Half life opposing force games. Walkthrough for the game Half-Life: Opposing Force

Half-Life Opposing Force

Let's start the walkthrough. To begin with, I will say that everyone who is in white, blue and spotted (that is, guards, professors and paratroopers) are our friends, but there are also nits in black (like ninjas, but better armed) and all alien creatures are enemies.
At the beginning it is not difficult. While we take the bulletproof vest, while we watch how the revived creature, a cross between a paratrooper and a brain sucker, kills a scumbag in a spacesuit and we talk with the guard, everything is clear. We first encounter the problem when we see cleverly intertwined laser beams. We don’t care about the one that is closest to us - it crouched and crawled, but the one that is directed across the stairs is dangerous. Of course, you can jump over, but it’s easier to break the mirror that directs this beam onto the stairs with an adjustable wrench. And we move on.
Having run out into the open space, we see our own helicopter, which has fallen on the wires and is energized. We have to go through the gate to the right of the exit, watch how the idiot guard grabs the high-voltage fence and climbs into the ventilation hole. We jump through the lightning near the reactor and exit the ventilation already inside the high-voltage fence. There we pick up a pistol with a laser sight. And there we turn off the lever. We turn off power to both the fence and the helicopter at the same time.
The next joke occurs when we go out onto the site, where green muck is splashing below, on both sides there are gates with the inscription Secure Access. As we run forward (to the gate straight ahead), an earthquake begins and slabs begin to fall from above, destroying the floor. Plus, the pipe breaks and the acid begins to rise. You can wait until the slab breaks through the piece of floor where you are standing or until the acid rises to the top, but the best thing is if you stand to the left of the entrance (where the broken ladder lies). When the acid is about to touch your boots, a beam falls from above and you can run along it to the upper paths, along them to the door near which the window is. In the window we see that cool man in a tuxedo who fearlessly hangs around the entire base. He opens the door and we run on.
Now we run out and see that a lake of green muck is splashing under us, there is a robot loader in it, and next to it are boxes. One of them has an explosive icon on it. We shoot at this box, the explosion unlocks the robot and leaves. The hatches immediately open and we climb into the hatch at the far end. There, go through the boxes through the acid and press the button. The acid goes away. Let's move on.
When we run out onto the platform with the train car and kill all the ultrasonics, we drag the cart so that the board from it is as close as possible to the car and jump into the car. Let me remind you that when jumping it is better to press the “sit down” key in order to accurately hit the door.
When we crawl through the pipes, look at the floor. If some slabs are pure white, and others have streaks of gray, then walk only on the white ones - the gray ones will break and you will fall down into the energized water and fry. In night vision goggles, collapsing slabs have green streaks.
After we run over the working fans and past the fiery jets, we stop near the jet that goes deep into the wall. Let's rush there while there is no fire. Let's get wet evil monsters and we see something that looks like Xen in the first Halfa. There is only one box in that area that can be moved. And there is also a non-working fire nozzle, activated by a button. Opposite this nozzle we place the box that can be carried. We turn on the nozzle and an explosion breaks through the floor. This is the hole we climb into.
When we jump into the elevator shaft, we see that you can climb up using a dangling cable. But sparks and lightning hint that there is much more than 5 volts (well, 1000 times at least). So you need to turn it off. And for this we climb down. There is a place where something like ice has been spilled. And in the middle there is a wire. Also under pressure. We crawl around him and climb up the boxes. There we cut off the lever, de-energizing the wires, and again run to the elevator shaft. We climb up the cable.
Now it's time to carry the box. To get into the ventilation shaft you need to drag the box. They walked through, opened the door, dragged the box to the barricade and climbed over the barricade from it. And then you have to go into the ventilation again. This is where we look. behind the broken glass (where the grenade is) there is a box with explosives, and closed door the ray of a wall mine is visible. That's where we throw the grenade at that box. Bang! Hole in both walls. We drag the box again and climb onto it into the ventilation. Let's move on.
Now there is a hole in the floor, and there the professor is babbling something. At the end of this basement we turn off the electricity and climb up the cable. Everything around is closed, but there is a walkie-talkie behind the fallen table. Having used it, we call for help. The door is blown out by an explosion and two wardrobes with uniforms are visible. One with glasses. We use it and drag it to the second closed door. He cuts it out and the elevator is visible behind it. Into it!
