of the sparkling car. Immediately behind him, next to the bridge, another victim of headcrabs lurked in a radioactive goo. Run along the bridges to the "garage", where you will be presented with an amphibian.

Right up to the “East Rock”, this original structure will become your “home”. Forward! Manually open the airlock (beware of the headcrab hiding between the crates) and burst straight into the autumn dawn.

Water Hazard - Watermarks

- Here's what, guys: I won't give you a machine gun ...

film "White Sun of the Desert"

Don't forget the lambda signs. Almost immediately you will come across one - to get supplies, stop the amphibian and climb the stairs to the bridge.

It is interesting: approaching the barn, you will encounter Jimen a second time. He stands right in front of the entrance to the barn.

You are too late - a shell has hit the barn, and now its entire population has turned into zombies. Climbing under the very roof (crab!), Knock out the barrel from under the mechanism with a crowbar to get some supplies. Get into the amphibian and move on. Behind the trampoline is a dead end. Fish out all the boxes of ammunition dropped by a well-wisher. Get rid of annoying scanners and check the pipe for useful things.

Another physics problem. How to raise the trampoline? You can load it, but nothing. You only have empty plastic canisters. Dive into the water and you will see a crate under the trampoline. Use the rule of Archimedes - throw all the canisters found there. The trampoline will rise. Accelerate properly and jump. Drive around the logs very carefully.

And here are the landing helicopters. Soldier - crush, boxes - pick up on the go. The next springboard will be close to the left wall of the dock. Against the soldiers on the bridges there is a trick - the amphibian easily interrupts the fragile wooden supports. Tongues sticking around whenever possible.

When you see the closed dock gates, dismount. You have to fight a little. Go through the garage, picking up everything that is badly lying. Pay attention to boxes with endless grenades. The hint is very transparent. Your enemies will be a few soldiers and a couple of harmful cutters. Heal at the wall first-aid kit and, jumping out the door, quickly rush behind the trailer and hide there. The machine gunner pinned you down. You can quietly move the cart to the machine gun, but it's easier to throw grenades at the machine gun from the spot.

In the next room - three harmful soldiers. The battle is classic, right there - a first aid kit on the wall. The lever that opens the airlock has jammed. Explode the barrels so that the iron profiles on the cable ram the gate. Come back. Use the machine gun to clear the area. A few more soldiers and a machine gunner are waiting for you in the garage - you already know how to use grenades.

Go down to the abandoned amphibian and hit the road again. Pick up two boxes just behind the broken gate. Trouble awaits you behind the bridge - an armored vehicle firing guided missiles. Maneuver and remember - missiles fly ahead. Soldiers will begin to descend from bridges on cables - to crush!

Next appearance armored vehicles will mark another problem - the path is blocked by burning pipes and cars. It is necessary to fly along the right wall, but so as not to touch the supports. We overcome the next "obstacle course" with a "snake". First to the left to dodge the flying Moskvich, then to the right so as not to crash into the Volga. Then again to the left, and dive into the pipe.

Again lambda. Stop the amphibian, unload the bricks from the cradle hanging on the block. Take what is due to you. At the next gateway you will have to exit again. Turn right and dock. I'll warn you right now - it's going to be hard.

Knock down the castle with a crowbar, pick up a revolver and shoot three soldiers. At the top, you will have to fight with the soldiers and make your way to the building between the containers under constant helicopter fire. There is only one way, it is impossible to get lost. There is only one algorithm: run fast and shoot loudly. Don't be afraid to speed up. In the meantime, break boxes with weapons. In a large hangar you will have to endure tough fight with a whole crowd of soldiers and a couple of cutters. Don't forget to pick up ammo. After climbing the bridge on the right, get to the opposite bridge along the roofs of the containers. Watch out for the windows - a helicopter hangs behind them. Hiding against the wall, break the interfering boxes with a crowbar. From around the corner, throw a grenade (two soldiers) onto the landing and, jumping out, kill another one hiding behind the box.

We'll have to run under helicopter fire again. It's good that before that you can heal and refuel the suit. But be careful - the place in front of the first-aid kits is shot through. Run straight, after a pile of gravel, turn right (soldier). Rush that there is a spirit to the turret (soldier). Storm it from the stairs, destroying two more Sipis.

Now sit down at the machine gun and start firing at the helicopter. Hide when firing back. You won’t knock him down, but at least drive him away. If you want, go back to the first-aid kits and heal up. Return to the amphibian in a short way - along the pier.

Now you have a long and difficult race to the bottom. The new helicopter will drop floating mines in front of you. They chirp for a few seconds and then explode. I absolutely do not recommend going to them. A sharp turn - the transition from one dock to another - overcome by land. Turn left after the pipe. Mines are not that dangerous in the open - just try not to be near them when they explode. Go around the partition of logs on the left and immediately after the turn dive into the pipes. Seeing the light, pull yourself together - you need to “drive” along a narrow pipe and not slide to one side.

At the exit, as expected, a helicopter awaits you. Turn right at the fork, use the two logs as a springboard. Behind the bridge, keep to the left bank of the creek. And all this time, mines will rain down on you from the sky. After two turns take to the right - this is another springboard.

The dock gates are open, but the shelling of land mine crab continues. By pure chance, one of the shells will hit the base of the factory chimney. It will collapse and block the bay. Accelerate and jump over the pipe on the bulging debris in the center. Only a lone armored car remained between you and the next stop.

Behind the tunnel you will find another physical puzzle with a springboard. It is solved simply: push the washing machine from above into the “elevator”, pull the lever below and remove the interfering barrel from the board. If you aim at a lone box in a dark pipe, be aware that it is guarded by a zombie.

Behind the trampoline your friends are waiting for you. The rebels will tell you how to get to the Rock, and the Vortigan will equip the amphibian with an excellent aircraft gun.

It is interesting: when the Vortigan welds the cannon to the amphibian, talk to him. A very talkative person. "Someone's distant eyes are looking through yours, Freeman."

The machine gun is a great thing. Try it on boxes and on the helicopter guarding the exit from the tunnel. There is a small dock ahead. Immediately after the gate, turn right and drive the amphibian onto the concrete. The dock can be cleared, but it is not necessary to do so.

An armored car is ahead again. Shoot down rockets on approach, exterminate soldiers. Before the next tunnel, don't let the two Sipis throw barrels at you - shoot them from afar. Shoot at the landing helicopter to make it drop the armored car.

It is interesting: and here is Jimen's third appearance. It will spawn on the bridge on the left just behind a pair of stickies.

At the fork marked "Port 5" turn left and keep to the right wall to climb into the pipe. Inside are zombies and stickies. Outside - a few soldiers and a lot of flammable barrels. Without slowing down, get to the turn and keep your sights on the space above the wall - barrels will fly from there. Turn into a pipe and mentally prepare for a meeting with the "stage boss".

Behind the bridge, just before the turn, clear the containers. Then prepare a machine gun and jump out into the open space. It is necessary to destroy two armored vehicles. Hide behind the ship from the far one and destroy the near one without haste. After that, quietly and carefully climb into the dead zone under the distant car and shoot it from below.

Dismount. There is a mangled container against the far wall of the dock. Inside are two barrels. Get behind the supports and blow them up to knock out the bottom. After that, again climb onto the amphibian and, having made a circle of honor behind the supports, jump from the springboard into the pipe.

It was a hint. The story is ahead. It will start when you swim to open area in front of the dam. If you don't have enough health or energy, check the crates scattered around. There will be a heavy battle with a helicopter.

At first they will just shoot you. Then the helicopter will go to throw mines. It's not scary yet. In the end, "carpet bombing" will begin - the "Black Shark" will fly back and forth, throwing mines at once in three pieces. In this case, it is important that your amphibian is in the gaps between the rows of mines. Shoot the helicopter continuously - sooner or later it will explode.

Collect the remaining boxes. Take note of the small springboard made of logs. Raise the far barrier and swim through the opening.

It is interesting: and here is " Easter Egg". At the far end of the bay you will find two pipes with bars. Place the amphibian under the left one and climb into the pipe to talk to the hermit Vortigan who is cooking a headcrab skewers.

Take the red barn by storm. Lots of goodies inside. Go across the bridge to the gateway control panel (fourth appearance of Jimen). Open the gateway halfway and return to the amphibian. Use the log springboard to jump into the hole and fall down the dam.

You're at the place. In front of you is the Eastern Black Rock.

FOURTH PAGE

Black Mesa East - Come to me, Mukhtar!

“I don’t like joking myself, and I won’t let people.

x / f "Carnival Night"

You are safe. The level is very short and easy. Enter the decontamination chamber with a natural traffic light on the wall. Meet Judith Mossman and Eli Vance. Examine the laboratory, pay attention to the newspaper clippings on the wall.

Alix will come and immediately quarrel with Judith. To separate them, Eli will send you and your daughter to test a new device - a gravity gun. It's late evening outside.

Follow Alix's instructions. Pick up and drop a couple of boxes, "pull" the barrels from the top level. Place two crates next to Alix and climb up to her.

Play with the Dog in throwing a mine. The idyll will be short-lived - the laboratory is suddenly stormed by the Association. Run after Alix to the airlock - the Dog will open the jammed door, and the collapsed ceiling will separate you from the girl. There was only one way out of the base - through Ravenholm, an abandoned city.

The dog will open the door for you. Use the gravity gun to make your way to the stairs. Knock down the lock with a crowbar and climb up.

"We don" t go to Ravenholm ..." - "Don't go there, go here"

- A terrible city - there are no girls, no one plays cards. Yesterday I stole a silver spoon in a tavern, no one even noticed - they thought that it didn’t exist at all.

x/f "Formula of Love"

The uninhabited town of Ravenholm is a gloomy place. Here the gameplay takes a sharp turn towards the "survival horror" - survival horror. You never know what's waiting for you around the corner. Ordinary zombies are the most harmless enemies. Here you will meet for the first time with black crabs, runners and bumpkins. Ammo and health here just fly away with a whistle, and closer to the middle of the level it becomes very difficult to play. At this level, you will meet a charismatic clergyman, Father Gregory, passionately passionate about serving his flock.

It is important: at this level, there are a lot more enemies than ammo for them. Therefore, always use improvised means in the fight against all kinds of carrion - traps, disks, gas cylinders, barrels, hooks and everything that is not screwed to the floor.

It all starts rather harmlessly, with a zombie resting next to a lantern. Throw a fire barrel at the wall of the house and enter. A dismembered corpse and a circular saw blade are a hint of a gravity gun. Use disks and cylinders as projectiles. But you have to be very careful with cylinders and barrels - the battles take place in close quarters.

It is interesting: before entering the house, look at the wall opposite. In the corner behind the sewers, a raven sits in the air.

A rotating blade in the street hints that we are not alone here fighting the zombies. In the distance, someone delivers a fiery speech. Wait until the blade cuts through the zombies. Shoot the headcrabs if they survive. Turn on the "shredder" in the next room, sit under it and take care of the crabs. Use the gravity gun to knock out the boards in the door, grab the barrel and throw it very carefully into the next barn. Finish off those who "survived".

It is interesting: What happens if you take a can of whitewash with a gravity gun and try to kill zombies with it? You guessed right!

Around the corner you will meet Father Gregory for the first time. Get rid of the zombies by throwing a barrel at them (throw not straight, but just above the horizon - the barrel is heavy). Clear the closet on the right. Zombies in a cage are the easiest to set on fire - open the gas and give a spark. Grab the gas bottle and move on. Put out the fire in the alley and use balloons to bombard the dead in the cul-de-sac. There is no further progress - the fence is under current.

Return to the big fire. Extinguish it by screwing the valve. Enter the workshop and clear the first floor. On the second floor, get rid of two zombies (you can move the sofa and check the room behind the door). Before entering the back room with a window, I advise you to use a grenade. Two black crabs will not joke. Find the switch by the window and turn off the current.

Don't rush to go down. Exit to the bridge and eliminate the black crab on the first floor. The second "spider" is waiting for you just before the exit. Place a barrel in the opening under the stairs and blow it up from a distance.

On the stairs that have become safe, move to the other side. Climb up the ladders and jump over the lane. Again this Gregory. Of course, he is a psychopath, but he catches mice.

On the bridges from the boards you will get into the house. Shoot the zombies and four crabs through the hole in the floor. Get outside. These are the traps that the holy father warned us about. A Volga hangs on a complex system of blocks above the street. Lure zombies under it and pull the lever. Simple and effective. Repeat if necessary. Do the same with the other portion of the dead at the end of the street.

Having dropped the distant Volga, quickly jump onto the hood and get over to the wooden bridges. You will cross the house without much difficulty, but in the last room, shoot carefully so as not to blow up the gas cylinders. Eliminate two black crabs parading outside the window and get out. Do not rush to jump into the street. Make sure you are alone on the bridge. Blow up all the barrels down the street (and the one behind the bars, too). Now - jump. Quickly cross the street, climb the stairs to the bridge.

On the left in the black opening you will find grenades, first-aid kits and as a prize - a black headcrab. On the right, a zombie crawls, depicting a wounded Terminator. In the autopsy room, grab the hooks on the table with the gravity gun and start using them for their intended purpose.

Below you will meet the runner. I recommend taking a disk from a saw, letting it get closer and “pleasing”. There are several zombies, crabs and first aid kits waiting for you outside. I advise you to save ammunition and immediately go to the laundry. There are two dead men and several crabs on the stairs. In the room behind the door are ammo, first aid kits and two zombies. Upstairs are two more crabs.

Go out onto the roof and catch the "gift" from Father Gregory. Very soon you will need it - it is better to return to the room. Shoot anything that appears in the doorway and behaves unfriendly. Runners are best hit in the headcrab area.

From the roof, jump into the "pond" and climb the stairs to another roof. There will be many runners. Fortunately, there are first aid kits here too. Call the elevator (kill the runner) and go down. Gordon Freeman, get acquainted, this is a "goof". Lump is Freeman. I advise you not to touch it, but to quickly pass the dangerous area along the boards and jump over the fence.

Pick up ammo and health in the room with the lone crab. Go out into the dark street - the most difficult stage begins. Against the bumpkin guarding the fork (on the left, in the dark opening), it is best to use two underbarrel grenades. Kill the runaway crabs. Don't go ahead just yet. Turn right (it is useless to turn on the shredder) and beat half a dozen zombies to death with a crowbar in a dark alley. Come into the house and, having risen to the balcony, carefully fill the same dark alley with balloons. Pull the lever and exit. Work the lane again with the crowbar. Where do they come from in such quantities?

Now - the critical moment - a fight with two bumpkins. It is useless to use grenades (however, you can throw one around the corner on the right, where the boxes are). Use the submachine gun, shotgun and don't let a single black crab in! When both bums are dead, don't waste your ammo on the rest of the dead - climb the boxes onto the ledge and get over to the rooftops, remembering to grab everything of value along the way. It is not necessary to shoot all the zombies below. Without haste, jump over the platforms to the window where Gregory is waiting for you. Several runners will try to stop you, but with the help of cartridges, first-aid kits and a clergyman, you will overcome this misfortune.

Jump over the street so as to be on the bridge as close as possible to the railing - it will collapse, and you need to stay on it. Use disks and gas cylinders indoors. A lone dead man lives below, so go up to the attic, having previously thrown a grenade (crabs) there.

Go out the door and, seeing a runner jumping on the roofs, jump back in. Catch him on the doublet in the doorway.

Carefully move along the rooftops along the street. Destroy the lumberjack trampling at the bottom and all its crabs. Jump down and quickly climb up the stairs, looking back only to shoot another runner.

Come out to the roof. Father Gregory will send a platform for you. She moves very slowly, and you will have to fight off the runners storming the roof through the drainpipes for some time. It's not that difficult: when the pipe starts to shake, run up to it with a shotgun. At the first appearance of a head with a crab, shoot. One well-aimed shot is usually enough. And here is the platform: jump on it and pull the lever.

Father Gregory will volunteer to escort you to the mines. The Evil Dead begins, staged by Valve Software. The hardest part is getting rid of a few runners. Further it will be easier: the zombies slowly go in your direction, you process them with bricks and discs. Barrels can also be used, but be careful not to hurt Gregory. At the end of the path, be sure to throw a couple of grenades into the dark gap between the crypt and the rock - the bumpkin lives there, and you don't have to meet him face to face.

The priest will raise the bars. Before you go to the mine, deal with a small crowd of the dead. Gregory will stay with his "flock", and you quietly jump into the mine.

I think you are already tired of the gloom of Ravenholm. But be patient a little more. Jump into the shaft carefully - from beam to beam. Once on one of the lower beams, move to the bridge, closer to the first-aid kits, and look at the bottom of the mine. A huge number of long-legged and black crabs. They must be exterminated before moving on.

Blow up all the barrels you find. Black crabs (they crawl slowly and sedately) are best exterminated with a revolver. To hunt long-legged, it is worth using a shotgun. Get some ammo from the small storage nearby. Get down to the ground only when there are no crabs left below. Immediately quickly climb the stairs to the bridge and jump onto the beams near the ceiling of the adit, because the room will again be filled with crabs. Blow up two barrels in the adit, make sure not a single crab is left. If you want to get to the first-aid kit and ammo ahead, behind the hole in the floor, jump very quickly - the beam on the right will collapse.

Dive into muddy water and swim along the flooded adit. When you surface for the first time, you can use the sticky tongue as an elevator to get to the cache. Climb over the beam and swim further to the fire. A little bit left before the exit from the mines. Turn on the mechanism around the corner, and a trolley with a built-in shredder will go up and down the inclined tunnel. You just have to quietly crawl up, luring zombies out of niches - trolley

will do all the dirty work. Finally, daylight!

Right above you, on a ledge (“lambda”), a black crab lurks. After picking up the contents of the boxes, climb onto the ledge and take the revolver. Ready your shotgun - the last runner wants to meet you.

See how the sniper "works" on zombies. When he's done, take the grenades from the crate and carefully throw one at him through the window. Then move carefully - there is another sniper ahead. Hide behind the wagon. Then - around the corner. After that, quickly hide behind the platform with the forest. Move forward under the platform with a pistol at the ready: a headcrab guards you on the left. From behind the car, quickly run to the dead zone and throw a gift to the sniper.

Use the element of surprise to quickly get rid of the two soldiers fighting the dead. Climb into the car from the end, take a new weapon - a pulse rifle. It will come in handy in the battle at the car graveyard. I am sure that in this place you will definitely remember another famous long-term construction, this time - Ukrainian.

After jumping behind the fence, grab the barrel with the gravity gun and throw it into the doorway. After that, run there yourself with a grenade at the ready. Help the rebels repel the attack of the Union soldiers.

Alix is ​​alive and at large, but her father has been captured and is being held in prison on Novy Prospekt. You can get there only on a dry sandy stretch of the shallow sea. But not everything is so simple - antlions have a mating season, males rush to everything that moves. The only way out is to use a buggy, a nimble off-road vehicle. Collect all the useful things in the room and go to the pier. More precisely, on what used to be a pier, and now plays the role of a protective perimeter.

Highway 17 - On the Baltic coast

&mdashLet's hit the rally on the roads and slovenliness. I'm done, comrades.

I. Ilf, E. Petrov, The Golden Calf

The buggy is not your amphibian. Driving a car is much more difficult. He strives to roll over and give you right into the chitinous mandibles of beetles. An overturned car is easy to push with a gravity gun, but at the same time you will have to fight off the oncoming insects.

The level is easy to pass: you drive on the road or off-road from one point to another, doing your business along the way. Some stops are required, others can be ignored.

Examine the car. Open the crate in the back and take as much machine gun ammo as you can (useful when encountering bugs). The Gaussian electric gun is rather weak, and while the charge is accumulating (alternative fire), the target will already be behind. It is unlikely that you will use it. At full speed, the beetles choke perfectly and so on.

Sit inside - the crane will pick you up, but then drop you. Jump out and turn the buggy over with the gravity boot. After that, I advise you to drive a little near the coast to get comfortable with the controls. Climb up the road to the hill and jump over the bridge, turning on the afterburner. On the hill, it is worth cleaning out the barn.

Behind the tunnel, slowly go down the slope and stop at the pile driver. The pile driver drives away antlions, so you are safe near him. Should I enter an empty house with a Jolly Roger painted on the wall? If your plans include a meeting with a good-natured bumpkin - feel free to come in.

Having broken through the fence with the car, go down to the beach again and slowly cut until the next copra. Three soldiers are sitting in a large house - fight them if you want to look through binoculars at Jimen's fourth appearance. In the barn on the trailer is a lone grenade for grenade launcher.

You can not stop at the next copra, but, having rammed the soldiers, boldly go further along the coast to the New Little Odessa station (New Little Odessa, abbreviated as N.L.O.). You will be called to the colonel - without wasting a second, run to the basement and get your hands on an excellent copy of laser-guided MANPADS.

Advice: before you get a rocket launcher in your hands, do not take rockets - they will be wasted.

And here is the reason to try it out - the noise of the propeller of a new enemy is heard from the street. This is a bionic attack helicopter, it strongly resembles the habits of the "hunters" from the Terminator universe. He shoots a lot and with pleasure, he does not want to warn about intentions.