After we cut the door and enter the elevator, only the gas cutter accompanies us. Having fallen out of the elevator, we immediately deal with the appearing stun guns. And so that the stun guns do not kill the gas cutter. And then we order him to cut out the door in this room. In fact, it’s not particularly necessary to go there, but there are clips and a stuck mine in the room next to the dead guard. She can help us in one place. Then we return and go up the stairs. Having shot all the stun guns, we move on, climbing up the pipes of the collapsed ceilings.
It is advisable to jump over the wires after shooting the gutpaws so as not to get hit by a beam of energy running across. Don't forget that you can swing on the wires, but the faster the better!
Once we got out of the depths of the buildings, we met with the doctor. This is a paratrooper with a stupid face, wearing glasses and with a very important mission - to cure a gas cutter hiding in a hangar with ninjas. I want to kill the doctor, but I can’t - “Mission failed!” and a bummer. So it's better to do it this way. We don't call the doctor. Otherwise, he will trample after us and they will kill him. We climb into the broken ventilation pipe in the far corner. At the end of it, through the bars we see two ninjas near the car. The coolest thing is to shoot the grate and as soon as it collapses - a grenade from a grenade launcher. They will be crushed. There is a nuclear bomb on the right. It's better not to shoot at her. Otherwise there will be a lot of booms! But behind the rocket there is another ninja, and there is a gate behind which a wounded gas cutter sits.
But to the left of the place where we climb out, there are 2 more ninjas, as well as the door that leads to the medic. Having killed the ninjas, we call the medic and drag him to the gas cutter, and then the gas cutter goes with you and cuts out the door, which is locked near the place where the medic originally stood.
Dealing with the ninjas further is not a problem, especially since 2 soldiers will help you. One of them has a large-caliber machine gun, so if his ninjas don’t catch him, you need to help him die - the machine gun helps, and the next time he will not be seen very soon. First, we open the gate with a lever, then we run along railway and there we raise the barrier with a lever. We board the train and go to where the barrier blocked the path. For those who don’t know, the arrow is switched by shooting or hitting the levers with arrows at the fork.
I think there is no need to remind you that if there is a voltage wire hanging over the train track, is it better to sit down?
Having slammed the ninja behind the barricade, we jump into broken window and pushing the box, we climb up the pipe.
Ha! Who is this? Yes, this is Gordon Freeman heading off to Xen! Follow us! Jump to the teleporter! Horseradish! He has a spacesuit, but we don’t. He ends up on the island, and we fall past. To death. So there’s no point in jumping after him - he has a mission to kill the Great Embryo, and we have a different one. We run to the place where the professor controls this generator. Prof runs away, and a teleporter appears above. We climb up to it along the collapsed overpass and... find ourselves somewhere like Xen.
When we jump from island to island, a teleport opens at the top and Prof. falls out. But he was in a bad mood, so he crashes to death, and next to him lies our new weapon - Black Mesa. Let's take it. And we jump to the teleport. And again we find ourselves in the center.
After a long and tedious (for me personally) running around elevators and brutal reprisals against various creatures (most of which dream of seeing you in a coffin, but they themselves go there), we find ourselves in a room in which we see a goat in a spacesuit outside the window. I think the button on the remote control is asking itself to be pressed, so we press it (by the way, next to the button there are 2 creatures with sabers, so I throw a bomb there with a manual detonator and explode it. Giblets fall in all directions!). The teleporter transfers this spacesuit to us, and while he reports that “I will open all the coded doors on the level for you,” we can receive treatment and refill the body armor with energy.
We drag this mug to the door, he opens it and we see a broken aquarium behind it. There is no point in dragging the mug any further - at the next door he is killed by a broken cable. So we climb into the aquarium, knock down the creatures, run around the floor and run into a crowd of saber-hands. Then we run through the pipes and find ourselves in the room where we need to go. We run into the teleport and jump, swim, and so on, there are no big problems. By the way, in one place there is a skewed health restorer. It's better not to touch him. Here is a protection restoration generator you can use.
Now we stop behind a small transparent screen. Behind it, 2 corpses are visible, but somehow strangely - ribs and giblets are visible. Yes, this is X-ray radiation! And the inscription “Do not enter without a protective suit!” hints at this. And let's go past the dead soldier - sparks jump. You can, of course, jump through it, but protection and health peel off like the husk of a nut. So I noticed a shield on the wall on the other side of the jumping sparks - bam, hit it! - everything went out! Just after this place we slay for the first time that creature that has an electric beetle gun. Let him jump on you (after the creature dies) - we grab him and turn him into a weapon.
Now we return and go left from the button (to GearBox). There are no problems there until we turn on the powerful crusher and it crushes all the boxes in the hall. And in the center there will be a hatch, where we fall through.