Jump out of the basement and shoot. The attack aircraft can shoot down missiles on approach, so shoot and guide the missile to the side, and only then set the red aiming dot on the tail of the helicopter. Spare missiles are in the basement, on the second floor, outside in the sheds. The rebels will occasionally drop a rocket or two at you.

After the battle, the tired rebels rest, and you will talk again with the Odessa colonel (“The station near the bridge does not answer, so be careful!”), Get into the buggy and drive further along the highway.

Turn right at the fork, pick up batteries for the suit on the go and, having circled the lake to the left along the cliff, stop at the pile driver. Turn it on immediately. Take the best weapons at the ready and storm the pier. A lone sniper on a crane is best removed from a rocket launcher. Get into the crane, carefully pick up the container and drop it on the heads of the soldiers who ran out of the hangar. The crane is easy to operate. "Left" and "right" - turn the crane. Use the "forward" and "back" keys to lower and raise the arrow. "Fire" - the magnet falls and tries to grab the object. The shadow on the ground means the place over which the magnet hangs. When figuring out where a magnet will fall, consider inertia.

If someone on the pier remains alive, use conventional weapons. Climb into the crane again, pick up the buggy and lower the car onto the dock. Push the raised bridge with a magnet.

Take the hangar by storm (carefully - they will throw a grenade). Open the mechanical door. Now you have two options: carefully clear the area ahead or break through on the buggy. You need to jump out the glass window.

Jump across the bridge using the same technology - at full speed with afterburner. An attack aircraft will appear, but you try to get to the barricade from the cars. After getting out of the buggy, hide and fire at the assault vehicle with a rocket launcher. Luckily, one of the cars had a crate of missiles lying around. When the bionic monster dies, clear the obstruction with a gravitap and continue on your way.

Introducing a new enemy - rolling mines. Painfully shock, clinging to the car, interfere with driving. Bombardment from a gauss cannon hardly helps. The best way to get rid of mines is to collect them on a car, and then tear them off one at a time with a gravity gun and throw them into the sea.

The next buildings on the way will mark an ambush. The explosion will block the road, but you can break through if you drive close to the fence, clinging to the right edge of the road. However, no one bothers you to get out of the car and give the soldiers of the Association the heat.

At the next barricade, get out of the buggy, go up the hill and take the crossbow. Take aim and quietly take out two soldiers - one is behind the gate, the other is hiding on a billboard. Dismantle the blockage, stop the buggy at the protective field and start Rimbaud's work. Do not go to the backyard - there are mines. Storm the house from the facade, use the barrels, luring soldiers on them.

The barrier is powered by the battery of the armored vehicle. To remove the field, knock out two boots from under the armored car - it will roll into the sea.

Now we need to overcome a large railway bridge. It is also protected by the field. Drive the car on the way and go down, along the way fighting with the soldiers - there are not many of them. AT big house you can go, but it is better not to go up to the second floor. In the back room sits and misses without the company of a goof. If I were you, I would put a table up to the broken staircase, climb up to the second floor without noise, and use the gravity gun to pull all the crates I could reach. It's not worth disturbing the bumpkin, especially since you have to get rid of another one. Leave the house, go around it on the right - you will find yourself on a ledge. Look out between the beams of the bumpkin and please him with a rocket (fortunately, the “endless” box is right at the porch). Finish off the crabs with missiles and go through the door. You are inside the bull.

We take pictures next to the trophy.

Do not be afraid of crates with rockets - there is no danger from the air. Quietly and carefully move along the bridge supports to the other side. Headcrabs usually live inside the "sheds", two soldiers live in another one (in this case they will give you a crossbow). If you do not fall down and do not fall for the sticky bait, then you will get to the other side without problems.

Shoot the first two soldiers on the way without any fuss. Move inside the support. When a group of soldiers is under a flammable barrel, blow it up - a rain of steel profiles will fall on their heads. Remove the soldier under the "sail" from the crossbow. Climb the stairs, without much fuss, suppressing any resistance. At the very top, after destroying the guards in the control room, pull the plug to remove the protective field in the room. Heal and recharge. Disable the bridge field. Hear the noise of the screws? Yes, this is the long-awaited attack aircraft.

Get out into the room where you blew up the barrel. Under the stairs you will find some excellent gas bottles. I advise you to meet the soldiers with them.

Use all three missiles on the attack aircraft flying around the bridge. You need to get to the nearest supply of missiles closer to the center of the bridge. It's far away, but if you hide from machine-gun fire in time, you can get there without difficulty. The attack aircraft will collapse, unable to withstand your onslaught, and in the meantime, you return to the car without haste.

It is interesting: opening the door on the shore, you will witness the battle between zombies and an ant lion. After watching the fight and killing the lion, quickly move towards the house. There are suspiciously many lions, and they fly from the beach.

Be careful walking towards the house. Soldiers with shotguns are hiding around the corner to the left and right. It is better to go a little further and get out where you are not expected.

Climb into the buggy and cross the bridge in the afterburner. At the first opportunity, turn off the rail to the left so as not to meet the cattle-breaker of the train going towards you. Turn into a dark tunnel.

FIFTH PAGE

Sandtraps - "I'm ready to kiss the sand"

I advise you at the first sign of a zombie to get out of the buggy and go on reconnaissance yourself. Against runners, use an underbarrel grenade launcher or a shotgun. If you wish, you can search the two rooms on the right. In the far you can get through the ventilation shaft. Clear the traffic jam and get out into the fresh air.

Under the hill you will find a house and a couple of soldiers. You can go inside the house, there are no monsters there. But, if you decide to search the house from top to bottom, pick up a gravicap: you will have to long and tediously throw annoying mines out the window.

There is a massive checkpoint ahead. It’s hard to take it, but it’s easy to slip through if you try not to run into mines and barriers rising from the ground. If you are going to master the post, do not forget to first stand in the dead zone under the metal structures and get rid of the mines. Only then do you go hunting.

Look carefully at the road ahead - you need to go around the hole on the highway. At the barrier, take a right - this way you will jump over the cars. But it is impossible to overcome the mechanical gate. The motor does not work - two batteries are missing. One lies in the room, the other stands on the windmill, on the edge of the board. When looking for batteries, don't forget to hide from the landing craft's machine gun and kill five soldiers.

After the next tunnel, the lighthouse awaits you, the last destination. Drive the buggy into the garage - one of the rebels will ask you about it. At will, repel three Combined landings or immediately run to the lighthouse building. Defending inside the lighthouse is a pleasure. Enemies run from the bottom up "one by one". Finally, an attack aircraft will arrive and begin to cut circles around the lighthouse. In this case, under the lamp itself there is a box with rockets. The glass around the lamp does not protect against machine guns well, so be careful; a spiral staircase, if desired, will pass for a trench.

When everything calms down, collect equipment in the lighthouse and in the buildings nearby. The rebel will open a secret door for you in the basement of the lighthouse. Once on the ledge, do not relax! A soldier will appear over the cliff and begin to bother.

It is interesting: the landing craft nevertheless found and carried away the buggy. But the car was in the garage - did the Special Forces of the Association manually roll it out of there?

Gordon moves on his own two feet again. When you see a person on a stone ahead, listen to him and do not step on the sand. Intercept the machine more comfortably and shoot the three antlions that have jumped out of the ground. The wounded comrade of the guy in trouble will die in any case - it is impossible to save him.

You need to get to the Vortigan camp. You can’t walk on the sand - lions will come out and do terrible things to you. Machine gun rounds are the most common along the way, so keep a machine gun close at hand in case of mistakes. Ammunition and boxes attract gravitsapoy. Jump on the rocks forward as long as you can. Then grab the pieces of wood and pieces of slate lying on the ground. Lay them out in front of you and jump on them to the next cliff. There are many boxes scattered along the beach, and it would be nice to collect them - but it's not worth risking your health for a dubious box.

On a narrow board you will get to a long lever - "swing". To raise the far shoulder, load the near one with a box, barrel and bricks. Curious, once on a rock, turn right in search of prey. But I do not advise you to do this - then you are tormented along the beach to return back, shifting slate, boxes and a boat from place to place.

Instead, turn left, grab a long plank with your gravity gun, and place it between the ledges. Explore the barn (boxes, grenades) and the barn. You can try to run on the sand to the next rock. Turn on the compressor at the rock and relatively calmly go to the earned copra. Use the gravity gun to collect all the crates nearby. Reload the machine gun and run to the far rock. The beetles besieging the pile driver will fly towards you, but no one is afraid of you on the rock. Shoot them down and save.

Between you and the Vortigan camp there is only a new "boss" - a female antlion. She runs fast and butts painfully, reminiscent of the habits of the bulls from Serious Sam. Throw barrels at it, fire from a shotgun. As soon as possible, approach the doors of the camp so that the shooter will support you with fire.

An elderly Vortigan will extract a gland with pheromones from the corpse of the "lioness" and invite them to the camp. On the way, clear the premises of everything that is badly lying.

The Vortigan will teach you how to use the decoy. Now that you have the gland, the males mistake Gordon Freeman for a female and do not attack. Drop the iron wherever you want to send your chitin army. Squeeze the iron in your hand (alternate fire) to call the bugs to you. Throughout this and the next level, the antlions will be your personal army. The most important thing is that this army is endless. In total, four lions roam behind you. The deceased is immediately replaced by another. The lions get out of the sand and fly towards you. The further the sand, the longer it takes the beetle to get to the front line.

Leave the camp at night. The prison "New Avenue", where Eli is imprisoned, is already close. The city is nearby, and it is guarded by huge copras. Turn them off so the bugs don't feel uncomfortable. After the second pile driver, pillboxes with machine guns will begin.

Take fortifications Merging is easy. Throw the iron approximately in the direction of the pillbox, take out the machine gun and rush to the aid of your army.

Before the third pillbox you will have to sweat. Koper does not let antlions in, so under machine gun fire you will have to run and turn it off. Having mastered the pillbox, press the button inside it and throw the decoy back to the copra - from there the Unification counterattack will come.

The large beach will be reminiscent of Saving Private Ryan in the shape of the fortifications. Quick dashes from stone to stone, move along the coast to the right. Throw a decoy in front of you. After passing the log, quickly turn left and go up the hill to two crates. Now you are in a dead zone and you can safely send bugs to storm the fortification from the rear.

Come into the adit with a machine gun and blow up all the barrels you see. After that, send insects for reconnaissance and move after them yourself. Don't miss the narrow passage on the left into the room with useful things.

Once again in the open air, send the beetles forward in the same way. Search two pillboxes and move to the last one, hiding behind the rocks.

It remains only to take one small fortification. Run towards him to be in the dead zone before the soldiers get behind the machine gun. This time, do all the work yourself, not trusting their bugs.

On a rocky ledge you will reach a fire, where two zombies are warming up. Help them warm up by blowing up the nearby canister. Knock out two supports of the bridge and climb up along the cliff with a crossbow at the ready. Remove three soldiers from a distance and occupy the bridges. Walk to the right along the other cliff. Throw iron into the pipe from a distance - a lone runner hid in it. Only after his inglorious death go inside.

You need to neutralize several towers with machine guns. You can start even from underground - remove two machine gunners from the crossbow. Once on the surface, find a secluded place and look out from there only to make a well-aimed shot. Crossbow arrows will run out, but you have a revolver. Go around the perimeter along the right wall so that the towers themselves cover you. Close your distance before shooting as much as possible.

And here is the courtyard in front of the prison. Be sure to save. Throw the pheromone gland into the yard below without climbing the stairs. Let the bugs take care of the infantry. The noise of the screws will be very eloquent. Use the rockets lying near the wall for their intended purpose - to shell the guard house. Don't deal with stormtroopers yet, just hide from them. Take the security room by the wall by storm. Heal up and run further down the corridor. A container lying on its side will protect from bursts from the air. Climb up the stairs and quickly shoot the two shooters on the bridge. After that, run up to the box with endless missiles and, finally, get rid of two annoying stormtroopers.

Everything is quiet. Collect everything you can in the yard and in the guard house. Enter the prison through the hole in the wall. Extinguish the fire by turning the valves. A collapse behind your back will mark the end of the level.

Nova Prospekt - "Vohra has surrounded us"

May I see the prosecutor?

— You can. Where is our prosecutor?

- In the sixth ward, where Napoleon used to be.

x / f "Prisoner of the Caucasus"

The gloominess of the New Prospect prison resembles Ravenholm and the orphanage from Thief 3. But there is no need to panic. The worst thing in this prison is Gordon Freeman himself and his trained fleas. Frankly, I do not envy the defending soldiers.

There are no soldiers at the very beginning of the level. There is no one here at all, except for portable guns and a couple of stray crabs. Go down the stairs, climb into the hole, shoot the crab. Take down the cannon behind bars and go up to the floor. There, drop two more cannons with the gravity gun. Your chitinous friends need free access to prison facilities. In the security room, admire the fruitless struggle of a pair of soldiers with a female antlion. Drop two more guns, move along the flooded basement into the corridor. Here you will be accompanied by several long-legged crabs - quickly exit through the doors and retreat along the corridor.

Going down to the floor, you will find yourself directly under two cannons. You have two options - try to throw barrels at them from below or quickly run through a shootable balcony. The choice is yours.

Kill the crab, clear the traffic jam and save. There is a fight with a female. Pheromones will do you a disservice - Gordon will be mistaken for a rival. Hiding in a gap under the wall is useless, so use your underbarrel grenades and get a shotgun - the most effective weapon against large animals.

In the shower room, the first ant lion will join you. Collect all the supplies in the room, throw away the barrels and benches from the door. Gather an army and start storming the prison. Your task is to direct the lions to the right place and eliminate portable guns on your own. Politely let the lions go ahead, but do not get caught by the cutters yourself. Take down the cannon at the grate, turn left and watch the lions storm the control room. Pull the plug from the socket to stop the torture of the Vortigan. You can no longer help him.

Use the switch in the next room to open the grate and let the lions show up in the room upstairs. Watch TV, open the grate with the button and return, having previously cleared the bridges from the boxes.

Quickly throw grenades at the cannon in the corner. Throw a grenade at the far end of the room carefully from around the corner. The field will not let you or the bugs through, so fight off the attack of the soldiers and dive into an inconspicuous ventilation shaft in the wall.

Having jammed the fan on the way with a brick (but not a board!), Make sure that it does not fly out. The motor will burn out. Eliminate the soldier, pull the plug and drop the remaining guns.

Beetles can also be used to clear rooms. Let them deal with the next big hall themselves. Help them by hitting the machine gunner at the far end of the hall with a missile. Climb the stairs to the machine gun, use it for its intended purpose and move up.

On the narrow bridges, it is difficult for the bugs to cover you, so keep a weapon in your hands. Throw the iron on the far bridges in the open space. Taking the next security room will not be easy, but the bugs will try. If you want to help them, throw a grenade into the open "closet", there is a very harmful gun. And watch TV again. Today, the star of the screen is a biologically modified slave of the United with stylish blinkers on his eyes. Another channel shows an unknown hero with an open neck and several elite soldiers.

The room will have to be defended, and the bugs may not be able to cope without you. Open the grate with the lever. In the room with the dead female, throw the iron around the corner - the cowardly soldiers are hiding there. Refuel yourself in the room and watch TV again. Ready a grenade to take down two cannons around the next corner. The bugs can take a large hall with washing machines on their own if you eliminate the cannon at the far stairs with a rocket. Pay attention to two mysterious passages in the wall on the right. There you will find a lot of good and tasty things, guarded by a lone bumpkin.

In the next corridor, you will have to fight again. Help the lions - get the cannons out of the way. Detonate the wall mine from afar and carefully take the kitchen, throwing grenades at the cannons. Only one cannon and a few soldiers remained on the road to freedom. Have the bugs storm the last security room. Heal up and jump into the empty room.

Several Sips will jump out from behind the doors. But they don’t care about you - they tactically retreat in front of the superior female of the enemy. You don't care about them or the lioness. Exit the room through the broken bars.

Warm up on the resting zombie and carefully move forward. Shimmering blue metal walls only seem unshakable. Quickly place the crate in front of the hole in the wall and climb in.

Entanglement - Warehouse of living blacks

We lay in a tin

Shelf life

Only someone sold us

And put it on the knife.

Sprat song.

You will never guess who will meet you at the beginning of the level. Alix! Like Freeman, she is looking for Eli among the "prisoners". Rising to the floor, fight the guards. Alix, rummaging through the computer, will find his father and send him "to the exit with things." It's going to be a long and tedious fight. Be careful, but remember - Alyx is not immortal, although her pistol works wonders.

After a rich conversation with Eli, you will go on alone. Long-legged crabs live in the room on the left. Ahead is a video screen: Alyx is looking at you. She will open the grate, but before the next she will pass. The exit is in the security room. Remove two lockers from the wall to open the ventilation shaft. Three sharp and sudden crabs live inside, and several of their long-legged comrades live outside.

Try to throw a grenade under the feet of two guns through a hole in the glass. But be careful that the grenade is not under your feet. When protecting the security room from the soldiers, do not touch the grenades - use the machine gun, shotgun and submachine gun. The contents of the endless box will come in handy for the two cannons at the end of the corridor.

To remove the protective field, carefully throw a grenade into the room from the side. Take out the last portable cannon with your gravity boot and throw grenades at the guard room - inhabited, according to Alix.

Without waiting for a command, open the locker, take both portable cannons and place them in front of both stairs so that the cannons control the flights of stairs. The railing should prevent the soldiers from throwing grenades at the cannons. If you place the cannons correctly, they will deal with the soldiers on the stairs themselves. You just have to eliminate a few cutters and shoot the soldier on the bridge outside the window - nothing complicated.

After waiting for Alix, watch an entertaining movie about Judith Mossman with her. The girl will remain to conjure with the computer, and it's time for you to move on.

And here I advise you to do something that the game does not expect from you. Take your portable gun with you! Believe me, it will make it much easier for you to pass the level. Turn left. Before you throw away the trash from the door, put the gun on the floor. She will handle the crabs under the stairs herself - just don't let her out of your hands. In the basement, use it to get rid of the crab and the sticky. Then just move the cannon to the end of the basement.

The water in the basement is painfully electric, so you will have to jump down the pipes, take boxes, canisters, a wooden stand with a gravity gun and build an impromptu bridge. Don't drop the boxes! Just let them go while moving forward, and they themselves will fly a couple of meters before they flop into the water.

The portable cannon will do a great job of taking out multiple zombies. She will also help get rid of the soldiers before entering a large room. Place it on the railing on the left and it will do all the work for you. The ammo savings are extraordinary.

Clear the back room of grenades, save and jump down over the railing (along with the cannon, of course). Again, without waiting for the command, arrange four guns so that they stand next to the passage, where first-aid kits hang on the walls, and look in all four directions. The assault begins. The soldiers will go both from the stairs and from the far end of the hall. Your task is to manually raise and re-place the fallen guns, get rid of the soldiers who have broken through, beat the cutters and heal as needed. With three guns, you won't be able to control one of the four directions, but four is a completely different matter. When Alyx arrives, heal up, take the ammo for the submachine gun from the far passage and... you guessed it right - pick up one of the portable guns. Useful on the farm.

Alix and Gordon will go down the stairs and enter a long corridor with red walls. Before reaching the corner on the right, place the cannon so that its "sting" is directed along the corridor. When the lights go out and a few soldiers try to kill you, the cannon will be of invaluable help. You yourself at this time with a machine gun or a shotgun, turn right and process all the space behind the metal mesh. You can use a plasma ball. Run after Alix, but don't drop your cannon!

The girl will open the door and lock it right in front of several soldiers. And here is Judith Mossman. The cannon will mistake her for an enemy and try to kill her! Position her so that she looks into a corner with a sting.

It's time for all four of you - you, Eli, Alix and Judith - to teleport back to the lab. Carefully take the cannon to the teleporter and place it so that the sting is aimed to the right into a narrow passage blocked by a field.

It is interesting: the automatic cannon disliked not only Judith. I set it so that Mossman did not fall into the range of the cannon, but a surprise awaited me: as soon as Eli arrived in the capsule from the "warehouse", the cannon shot him in the best traditions of Tarantino. The dead negro reproachfully fell out of the container and fell onto the stairs. The scripted scene stopped - had to be loaded.

Teleportation will be overshadowed by an unpleasant event. You and Alix will be together again. Cannon lockers will open - place them in key locations. One should control the large doors on the left. Another (brought by you in advance) stands on the right and holds a narrow passage against the wall “at gunpoint”. Place the third one right next to the teleporter support so that it looks at the passage behind the glass wall. Put the fourth one next to it, but to the left - let it keep on sight the space to the right of this passage.

With four cannons, defending a charging teleporter will be easy. Raise the cannon occasionally in front of large doors or in front of a narrow passage. Alix will help the other two.

When the teleporter is charged, without wasting a second, jump onto the platform. The hall has been taken over by elite units, but you can't be stopped... unless, of course, you try to blow up the teleporter.

A new "cascade resonance" did not work. You and Alix are back in Dr. Kleiner's lab. But why doesn't he meet you? The answer is simple: while you were moving, a week passed in this world.

The events at Novy Prospekt served as the signal for a massive uprising led by Barney. In a week, the Dog, lost during the storming of the laboratory, was found. But Lamar, just getting underfoot, disappeared somewhere. Without it, the professor will not be able to go with you. Alix will remain to look for the scoundrel with him, and it's time for you to go outside. But first, take a closer look at the lab. Otherwise, how do you know that the professor listens to Blue Scholars, and Lamar eats cucumbers.

Finally, the professor could not stand it and he himself suggested that Gordon leave: "Lamar does not come out, because he is terribly afraid of your scrap."

PAGE SIX

Anticitizen One - Brin's personal enemy

They went there, they were chasing them. From there they go, they are chased. What an interesting life people have!

x / f "Don't be afraid, I'm with you"

Once on the street, do not rush into battle. Let the Dog demonstrate fighting qualities. When the friendly robot flies away on a landing ship somewhere far away, climb into the house and watch Jimen's fifth appearance on TV. The agent is standing in the boat, in his hands, as usual, a diplomat, on his shoulder - a raven.

Make your way along the half-filled corridor to the familiar playground and take command. From now on you will be accompanied by rebels. You can’t give them an order, but with a twinkle they will help. Rebel paramedics can heal a wounded Freeman.

The city has changed - now these blue-black structures are rising everywhere, the height of a ten-story building. On the square, pick up several soldiers dropping the "monument to Dzerzhinsky". Catch a couple of ammo boxes from the balcony and wait until the metal gates next to the Baltika cafe swing open.

Meet the frog mines. They must be torn out of the ground with a gravity cap and thrown towards the enemy. You can just put it on the ground - then the mine will go to your side.

Storm the courtyard and go outside. Wait for the walker to pass and run across the street to the alley. On the way, use the crossbow as intended and catch the mines falling from the sky. Move on to the next yard and take it. Pick up a mine in the shed and try to throw it through the window where the soldier leaned out. Don't miss the "lambda" and storm another yard. Harmless zombies and supplies are waiting for you in the house on the top floor. Get outside.

Two portable cannons hid behind a display case to the left. You will destroy one by blowing up the barrel. Throw grenades at the other one. Try not to lean out unnecessarily. At the fire on the right you will find a nurse. Climb into the house through an inconspicuous passage. The apartment upstairs has been occupied by soldiers, but you can easily take it. In the room with the hole in the floor, take out the crossbow and use the element of surprise against the soldier outside. Jump down to the first floor.

Once outside, it is very important to run past the car and the barrel to the rescue house as quickly as possible. Do not waste your strength on the soldiers behind the fortification. Inside the house, quickly kill one soldier and throw a mine upstairs to another. Do the same for the stairs. Climb up, collect the boxes and jump to the street.

Now you are on the other side of the fortifications. You and your team will take them without difficulty if you pay attention to the soldier on the roof in time. Open the gate to let in those left outside. Get an apartment. Do not go up the stairs - there is nothing there but a portable gun. Storm the utilities. In the basement, throw grenades at two cannons behind the column and quickly push the third - it's around the corner to the right.

A lone zombie is not dangerous. It makes sense to climb up the street to collect ammunition under the "lambda".

Save, exit to the long underground passage and very fast run along it to the fuel truck that fell on its side. Fend off the endless stream of cutters, but in no case stop. Go around the fuel truck on the right, climb onto the grate, jump from the opposite side and knock down the lock. The rebels who survived the meat grinder will join you. Lock the door in front of a pack of cutters - there are a few more pieces ahead of you.

It will be difficult to take the next section of the crossing. Use the columns as cover. Throw two machine gunners with grenades or rockets. After clearing the area, poke into the blocked passage and take the machine gun on the right. You can get rid of several soldiers and cutters without difficulty. A passage will open - dive in and move through the narrow gap into the radioactive area alone to open the jammed door.

Cars have headlights on - strange, but good - in their light you can better see the zombies popping up here and there. Jump on the roofs of cars, substituting boxes if necessary. At the end of the tunnel, jump onto the pipes with a run. Through the ventilation shaft you will enter an empty corridor. Open the door with your people and move further into the house, driving away the headcrabs.

In the apartment you will find a small "déjà vu". Pick up grenades in the kitchen and go outside. Go through the yard to another house, shoot the Union soldier and cross the bridge to the third one. There is a fight with a runner, zombies and a few crabs. In the corridor full of boxes, open the door to pick up a soldier, and go out into the courtyard, picking up mines along the way.

Having coped with two long-legged crabs, take out a crossbow - there are many shooting back, but at the same time convenient targets ahead. Lower the bridge, take the machine gun and run across the street. We'll have to take a large room with many soldiers. But there are also many shelters, which is good. Give a light to a couple of sticks and again get ready for the solemn meeting of the runners. When a flaming runner falls under your feet, shoot the soldier in front and intervene in the fight between the soldiers and zombies on the floor below as a third force. Behind the corridors you will find a room smeared with blood. Wait for the cannons to quiet down and shoot them down with a grenade. And hello again - in front of you is Alix in person. Combat in narrow corridors will not be very difficult. Synchronized with the girl (hint to " Rainbow Six»?) break into the control room from two sides.

Your next task is to de-energize the generator by covering the girl while she removes the protection. The fight will extraordinarily difficult, so save. While Alix is ​​fiddling with the generator, crowds of soldiers are pouring into the square from two streets. You will quickly run out of ammo, so you have to loot. First aid kits at the control panel will not help - you simply will not have time to use them. Your entire team will likely die, but Alyx must survive at all costs. Don't miss the moment when the shield is removed - take out the cannon and knock out the plasma ball from the generator. Quickly evacuate the square through the opened gate.

Having imprudently climbed onto the roof, Alix will fall into the clutches of justice. In the meantime, you jump into the channel and go into the catacombs.

Open the door with the handles. Knock out two beams, get rid of annoying cutters. After removing the barrels from under the board, climb up the pipe and, brushing aside the cutters, go through the ventilation passage to another room. There will be a lot more cutters here - try to use an underbarrel grenade if you have at least one lying around. Soldiers and a lone zombie will meet you on the stairs. The gravity gun will help pick up the boxes under the "lambda".

A black crab lurked outside the door. Use the gravity gun through the window to open the door and exit. In the sewers, go very carefully to the end of the corridor and climb the stairs to pick up a first aid kit (enemies: soldiers, stickies, crabs - regular and black). A couple of times you will clearly see on the example of the Unification soldier what happens when a careless traveler falls on the sticky tongue.

Go down and along the corridor directly opposite, reach the stairs (on the right side). Carefully consider whether to go further to the hole in the wall. Around the corner there is a bumpkin with full shoulders of crabs. But in the hole lie a few pleasant surprises.

Climb the stairs up (black crabs, three pieces) and carefully exit into the factory floor. I advise you to blow up the barrels immediately so that the fall of the bridge does not come as a surprise to you. After killing the soldier upstairs, turn on the transport mechanism and get ready to work as a sniper. When the platform arrives, drop the flammable barrel from it. Press the button and jump onto the platform. Save.

You will have to get out of the factory under fire from soldiers, including elite ones. On the stairs you will get to the pipe. From the pipe, get off to the right rail of the platform and exit to the bridge. Do not let go of the crossbow - elite soldiers will not joke. Jump from the upper bridge to the lower one. Examine the "lambda" in the corner, defuse the mine and go out to yours.

Follow Freeman - Where are we going with Piglet ...

But what did I see! How can I describe it? A huge, taller than houses, tripod, striding through young pine growth and breaking pine trees in its path; machine of shiny metal, trampling heather...

HG Wells, "War of the Worlds"

Snipers are shooting through the streets. They managed to pinch Barney on the roof - you need to save the guy. The collapsed wall will bury ammunition under it.

Snipers shoot very accurately and take lead, so only hare looping will help you. Your companion will be killed quickly. Having reached the end of the street, throw a gift to the sniper - a grenade or a rocket. Do the same on the other street and enter the house, the crabs and the runner. In the flooded basement, a wounded fighter lies and complains about zombies. Here they are - use a gun or a crowbar. Prepare an underbarrel grenade for two runners who meet you on the stairs.

Have your companions on the next floor deal with the zombies while you carefully throw grenades at the snipers. Barney is free! On the way back, beware of black crabs. Follow Barney out into the street.

There are crabs in the building, soldiers, portable guns and (what a coincidence!) several explosive barrels in the yard.

Having risen to the floor, carefully inspect the area in front of the former museum. You will have to run very fast on it, dodging the orbital strikes of the sinister "Suppressor". Leaving the door, that there is a spirit, jump to the pit, then take it to the left and run into the door on the far edge of the square to take the room by storm on the move. You can recognize orbital strikes easily - and it is better for you to stay away from the place where the area of ​​​​impact turns white. Cross the square (carefully, there are soldiers in the bunker) and take another room opposite. Use the armory and go straight to the entrance to the museum. Hide behind the ledge from the soldiers, fire furiously while Barney and the remaining rebels run after him. In the far corner of the square, pull out the plug and go inside.

The first stationary gun will not create problems. Carefully roll a grenade under it (alternative fire). Renew your supply of grenades, fight in the central room with a couple of soldiers and, after saving, try to eliminate two more guns. Kill two soldiers in the dark corridor, free your people from prison. Two more guns will be a huge problem. Save again.

Knock out the plasma ball from the first generator. It remains to eliminate two more to neutralize the Suppressor. Crowds of soldiers are waiting for you in the corridors. Cross the bridge to the other wing. It is not necessary to touch a stationary cannon in a dead end.

If you find yourself in a room with a bunch of laser sensors, don't get lost (although it's worth saving). In no case should you bump into the beams of laser sensors. On small ledges ahead to the left get over to the wall. Drop down to the corner and disable all the mines in the room. Climb up the pipe against the wall, then onto the closet. On the cabinets you will move through the entire room to the pipe. At the door, press the button, disabling the defense mechanisms - at the same time pick up a few plasma charges for the pulse rifle.

As soon as you cut down the second reactor, expect serious problems. You will be attacked both from the stairs and from the rear. Hide in the room and snarl. You can easily find the third, last reactor if you go up the stairs to the opened passage.

To get to the roof, you need to go through the trap room. It's not as scary as it sounds. Enter the hall with holes in the walls. Once the doors are slammed, take two mines and place one at each door. Stand with a shotgun at the hole next to the far door and shoot at everything that moves. When the room is opened, repel the first attack at any cost. Behind the second door there will be only a couple of soldiers - kill those who survive after the mine jump.

Before leaving, you will have to endure the hardest fight in front of a dark corridor. If you survive, use the wall first-aid kit and uproot both mines. On the roof, lead the kamikaze team into battle, but as soon as an attack aircraft appears nearby, run to the box with missiles and do your dirty work. Walkers roam the square, but you can't deal with them.

Use a rocket to kill a lone soldier under the "sail". Heal up, wait until the landing party opens the iron doors from the inside. Come out to the bridge, lower it and beat off the attacks from the opposite edge. The Plasma Ball is the perfect weapon on the bridge. Take the house by storm and go down the stairs to the street.

The shaguns gave the rebels a merry life. Hit them with missiles on the sly, trying not to draw attention. Quickly jump down into the hole, get over to the other side through the tunnel with first-aid kits. Wait for the walker to pass, then quickly jump out and run to the "bunker" - there are rockets. Most likely, the walkers will survive, and you will run out of rockets. Jump out into the street, run across it and hide behind the colonnade. There you will find a crate with rockets. Now you can finish off all the walkers and throw missiles at the far street where the soldiers roam.

When everything calms down, go to the underground passage. Having got out into a dusty crossing, rush right off the bat and very fast run to the building ahead. A trooper hatched behind him. Kill the soldier around the corner and dive into the escape hole in the wall, getting rid of the three soldiers inside the garage. Take the top floor (grenades will be thrown). Shoot scanners as needed. From the shots of a walker walking around a leaky building like a sieve, hide behind the rubble. Climb another floor above and climb the fallen beam to the next floor. After making your way to the stairwell, you will find a crate of missiles and you can destroy the cheeky three-legged machine.

After talking with a frightened black man, forget about teamwork. You are now on your own. You have to run very fast. Dive into the broken underground garage, kill the soldiers, collect useful things and get out into the street. In front of the store, fight a couple of elite characters and, without stopping, run down the street to the cafe. Search it and head to the blockage of cars.

So it is - another step. The probability of survival depends only on your speed. Slip between his legs under the ground. But do not go far - a bomb will explode on the lower level of the garage. Take control of the room carefully.

The hottest part of the level has begun - the battle among the ruins. You need to make your way among the broken ceilings and a whole bunch of soldiers to the second floor, where a box of grenades awaits you. There are two walkers walking around the building, but there are rebels on your side, they constantly arrive at the battlefield.

When the walker punches a hole in the wall, dive there, and after a couple of fights you will find a charger and two wall first-aid kits at once. Save and climb up to the floor above.

Your salvation is to sit next to the box and continuously fire at the walkers. Do it quickly and clearly, but if it gets really bad, go downstairs to heal. Eliminate vehicles, knock out enemy soldiers from a distance with missiles. The fight will subside. On the narrow beams (next to the box) you will move to the next street. There are a lot of soldiers here, but the rebels are on your side, Barney and Dog. The cybernetic friend of man in his repertoire - throws cars to the right and left.

The dog will lift a piece of the wall so you can climb up to the base of the Citadel. Say goodbye to Barney and enter the holy of holies of the occupying army.

Our Benefactors - Brothers in insanity

The Two Fire Herbs looked around at their comrades in the fight.

“Exactly,” he confirmed. “And then, comrades, the time will come to strike at the very heart of the rot that has flooded our country!” We will storm the Winter!

There was silence. Then someone gently pointed out:

— Um, I'm sorry, of course, but it's June.

- So, we will storm Summer!

Terry Pratchett, "Interesting Times"

You will not meet enemies at the beginning of the level (we do not count the kamikaze crab). Jump over the pebbles to the pipe, from it get over to the section of the wall moving up and down. From it we jump to a quieter section of the floor. We are inside the Citadel.

Move forward until you reach the bridge, over which metal capsules float in two rows. Do not climb into the near row - they will fry. Move on and take the far capsule.

You will see many interesting things along the way. But at the destination, you will be relieved of all weapons (farewell, rocket launcher), and only about the gravitsapu will the confiscating field break its teeth. The discharge will turn your gravity gun into a superweapon. Another pleasant surprise awaits you at the nearest wall charger. The bad thing is that until the end of the level you will not find a single first-aid kit.

Test the updated gravity-cap on the soldiers and, under Dr. Breen's exhortations, move on through the level. Tear off the computer terminal from the wall and use it as a shield. Turn off protective fields by tearing out plasma balls from generators. Until the end of the level, you will meet vertical columns of energy in which the same plasma charges creep up. Take them out with the gravity gun and throw them at the soldiers. They have the same effect as the alt-fire of a pulse rifle.

In the hall with a large round platform, call the elevator and go into deep defense. There will be cutters and soldiers, including elite ones. Save - it will get worse.

Climbing onto the platform, sit down and carefully look up to the sides. Stop all malevolent encroachments quickly and harshly. At the top, knock out the plasma ball from the generator to remove the protective screen. In front of the huge empty corridor, save again. Rip off the terminal from the wall and with this "shield" run forward. Treat the soldiers with a terminal - hide yourself behind one of the capsules along the wall. Before you is a huge problem, which is called a shagun. Sitting behind the capsules, snatch the balls from the streams and start the attack. Three hits should be enough. Exhale - you almost won.

Having reached the next stream of capsules, climb into one of them. You have been discovered! The capsule leaves the common monorail and rushes to the top of the Citadel.

Dark Energy - "Don't Touch It!"

How long can you keep him like this?

“My strength is not what it used to be, but I can guarantee you in ten minutes.

- Wonderful! Let's make it to the Canadian border!

x / f "Business people"

Gordon Freeman, Alix and Eli are in the clutches of Dr. Breen. He rubs his hands, squints contentedly, and is already looking forward to the praise from his slug-like superiors. But the unexpected happened. Boom! Stunned, Brin is about to run through the portal to his masters, and it's up to you to stop him.

After jumping out of the elevator, immediately turn right. The metal column will rise, clearing the way for you. Having run around the bridges, quickly take out the plasma balls one by one from the generator. Turn around and deal with the soldiers. Take care of the second generators and get rid of a few soldiers again. Jump onto the rotating metal platform. When she is level with one of the levels of the teleporter, climb onto it. Turn left, climb another level along the next "jumping" column and get over from the teleporter to the bridge. Destroy the soldiers, turn left and climb to the very top on the last column.

There is not much time left - the portal is already opening. Ignore the stormtroopers. Grab balls from the energy streams and quickly fire them at the petals at the very top of the teleporter. As soon as the last petal shatters into pieces, teleportation will be thwarted.

What kind of station is this?

Gordon Freeman on a commuter train gets into the mysterious City-17. What kind of place is it? At the very beginning of the game, Russian inscriptions and broken Volga will begin to meet. However, the architecture is European. The city is located by the sea, and in front of the station you will find the Baltika cafe and the XCCP hotel. The circle of "suspects" is narrowing.

At one of the gas stations, you will find a mention of crowns. Estonia! Apparently, this is Tallinn. The center of Europe is a fitting place for the capital of the Brave New World.

Perhaps this is a childhood photo of one of the developers.

And here is the mention of crowns.

* * *

The top of the unit exploded. The Citadel is dying, and with it the power of the Unification on Earth is dying. But Freeman will not witness the fall of a giant tower. Immediately after the explosion, the air suddenly thickened. Frozen in place, debris and clouds of smoke. Time stopped.

Jimin appeared out of thin air and, as was his custom, delivered a monologue. Gordon has done his job - Gordon again goes into timelessness until the next task of the mysterious agent. And that means you've completed the game.

Congratulations! Be sure to watch the short credits to the end.

Welcome to the Black Mesa Research Facility Just take a look around and enjoy the beauty around until the tram takes you to your place of work. After you arrive at your destination, wait until the guard opens the door of the tram, go to the door and wait again until the guard opens it. Come inside.

Anomalous materials
It looks like you're a little late. Talk to the guard sitting at the table, go down the corridor and turn right, at the fork turn right again and go along the corridor to the end. Come into the dressing room. On the left in the far room is your protective suit. Press the center button on the remote and put on the costume, look in your drawer and take the costume battery from it. Return to the fork and now go left, the guard will open the door. Press the button to call the elevator, enter the elevator and press the button, the elevator will go. Walk down the corridors until you reach a group of three scientists. After a short conversation, one of them will open the door. Go further and you will reach a room with two scientists conducting today's experiment with you. They will discuss it: it seems that there is a possibility of an extremely dangerous development of events - a cascade resonance scenario, although this probability is not very small, but ... After that, they will open the way to the laboratory for you.
Go to the stairs, go upstairs and turn on the system, after that go down to the metal cage, after a while the object of research will be delivered to you there. Drive the stroller into the beams. If something bad can happen - it happens, Murphy's laws are unshakable, a scenario of cascade resonance is played out in front of you.

Chapter 1 Unforeseen Consequences

What kind of strange creatures have you seen, are they just hallucinations or something more, but everything seems to have calmed down, you need to get out to the exit. Exit the lab and try to open the door with the retinal scanner, it looks like something has closed, and the door still opens. Go along the broken corridors, trying to avoid falling cabinets, it seems that events are developing much worse than expected.

Ride the elevator, talk to two scientists and with the help of one of them open your way further. Carefully enter the next room, this is the observation point for the experiment, but lightning strikes from a broken generator here, wait until the beam knocks out the door, and crawl under it, lasers have escaped in the next corridor, crawl under them, take a crowbar and break the glass , crawl out and run further. At the second elevator, break the glass and climb the stairs up. There the guard fights off Zombie - help him, if he still died - take his gun, otherwise - offer him to go with you. Go further, fighting off Zombie, you can visit the locker room and take cartridges for the pistol in the locker, then go to the entrance, break the lock at the door. You can’t go back by tram - you have to go yourself.

Knock out the ventilation grate and climb into the room after shooting the Headcrab. Jump on the fallen computer, from it to another one (near the door), climb up the leaning computer to the ventilation grate and knock it out. Jump down. Open the door and recharge, if you don't already have a pistol, pick it up from the guard lying nearby. Your next opponents will be a few Houndeyes. Perebeyte them, after that climb onto the stairs on the right - shoot all the enemies (the barrels explode) and talk to the scientist so that he follows you. Walk along the ledge to another room, finish off the Zombie and wait for the scientist to open the warehouse for you. Take ammo and grenades. Come back down. Go down the passage, Alien Slave will appear from behind the broken door - destroy him, search the room from which he came - you will find cartridges, go further along the corridor until you reach the grate behind which Zombie roams - shoot him and knock out the hatch in floor, finish off the Headcrab and drop down. Go through the pipes until you find the valve, turn it (hold the use key for a few seconds) and run, and then swim to another hatch, get out into the corridor, on the other side of the grate.