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

At the beginning there is no difficulty. As long as we take the bulletproof vest, while we watch how the revived creature, a cross between a paratrooper and a brainsucker, kills a scumbag in a spacesuit and talk to the guard, everything is clear. We encounter the problem for the first time when we see cleverly intertwined laser beams.

We are not worried about the one that is closest to us - it crouched and crawled, but the one that is directed across the stairs is scary. It goes without saying that it is possible to jump over, but it is easier to break the mirror that directs this beam onto the stairs with an adjustable wrench. And we move on.

Having run out into the open space, we see a domestic personal helicopter that has fallen on the wires and is under voltage. We have to go through the gate to the right of the exit, look at how the idiot guard grabs the high-voltage fence and climb into the ventilation hole. We jump through the lightning near the reactor and exit the ventilation into the high-voltage fence.

In that place we pick up a pistol with a laser sight. And in that place we turn off the lever. At one moment we cut off power to both the fence and the helicopter.

The next joke occurs when we go out onto the site, where green abomination is splashing below, on both sides there are gates with the inscription Secure Access. While we are running forward (to the gate right in the first rows), an earthquake begins and slabs begin to fall from above, destroying the floor. Plus, the pipe breaks and the acid begins to rise. You have the opportunity to wait until the slab breaks through the piece of floor where you are standing or until the acid rises to the top, but it is best if you go up to the left of the entrance (where the broken ladder lies). Just when the acid is about to touch your shoes, a beam falls from above and you can run along it to the upper paths, along them to the door next to which the window is.

In the window we see that cool man in a tuxedo who fearlessly hangs around the entire base. He opens the door and we run on.

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

While we run out onto the platform with the train car and kill all the ultrasonics, we drag the cart so that the board from it is as close as possible to the car and jump into the car. Let me remind you that when jumping it is better to press the “sit down” key in order to get into the door completely correctly.

While we crawl through the pipes, look at the floor. If some slabs are pure white, while others have streaks of gray, then walk only on the white ones - the gray ones will break and you will fall down into the energized water and fry. In night vision goggles, collapsing slabs have green streaks.

After we run over the working fans and past the fiery jets, we stop near the jet that goes deep into the wall. We rush in that direction while there is no fire. We kill the evil monsters and see something that looks like Xen in the first Halfa. There is only one box in that area that can be moved. And there is also a non-working fire nozzle, activated by a button.

Here, opposite this nozzle, we put the box that can be carried. We turn on the nozzle and an explosion breaks through the floor. This is the hole we climb into.

When we jump into the elevator shaft, we see that it is possible to climb up using a dangling cable. But sparks and lightning hint that there is much more than 5 volts in that place (well, 1000 times at least). So you need to turn it off. And for this we climb down.

In that place there is a place where something like ice has been spilled. And in the middle there is a wire. Also under tension.

We crawl around him and climb up the boxes. In that place we cut off the lever, de-energizing the wires and again run to the elevator shaft. We climb up the cable.

Now it's time to carry the box. In order to get into the ventilation shaft you need to drag the box. They walked through, opened the door, dragged the box to the barricade and climbed over the barricade from it. And in that place you need to climb into the ventilation again. This is where we see it. behind the broken glass (where the grenade is) there is a box with explosives, and a ray of a wall mine is visible near the closed door.