Soon you will come to a large freight elevator. It turns on the lever that is above it, collect the ammo and turn on the elevator, then immediately jump on it. From above Headcrab will begin to pour in huge numbers, dodge and fight them off. Try to jump onto the platform with the charging point, and not go down to the end, shoot all the opponents from it and go down. Do not fall into the water, there are mechanisms that will grind you. Go further down the corridor, you will come to a metal bridge, but Bullsquid will appear out of nowhere and, falling, will break through the bridge. Jump onto the pipe on the right and go through the pipes to the ventilation grate, knock it out and climb inside. Crawl through the ventilation to the second grate and knock it out, jump down. There will be another destroyed steel bridge ahead, and below Bullsquid will destroy several Headcrabs, wait until the end of the fight and kill the survivors, there are Barnacles hanging on the ceiling in this room - either kill them with a pistol, or avoid them, or carefully kill them with a crowbar when they pull you up to your mouth. Jump into the water and get out on the other side. Walk down the aisles and you'll come out into a room with several crates hanging from it. Carefully climb over them to the other side, go down the corridor and up the stairs. Go further, soon you will come to a large elevator. Enter it and leave to the next floor.

Chapter 2 Office Complex

The first problem that confronts you when you arrive on this floor is a live wire hanging from the ceiling and striking with discharges into a puddle on the floor. Break the ventilation grate next to the wire and climb inside, follow it and exit into the room, it's filled with Barnacle, with some of them appearing while you're in the room. In the corner you will see a door with the words "high voltage" (high voltage), go through it and turn off the switch. Go back to the passage, go past the wire, break the window next to the door and climb inside. You will see a room filled with water, into which a live wire hangs, which makes this whole room extremely dangerous, even Headcrab does not try to get off the table, shoot him so that he does not suffer in bewilderment. Don't enter the room just yet. Go further down the passage, a Zombie will come out from behind a wooden wall, opening the passage, kill him and take the ammunition in the room from which he crawled out. Go further down the aisle. You will come to the warehouse. Take Assault Shotgun and ammo from the table and go to the grate, a Zombie will come out from the next room. Shoot him before he kills the guard. The guard will open the door for you and you will take ammo from the warehouse. Go downstairs and break all the boxes, you will find some medicines and batteries. Talk to the guard and ask him to follow you, he will help you in the fight against the monsters.

Now return to the room filled with water. Jump on the window, from it to the table, then to the table with the sink, jump over the sink, get over to the table against the far wall, and then to the table next to the switch. Turn off the electricity, now jump into the water, recharge and take the batteries in the cabinet by the window. Break the ventilation grate and destroy all the Headcrabs that come out of there, climb inside and go through the ventilation, you will come to a room with a fan, crawl under it and break the ventilation grate. Do not jump into another room, there is a security system - a wall turret. You can either shoot it or turn it off (the switch is under the turret, under the eaves). The door to the right leads to the ammo room, but there you will have to face Bullsquid and some Alien Slaves, go back and go forward, go up the stairs (after killing a few enemies) and attach a guard to your team. Exit to the next floor.

Explore the various rooms for weapons, but be aware that this room is home to a large number of Alien Slaves. Go out to the stairs and climb it, there will be a turret at the back, destroy it, then move up the stairs further and kill several Headcrabs waiting for you at the top. Go down the corridor to a room with a blocked door, break it down and move on. You will go into a room with two Zombies, destroy them and open the door with ice under it (switch nearby) and go into the meat storage (refrigerator). First, climb up the stairs (it is located to the right of the entrance) and move along the ledges, from there kill all visible Headcrabs. Now jump down. These rooms are inhabited by two Bullsquid, one of them will pursue the scientist. In the room from which they run out, you can pick up grenades, the second one will jump out from behind the boxes standing in a dark corner, behind it there will be a button that turns on the cargo platform. Return to the ledge and from it get over to the platform, then from the platform get over to the ledge from the other side and once again climb into the ventilation and go along it to the end.

You'll get out in a room full of Barnacles, kill them and pick up the batteries and ammo for the Assault Shotgun, jump from pipe to pipe and get out of the room through the ventilation. You will again find yourself in the corridors. Follow them. A scientist will jump out of one room into the corridor through the window, a Zombie will fall out behind him, and the second one will jump out of the window from above. Destroy them, examine the room and move on. You will have to climb up the elevator shaft, for this you need to jump to the stairs on the other side. The jump is quite difficult, but doable, sign up before it and jump at the very last moment. Climb higher and higher up the stairs, then jump onto the elevator, knock out the bars, jump into the elevator and open the doors.

Chapter 3 We met the enemy (We "ve got hostiles)

Walk along the corridors. You will see a scientist who demands to open the doors, but they do not listen to him, he runs away, but crosses a blue laser barrage, which activates a powerful mine. It seems that the government troops are not acting quite as they were supposed to. Recharge and move along the corridor to where the scientist fled. You will see two red lasers, crossing them will activate a turret in the next room. Just run through and destroy the turret without entering the room. As soon as you enter the room, two Headcrabs will appear on the right, destroy them, pick up the MP5 and exit the room. A few more Headcrabs will appear near the exit, deal with them and move on. You will see a blue laser blocking the passage just outside the security door, you will not see the mine itself (it is around the corner), throw a grenade there and run under the closing door, now destroy the second mine and move along the corridor, destroying several Alien Slaves along the way.

As soon as you cross the red laser, two turrets in the room will turn on, so either jump over the laser beam and hide behind the boxes, or without crossing the laser, destroy the turrets one by one. Immediately after you enter the room, several Alien Slaves will appear behind you, if you have not destroyed the turrets, then you don’t have to worry about them, otherwise you will have to deal with them personally. There are two more turrets behind the boxes, one of them can be destroyed through the gap in these very boxes, and the second - climbing onto the boxes and leaning out a little from the side. After that, climb on the boxes and jump as close to the door as possible, it is advisable to pre-activate the fire alarm, which will begin to close the door and run under it, because as soon as you touch the floor into the room, the Headcrab will begin to arrive. Move on. Climbing over another pile of boxes, be careful - there is a wet slippery floor ahead and an open elevator shaft, in addition, a red laser is installed, and turrets are right around the corner. Throw a few grenades there, and then carefully go through this place. Move on.

You will come to the room in which the soldier is on guard, see what he did to the scientist, and shoot him. Pick up ammo and enter the elevator. You will arrive in a room containing a group of soldiers. Try to move all the time, if you stop or start hiding - wait for grenades. After the victory, collect the trophies and exit the room to the iron bridge. Perebeyte all Barnacle - it will facilitate further path, and go to the fork. On the left, two blue lasers will block your path, and behind them are three turrets. You can blow up mines from a distance, and then destroy one turret and go along the corridor. You can go the other way - to the right, kill the Barnacle and ride the conveyor to the next room, recharge, collect ammunition and climb onto another conveyor. Destroy the barrel from a distance (one less danger), then enter the room. On the other side, behind the barricade is a soldier - kill him. Replenish ammo and heal, now you can destroy all the turrets from the bridge and then jump down. In any case, you will come to the next room.

There are several soldiers on the second floor and Barnacle tongues hanging from the ceiling. Try to quietly reach the stairs, then, perhaps, the soldiers will try to go down to you, but on the way they will get lunch at the Barnacle, otherwise destroy everyone yourself, run to the second floor and destroy the soldiers, then kill the Barnacle, just be careful, some of them hard to see (they are in dark corners). Gather ammo and heal up. Exit the room to the bridge (you have already taken care of the Barnacle hanging here) and go to another room. Now you are at the top, and the soldiers are at the bottom, move and shoot all the time, but do not go down to them, but stay on the upper passages. After the victory, collect the trophies and go to the elevator leading to the surface. The battle is in full swing there, and several soldiers are already waiting for you. After the defeat of this small army of government troops, heal (the device is on the wall at the entrance) and wait for the next series of explosions. After them, run straight and left to the building with an open door and stairs down, do not linger on the surface, as there are a lot of soldiers here and can be hit by an explosion. Quickly go down the stairs and enter the door leading to the ventilation shafts.

Wait for the debris to fly by and quickly go down, the soldiers will follow you on the cables, so run into the ventilation shaft and, if you want, shoot back from it. Follow the vent and you'll come out in a room with lots of vents. The upper passages will take you to places you were close to but couldn't get to. Here you can collect ammo (you will need it since the next chapter is extremely low on ammo). The lower passage will lead to another fork, choosing in which the central passage will take you to the control room that you saw at the beginning of the chapter. The scientist will advise you to try to get to storage D, it seems that you will have to follow his advice, since now not only strangers, but also people are against you. Click on the red button - a steel door will open. Get on the road.

Chapter 4 Blast Pit

Break the blockage with a crowbar and move on, in the control room, open a passage down for yourself (press the lever) and get down. At the bottom, get on the car and move forward. Don't fight Houndeye and Bullsquid, just drive past at top speed. You can choose how you will pass the next room - you can just stop and go around the edge of this radioactive waste, or, accelerating to maximum speed, fly over them and get out immediately on the other side. Kill Bullsquid and climb up the ladder to the pipe, jump down inside and follow it. You will leave in another room, climb the pipe again and go along it to the balcony, jump on it and move on, you will find yourself in another room full of radioactive rubbish, kill strangers, go through the pipe to the elevator, climb it. You have to take out some Houndeyes, a couple of Bullsquids and a group of Headcrabs. Just try not to hit the barrels, otherwise the bridge will explode and you will have to jump, and the jump will be quite difficult. Enter the vault. It looks like things are worse than you could imagine. A huge creature settled in the vault, which is not taken by any weapon - Tentacle.

Go further, in the control room you can enjoy the view of what is to be destroyed. Thank God that this creature settled in a test jet engine, you just need to turn it on. Climb up the stairs (having previously shot the Barnacle hanging nearby) and move further to the entrance to the hall with the monster. It is worth recalling that the Tentacle reacts only to noise and movement, so in order to get to the other two exits, you need to distract it, for which grenades are successfully used, they can also clear the rubble in front of the exits. It is worth moving in stealth mode. Exit through the passage on the second floor. Go along the passage, across the bridge, do not blow up the barrels, otherwise you will have to climb through the hole along the pipes that are laid to the left of the bridge, follow them to the entrance to the gas station room. The door to it is closed, so you have to look for another way. Go down the stairs and go to another staircase down, go down and go along the pipes to the intersection, turn left and go to the stairs and climb up it. Pick up grenades in the room nearby and move further along the passage, open the door, destroy several Zombies and go down to the fan.

As soon as you turn it on, quickly return to the door. Wait until the fan reaches full power, then jump into the air stream. Get close to the blockage and smash it with a crowbar, shoot a couple of Headcrabs and climb into this ventilation. Make your way through the rubble and fight off the Headcrab. Soon you will reach the stairs down. Go down it, clear the room of enemies and turn on the supply of fuel (fuel) and oxygen (oxygen) with two buttons with the appropriate inscriptions. Climb up the stairs to the exit and return to the vault. Now you need to start the reactor. To do this, you need to get to the lower passage to the vault. Distract the Tentacle with grenades and use stealth to get to this exit. You will have to jump over two gaps, and you will reach another bridge with exploding barrels, if you nevertheless blew them up during the shootout with Bullsquid, then get over the gap along the pipe that goes nearby. Walk down the hall past the puddle and into the room with the Bullsquid and some Barnacles. After their destruction, call the elevator and go into it. He will stop half way and start creaking desperately, if you do not get out of it, then he will fall with you, so jump over to the stairs nearby. Go down it, go out into the room and talk to the scientist, he will send you to the reactor.

Walk down the corridor, then climb over the pipe through the radioactive waste, soon you will come out into a large room. Enter the platform and turn it on, it will take you to the opposite end of the room. Climb the stairs, while paying attention to the platform that moves from one edge of the ledge to the other, passing by the stairs, do not get under it. Avoiding this platform, climb one of the stairs nearby, jump over to the beam and turn on the first button. Quickly return to the stairs and get to the second, located symmetrically. Turn on the reactor on this beam as well. Exit the room the same way you came. Return to the scientist, near him you can restore health. Climb up the stairs, there will be a small ledge at the very top to your left, jump onto it and from it into the room. In order to get over the puddle, which is now being hit by discharges, drag a few boxes from the room and get over them, although you can just jump over, hitting the puddle once and getting light damage.

Now comes the hardest part. Return to the entrance to the vault, you have to climb from the lower floor to the upper one, so much so that the Tentacle does not notice you. As always use stealth mode, distract him with grenades. When you get to the top, exit and head to the control room. Press the button (labeled Test) and the Tentacle will go up in flames. Now go into the room and go down, you need to fall exactly into the water, otherwise you will crash, swim ashore and pick up ammunition, as well as Python. Swim into the water again, swim under the pipes, you will emerge in a room with a lot of radioactive waste. If necessary, you can go down and restore health and energy, then go back up. Go through the pipe. When you can't get between the pipe and the ceiling, drop down to the pipe on the bottom right. Go to the largest pipe and climb on it, turn the valve all the way - this will enlarge the pipe and connect it to the pipe on the other side of the room. Now climb inside and go through the pipe. Soon it will fall under you, and you will find yourself in a room full of various boxes, break them and collect ammunition and Trip Mine, go out into the corridor.

Chapter 5 Power Up

You will see Gargantua fighting several soldiers in a huge room. Run past them through the door on the opposite wall, you need to get to the power generator, but the ceiling has collapsed and blocked the passage, so go to the track control station, fighting off the Alien Slave along the way. An iron bridge will collapse under you - great, you don’t have to go to the control station yet, turn around and exit the room on another floor. Follow the signs indicating the path to the power generator, destroying the Headcrab and Alien Slave along the way. Soon you will pass by a littered passage, but from the other side. Go down the corridor further, you will come to a valve that opens the passage to the hazardous waste storage room. You need to climb to the very top of the room, just first remove the soldier guarding this passage from below. Climb up and go into the corridor. There are a lot of soldiers here, and they are well fortified, but there are several explosive barrels behind the barricade - blow them up and kill the remaining soldiers, pay attention to the balconies on the left and right. If you need to restore health, then go to the passage in the elevation from which you went down to this room, you can also take some grenades there.

Climb up to the elevation behind the barricade, the passage immediately forks to the left and right, and there are soldiers on both sides, but there are fewer of them on the left. You can lure the soldiers to the exit to the hall and destroy them in this small opening, or run, killing everyone, to the left, and then gradually destroy the soldiers arriving from the right. It is best to use Python here - 1-2 shots and the soldier dies. Inspect the entire war zone for ammunition. Head to the right of the exit from the fortified room and you'll come out into a room with an elevator. Send the elevator down, you will see that everything below is blocked by booby traps, throw a grenade there and then go down yourself. Perebeye Houndeye and go along the corridors to the spiral staircase, go down to the very end, nail Zombie, and fight off the flock of Leech, reach the generator and knock out the box that prevents the mechanism from working.

Return to the stairs and go up one floor, go to the generator control room (dodge the discharges) and turn on the left generator (press the button), after that return to the stairs, only there will be much more discharges, so carefully choose the time and run past the spark gaps. Return to the elevator, another group of soldiers will descend on it, throw a grenade at them and go up. Return to the room with the broken iron cornice. Climb up and jump over the resulting hole. Head towards the hall with Gargantua, run into the passage to the left, the monster will follow you (in extreme cases, shoot him a couple of times to attract attention). Climb up to the elevation and switch the switch, Gargantua will fall into electric discharges, hitting between two spark gaps, go through the back rooms and head to the hall you came from, do not follow the tracks, they are energized. Get on the trailer and drive to the circle (to the end of the tracks). Now go to the path control room, recharge and turn the circle. Return to the trailer and drive forward.

Chapter 6 On the Rail

Drive forward until you reach the barrier, talk to the guard, he will tell you that scientists want to put a satellite into orbit to stop the invasion of aliens, but the military turned it off, in connection with which you are entrusted with a responsible mission, which consists in penetrating into mission control center and the launch of this very satellite. Get off the trailer and raise the barrier. Shoot the Barnacle, which prevent you from passing, return to the trailer and drive it into the elevator. (In general, this stage can be completed in two ways - by moving on the trailer, or by walking along the tracks along narrow curbs and using the trailer only to go up or down to another floor. The second path is simpler, since it does not require a series of actions.) Elevator descends, drive into the flooded tunnel, do not fall into the water, it is energized. Along the way, you can pick up various ammunition: stop the trailer, get off, pick it up, and then continue your movement. Turns on the tracks are controlled by arrows, to change direction you need to shoot the switch (usually to the right of the track), it will turn and the arrow will move.

Drive without changing the position of the arrows, until the intersection of the tracks, where the crane blocks one of the directions of movement, kill Houndeye and move on, you will pass the hollow with Bullsquid, kill him, collect supplies and move on, in the second room you will see a ladder, climb it . Kill Bullsquid from the other side. There is a turret behind the boxes, so first remove the upper boxes, and then with one double shot from the Shotgun, destroy the turret, switch the lever, the crane will turn, and the cargo will stop blocking the road. Return to the trailer and go to the arrow, switch it so that it looks to the left, now you will go along a new path that was previously closed. You will arrive at the elevator, during the ascent you will be attacked by two soldiers, therefore, as soon as the elevator starts to rise, jump onto the stairs, climb to the floor above, destroy the soldier, then go up to the second floor and kill the second soldier, then sit on the trailer and drive forward to the first turn.

Leave the trailer and move on your own, you will have a rather hard fight with several soldiers, use various covers and do not stand still. There will be a switch on the wall. Use it to remove the barrier from the path. Climb the stairs, there you will see a fight between soldiers and Alien Slave, kill the survivors and go to another spiral staircase, go down, kill the soldier, the corridor will fork, the path to the left will be blocked by booby traps - remove them. To the right - another battle between soldiers and Alien Slave, again finish off the survivors and collect ammunition. Return to the trailer and reach the place of the first battle with the soldiers (that is, immediately after the turn). Get off to the other side (where Alien Slave was) and use another switch to remove another barrier. Return to the trailer and drive forward. At the end of the path you will take part in another battle between the soldiers and the Alien Slave, as always, finish off the survivors and continue on your way, jump over the paths and go into the corridor, soon you will come to a boarded door, break the boards and open it, there will be a guard behind it and several boxes of ammunition, in the room opposite you can heal, just first kill a few Headcrabs that will fall from the ceiling. At the end of the corridor, just around the corner on the other side of the tracks, there is a fortified firing point, run from one box to another, jump over the tracks and throw a grenade into the fortification (between the wall and the fortification).

Go through the door, destroy the booby traps, kill the soldier who is on the floor below, then go down there. In these rooms you can find cartridges for Python and a recharging module, then climb onto the trailer and drive forward. Crouch to pass under the red lasers and not activate the turrets, near the third turret, get off the trailer. You can explore the rooms behind the door, but there is little ammunition and a lot of monsters. Walk along the curb along the tracks, around the bend you will see a rocket launcher that shoots through a decent section of the path, run up to it and kill the soldier driving it. Return to the trailer, sit on it and drive forward. Several booby traps are waiting for you behind the rocket launcher that is no longer working, set the smallest speed on the trailer and get off it, it will activate the mines, then catch up with it and take control again.

In the next area you will have to kill some Alien Slaves, go down the corridor until you reach a ladder that is half covered with boxes, make your way through them and go upstairs. Kill the soldiers, switch the switch (this will remove another barrier from the road) and return to the trailer. Do not get into the trailer on which you arrived, get into the new trailer and drive forward. Stop well in advance of the next barrier. Try to kill the soldiers without entering the room, as there is a fortified firing position around the corner, you should not use a machine gun either, as you will come under fire from this firing point. Perebeyte soldiers (you may have to destroy a few boxes behind which they are hiding), then climb up the stairs and, running from box to box, get to the firing point and throw a grenade there. Now remove the next barrier with a knife switch. Return to the trailer and drive forward.

Stop the trailer in front of the elevator. It's easier to kill the soldiers guarding the way up in advance than to fight them during the ascent, clear the room and collect ammunition, then go down to the trailer and drive it into the elevator. At the top, you will be blocked by electrical discharges, stop in front of each of them and drive past at the right time. Immediately after them, set the trailer to the lowest speed and get off it, it activates booby traps set around the corner, climb back onto the trailer and drive forward. At the next barrier, kill a couple of soldiers and open your way further (another switch), but do not sit on the trailer yet, a rocket launcher is installed in the next room - destroy the soldier who controls it, and then return to the trailer. Drive past the rocket launcher and move on, again you have to drive through electrical discharges, as always, you just need to choose a certain time. Near the arrow, shoot the switch so that it points forward. Get to the end. Get off the trailer and throw a grenade down to destroy the booby traps that are set right under the stairs, now get down, a little before reaching the floor, jump off so as not to activate the turrets. Defeat the Zombie and heal up.

Go along the path, another fortification is installed around the turn - as always, hiding behind the boxes, run up to the cannon and throw a grenade into the fortification. You go to the surface, kill the soldiers, a turret is installed on the left, beware of it. Go to the door and open it with the remote control located nearby. You need to kill three more soldiers, the gun located on the left can help you with this. After the massacre, go into the room behind the right door. The red lasers placed across the stairs activate the explosives, of which there are a lot in this room, so you need to get to the door without hitting them. Build your ladder out of two metal boxes and jump to the door bypassing the government ladder. Kill two more soldiers, go into the control room and press the big red button - rocket launch. After starting, go back to nature (do not forget to bypass the lasers). A door that was previously closed opened. Gather ammo and get on the trailer. Drive forward.