This is the box where we throw a grenade. Bang! Hole in both walls.

Again we drag the box and climb onto it into the ventilation. Let's move on.

Now there is a hole in the floor, and in that place the doctor of sciences is babbling something. At the end of this basement we turn off the electricity and climb up the cable. Everything around is closed, but there is a walkie-talkie behind a fallen table.

Having used her, we bring her to help. The door is blown out by an explosion and two wardrobes with uniforms are visible. One with glasses. We use it and drag it to the second closed door. He cuts it out and the elevator is visible behind it.

After we have cut out the door and entered the elevator, only the gas cutter accompanies us. Having fallen out of the elevator, we urgently deal with the emerging stun guns. Moreover, so that the stun guns do not kill the gas cutter.

And later we order him to cut out the door in this room. In that direction, in general, it is not particularly necessary to go, but in that place in the room next to the dead guard there are clips and a stuck mine. She can help us in one place.

After finishing shooting the gutpaws, you need to jump over the wires so as not to get hit by a beam of energy going across. Remember that it is possible to swing on the wires, but the faster the better!

As soon as we emerged from the depths of the buildings, we saw the doctor. This is a paratrooper with a stupid face, glasses and an extremely important mission - to cure a gas cutter hiding in a hangar with ninjas. I want to kill the doctor, but I can’t - “Mission failed!” and a bummer. So it's better to do it this way. We don't call the doctor. Otherwise, he will trample after us and will be killed.

We climb into the broken ventilation pipe in the far corner. At the end of it, through the bars we see two ninjas near the car. The coolest thing is to shoot the grate and when it falls - a grenade from a grenade launcher. They will be crushed. There is a nuclear bomb on the right. It's better not to shoot at her.

Otherwise there will be a lot of banging! But behind the rocket there is another ninja, and in that place there is a gate behind which a wounded gas cutter sits.

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

Dealing with the ninjas is no longer a problem, especially since 2 warriors will help you. One of them has a large-caliber machine gun, so if the ninjas don’t catch him, you need to help him die - the machine gun helps, and the next time he doesn’t see him very soon. First, we open the gate with a lever, then we run along the railway and in that place we raise the barrier with the lever. We board the train and go in the direction where the barrier blocked the path.

For those who don’t know, the arrow is switched by shooting or hitting the levers with arrows at the fork.

I don’t think I need to remind you that if there is a voltage wire hanging over the train’s highway, is it better to sit down?

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

Ha! Who is this? Yes, this is Gordon Freeman heading off to Xen! Follow us! Jump to the teleporter! Horseradish! He has a spacesuit, but we don’t.

He ends up on the island, and we fall past. To death. So there’s no point in jumping after him - he has a mission to kill the Great Embryo, and we have a second one. We run to the place where the doctor of science runs this generator. Prof runs away, and a teleport appears above.

We climb up to it along the collapsed overpass and... find ourselves somewhere like Xen.

While we are jumping from island to island, a teleporter opens above and Prof. falls out. But he was in a bad mood, so he crashes to death, and next to him lies a new domestic weapon - Black Mesa. Let's take it. And we jump to the teleport.

And again we find ourselves in the center.
At the end of a long and tedious (for me personally) running around in elevators and brutal reprisals against various creatures (most of which dream of noticing you in a coffin, but lie down in that direction), we find ourselves in a room where we see a goat in a spacesuit outside the window . I think the button on the remote control is asking itself to be pressed, so we press it (by the way, next to the button there are 2 creatures with sabers, so I throw a bomb with a manual detonator in that direction and detonate it. Giblets rain down in all directions!).

The teleporter transfers this spacesuit to us, and as long as he informs that “I will open all the coded doors on the level for you,” we can receive treatment and refill the body armor with energy.

We drag this mug to the door, he opens it and we see a broken aquarium behind it. There is no point in dragging the mug any further - at the next door he is killed by a broken cable. So we climb into the aquarium, knock down the creatures, run around the floor and run into a crowd of saber-hands. Later we run through the pipes and find ourselves in the room where we need to go.

We run into the teleport and jump, sail without that, there are no huge troubles. By the way, in one place there is a skewed health restorer. It's better not to touch him.

Here you can use a protection restoration generator.

Now we stop behind a small transparent screen. Behind it, 2 corpses are visible, but somehow unusual - ribs and giblets are visible. Yes, this is X-ray radiation! And the inscription “Do not enter without a protective suit!” hints at this.

And let's go past the dead warrior - sparks are jumping. Perhaps it goes without saying that you can rush through it, but health and protection peel off like the husk of a nut. So I saw a shield on the wall on the other side of the jumping sparks - bam, hit it! - everything went out!

It is then that we slay for the first time the creature that has the electric beetle gun. Let him jump on you (after the death of the creature) - we grab him and turn him into a weapon.

There are no further troubles, but there is a place in that place where there is a half-flooded corridor, and 2 water monsters are swimming behind the broken glass. So in that place we dive into the water and swim into the pipe above. In that place we break the grate and move on.

By the way, I didn’t kill any monsters—I didn’t feel like digging.

The next fascinating place can be seen while we are standing on the stairs in the elevator shaft. Below you can see the exit from the mine and the door lying next to it - like - jump to me, dear. Fig! It is on your path that there is a cable on which the elevator dangles.

And he won't let you jump. Despite the fact that it is possible to try, remember the joke - “Wolf, can you fly? - No! - Then why the hell did you try?” So take the Black Mesa (Grade 6 Weapon) and fire your secondary fire.

Upon your return, you will find that you are already in the right place.

After you have listened to the bad hologram doctor of science speak to move on and take the long tongue (it lies in the display case), we find ourselves on the edge of a failure, but there is no bridge. This is where we pull ourselves to the “other” side with the help of a long tongue.

At the time when we find out on the island of Xena with snakes, we find ourselves in a hole in the wall using a long tongue.

Well, having fallen down, it’s not difficult to figure out that since the door is jammed by a fallen overpass, then you need to look for a second way. With this method there is a fan behind the grille. But if we do not want to turn into a preparation for pickling, then we need to cut it off with a switch! We don’t need the dinosaur itself sticking out of the water for free - we can’t salt it for the winter!, but the button on the panel near the place from where we came to this creature says “Bridge”, but this is not a computer for this card game, and the toggle switch for the retractable bridge. But this one-eyed creature (is it an eye - it shoots a great green ray out of it!) the creature is located exactly on the path of the bridge.

So only by slamming it can we move on.

She is as tenacious as the huge gouge snakes, so there is no point in wasting simple weapons on her, and the presence of unusual levers to the left and right of the creature on the bridges hints at their use against the creature. In fact, you need to turn on 2 switches and a pumping station in order to cook the creature in that terrible acid that is spilled in a bunch of places. We jump forward and rush to the right. In that place there is a broken staircase and a broken door, but under the stairs there is a ventilation drift and along it we climb out into the room, which has exits to the right, left and back (you need to open it so as not to climb through the ventilation every time). And in the center, between the glasses, there is a button.

On the left is the inscription Valve (you can see the preparation of lava), on the right is GearBox, like a pump.

First, I think it's possible to cook the lava (even though it's not necessarily the first). We go to the right (in other words, in the direction from which Valve is written). We kill all the creatures, go upstairs and run out to this creature almost at the height of its eye. On the right is the lever.

Let's pull. Do you think that's it? Horseradish! On the other side of the puddle and past the creature we see broken greenery and a path nearby.

It is in that direction that we must pull ourselves through a long tongue. We pull the lever in that place too. Now, somewhere in the depths, tons of radioactive acid are beginning to be prepared.

Now we return and go left from the button (to GearBox). There are no troubles in that place until we turn on the wonderful crusher and it crushes all the boxes in the hall. And in the center there will be a hatch, where we fall through. In that place we turn on the pump and run again under the hole that led us to me.

The water rises and lifts us.

All! The lava is ready and the turbines are howling! Let's press the button! The creature (by the way, the level in the saves is called “Pete the Worm’s Room!!!”, damn it, Pete!) screams wildly and dissolves in streams of acid.

Now we return to the “Bridge - Bridge” button and move on along the opened bridge.