Chapter 7 Apprehension

Jump off the trailer as soon as you see a soldier throwing a grenade at it. After that, kill all the military. If, nevertheless, you find yourself in the water next to the fallen trailer, wait until the barrels shoot off, which will form a floating bridge. Cross over to the other side, you will pass along the corridor and find yourself on the other side of the room. Jump into the water and swim through the door underwater, just prepare a crowbar in advance to fend off Leech, break through the grate along the way and swim into the room with a lot of ammunition, collect as much as you can carry and swim through the door, swim forward and soon you get out on land. In the next room is the pool where the Ichthyosaur lives. Shoot the Barnacle and go around the perimeter of the pool, climb the stairs and talk to the scientist, heal and recharge your batteries. Go to the beam above the pool and drop down into the cage to get the Crossbow. The cage will fall into the water, shoot the crossbow until the Ichthyosaur is calm forever. After that, swim to the surface. As soon as you catch your breath, dive again and turn the valve to open the passage. Swim into it, collect the arrows for the crossbow and get out up the stairs.

In the next room, kill the Barnacle, there are Shotgun ammo on the box, but as soon as you jump on it, two Alien Slaves will appear. After the victory, go to the corridor, around the corner you will see a slippery bridge over the water in which the Ichthyosaur swim. Carefully jump over the first gap so that you are in the middle of a piece of the bridge, a few more parts will fall off it, after that jump over the second gap, the jump is difficult, but possible. Then you need to jump into the hole in the fence, after that swim into the passage with the inscription generator control (generator control). Get out on the shore, perebeyte all Bullsquid and climb the stairs to the top. Press the button to turn on the generator. Now the mechanisms in the room are working. Jump from one to another, but without being crushed. From the middle of the presses, you can jump to the balcony with ammunition. This way, get to the ledge on the other side. If you want to restore health, then first you have to kill Bullsquid, who will appear as soon as you reach the charging point. So be careful.

Go along the corridor, kill all the strangers in the room with computers, after that the scientist will open the door in front of you, recharge your batteries and talk to the scientist. It looks like you'll have to go through a refrigerator where you risk freezing to death. Don't get distracted by the monsters and ammo, just make your way to the stairs at the far end of the room and get out of the fridge. Walk along the pipes to the elevator, killing the Alien Slaves that appear along the way. Take the elevator up and talk to the guard, he will be killed by someone invisible. The government has sent its best forces after you - hired killers. The first of them has already seen you, so she will soon run out from behind the box. As soon as you hear approaching footsteps, throw a grenade at the place where it is most likely to appear, if necessary, finish it off with MP5, but in no case pursue it, otherwise two more of the same ladies will chase after you. After destroying the first of them, take out the crossbow and put it in sniper mode, move slowly in Stealth mode, after you see at least part of the killer - shoot, she needs one, maximum two, hits from the crossbow, but try to knock her down first shot. There are three killers in this room. When you dealt with them, go to the room located to the right of the entrance to the hall in the U-shaped passage, there you can collect ammunition. After that, return to the hall, climb up and open the door with the switch. Come out. Bad luck. You have been caught and thrown into the garbage disposal. Quickly jump out from under the press on the boxes, go around the recycler along the eaves and find a crowbar, then knock out the grate in the floor and jump into it.

Chapter 8 Residue Processing

Follow the pipe until it takes you to fresh air. Go to the tower, standing nearby, on the way fighting off the pressing Headcrab, turn the valve all the way. After that, climb the stairs as quickly as possible and jump down to the platform going down, if you do everything quickly, you may not even lose health. Climb into the pipe and go along it to the end, knock out the grate and jump down. The guard cannot be saved, he will fall into the mouth of the Barnacle, pick up his gun, beat the Barnacle and move on. Heal up and go down the spiral staircase, several Headcrabs live under it - kill them with a crowbar, after that you can safely recharge your energy. Return to the pipe from which you got into these rooms. Climb up the ladder to the cistern and move along the floating debris, jump into the pipe. You will find yourself in a room with nine tanks, with platforms driving into them, you need to jump from platform to platform, but do not fall into waste. This can be done quite easily, you need to get to the pipe from the other side. If you fall, then return to the tank from which you started jumping in this room and climb onto it using the stairs.

The pipe will take you to another room. Walk along the left pipe until it gets too narrow, then jump down to the pipe running from the bottom right. In the next room, two stirrers move in the tank, you need to get to the pipe on the other side through them, carefully choose the time for jumping. Exit the pipe and jump onto the conveyor, you will fall into liquid but safe waste, swim in the stream to the next room, swim quickly to one side of the room and get out to the shore, otherwise you will be crushed. Go down the passage and jump into the water again, dive and swim past the second millstone, do not swim to the surface in the next room, otherwise you will be fried, swim under the third millstone and swim to the right, restore health. Dive into the water again and swim out into the next room, get out on the right side, pick up the Python and kill the Bullsquid. In the control room, you can still improve your health, collect the batteries. In another control room nearby, there are three levers that control the direction of movement of all three conveyors, place them so that all conveyors are powered by water. After that, return to the first control room, the button stops the presses for a short time, try to open the central conveyor for yourself.

Run under the press, after that you will have to maneuver on this conveyor to dodge the horizontal and vertical presses. It's not too difficult - just stop in front of each of them and run at a safe moment. Soon you will get into a room with a lot of conveyors, jump from one conveyor to another until you see two going in opposite directions. Jump on the one that comes from you (to the left), throw the Satchel charge on the other one and detonate it at the very moment when it is under the blue laser - this will destroy not only the visible booby trap, but also the one which is around the corner. Now jump onto the conveyor where you threw the explosives and continue on your way. Jump from conveyor to conveyor to dodge rolling blanks, you will arrive at the last grinder, which looks like huge jaws, jump into this "mouth" when it just starts to open, otherwise, the mechanical beast will bite you. At the end of the conveyor, jump onto the ledge, kill the Barnacle and exit into the corridor.

Chapter 9 Questionable Ethics

Climb the stairs up and knock out the grate, the room is full of Houndeye, so throw a Satchel Charge into it, go down the stairs and blow it up, go back upstairs and finish off the survivors. If you do not have explosives, then get out with a Python and shoot the dogs, there will not be enough for all the charges, but the cartridges for this weapon are in the middle of the room. After the victory, you need to get over the electrified fence. You can shoot at the capacitor above the door - the current will turn off, and the door will open. Jump on the box, from it to the booth, jump over the fence, restore health. Walk down the corridor to the next room. Behind the glass you will see Alien Grunt. Prepare Python, press the red button and shoot the alien as soon as he gets out of his glass dome, you can also lure him to the laboratory located a little further down the corridor, go to the control room and press the button. Kill the soldier at the exit from the laboratory and talk to the guard. Go along the corridor to the hall at the entrance, it is defended by a group of soldiers, deal with them, collect trophies - you will find MP5 and Assault Shotgun.

Climb the stairs and turn the corner, you will come across another small laboratory. Tell the guard to wait for you outside, go in, open the cages and go back to the control room and press the button, then climb into the cages, you will find Crossbow and Snark. Exit the laboratory, destroy the soldiers guarding the passage. At the crossroads, turn right, go down the sloping corridor and enter the room, quickly collect the batteries, and exit through the door to the left, into the observation room, pick up booby traps along the way. It is from the observation room that you blow up the booby trap, the soldiers and Alien Grunt will arrive and the battle will begin, finish off the survivors and go to the new passage. Walk along it, killing the soldiers, soon you will come to a crossroads, next to which there are cages in the walls in which the Headcrab live, when you pass by, the cages will open, kill the strangers and go left, up the stairs. There, the soldiers fight several Bullsquids. As always, finish off the survivors and explore all the rooms. In each of them, it is necessary to turn on laser installations (there are four in total), several Houndeye live in one of the rooms, in the other, scientists conducted an experiment with a new weapon, but something exploded and you got only a weapon - Gauss Cannon (the room to the left of the entrance) .

All lasers are brought together with a system of light guides and mirrors into one room, when all lasers are turned on, push the box so that it prevents the protective screen from lowering, and then turn on the laser, it will break through the wall. Jump onto the pipe, from it to the ledge, from it to the box. Collect various ammunition and exit their rooms. Talk to the scientists, in the next room, slip past the knives of the enraged surgical apparatus and turn it off. Take one of the scientists with you and lead him to the exit of the building (past the surgical apparatus, then past the cells in which the Headcrab sat, to the right and to the door). He will open the main entrance and say that he will alert the scientists at the Lambda Complex that you are heading towards them. Go through the revolving door and kill the soldier, there are turrets on the building, destroy them, then destroy the boxes blocking the passage and go into the tunnel.

Chapter 10 Surface Tension

Exit the door, there are soldiers to your left and right, after the start of the battle two more will come running from the tunnel, located a little ahead, but there are a lot of barrels of explosives around and they can help in the fight against the servicemen (you can also remove the guards on both sides of the door using a crossbow in sniper mode, and then go into the tunnel yourself and deal with the remaining soldiers). Gather ammo and first aid kits. Enter the next tunnel, but do not exit it, pay attention to the helicopter circling over this area - this is Apache, and you are one of its targets. Wait for it to fly by and run to the water to the right of the dam, dive into it, destroy the Ichthyosaur, swim up to the ladder and climb the tower. Enter the control room and press the button. Dive back into the water and swim up to the valve that is on the right wall as viewed from the stairs. Turn it and swim into the opened passage - you will swim out on the other side of the dam. On the island, located a little to the left - a battery, take it, swim up to the stairs. Climb up it while there is no helicopter overhead, and climb into the pipe.

Get out and climb up the ladder to the wall. Follow the ledge to the second ladder and climb it. You will be in a clearing. Go forward, there will be a sign to your left that says "Storm drain hatch". Do not go into this passage yet, go past it and run into the cave, which will be right in front of you, kill all the soldiers who resist, the cave will help you a lot with this, collect all the ammunition. In the building nearby, turn the valve. Return to the pointer and go to the passage. Buried Headcrabs are waiting for you in the sand, so move carefully. Go along the right wall, you will pass between a large stone and a wall and find yourself next to a building with a minefield in front of it. Shoot the ground in front of you with your pistol. This should set off the mines. After the mines explode, go past the building, and then a little more along the right wall. Turn around, you will see a passage leading a little up to a ledge from which you can jump over the fence, do it and go down into the hatch.

Go along the pipe to the end, but do not get out, but carefully look around. You will have to climb narrow mountain ledges, one wrong step from which means a fall and inevitable death. To your right in the middle of the road is a turret, destroy it without sticking out, for example, with a pistol. Below the turret on the path is a soldier - remove it. Carefully jump down from the pipe to the ledge below you, even lower on another ledge is another soldier, kill him. Jump down to the ledge to your left, and then to the dead soldier, follow the path to the metal pipe going down. Perebeyte soldiers waiting below the victim, and move down the pipe. It is difficult, but doable, try not to run, but to walk. The main task here is not to hurt yourself to death. Go left, cross the wooden bridge along the narrow beam. You should not go along the bridge itself, the boards will fall under you, pick up the batteries and return. Now go to the right from the pipe to the cave that is guarded by one soldier, kill him and collect everything in the cave, you will find an RPG.

Exit and go a little to the stairs (to the right, if you look from the cave). The helicopter will reappear, run into the cave and use the RPG to destroy the helicopter from it. Remember to keep the red dot (laser sight) on the target. It takes two hits to kill Apache. Go to the right of the cave and climb the stairs, you need to go along the ledge and make some rather difficult jumps, here again it will be convenient to walk, not run. Get to the second ladder and climb up it, go to the pipe, kill the Headcrab that jumps out of it, and climb into the pipe. Get to the fork. All exits from this pipe system lead to the fortified area of ​​​​government troops, in addition, this place is also guarded by a tank, whose crew also thinks that you live too long. One method of taking out the enemy is to carefully lean out of the pipe and take out the soldiers one by one with the crossbow sniper mode. You can simply alarm the camp and come through the pipes to the bridge, and then kill the soldiers from the crossbow from under the cover of the pipe.

Get out of the pipe and see where the tank is, dodge his shots and approach him, to the left of the tank, there is a lone soldier in the ammo storage - kill him and collect ammunition. In order to destroy a tank, it is enough to blow up two Satchel Charges next to its turret or hit it several times from an RPG. There is a gate in front of the tank, open it and enter. On the other side of the road there is a mobile rocket launcher, hit the RPG tower two or three times (depending on the accuracy of the hits) and you will destroy this enemy vehicle as well, return to the tank and collect the rockets that are in the warehouse. Return to the passage, on the right there is a gap in the fence, behind it is a small warehouse guarded by two soldiers, kill them and collect ammunition. Now go behind the destroyed mobile rocket launcher and go through the door, and then the second one. Alien transports will drop Alien Grunt and Alien Slave in front of you. Destroy them. Go around the building on the right, destroy the booby trap, go along the passage, dodging the falling debris, remove a couple more booby traps. Immediately after that, press against the right wall so that you can see a dying guard asking for help. You should not rush to his rescue, look up, above you - a window in which a machine gun is installed, throw a couple of grenades there to kill the machine gunner. As soon as you succeed, go to the guard, but no further, near the fence and further mines are installed. In order to pave your way, use a pistol.

Go into a narrow passage, the minefield ends after the second turn, as soon as you turn around the second corner - press against the right wall, as another machine gun is installed above you in the window, deal with it in the same way as with the first. Blow up the mine, installed near the passage under the wire, crawl under it, and go around the yard, dodging electric discharges. Blow up the barrels located next to the energy generator and go to the roof of the house along the fallen iron tower (it used to be energized). Walk along the roof until you find a hole, jump into it and talk to the scientist. None of the lasers can be blown up in this room, it is written everywhere that there are explosive substances in the air, so leave the room. In the room opposite, take the Trip Mine, crawl under the first laser, move the box to the stairs, jump on it and jump over the laser. Go through the left metal door, go down the boxes into the room. Find a large crate labeled "fragile" and break the two opposite walls in it to form a passage. Shoot the Headcrab, and do it as quickly as possible, as they can jump into the beam. Go to the elevator and break the big box. Go to the stairs, climb up, kill the Headcrab, crawl under the beam. Press the big button, it will call the elevator. From this elevator, jump onto the elevator in the center of the room, surrounded by several lasers, again a very difficult jump, but possible. Once you've made it, take the elevator down.

Pick up the Hornet Gun, break the boxes and collect all the ammunition that fell out of them. A guard will run out of the corridor, soldiers are chasing him, attach him to you and deal with the soldiers, you need to shoot carefully, as there are still a lot of explosive materials around. Run along the corridor, soon you will get to the surface. There will be a truck next to you, don't run behind it. Alien transports will drop several Alien Grunts, but they will be destroyed by bombardment from government aircraft. After these events, climb up to the hill and, dodging, run to the infantry fighting vehicle, shooting a couple of soldiers along the way. Stand behind the car and with a few shots from heavy weapons or grenades, destroy it. Go into the passage to the left, if you look from behind the car. At the entrance to the alley, on the wall that will be behind you when you enter, there is a machine gun, destroy it with grenades. Enter the building and take out a couple of soldiers. Climb the stairs and talk to the guard, he will open the door to the armory for you, collect everything you need and go to the window on the second floor. Get out through the window to the ledge and go along it, jump from the ledge to the closet, from the closet to another closet on the opposite side of the street. Jump onto the fire escape and get out onto the roof.

You need to get to the passage on the other side. First, kill the soldiers standing below, return to the roof, jump onto the platform located to your left if you stand to the right of the beam leading down and look at the passage you need to get to. You need to jump to the platform on the other side, this is not immediately obtained, but the jump is doable. (You can try to jump onto the platform to the right of the beam leading down, and jump from it to the platform on the other side). Exit to the passage. You will arrive at the landing site. Go there, but as soon as two Alien Grunts appear, go back to the passage. Osprey circling above you will drop two soldiers, they will fight Alien Grunt, and you, as always, will have to finish off the survivors. Run all the way across the landing pad to the passage Alien Grunt ran out of and kill the third one running towards you. Climb up the boxes to the cannon and take control of it in your own hands. Break through the huge gates and kill all the aliens that escaped from them, wait until the transport throws off the next portion of the soldiers, then destroy them and run into the passage you created.

Around the corner, get to the machine gun and use it to kill the Alien Slave as soon as they appear, do not let them shoot at you, or just run past and run into the organic formation, this is a kind of springboard, it will throw you to the second floor. Next to you (slightly to the right) the battle between strangers and people is in full swing, finish off the survivors and collect trophies. Knock out the grate in the corner, crawl forward a little and then quickly run back, about ten Snarks will come running to you, shoot the especially stubborn ones, the rest will explode on their own in a minute. Climb inside and replenish your Snark supplies. Knock out the grate, but do not go down, but rather move away a little, the soldiers will start shooting at the ventilation pipe, as soon as they stop doing this, jump down and deal with them. Open the door to exit the garage, but immediately run back, as the soldiers will throw grenades and the passage will fill up, but the wall from above has broken through. Lower the car lift, then send it up, and while it's down, jump on it, kill the soldiers waiting for you in the yard and jump out of the garage.

Take control of the cannon again and break through the doors. A stream of aliens will gush out of them, but you have a gun. After the victory, go into the passage, you will again come to the place of the battle between soldiers and strangers, again finish off the survivors and collect trophies. Go through what used to be a door and kill the Alien Slaves filling the room. Climb onto the ledge and follow it to the exit on the other side, jump over the gap. Restore your health and move on. In front of you, Alien Grunt will throw a soldier through the wall, deal with the alien and move on. Around the corner, you will again encounter hostilities without your participation, finish off the survivors again and collect trophies. Use the trampoline to jump onto the roof of the house. On the roof of the building opposite is Alien Grunt, deal with him. Knock out the grate and jump into the water, climb into the pipe and move along it, soon the soldier will open the grate and throw explosives at you, quickly get back out and dive into the water. When everything calms down, climb into the pipe again, reach its end and nail the soldier who caused so much trouble.

Go to the next room, wait until the soldier kills all the Headcrabs, then "in gratitude" kill him himself. Jump onto the pipe at the end of the iron bridge, use the valve to open it and climb inside. Climb the ladder and climb the pipe, jump down the spiral staircase and kill the soldier. Climb the stairs and talk to the guard so that he follows you. Go down the stairs, the guard will open the door, kill the soldier and move on, kill the Alien Slave in the street. Lead the guard to the control booth and he will open the way to the garage for you. Gargantua rages there. Run out of the garage and use the springboard to jump into the water. Get out of the pool and carefully jump down to another springboard. Using the same springboard, jump onto the tower with the air strike control panel. The left lever moves the horizontal bar across the map (as long as the use key is held down), the right lever moves the vertical bar. Place them so that their intersection is just below the gate. As soon as Gargantua runs up to the gate and starts knocking it out, call in one or two air strikes in order to destroy this monster (press the center button to call an air strike). Now, in a similar way, destroy the doors (upper left corner of the map), with another air strike - the wall to the right of the doors, and, finally, with the third blow, knock over the tower in front of you. Now go down and along the makeshift bridge obtained from the tower, get over to the broken doors and run into them until you are covered by an explosion, as the government troops began carpet bombing.

Chapter 11 Forget Freeman! ("Forget about Freeman!")


You are in a room with a collapsing ceiling, move away from the left wall, and when the first stones fall, jump onto the one that blocked the passage and crawl between it and the top of the passage. In the next room, exit the door, jump over the railing and go forward, you will meet a whole army of Alien Grunt and Alien Slave, quickly return to the room and turn on the turret (switch on the wall). After destroying the aliens, turn off the turret and exit the room again. Climb onto the boxes in the center and jump over the fence from them and heal, return to the room and go out into the corridor. You will come to a fork. To the left - to the monsters and ammunition, if you have enough of them, then immediately go right. Perebeyte Alien Slave, go to the grate and open it with the valve nearby. After that, break the structure of strangers and run back, Snark will climb out of it, wait a couple of minutes and go down. Crawl under the laser, shoot the Headcrab and break the turret.

Approach the water, jump over to the platform in the middle, push the box into the water and jump on it, jump over the fence. Walk along the water until you come to a large body of water, there is nothing useful in it, but Ichthyosaur lives in it, so immediately swim to the left and get over a small dam. Take a breath. Swim between the teeth of the huge gear, then under the two pipes, and then between the other two pipes. Swim to the surface and catch your breath, dive again and swim between the teeth of another gear, you will emerge right in front of the turret, a little further in the room there will be a soldier. Destroy the turret from the water, then take care of the soldier. Gather ammo and go upstairs. Two soldiers and a tank are waiting for you there, destroy them, go back downstairs to collect ammunition (especially the missiles spent on the tank). Go behind the tank, destroy the turret to your left, call the elevator and go up. Go down the corridor and turn right, kill two soldiers and go to the stairs, climb it and look into the large hall, once again you will see a battle between soldiers and Alien Grunt. As always, wait until the end of the battle and kill the survivors, then go down into the hall and collect ammunition.