The upcoming running around leads us to a place where a lot of people, creatures that resemble ninjas, fall out of the truck and we believe that the good one is the one who is dead. Having persuaded them and climbed into the broken container, we understand that there are quite a lot of them here. So much so that when we come across two soldiers in the building, we understand that these guys in the dark are determined and it is forbidden to come to an agreement with them. Moreover, one of them has sniper rifle, which we need. By the way, do not scatter grenades in this area and, by and large, shoot more carefully - everything here is mined and forced by gas cylinders and mines. If it explodes, that’s it!

Kesha will grunt and quit the bots. While we are running out of the house, we first remove the goat that is on the upper right (those that run out from the left will be seen by the soldiers from the house and shot). The sniper sits in a room covered with camouflage netting at the top and in the far wall.

I shoot in that direction with an electric worm until snot falls out of there.

Having broken through, we find ourselves in a hangar, where two creatures with electric worms are firing back at the dark landing forces. We get the winner. On the right on the upper rise there is a hatch; we climb into it.

Well, damn it, the grasshopper, well, damn it, it was green!!! These creatures are excellent at killing from a heavy machine gun (about 25-35 rounds) or fish (3-4 rounds). It is possible to fire Black Mesa (1 salvo). Be careful! If you fall under a direct hit from their electrical discharge, then you will not be able to withstand more than two hits, no matter how strong your armor is!!!

But it is possible to dodge them easily.

A room with two tunnels, from which saber-hands are running without a finish - pull the levers near both tunnels, the doors will close and you can normally finish off the saber-hands who managed to run out and move on.

Again we bring down the huge grasshoppers. Don't let their small larvae get close to you - they explode powerfully, destroying everything around them. At the end of this corridor we see a staircase, we climb up and wait for the paratrooper with an autogenous gun to cut off the lock on the grate of the domestic hatch and step aside.

We get out.

The upcoming breakthrough is one of the most difficult. Creatures with a crowd of electric bugs, and a couple of grasshoppers. But we need to go. At the end we run into a dilapidated hangar and from its gates we see a place already familiar to us from the first part of Half-Life - a tower and a long dam. In the center of the dam there is a Flamethrower monster, which someone managed to tie to the spot.

We kill him. There is a detonator at the opposite end of the dam. Point at him - Bang!!! There is a hole in the middle of the dam and a pipe in it.

We climb into this pipe. (But it is possible to do otherwise - immediately, without killing the flamethrower creature, we dive into the water, extract ourselves already on the other side of the dam using a long tongue and blow up the flamethrower creature with a detonator).

At the end of the small but bloody battle with the dark devas, we run out onto the square, in the far corner of which there is a wonderful mortar on a hill.
A mortar is a terrible thing. And quite so. One hit is enough for your guts to see the world. By the way, it’s very interesting - Bang! - Shreds to the sides! And here comes the skull! Very interesting, but how can we see it?

The eyes supposedly fell out and are lying there, and the skull flew away... But this is a trifle. In most cases, I take a little to the right and run onto the curb, where the mortar does not fire. It’s impossible to jump onto a mortar from it (at least I couldn’t), but shooting the shooter is no problem. Having slammed it down, we take it even further to the right - there is a door in that place.

We click (use, use) the walkie-talkie after it and return. To the left of the mortar, a gate opened in the wall, but the soldier who opened it had already been killed. We're climbing in that direction. In that place we jump onto the pipes and fall between them. Very narrow, but possible to walk.

We are already leaving near the mortar. We direct it to the fence that is now on our left (near the door with the walkie-talkie) and destroy this fence. There is a door in that place.

We reach it - go ahead!

Having covered up all the living creatures and the helicopter, we climb onto the roof and run along the wire sparkling with electric discharges to the “other” side. If we don’t stop in the middle to scratch the yaks, good luck large number will not decrease. We climb into the open ventilation.

After running through the underground garage, we climb into the ventilation of the jeep again. It is possible to beat the guard sitting in that place - he still won’t come for us. Having fallen out of the ventilation in the second part of the garage, we see a guard behind the door. The door is closed from the inside, and the outer lock has been broken by dark hands. We run to the left of the door, squeeze through the bars and kill the des near the truck.