Climb onto the tank, break the doors with the cannon, then switch to the machine gun and destroy all those who fall out from behind this door (if they still have time to beat you up, then immediately after the destruction of the gate, jump down and hide behind the tank, and then kill strangers one at a time). Go to the exit, the corridor goes left and right. To the left are two Alien Grunts, but much closer to you laser turret, on the right is one Alien Grunt. First, press against the right wall and lean out so that you can see the turret, immediately hide back, charge the Gauss Cannon at full power and try to hit the turret - this will destroy it, now run into the passage and quickly kill the right Alien Grunt, run to the right and hide behind corner. From there, with the Hornet Gun, in order not to waste ammo, destroy the two Alien Grunts that are at the other end of the corridor. After the victory, go down the corridor and go through the door.

Chapter 12 Lambda Core Secrets

Go into the booth to the right of the elevator and press the button, go to the elevator to the left of the truck. When the elevator goes down, kill Bullsquid and some Headcrabs, collect ammo, restore health and go out the door. You will enter the waste storage. Five Human Assassins are waiting for you here. Two are on the second floor and three on the first. According to the standard scheme, kill them with a crossbow, shooting in sniper mode and, moving in Stealth mode, after the victory, break the boxes that prevent you from going into the passage to the right, go forward and climb the stairs, go into the passage to the left. At the fork, you can go down, restore health and recharge your batteries, and up - the path to the elevator. Get down on it. Go to the next waste storage, kill all the Alien Grunt, use the exploding barrels. After that, climb the stairs, go through the door and talk to the scientist, he will tell you about the Lambda housing reactor and open the door, go through it, take the elevator to the second floor. At the fork, go right, go into the test room and take EGON, you can try it on the Headcrab and Bullsquid behind the shields, but better save your ammo.

Go down the corridor to the elevator leading to the reactor cooling system. Take advantage of it. Turn left, kill Alien Slave, and at the fork go right, you will come to a weapon storage. Talk to the guard and the scientist, collect ammo, heal and recharge your batteries. Now we need to start the reactor. Return to the large hall, shooting from strangers, and go to the cooling system No. 1, to do this, follow along the walls painted blue (from the exit to the hall, go along the left wall and go down under the hall into the nearest passage). Make your way to the switch through several rooms and use it. Return to the main hall and go to the second cooling station (along the orange painted walls). You will have to climb over a piece of collapsed ceiling, destroy several Alien Grunts, one of which will break through the cornice. Jump over the resulting hole and destroy all the Barnacles. Use the valve to block the pipe so that hot steam does not come out of it, go along the corridor and turn on the second cooling station.

Return to the main hall, go to the armory (where the scientist and guard were), restore health if there is still energy left in the installation on the wall, and collect ammunition, again, if there are any left after the first visit. Now go along the corridor, without entering the main hall, you will come to an emergency passage to the reactor cooling system. Kill all Alien Grunt and dive into the water, swim to the reactor core. Come up and catch your breath, two Alien Slaves are standing on the ledges far above - destroy them with a crossbow, firing in sniper mode. After that, dive and turn the two valves located opposite each other. Climb up the stairs and dodge the energy beams and jump over the gaps in the ledges to get to the door at the very top - you've reached Zone D of the Reactor Core. Follow the corridor to the elevator, go up the stairs to level B, jump to the broken door and exit into the corridor. Walk along it, go to the guard, talk to him, collect ammunition and deal with all the strangers waiting for something (or someone) in the corridor.

Two Alien Grunts are waiting for you at the end of the corridor, but they can be killed without resorting to weapons. On the left wall of the corridor, if you go from the guard's booth, there is a knife switch that either puts dampers in the pipes or raises them. Play with this lever: turn off the steam, then run to the end of the corridor and immediately return to the switch, as soon as Alien Grunt is under the pipes - turn on the steam. Now you can safely go around the corner. Go down the stairs to level C, jump over the fence and collect ammunition, return to level B and head to the door marked as the reactor core. You will see a complex rotating structure and portals. The orange portals are the entrances, the green ones are the exits. You must enter the portal while the rotating platform is under the exit. You will ride around the column, it has three entrances to the portal, each has its own number, only one of the three portals leads to the next floor of the reactor, the rest to various closed places with monsters and ammunition. To pass this zone, you must enter the portals in the following order: first into the second portal, duck under the pipe, jump into the fourth portal, then go into the seventh portal. Each time, before entering the portal, stand in front of it and see where the platform is located on which you will land, and only when it is under the exit - go into the portal. (It's best to sign up before each entry.)

After entering the seventh portal, you will find yourself in another teleportation room, you need to press the buttons in the other two alcoves (the same as the one you are standing in). To do this, jump onto the outer ring at the moment when the middle one is lowered and immediately jump onto the inner ring, reach the alcove you need and quickly jump onto the outer ring, and from it to the floor. Press the button, sign up, the speed of rotation of the platforms will increase. Now get to the second button, press it too, now you can move to the portal in the center of this structure. Come into it. You will find yourself in a new area on level B, kill the Headcrab, go up the stairs to level A. The scientist will open the doors for you, go in, collect all the ammunition, do not forget to take the long jump module. Only after that you will be allowed into the hall with a device that creates a portal to the world of strangers - Xen. Talk to the guard and take him with you. As soon as the portal begins to be created, Flyers will attack you, fight off them and protect the scientist, and as soon as he gives you the go-ahead, jump into the portal.

Chapter 13 Xen

You are standing on a platform and need to go down to the structure below. This trick is done as follows: with a long jump (forward, duck, jump) jump to the platform on the far left, and continue jumping along the platforms until you manage to jump to the large structure below. Keep in mind that several Houndeyes guard it, in addition, purple vines with lights on the ends will shoot at you. But not everything is so bad, if you need to restore health, then stand in the water that forms small pools - it will heal your wounds. Find a small passage inside the structure and use the crowbar to break through the undergrowth. You will see three mushroom-shaped pedestals that you need to activate by pressing the "use" button next to them, then go to the cage over which the fireflies fly and break it, the fireflies will fly to the pedestals and they will create a portal in the center of the room. Come into it.

Chapter 14 Gonarch's Lair

You will see something huge approaching you, resembling a Headcrab, only very large and completely covered with a chitinous shell. This monster can simply run at you, can spit acid quite accurately (so you can't stand still), can create weak Headcrab - Larvae similarities, they do less damage and are destroyed with one hit of any weapon. Shoot this monster with heavy weapons, aim at the bag hanging between the legs of this creature. After three or four hits from a heavy weapon (an RPG or a shot from a Gauss Cannon at full charge), she will run away, smashing her way through the undergrowth. Kill any remaining Larvae and collect the ammo lying next to the dead scientist. If you need to heal, then an island with a healing spring flies nearby. After you have collected everything and healed - follow Gonarch to the next cave. The second fight with her is easier, since she is in a cave in the distance and will run at you without dodging shots. Again shoot at the bag, three or four hits from heavy weapons are enough. After she runs away again, jump down to the cross and explore all the passages, you can heal and collect some ammunition. Climb up using the springboard and follow Gonarch. Jump down to the thin ledge, next to the blue crystal, and then into the tunnel, carefully approach the edge of the tunnel and shoot at the creature, avoiding its spitting. When it falls even lower - go to the very edge and shoot at the bag from Python, throw grenades under this reptile. When she dies - carefully jump down and finish off Larvae, collect the ammunition lying around, heal up and go out into the portal.

Chapter 15 Alien Plant (Interloper)

First, kill all the aliens on the island - a few Alien Slaves and a couple of Flyers, during the battle do not fall into the crevices and fall into the mouth of the creatures living in the ground, they will spit you out after a while, but then you will fall to the ground and break. Instead, climb into the cave (the far right end of the island, as viewed from the starting point) and heal. Now climb into a small hole in this cave and break through the thickets with a crowbar. Walk along the aisles, fighting off enemies and collecting ammunition. You will soon reach a dead end. There will be thickets in one of the corners, break through them with a crowbar, a column will descend from above, climb onto it and ascend to heaven. After that, jump down to the platform passing nearby and jump from platform to platform. Already at the very bottom, jump onto the back of a flying creature that flies to the portal, and fly into it with it. Run out of the cave, turn left, kill the two Alien Grunts standing guard, and go into the cave to the left, go into the half-collapsed passage, Gargantua will run out at you. Opposite this passage there is a small depression - jump into it and climb around the corner. After a while, look around the corner and shoot Gargantua from the RPG in the back, he will run towards you again, hide around the corner again. If you feel sorry for the rockets, throw grenades at him. When he dies, explore the cave for a healing spring if you need one. Exit the cave through the passage created by Gargantua.

You will come to the Tentacle. Shoot the Barnacle blocking the road and exit in Stealth mode towards the Tentacle. Climb the wall, divert the attention of the monster with grenades and walk along the wall, fight off a pair of Alien Grunt guarding the portal and enter it. You've entered an alien factory. Go through the semicircular passage to the dais and jump onto the elevator. Climb to the second floor, there will be a healing spring on the right, use it if necessary. Jump onto the beam next to the elevator's cable mount and you'll climb up to the transporters. Run along one of them, jump over to the other and drive it into the water. Walk along the platform, jump over the conveyor, kill the Flyer and Alien Slave attacking you and go down the aisle. Jump on the press, this will allow you to get to the top, jump over the fence and you will find yourself in a room full of huge structures resembling barrels. Do not try to use explosives here or shoot these barrels - Alien Grunt sits in each of them, it looks like they are grown this way.

In the recesses in this room you can find not only enemies, but also ammunition, leave this room to the passage to the left, destroy the Flyer and move on, break through the containers into the next room, there are several Alien Slaves and two Flyers waiting for you, there is a healing spring nearby . Climb into the red mine and get out of it into a new room. Make your way upstairs and to the right, into a small room with a healing spring. After that, carefully lean out and destroy one Flyer at a time. Do this with the Hornet Gun so you don't waste ammo. When all the monsters are dead - take the elevator and come to the second floor, kill the Alien Slave. If you need ammunition - go to the red mines. They will lead you to a room with several platforms in the center. Ammunition is located on each floor of this structure, but they are guarded by Flyer and Alien Slave, also do not touch the barrels, otherwise Alien Grunt will be added to your problems. Exit these rooms and go up to the third floor. Destroy all aliens - Alien Slave and Flyer. After that, go up to the portal and go into it. In the new area, jump over the rocks to a huge red portal and enter it.

Chapter 16 Nihilanth

Nihilanth is the last monster you will have to destroy, first blow up all three orange crystals to cut off Nihilanth from the power source. After that, use the springboard to jump onto a ledge with a peak in the center, a small supply of ammunition and a healing source. Stand so that the peak is between you and Nihilanth, then neither his electric charges nor moving portals will reach you, the latter can be closed by shooting at them from the Hornet Gun. Once you have settled in relative safety on the ledge, open fire on the monster, shoot until the petals on its head open, after which you can destroy its brain. To do this, either shoot at the gaps between the petals with Python, or direct the rocket over Nihilanth's head, and then shift the scope in time so that the rocket hits the head.
BUT!
If you want to feel the triumph of the human race to the full: you can jump directly on the head of the monster with the springboard located on the ledge and deal with it already on the spot. Once the brain is destroyed, you win. If you hit one of the portals, you will end up in one of the following rooms: If you got hit by the portal for the first time, you will end up at the bottom of a high room with spiral eaves, get to the top by shooting Flyer, and collect ammo along the way, then jump out into the portal. If you were covered by the portal for the second time, you will find yourself in a room full of Flyers, kill them, take the ammunition from the blue recess and get to the portal on the flying platforms. If you were covered by the portal for the third time, you will fall from a great height into the pool (if you decide to fall onto the platform, you will crash), in which Ichthyosaur lives, and several Alien Grunts live on the platform, after winning, get to the portal using a springboard. If you are portalled for more than the third time, you will end up in the same room as the third time, but you will be confronted by Gargantua.

Endgame (EndGame)

As soon as Nihilanth's convulsions run out, you will find yourself in the same tram in which you were at the beginning of the game, only it goes to no one knows where. In addition, all weapons will be taken from you. A government official, whom you could observe throughout the game, will offer you to work for the government and, as a sign of consent, enter the portal opened by him, or silently refuse and not move. In each case, you will see different final videos.

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One of the oldest shooters that is still popular today. play in half life can be done both online and online.

To get started, download the game itself.

(Version: 1.1.2.1, protocol 48, crack and hdpack present, torrent)

Install in turn - first half-life_full_eng_v1121, then hdpack and crack to the game folder.

To play Half Life on the Internet, start the game, select Find Servers, a list will open in front of you, choose any.


How to play Half-Life online with Tunngle.

Tunngle is available or on the official website.

After installation and registration in Tunngle, we find the network where they play Half-Life.


We go into it, then start the game (you can from the shortcut on the desktop). Select Find servers -> LAN tab -> We see the list of servers. To create your own server, simply click New Game in the menu. You can also connect by calling the console (by pressing ~) and typing the connect IP command. IP writes the one that the player has in Tunngle (you can see it by hovering over his nickname in the program).

How to play Half-Life online with Hamachi.

After installing the program, one person creates a network. The rest of the players choose to connect to the network, indicate its name and password.

After everyone has gathered online, one of the players creates a server by selecting New Game from the menu. The rest of the players register in the console connect and server IP. The IP you need is exactly the one that the player has in Hamachi, it is written next to the nickname in the program and starts at 25.

If you are having connection problems and can't connect, please read

Good game)

Video network game Half Life / Manual

Welcome to the Black Mesa Research Facility. Just look around and enjoy the beauty around until the tram takes you to your place of work. After you arrive at your destination, wait until the guard opens the door of the tram, go to the door and wait again until the guard opens it. Come inside.

Anomalous materials.

It looks like you're a little late. Talk to the guard sitting at the table, go down the corridor and turn right, at the fork turn right again and go along the corridor to the end. Come into the dressing room. On the left in the far room is your protective suit. Press the center button on the remote and put on the costume, look in your drawer and take the costume battery from it. Return to the fork and now go left, the guard will open the door. Press the button to call the elevator, go into it and press the button, the elevator will go. Walk down the corridors until you reach a group of three scientists. After a short conversation, one of them will open the door. Go further and you will reach a room with two scientists conducting today's experiment with you. They will discuss it: it seems that there is a possibility of an extremely dangerous development of events - a cascade resonance scenario, although this probability is not very small, but ... After that, they will open the way to the laboratory for you. Go to the stairs, go upstairs and turn on the system, after that go down to the metal cage, after a while the object of research will be delivered to you there. Drive the stroller into the beams. If something bad can happen - it happens, Murphy's laws are unshakable, a scenario of cascade resonance is played out in front of you.

Unforeseen Consequences.

What strange creatures have you seen? Are these just hallucinations or something more? But, like, everything calmed down, you need to get out to the exit. Exit the lab and try to open the door with the retinal scanner. It looks like something has closed, but the door still opens. Go along the broken corridors, trying to avoid falling cabinets, it seems that events are developing much worse than expected.

Ride the elevator, talk to two scientists and with the help of one of them open your way further. Carefully enter the next room, this is the observation point for the experiment, but lightning strikes from a broken generator here, wait until the beam knocks out the door, and crawl under it, lasers have escaped in the next corridor, crawl under them, take a crowbar and break glass, crawl out and run further. At the second elevator, break the glass and climb the stairs up. There the guard fights off Zombie - help him, if he still died - take his gun, otherwise - offer him to go with you. Go further, fighting off Zombie, you can visit the locker room and take cartridges for the pistol in the locker, then go to the entrance, break the lock at the door. You can’t go back by tram - you have to go yourself.

Knock out the ventilation grate and climb into the room after shooting the Headcrab. Jump on the fallen computer, from it to another one (near the door), climb up the leaning computer to the ventilation grate and knock it out. Jump down. Open the door and recharge, if you don't already have a pistol, pick it up from the guard lying nearby.

Your next opponents will be a few Houndeyes. Perebeyte them, after that climb onto the stairs on the right - shoot all the enemies (the barrels explode) and talk to the scientist so that he follows you. Walk along the ledge to another room, finish off the Zombie and wait for the scientist to open the warehouse for you. Take ammo and grenades.

Come back down. Go down the passage, Alien Slave will appear from behind the broken door - destroy him, search the room from which he came - you will find cartridges, go further along the corridor until you reach the grate behind which Zombie roams - shoot him and knock out the hatch in floor, finish off the Headcrab and drop down. Go through the pipes until you find the valve, turn it (hold the use key for a few seconds) and run, and then swim to another hatch, get out into the corridor, on the other side of the grate.

Soon you will come to a large freight elevator. It turns on the lever that is above it, collect the ammo and turn on the elevator, then immediately jump on it. From above Headcrab will begin to pour in huge numbers, dodge and fight them off. Try to jump onto the platform with the charging point, and not go down to the end, shoot all the opponents from it and go down. Do not fall into the water, there are mechanisms that will grind you.

Go further down the corridor, you will come to a metal bridge, but Bullsquid will appear out of nowhere and, falling, will break through the bridge. Jump onto the pipe on the right and go through the pipes to the ventilation grate, knock it out and climb inside. Crawl through the ventilation to the second grate and knock it out, jump down. There will be another destroyed steel bridge ahead, and below Bullsquid will destroy several Headcrabs, wait until the end of the fight and kill the survivors, there are Barnacles hanging on the ceiling in this room - either kill them with a pistol, or avoid them, or carefully kill them with a crowbar when they pull you up to your mouth. Jump into the water and get out on the other side.

Walk down the aisles and you'll come out into a room with several crates hanging from it. Carefully climb over them to the other side, go down the corridor and up the stairs. Go further, soon you will come to a large elevator. Enter it and leave to the next floor.

Office Complex.

The first problem that confronts you when you arrive on this floor is a live wire hanging from the ceiling and striking with discharges into a puddle on the floor. Break the ventilation grate next to the wire and climb inside, follow it and exit into the room, it's filled with Barnacle, with some of them appearing while you're in the room. In the corner you will see a door with the words "high voltage" (high voltage), go through it and turn off the switch. Go back to the passage, go past the wire, break the window next to the door and climb inside.

You will see a room filled with water, into which a live wire hangs, which makes this whole room extremely dangerous, even Headcrab does not try to get off the table, shoot him so that he does not suffer in bewilderment. Don't enter the room just yet. Go further down the passage, a Zombie will come out from behind a wooden wall, opening the passage, kill him and take the ammunition in the room from which he crawled out. Go further down the aisle. You will come to the warehouse. Take Assault Shotgun and ammo from the table and go to the grate, a Zombie will come out from the next room. Shoot him before he kills the guard. The guard will open the door for you and you will take ammo from the warehouse. Go downstairs and break all the boxes, you will find some medicines and batteries. Talk to the guard and ask him to follow you, he will help you in the fight against the monsters. Now return to the room filled with water.

Jump on the window, from it to the table, then to the table with the sink, jump over the sink, get over to the table against the far wall, and then to the table next to the switch. Turn off the electricity, now jump into the water, recharge and take the batteries in the cabinet by the window. Break the ventilation grate and destroy all the Headcrabs that come out of there, climb inside and go through the ventilation, you will come to a room with a fan, crawl under it and break the ventilation grate. Do not jump into another room, there is a security system - a wall turret. You can either shoot it or turn it off (the switch is under the turret, under the eaves). The door to the right leads to the ammo room, but there you will have to face Bullsquid and some Alien Slaves, go back and go forward, go up the stairs (after killing a few enemies) and attach a guard to your team. Exit to the next floor.

Explore the various rooms for weapons, but be aware that this room is home to a large number of Alien Slaves. Go out to the stairs and climb it, there will be a turret at the back, destroy it, then move up the stairs further and kill several Headcrabs waiting for you at the top. Go down the corridor to a room with a blocked door, break it down and move on. You will go into a room with two Zombies, destroy them and open the door with ice under it (switch nearby) and go into the meat storage (refrigerator).

First, climb up the stairs (it is located to the right of the entrance) and move along the ledges, from there kill all visible Headcrabs. Now jump down. These rooms are inhabited by two Bullsquid, one of them will pursue the scientist. In the room from which they run out, you can pick up grenades, the second one will jump out from behind the boxes standing in a dark corner, behind it there will be a button that turns on the cargo platform. Return to the ledge and from it get over to the platform, then from the platform get over to the ledge from the other side and once again climb into the ventilation and go along it to the end.

You'll get out in a room full of Barnacles, kill them and pick up the batteries and ammo for the Assault Shotgun, jump from pipe to pipe and get out of the room through the ventilation. You will again find yourself in the corridors. Follow them. A scientist will jump out of one room into the corridor through the window, a Zombie will fall out behind him, and the second one will jump out of the window from above. Destroy them, examine the room and move on. You will have to climb up the elevator shaft, for this you need to jump to the stairs on the other side. The jump is quite difficult, but doable, sign up before it and jump at the very last moment. Climb higher and higher up the stairs, then jump onto the elevator, knock out the bars, jump into the elevator and open the doors.

We met the enemy (We "ve got hostiles).

Walk along the corridors. You will see a scientist who demands to open the doors, but they do not listen to him, he runs away, but crosses a blue laser barrage, which activates a powerful mine. It seems that the government troops are not acting quite as they were supposed to. Recharge and move along the corridor to where the scientist fled. You will see two red lasers, crossing them will activate a turret in the next room. Just run through and destroy the turret without entering the room. As soon as you enter the room, two Headcrabs will appear on the right, destroy them, pick up the MP5 and exit the room. A few more Headcrabs will appear near the exit, deal with them and move on.

You will see a blue laser blocking the passage just outside the security door, you will not see the mine itself (it is around the corner), throw a grenade there and run under the closing door, now destroy the second mine and move along the corridor, destroying several Alien Slaves along the way. As soon as you cross the red laser, two turrets in the room will turn on, so either jump over the laser beam and hide behind the boxes, or without crossing the laser, destroy the turrets one by one. Right after you enter the room, several Alien Slaves will spawn behind you, if you haven't destroyed the turrets, then you don't have to worry about them, otherwise you will have to deal with them yourself. Behind the boxes there are two more turrets, one of them can be destroyed through a gap in these very boxes, and the second - by climbing onto the boxes and leaning out a little from the side. After that, climb on top of the crates and jump as close to the door as possible, it is advisable to first activate the fire alarm, which will begin to bury the door and run under it, because as soon as you touch the floor into the room, the Headcrab will begin to arrive.

Move on. Climbing over another pile of boxes, be careful - there is a wet slippery floor ahead and an open elevator shaft, in addition, a red laser is installed, and turrets are right around the corner. Throw a few grenades there, and then carefully go through this place. Move on. You will come to the room in which the soldier is on guard, see what he did to the scientist, and shoot him. Pick up ammo and enter the elevator. You will arrive in a room containing a group of soldiers. Try to move all the time, if you stop or start hiding - wait for grenades. After the victory, collect the trophies and exit the room to the iron bridge. Perebeyte all Barnacle - it will facilitate further path, and go to the fork.

On the left, two blue lasers will block your path, and behind them are three turrets. You can blow up mines from a distance, and then destroy one turret and go along the corridor. You can go the other way - to the right, kill the Barnacle and ride the conveyor to the next room, recharge, collect ammunition and climb onto another conveyor. Destroy the barrel from a distance (one less danger), then enter the room. On the other side, behind the barricade is a soldier - kill him. Replenish ammo and heal, now you can destroy all the turrets from the bridge and then jump down. In any case, you will come to the next room.

There are several soldiers on the second floor and Barnacle tongues hanging from the ceiling. Try to quietly reach the stairs, then, perhaps, the soldiers will try to go down to you, but on the way they will get lunch at the Barnacle, otherwise destroy everyone yourself, run to the second floor and destroy the soldiers, then kill the Barnacle, just be careful, some of them hard to see (they are in dark corners). Gather ammo and heal up. Exit the room to the bridge (you have already taken care of the Barnacle hanging here) and go to another room. Now you are at the top, and the soldiers are at the bottom, move and shoot all the time, but do not go down to them, but stay on the upper passages. After the victory, collect the trophies and go to the elevator leading to the surface.

The battle is in full swing there, and several soldiers are already waiting for you. After the defeat of this small army of government troops, heal (the device is on the wall at the entrance) and wait for the next series of explosions.

After them, run straight and left to the building with an open door and stairs down, do not linger on the surface, as there are a lot of soldiers here and can be hit by an explosion. Quickly go down the stairs and enter the door leading to the ventilation shafts. Wait for the debris to fly by and quickly go down, the soldiers will follow you on the cables, so run into the ventilation shaft and, if you want, shoot back from it.

Follow the vent and you'll come out in a room with lots of vents. The upper passages will take you to places you were close to but couldn't get to. Here you can collect ammo (you will need it since the next chapter is extremely low on ammo). The lower passage will lead to another fork, choosing in which the central passage will take you to the control room that you saw at the beginning of the chapter. The scientist will advise you to try to get to storage D, it seems that you will have to follow his advice, since now not only strangers, but also people are against you. Click on the red button - a steel door will open. Get on the road.

Test site (Blast Pit).

Break the blockage with a crowbar and move on, in the control room, open a passage down for yourself (press the lever) and get down. At the bottom, get on the car and move forward. Don't fight Houndeye and Bullsquid, just drive past at top speed. You can choose how you will pass the next room - you can just stop and go around the edge of this radioactive waste, or, accelerating to maximum speed, fly over them and get out immediately on the other side. Kill Bullsquid and climb up the ladder to the pipe, jump down inside and follow it. You will leave in another room, climb the pipe again and go along it to the balcony, jump on it and move on, you will find yourself in another room full of radioactive rubbish, kill strangers, go through the pipe to the elevator, climb it. You have to take out some Houndeyes, a couple of Bullsquids and a group of Headcrabs. Just try not to hit the barrels, otherwise the bridge will explode and you will have to jump, and the jump will be quite difficult. Enter the vault.

It looks like things are worse than you could imagine. A huge creature settled in the vault, which is not taken by any weapon - Tentacle. Go further, in the control room you can enjoy the view of what is to be destroyed. Thank God that this creature settled in a test jet engine, you just need to turn it on. Climb up the stairs (having previously shot the Barnacle hanging nearby) and move further to the entrance to the hall with the monster. It is worth recalling that the Tentacle reacts only to noise and movement, so in order to get to the other two exits, you need to distract it, for which grenades are successfully used, they can also clear the rubble in front of the exits. It is worth moving in stealth mode. Exit through the passage on the second floor.

Go along the passage, across the bridge, do not blow up the barrels, otherwise you will have to climb through the hole along the pipes that are laid to the left of the bridge, follow them to the entrance to the gas station room. The door to it is closed, so you have to look for another way. Go down the stairs and go to another staircase down, go down and go along the pipes to the intersection, turn left and go to the stairs and climb up it. Pick up grenades in the room nearby and move further along the passage, open the door, destroy several Zombies and go down to the fan. As soon as you turn it on, quickly return to the door. Wait until the fan reaches full power, then jump into the air stream. Get close to the blockage and smash it with a crowbar, shoot a couple of Headcrabs and climb into this ventilation. Make your way through the rubble and fight off the Headcrab. Soon you will reach the stairs down. Go down it, clear the room of enemies and turn on the supply of fuel (fuel) and oxygen (oxygen) with two buttons with the appropriate inscriptions. Climb up the stairs to the exit and return to the vault.

Now you need to start the reactor. To do this, you need to get to the lower passage to the vault. Distract the Tentacle with grenades and use stealth to get to this exit. You will have to jump over two gaps, and you will reach another bridge with exploding barrels, if you nevertheless blew them up during the shootout with Bullsquid, then get over the gap along the pipe that goes nearby. Walk down the hall past the puddle and into the room with the Bullsquid and some Barnacles. After their destruction, call the elevator and go into it. He will stop half way and start creaking desperately, if you do not get out of it, then he will fall with you, so jump over to the stairs nearby. Go down it, go out into the room and talk to the scientist, he will send you to the reactor. Walk down the corridor, then climb over the pipe through the radioactive waste, soon you will come out into a large room. Enter the platform and turn it on, it will take you to the opposite end of the room. Climb the stairs, while paying attention to the platform that moves from one edge of the ledge to the other, passing by the stairs, do not get under it. Avoiding this platform, climb one of the stairs nearby, jump over to the beam and turn on the first button. Quickly return to the stairs and get to the second, located symmetrically. Turn on the reactor on this beam as well. Exit the room the same way you came. Return to the scientist, near him you can restore health. Climb up the stairs, there will be a small ledge at the very top to your left, jump onto it and from it into the room. In order to get over the puddle, which is now being hit by discharges, drag a few boxes from the room and get over them, although you can just jump over, hitting the puddle once and getting light damage.

Now comes the hardest part. Return to the entrance to the vault, you have to climb from the lower floor to the upper one, so much so that the Tentacle does not notice you. As always use stealth mode, distract him with grenades. When you get to the top, exit and head to the control room. Press the button (labeled Test) and the Tentacle will go up in flames. Now go into the room and go down, you need to fall exactly into the water, otherwise you will crash, swim ashore and pick up ammunition, as well as Python. Swim into the water again, swim under the pipes, you will emerge in a room with a lot of radioactive waste. If necessary, you can go down and restore health and energy, then go back up. Go through the pipe. When you can't get between the pipe and the ceiling, drop down to the pipe on the bottom right. Go to the largest pipe and climb on it, turn the valve all the way - this will enlarge the pipe and connect it to the pipe on the other side of the room. Now climb inside and go through the pipe. Soon it will fall under you, and you will find yourself in a room full of various boxes, break them and collect ammunition and Trip Mine, go out into the corridor.

Turning on (Power Up).

You will see Gargantua fighting several soldiers in a huge room. Run past them through the door on the opposite wall, you need to get to the power generator, but the ceiling has collapsed and blocked the passage, so go to the track control station, fighting off the Alien Slave along the way. An iron bridge will collapse under you - great, you don’t have to go to the control station yet, turn around and exit the room on another floor.

Follow the signs indicating the path to the power generator, destroying the Headcrab and Alien Slave along the way. Soon you will pass by a littered passage, but from the other side. Go down the corridor further, you will come to a valve that opens the passage to the hazardous waste storage room. You need to climb to the very top of the room, just first remove the soldier guarding this passage from below. Climb up and go into the corridor. There are a lot of soldiers here, and they are well fortified, but there are several explosive barrels behind the barricade - blow them up and kill the remaining soldiers, pay attention to the balconies on the left and right. If you need to restore health, then go to the passage in the elevation from which you went down to this room, you can also take some grenades there.

Climb up to the elevation behind the barricade, the passage immediately forks to the left and right, and there are soldiers on both sides, but there are fewer of them on the left. You can lure the soldiers to the exit to the hall and destroy them in this small opening, or run, killing everyone, to the left, and then gradually destroy the soldiers arriving from the right. It is best to use Python here - 1-2 shots and the soldier dies. Inspect the entire war zone for ammunition.

Head to the right of the exit from the fortified room and you'll come out into a room with an elevator. Send the elevator down, you will see that everything below is blocked by booby traps, throw a grenade there and then go down yourself. Perebeye Houndeye and go along the corridors to the spiral staircase, go down to the very end, nail Zombie, and fight off the flock of Leech, reach the generator and knock out the box that prevents the mechanism from working. Return to the stairs and go up one floor, go to the generator control room (dodge the discharges) and turn on the left generator (press the button), after that return to the stairs, only there will be much more discharges, so carefully choose the time and run past the spark gaps.

Return to the elevator, another group of soldiers will descend on it, throw a grenade at them and go up. Return to the room with the broken iron cornice. Climb up and jump over the resulting hole. Head towards the hall with Gargantua, run into the passage to the left, the monster will follow you (in extreme cases, shoot him a couple of times to attract attention). Climb up to the elevation and switch the switch, Gargantua will fall into electric discharges, hitting between two spark gaps, go through the back rooms and head to the hall you came from, do not follow the tracks, they are energized.

Get on the trailer and drive to the circle (to the end of the tracks). Now go to the path control room, recharge and turn the circle. Return to the trailer and drive forward.

On the tracks (On the Rail).

Drive forward until you reach the barrier, talk to the guard, he will tell you that scientists want to put a satellite into orbit to stop the invasion of aliens, but the military turned it off, in connection with which you are entrusted with a responsible mission, which consists in penetrating into mission control center and the launch of this very satellite. Get off the trailer and raise the barrier. Shoot the Barnacle, which prevent you from passing, return to the trailer and drive it into the elevator.

(In general, this stage can be completed in two ways - by moving on the trailer, or by walking along the tracks along narrow curbs and using the trailer only to go up or down to another floor. The second path is simpler, since it does not require a series of actions.)

The elevator will go down, drive into the flooded tunnel, do not fall into the water, it is energized. Along the way, you can pick up various ammunition: stop the trailer, get off, pick it up, and then continue your movement. Turns on the tracks are controlled by arrows, to change direction you need to shoot the switch (usually to the right of the track), it will turn and the arrow will move.

Drive without changing the position of the arrows, until the intersection of the tracks, where the crane blocks one of the directions of movement, kill Houndeye and move on, you will pass the hollow with Bullsquid, kill him, collect supplies and move on, in the second room you will see a ladder, climb it . Kill Bullsquid from the other side. There is a turret behind the boxes, so first remove the upper boxes, and then with one double shot from the Shotgun, destroy the turret, switch the lever, the crane will turn, and the cargo will stop blocking the road. Return to the trailer and go to the arrow, switch it so that it looks to the left, now you will go along a new path that was previously closed.

You will arrive at the elevator, during the ascent you will be attacked by two soldiers, therefore, as soon as the elevator starts to rise, jump onto the stairs, climb to the floor above, destroy the soldier, then go up to the second floor and kill the second soldier, then sit on the trailer and drive forward to the first turn. Leave the trailer and move on your own, you will have a rather hard fight with several soldiers, use various covers and do not stand still. There will be a switch on the wall. Use it to remove the barrier from the path. Climb the stairs, there you will see a fight between soldiers and Alien Slave, kill the survivors and go to another spiral staircase, go down, kill the soldier, the corridor will fork, the path to the left will be blocked by booby traps - remove them. To the right - another battle between soldiers and Alien Slave, again finish off the survivors and collect ammunition.

Return to the trailer and reach the place of the first battle with the soldiers (that is, immediately after the turn). Get off to the other side (where Alien Slave was) and use another switch to remove another barrier. Return to the trailer and drive forward. At the end of the path you will take part in another battle between the soldiers and the Alien Slave, as always, finish off the survivors and continue on your way, jump over the paths and go into the corridor, soon you will come to a boarded door, break the boards open it, there will be a guard behind it and several crates with ammunition, in the room opposite you can heal, just first kill a few Headcrabs that will fall from the ceiling. At the end of the corridor, just around the corner on the other side of the tracks, there is a fortified firing point, run from one box to another, jump over the tracks and throw a grenade into the fortification (between the wall and the fortification).

Go through the door, destroy the booby traps, kill the soldier who is on the floor below, then go down there. In these rooms you can find cartridges for Python and a recharging module, then climb onto the trailer and drive forward.

Crouch to pass under the red lasers and not activate the turrets, near the third turret, get off the trailer. You can explore the rooms behind the door, but there is little ammunition and a lot of monsters. Walk along the curb along the tracks, around the bend you will see a rocket launcher that shoots through a decent section of the path, run up to it and kill the soldier driving it. Return to the trailer, sit on it and drive forward. Several booby traps are waiting for you behind the rocket launcher that is no longer working, set the smallest speed on the trailer and get off it, it will activate the mines, then catch up with it and take control again.

In the next area you will have to kill some Alien Slaves, go down the corridor until you reach a ladder that is half covered with boxes, make your way through them and go upstairs. Kill the soldiers, switch the switch (this will remove another barrier from the road) and return to the trailer. Do not get into the trailer on which you arrived, get into the new trailer and drive forward.

Stop well in advance of the next barrier. Try to kill the soldiers without entering the room, as there is a fortified firing position around the corner, you should not use a machine gun either, as you will come under fire from this firing point. Perebeyte soldiers (you may have to destroy a few boxes behind which they are hiding), then climb up the stairs and, running from box to box, get to the firing point and throw a grenade there. Now remove the next barrier with a knife switch. Return to the trailer and drive forward.

Stop the trailer in front of the elevator. It's easier to kill the soldiers guarding the way up in advance than to fight them during the ascent, clear the room and collect ammunition, then go down to the trailer and drive it into the elevator. At the top, you will be blocked by electrical discharges, stop in front of each of them and drive past at the right time. Immediately after them, set the trailer to the lowest speed and get off it, it activates booby traps set around the corner, climb back onto the trailer and drive forward. At the next barrier, kill a couple of soldiers and open your way further (another switch), but do not sit on the trailer yet, a rocket launcher is installed in the next room - destroy the soldier who controls it, and then return to the trailer.

Drive past the rocket launcher and move on, again you have to drive through electrical discharges, as always, you just need to choose a certain time. Near the arrow, shoot the switch so that it points forward. Get to the end.

Get off the trailer and throw a grenade down to destroy the booby traps that are set right under the stairs, now get down, a little before reaching the floor, jump off so as not to activate the turrets. Defeat the Zombie and heal up. Go along the path, another fortification is installed around the turn - as always, hiding behind the boxes, run up to the cannon and throw a grenade into the fortification.

You go to the surface, kill the soldiers, a turret is installed on the left, beware of it. Go to the door and open it with the remote control located nearby. You need to kill three more soldiers, the gun located on the left can help you with this. After the massacre, go into the room behind the right door. The red lasers placed across the stairs activate the explosives, of which there are a lot in this room, so you need to get to the door without hitting them. Build your ladder out of two metal boxes and jump to the door bypassing the government ladder. Kill two more soldiers, go into the control room and press the big red button - rocket launch. After starting, go back to nature (do not forget to bypass the lasers). A door that was previously closed opened. Gather ammo and get on the trailer. Drive forward.

Apprehension.

Jump off the trailer as soon as you see a soldier throwing a grenade at it. After that, kill all the military. If, nevertheless, you find yourself in the water next to the fallen trailer, wait until the barrels shoot off, which will form a floating bridge. Cross over to the other side, you will pass along the corridor and find yourself on the other side of the room. Jump into the water and swim through the door underwater, just prepare a crowbar in advance to fend off Leech, break through the grate along the way and swim into the room with a lot of ammunition, collect as much as you can carry and swim through the door, swim forward and soon you get out on land.

In the next room is the pool where the Ichthyosaur lives. Shoot the Barnacle and go around the perimeter of the pool, climb the stairs and talk to the scientist, heal and recharge your batteries. Go to the beam above the pool and drop down into the cage to get the Crossbow. The cage will fall into the water, shoot the crossbow until the Ichthyosaur is calm forever. After that, swim to the surface. As soon as you catch your breath, dive again and turn the valve to open the passage. Swim into it, collect the arrows for the crossbow and get out up the stairs.

In the next room, kill the Barnacle, there are Shotgun ammo on the box, but as soon as you jump on it, two Alien Slaves will appear. After the victory, go to the corridor, around the corner you will see a slippery bridge over the water in which the Ichthyosaur swim. Carefully jump over the first gap so that you are in the middle of a piece of the bridge, a few more parts will fall off it, after that jump over the second gap, the jump is difficult, but possible. Then you need to jump into the hole in the fence, after that swim into the passage with the inscription generator control (generator control).

Get out on the shore, perebeyte all Bullsquid and climb the stairs to the top. Press the button to turn on the generator. Now the mechanisms in the room are working. Jump from one to another, but without being crushed. From the middle of the presses, you can jump to the balcony with ammunition. This way, get to the ledge on the other side. If you want to restore health, then first you have to kill Bullsquid, who will appear as soon as you reach the charging point. So be careful.

Go along the corridor, kill all the strangers in the room with computers, after that the scientist will open the door in front of you, recharge your batteries and talk to the scientist. It looks like you'll have to go through a refrigerator where you risk freezing to death. Don't get distracted by the monsters and ammo, just make your way to the stairs at the far end of the room and get out of the fridge. Walk along the pipes to the elevator, killing the Alien Slaves that appear along the way.

Take the elevator up and talk to the guard, he will be killed by someone invisible. The government has sent its best forces after you - hired killers. The first of them has already seen you, so she will soon run out from behind the box. As soon as you hear approaching footsteps, throw a grenade at the place where it is most likely to appear, if necessary, finish it off with MP5, but in no case pursue it, otherwise two more of the same ladies will chase after you. After destroying the first of them, take out the crossbow and put it in sniper mode, move slowly in Stealth mode, after you see at least part of the killer - shoot, she needs one, maximum two, hits from the crossbow, but try to knock her down first shot. There are three killers in this room. When you dealt with them, go to the room located to the right of the entrance to the hall in the U-shaped passage, there you can collect ammunition. After that, return to the hall, climb up and open the door with the switch. Come out.

Bad luck. You have been caught and thrown into the garbage disposal. Quickly jump out from under the press on the boxes, go around the recycler along the eaves and find a crowbar, then knock out the grate in the floor and jump into it.

Waste processing (Residue Processing).

Follow the pipe until it takes you to fresh air. Go to the tower, standing nearby, on the way fighting off the pressing Headcrab, turn the valve all the way. After that, climb the stairs as quickly as possible and jump down to the platform going down, if you do everything quickly, you may not even lose health. Climb into the pipe and go along it to the end, knock out the grate and jump down. The guard cannot be saved, he will fall into the mouth of the Barnacle, pick up his gun, beat the Barnacle and move on. Heal up and go down the spiral staircase, several Headcrabs live under it - kill them with a crowbar, after that you can safely recharge your energy. Return to the pipe from which you got into these rooms. Climb up the ladder to the cistern and move along the floating debris, jump into the pipe.

You will find yourself in a room with nine tanks, with platforms driving into them, you need to jump from platform to platform, but do not fall into waste. This can be done quite easily, you need to get to the pipe from the other side. If you fall, then return to the tank from which you started jumping in this room and climb onto it using the stairs. The pipe will take you to another room. Walk along the left pipe until it gets too narrow, then jump down to the pipe running from the bottom right.

In the next room, two stirrers move in the tank, you need to get to the pipe on the other side through them, carefully choose the time for jumping. Exit the pipe and jump onto the conveyor, you will fall into liquid but safe waste, swim in the stream to the next room, swim quickly to one side of the room and get out to the shore, otherwise you will be crushed. Go down the passage and jump into the water again, dive and swim past the second millstone, do not swim to the surface in the next room, otherwise you will be fried, swim under the third millstone and swim to the right, restore health.

Dive into the water again and swim out into the next room, get out on the right side, pick up the Python and kill the Bullsquid. In the control room, you can still improve your health, collect the batteries. In another control room nearby, there are three levers that control the direction of movement of all three conveyors, place them so that all conveyors are powered by water. After that, return to the first control room, the button stops the presses for a short time, try to open the central conveyor for yourself. Run under the press, after that you will have to maneuver on this conveyor to dodge the horizontal and vertical presses. It's not too difficult - just stop in front of each of them and run at a safe moment.

Soon you will get into a room with a lot of conveyors, jump from one conveyor to another until you see two going in opposite directions. Jump on the one that comes from you (to the left), throw the Satchel charge on the other one and detonate it at the very moment when it is under the blue laser - this will destroy not only the visible booby trap, but also the one which is around the corner. Now jump onto the conveyor where you threw the explosives and continue on your way. Jump from conveyor to conveyor to dodge rolling blanks, you will arrive at the last grinder, which looks like huge jaws, jump into this "mouth" when it just starts to open, otherwise, the mechanical beast will bite you. At the end of the conveyor, jump onto the ledge, kill the Barnacle and exit into the corridor.

Questionable Ethics.

Climb the stairs up and knock out the grate, the room is full of Houndeye, so throw a Satchel Charge into it, go down the stairs and blow it up, go back upstairs and finish off the survivors. If you do not have explosives, then get out with a Python and shoot the dogs, there will not be enough for all the charges, but the cartridges for this weapon are in the middle of the room. After the victory, you need to get over the electrified fence. Jump on the box, from it to the booth, jump over the fence, restore health.

Walk down the corridor to the next room.

Behind the glass you will see Alien Grunt. Prepare Python, press the red button and shoot the alien as soon as he gets out of his glass dome, you can also lure him to the laboratory located a little further down the corridor, go to the control room and press the button. Kill the soldier at the exit from the laboratory and talk to the guard. Go along the corridor to the hall at the entrance, it is defended by a group of soldiers, deal with them, collect trophies - you will find MP5 and Assault Shotgun. Climb the stairs and turn the corner, you will come across another small laboratory. Tell the guard to wait for you outside, go in, open the cages and go back to the control room and press the button, then climb into the cages, you will find Crossbow and Snark.

Exit the laboratory, destroy the soldiers guarding the passage. At the crossroads, turn right, go down the sloping corridor and enter the room, quickly collect the batteries, and exit through the door to the left, into the observation room, pick up booby traps along the way. It is from the observation room that you blow up the booby trap, the soldiers and Alien Grunt will arrive and the battle will begin, finish off the survivors and go to the new passage. Walk along it, killing the soldiers, soon you will come to a crossroads, next to which there are cages in the walls in which the Headcrab live, when you pass by, the cages will open, kill the strangers and go left, up the stairs. There, the soldiers fight several Bullsquids. As always, finish off the survivors and explore all the rooms. In each of them, it is necessary to turn on laser installations (there are four in total), several Houndeye live in one of the rooms, in the other, scientists conducted an experiment with a new weapon, but something exploded and you got only a weapon - Gauss Cannon (the room to the left of the entrance) . All lasers are brought together with a system of light guides and mirrors into one room, when all lasers are turned on, push the box so that it prevents the protective screen from lowering, and then turn on the laser, it will break through the wall. Jump onto the pipe, from it to the ledge, from it to the box.

Collect various ammunition and exit their rooms. Talk to the scientists, in the next room, slip past the knives of the enraged surgical apparatus and turn it off. Take one of the scientists with you and lead him to the exit of the building (past the surgical apparatus, then past the cells in which the Headcrab sat, to the right and to the door). He will open the main entrance and say that he will alert the scientists at the Lambda Complex that you are heading towards them. Go through the revolving door and kill the soldier, there are turrets on the building, destroy them, then destroy the boxes blocking the passage and go into the tunnel.

Surface Tension.

Exit the door, there are soldiers to your left and right, after the start of the battle two more will come running from the tunnel, located a little ahead, but there are a lot of barrels of explosives around and they can help in the fight against the servicemen (you can also remove the guards on both sides of the door using a crossbow in sniper mode, and then go into the tunnel yourself and deal with the remaining soldiers). Gather ammo and first aid kits.

Enter the next tunnel, but do not exit it, pay attention to the helicopter circling over this area - this is Apache, and you are one of its targets. Wait for it to fly by and run to the water to the right of the dam, dive into it, destroy the Ichthyosaur, swim up to the ladder and climb the tower. Enter the control room and press the button. Dive back into the water and swim up to the valve that is on the right wall as viewed from the stairs. Turn it and swim into the opened passage - you will swim out on the other side of the dam. On the island, located a little to the left - a battery, take it, swim up to the stairs. Climb up it while there is no helicopter overhead, and climb into the pipe. Get out and climb up the ladder to the wall. Follow the ledge to the second ladder and climb it.

You will be in a clearing. Go forward, there will be a sign to your left that says "Storm drain hatch". Do not go into this passage yet, go past it and run into the cave, which will be right in front of you, kill all the soldiers who resist, the cave will help you a lot with this, collect all the ammunition. In the building nearby, turn the valve. Return to the pointer and go to the passage. Buried Headcrabs are waiting for you in the sand, so move carefully. Go along the right wall, you will pass between a large stone and a wall and find yourself next to a building with a minefield in front of it. Shoot the ground in front of you with your pistol. This should set off the mines. After the mines explode, go past the building, and then a little more along the right wall. Turn around, you will see a passage leading a little up to a ledge from which you can jump over the fence, do it and go down into the hatch.

Go along the pipe to the end, but do not get out, but carefully look around. You will have to climb narrow mountain ledges, one wrong step from which means a fall and inevitable death. To your right in the middle of the road is a turret, destroy it without sticking out, for example, with a pistol. Below the turret on the path is a soldier - remove it. Carefully jump down from the pipe to the ledge below you, even lower on another ledge is another soldier, kill him. Jump down to the ledge to your left, and then to the dead soldier, follow the path to the metal pipe going down. Perebeyte soldiers waiting below the victim, and move down the pipe. It is difficult, but doable, try not to run, but to walk. The main task here is not to hurt yourself to death.

Go left, cross the wooden bridge along the narrow beam. You should not go along the bridge itself, the boards will fall under you, pick up the batteries and return. Now go to the right from the pipe to the cave that is guarded by one soldier, kill him and collect everything in the cave, you will find an RPG. Exit and go a little to the stairs (to the right, if you look from the cave). The helicopter will reappear, run into the cave and use the RPG to destroy the helicopter from it. Remember to keep the red dot (laser sight) on the target. It takes two hits to kill Apache.

Go to the right of the cave and climb the stairs, you need to go along the ledge and make some rather difficult jumps, here again it will be convenient to walk, not run. Get to the second ladder and climb up it, go to the pipe, kill the Headcrab that jumps out of it, and climb into the pipe. Get to the fork.

All exits from this pipe system lead to the fortified area of ​​​​government troops, in addition, this place is also guarded by a tank, whose crew also thinks that you live too long. One method of taking out the enemy is to carefully lean out of the pipe and take out the soldiers one by one with the crossbow sniper mode. You can simply alarm the camp and come through the pipes to the bridge, and then kill the soldiers from the crossbow from under the cover of the pipe. Get out of the pipe and see where the tank is, dodge his shots and approach him, to the left of the tank, there is a lone soldier in the ammo storage - kill him and collect ammunition. In order to destroy a tank, it is enough to blow up two Satchel Charges next to its turret or hit it several times from an RPG. There is a gate in front of the tank, open it and enter.

On the other side of the road there is a mobile rocket launcher, hit the RPG tower two or three times (depending on the accuracy of the hits) and you will destroy this enemy vehicle as well, return to the tank and collect the rockets that are in the warehouse. Return to the passage, on the right there is a gap in the fence, behind it is a small warehouse guarded by two soldiers, kill them and collect ammunition.

Now go behind the destroyed mobile rocket launcher and go through the door, and then the second one.

Alien transports will drop Alien Grunt and Alien Slave in front of you. Destroy them. Go around the building on the right, destroy the booby trap, go along the passage, dodging the falling debris, remove a couple more booby traps. Immediately after that, press against the right wall so that you can see a dying guard asking for help. You should not rush to his rescue, look up, above you - a window in which a machine gun is installed, throw a couple of grenades there to kill the machine gunner.

As soon as you succeed, go to the guard, but no further, near the fence and further mines are installed. In order to pave your way, use a pistol. Go into a narrow passage, the minefield ends after the second turn, as soon as you turn around the second corner - press against the right wall, as another machine gun is installed above you in the window, deal with it in the same way as with the first. Blow up the mine, installed near the passage under the wire, crawl under it, and go around the yard, dodging electric discharges. Blow up the barrels located next to the energy generator and go to the roof of the house along the fallen iron tower (it used to be energized). Walk along the roof until you find a hole, jump into it and talk to the scientist.

None of the lasers can be blown up in this room, it is written everywhere that there are explosive substances in the air, so leave the room. In the room opposite, take the Trip Mine, crawl under the first laser, move the box to the stairs, jump on it and jump over the laser. Go through the left metal door, go down the boxes into the room. Find a large crate labeled "fragile" and break the two opposite walls in it to form a passage. Shoot the Headcrab, and do it as quickly as possible, as they can jump into the beam. Go to the elevator and break the big box. Go to the stairs, climb up, kill the Headcrab, crawl under the beam. Press the big button, it will call the elevator. From this elevator, jump onto the elevator in the center of the room, surrounded by several lasers, again a very difficult jump, but possible. Once you've made it, take the elevator down.

Pick up the Hornet Gun, break the boxes and collect all the ammunition that fell out of them. A guard will run out of the corridor, soldiers are chasing him, attach him to you and deal with the soldiers, you need to shoot carefully, as there are still a lot of explosive materials around.

Run along the corridor, soon you will get to the surface. There will be a truck next to you, don't run behind it. Alien transports will drop several Alien Grunts, but they will be destroyed by bombardment from government aircraft. After these events, climb up to the hill and, dodging, run to the infantry fighting vehicle, shooting a couple of soldiers along the way. Stand behind the car and with a few shots from heavy weapons or grenades, destroy it. Go into the passage to the left, if you look from behind the car.

At the entrance to the alley, on the wall that will be behind you when you enter, there is a machine gun, destroy it with grenades. Enter the building and take out a couple of soldiers. Climb the stairs and talk to the guard, he will open the door to the armory for you, collect everything you need and go to the window on the second floor. Get out through the window to the ledge and go along it, jump from the ledge to the closet, from the closet to another closet on the opposite side of the street. Jump onto the fire escape and get out onto the roof.

You need to get to the passage on the other side. First, kill the soldiers standing below, return to the roof, jump onto the platform located to your left if you stand to the right of the beam leading down and look at the passage you need to get to. You need to jump to the platform on the other side, this is not immediately obtained, but the jump is doable. (You can try to jump onto the platform to the right of the beam leading down, and jump from it to the platform on the other side).

Exit to the passage. You will arrive at the landing site. Go there, but as soon as two Alien Grunts appear, go back to the passage. Osprey circling above you will drop two soldiers, they will fight Alien Grunt, and you, as always, will have to finish off the survivors. Run all the way across the landing pad to the passage Alien Grunt ran out of and kill the third one running towards you. Climb up the boxes to the cannon and take control of it in your own hands. Break through the huge gates and kill all the aliens that escaped from them, wait until the transport throws off the next portion of the soldiers, then destroy them and run into the passage you created.

Around the corner, get to the machine gun and use it to kill the Alien Slave as soon as they appear, do not let them shoot at you, or just run past and run into the organic formation, this is a kind of springboard, it will throw you to the second floor. Next to you (slightly to the right) the battle between strangers and people is in full swing, finish off the survivors and collect trophies. Knock out the grate in the corner, crawl forward a little and then quickly run back, about ten Snarks will come running to you, shoot the especially stubborn ones, the rest will explode on their own in a minute. Climb inside and replenish your Snark supplies. Knock out the grate, but do not go down, but rather move away a little, the soldiers will start shooting at the ventilation pipe, as soon as they stop doing this, jump down and deal with them.

Open the door to exit the garage, but immediately run back, as the soldiers will throw grenades and the passage will fill up, but the wall from above has broken through. Lower the car lift, then send it up, and while it's down, jump on it, kill the soldiers waiting for you in the yard and jump out of the garage. Take control of the cannon again and break through the doors. A stream of aliens will gush out of them, but you have a gun. After the victory, go into the passage, you will again come to the place of the battle between soldiers and strangers, again finish off the survivors and collect trophies.

Go through what used to be a door and kill the Alien Slaves filling the room. Climb onto the ledge and follow it to the exit on the other side, jump over the gap. Restore your health and move on. In front of you, Alien Grunt will throw a soldier through the wall, deal with the alien and move on. Around the corner, you will again encounter hostilities without your participation, finish off the survivors again and collect trophies. Use the trampoline to jump onto the roof of the house. On the roof of the building opposite is Alien Grunt, deal with him.

Knock out the grate and jump into the water, climb into the pipe and move along it, soon the soldier will open the grate and throw explosives at you, quickly get back out and dive into the water. When everything calms down, climb into the pipe again, reach its end and nail the soldier who caused so much trouble. Go to the next room, wait until the soldier kills all the Headcrabs, then "in gratitude" kill him himself. Jump onto the pipe at the end of the iron bridge, use the valve to open it and climb inside. Climb the ladder and climb the pipe, jump down the spiral staircase and kill the soldier. Climb the stairs and talk to the guard so that he follows you. Go down the stairs, the guard will open the door, kill the soldier and move on, kill the Alien Slave in the street. Lead the guard to the control booth and he will open the way to the garage for you.

Gargantua rages there. Run out of the garage and use the springboard to jump into the water. Get out of the pool and carefully jump down to another springboard. Using the same springboard, jump onto the tower with the air strike control panel. The left lever moves the horizontal bar across the map (as long as the use key is held down), the right lever moves the vertical bar. Place them so that their intersection is just below the gate. As soon as Gargantua runs up to the gate and starts knocking it out, call in one or two air strikes in order to destroy this monster (press the center button to call an air strike). Now, in a similar way, destroy the doors (upper left corner of the map), with another air strike - the wall to the right of the doors, and, finally, with the third blow, knock over the tower in front of you. Now go down and along the makeshift bridge obtained from the tower, get over to the broken doors and run into them until you are covered by an explosion, as the government troops began carpet bombing.

"Forget Freeman!" ("Forget about Freeman!").

You are in a room with a collapsing ceiling, move away from the left wall, and when the first stones fall, jump onto the one that blocked the passage and crawl between it and the top of the passage. In the next room, exit the door, jump over the railing and go forward, you will meet a whole army of Alien Grunt and Alien Slave, quickly return to the room and turn on the turret (switch on the wall). After destroying the aliens, turn off the turret and exit the room again. Climb onto the boxes in the center and jump over the fence from them and heal, return to the room and go out into the corridor.

You will come to a fork. To the left - to the monsters and ammunition, if you have enough of them, then immediately go right. Perebeyte Alien Slave, go to the grate and open it with the valve nearby. After that, break the structure of strangers and run back, Snark will climb out of it, wait a couple of minutes and go down. Crawl under the laser, shoot the Headcrab and break the turret. Approach the water, jump over to the platform in the middle, push the box into the water and jump on it, jump over the fence.

Walk along the water until you come to a large body of water, there is nothing useful in it, but Ichthyosaur lives in it, so immediately swim to the left and get over a small dam. Take a breath. Swim between the teeth of the huge gear, then under the two pipes, and then between the other two pipes. Swim to the surface and catch your breath, dive again and swim between the teeth of another gear, you will emerge right in front of the turret, a little further in the room there will be a soldier. Destroy the turret from the water, then take care of the soldier. Gather ammo and go upstairs.

Two soldiers and a tank are waiting for you there, destroy them, go back downstairs to collect ammunition (especially the missiles spent on the tank). Go behind the tank, destroy the turret to your left, call the elevator and go up. Go down the corridor and turn right, kill two soldiers and go to the stairs, climb it and look into the large hall, once again you will see a battle between soldiers and Alien Grunt. As always, wait until the end of the battle and kill the survivors, then go down into the hall and collect ammunition. Climb onto the tank, break the doors with the cannon, then switch to the machine gun and destroy all those who fall out from behind this door (if they still have time to beat you up, then immediately after the destruction of the gate, jump down and hide behind the tank, and then kill strangers one at a time).

Go to the exit, the corridor goes left and right. On the left are two Alien Grunts, but much closer to you is a laser turret, on the right is one Alien Grunt. First, press against the right wall and lean out so that you can see the turret, immediately hide back, charge the Gauss Cannon at full power and try to hit the turret - this will destroy it, now run into the passage and quickly kill the right Alien Grunt, run to the right and hide behind corner. From there, with the Hornet Gun, in order not to waste ammo, destroy the two Alien Grunts that are at the other end of the corridor. After the victory, go down the corridor and go through the door.

Secrets of the Lambda Core complex.

Go into the booth to the right of the elevator and press the button, go to the elevator to the left of the truck. When the elevator goes down, kill Bullsquid and some Headcrabs, collect ammo, restore health and go out the door. You will enter the waste storage. Five Human Assassins are waiting for you here. Two are on the second floor and three on the first. According to the standard scheme, kill them with a crossbow, shooting in sniper mode and, moving in Stealth mode, after the victory, break the boxes that prevent you from going into the passage to the right, go forward and climb the stairs, go into the passage to the left. At the fork, you can go down, restore health and recharge your batteries, and up - the path to the elevator. Get down on it.

Go to the next waste storage, kill all the Alien Grunt, use the exploding barrels. After that, climb the stairs, go through the door and talk to the scientist, he will tell you about the Lambda housing reactor and open the door, go through it, take the elevator to the second floor. At the fork, go right, go into the test room and take EGON, you can try it on the Headcrab and Bullsquid behind the shields, but better save your ammo. Go down the corridor to the elevator leading to the reactor cooling system. Take advantage of it.

Turn left, kill Alien Slave, and at the fork go right, you will come to a weapon storage. Talk to the guard and the scientist, collect ammo, heal and recharge your batteries. Now we need to start the reactor. Return to the large hall, shooting at the aliens, and go to the cooling system ј 1, to do this, follow the walls painted blue (from the exit to the hall, go along the left wall and go down under the hall into the nearest passage). Make your way to the switch through several rooms and use it. Return to the main hall and go to the second cooling station (along the orange painted walls). You will have to climb over a piece of collapsed ceiling, destroy several Alien Grunts, one of which will break through the cornice. Jump over the resulting hole and destroy all the Barnacles. Use the valve to block the pipe so that hot steam does not come out of it, go along the corridor and turn on the second cooling station.

Return to the main hall, go to the armory (where the scientist and guard were), restore health if there is still energy left in the installation on the wall, and collect ammunition, again, if there are any left after the first visit. Now go along the corridor, without entering the main hall, you will come to an emergency passage to the reactor cooling system. Kill all Alien Grunt and dive into the water, swim to the reactor core. Come up and catch your breath, two Alien Slaves are standing on the ledges far above - destroy them with a crossbow, firing in sniper mode. After that, dive and turn the two valves located opposite each other. Climb up the stairs and dodge the energy beams and jump over the gaps in the ledges to get to the door at the very top - you've reached Zone D of the Reactor Core.

Follow the corridor to the elevator, go up the stairs to level B, jump to the broken door and exit into the corridor. Walk along it, go to the guard, talk to him, collect ammunition and deal with all the strangers waiting for something (or someone) in the corridor. Two Alien Grunts are waiting for you at the end of the corridor, but they can be killed without resorting to weapons. On the left wall of the corridor, if you go from the guard's booth, there is a knife switch that either puts dampers in the pipes or raises them. Play with this lever: turn off the steam, then run to the end of the corridor and immediately return to the switch, as soon as Alien Grunt is under the pipes - turn on the steam. Now you can safely go around the corner.

Go down the stairs to level C, jump over the fence and collect ammunition, return

The Half Life and Half Life 2 games are truly icons of the genre. No wonder so many players in our country still love to play these games even though they came out many years ago. The most popular way is joint game to multiplayer.

In this article, we will look at how to play half life and half life 2 online.

How to play Half Life 1 online

In order to play the first part of Half Life, you need to download the game itself. You can do this by following this link. Now, after installing the game, just click on the "Find servers" item and select "Play via the Internet". In case of a name error, you need to select "Settings" then "Multiplayer" in the game menu and write your nickname.

How to play Half Life 2 online

  • First you need to download the game. It is advisable to do this through a torrent, unless, of course, you have licensed version games;
  • You can download the torrent file from this link;
  • now you need to download the hamachi program. Install it and launch the game. It is better to disable the antivirus while the program is running, as it can block its operation. Also check that your OS is not in an update state;
  • in the game itself, you need to click the "Find servers" button, then select the ip-address of the created server. You can also select "LAN" from the menu and click the "Add" button. You can call the console on the "~" key and enter connect. the ip address of the person you are connecting to;
  • if you saw a countdown timer during the game, you need to wait for the time to end, and after that you can start the game;
  • if the game crashes during startup, just restart the game. This problem is normal and does not require a solution.

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