There is an activated warhead in the back. Apparently, realizing that it would not be possible to kill everyone, the des decided to hit everything with a powerful bomb. We use the bomb and turn it off. Let's go back.

The guard unlocks the door. To the elevator.

A huge warehouse full of dark des and dark ninjas. Perhaps it goes without saying that you try to shoot them all, but this will take up a horribly large number of shells, and you need to spare health and protection. So, in most cases, I quickly go around the left corner, in that place two decades away from a grenade from a grenade launcher (besides, if I don’t kill, I’ll scare you - they crouch and maybe run) and rush to the wall, then diagonally to the right until the very wall, without turning pay attention to the flame.

Behind the boxes, go up small boxes, then to the end of the passage and to the left and down. While the boxes are crawling, I run to the domestic one to the right, then further, up the elevator and along the boxes to the last huge room. In that place, a lot of Des people are suffering with a couple of creatures and a couple of grasshoppers with electric beetles.

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

A strong wind will not prevent us from running to the right to the stairs. We run out and see a huge swaying teleport, where balls of light are flying in groups. Just when enough of them have gathered, a huge bull begins to climb out of the teleporter. Quite huge and big-eyed. I realize that it’s a pity to gouge out your eyes, but there’s no time for pity here. On both sides of the teleport there are two turrets with laser cannons.

Using them we knock out the creature’s eyes. When she is temporarily blinded, she opens her belly, where a teleport ball shines out. So we hit him.

After some time, the creature spits out the teleporter and opens its eyes again, and the teleporter materializes a creature with an electric beetle, so it is better to place either a bomb with a manual detonator or a mine with a ray at the site of materialization in advance, otherwise the creature will run, shoot, and get in the way.

We repeat shooting the teleporter and knocking out the eyes in the creature’s belly until it gets tired and throws off its hooves.

And again this goat in a tuxedo makes a serious address. Smart guy, he has already recruited Gordon Freeman, and he is also recruiting us.

Information taken from the site: http://www.chat.ru/~prepod9

Half-Life: Opposing Force (Walkthrough)


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Beginning of the walkthrough, part 1
Let's start the walkthrough. To begin with, I will say that everyone who is in white, blue and spotted (then
there are security guards, professors and paratroopers) - our friends, but there are also nits in
black (like ninjas, but better armed) and all alien creatures are enemies.
At the same time, I’ll add pictures that will explain what place we’re talking about and
what to do there.
At the beginning it is not difficult. While we take the bulletproof vest, while we look at how
a revived creature, a cross between a paratrooper and a brain sucker, kills a bloke in a spacesuit and
We talk with the security guard, everything is clear. We meet the problem for the first time, seeing it cunningly
intertwined laser beams. We don't care about the one that is closest to us -
crouched and crawled, but the dangerous one is the one directed across the stairs. Certainly,
you can jump over, but it’s easier to break the mirror directing this with an adjustable wrench
beam onto the stairs. And we move on.
Having run out into the open space, we see our own helicopter falling on
wires and live wires. You have to go through the gate to the right of
exit, watch how the idiot security guard grabs the high-voltage fence
and climb into the ventilation hole. We jump through the lightning near the reactor and
We exit the ventilation already inside the high-voltage fence. There we raise the pistol from
laser sight. And there we turn off the lever. At the same time we de-energize both the fence and
helicopter.
The next joke occurs when we go out onto the platform, where there is splashing below
green muck, on both sides there are gates with the inscription Secure Access. When
we run forward (to the gate straight ahead), an earthquake begins and
Slabs fall from above, destroying the floor. Plus, the pipe breaks and the acid starts
get up. You can wait until the slab breaks through the piece of floor where you are standing
you or until the acid rises to the top, but the best thing is if you stand to the left
from the entrance (where the broken staircase lies). When the acid is about to touch your
shoe, a beam falls from above and you can run along it to the upper paths, along them -
to the door next to which there is a window. In the window we see that cool man in a tuxedo,
that fearlessly wanders around the entire base. He opens the door and we run on.
Now we run out and see that a lake of green muck is splashing under us, in it
there is a robot loader, and next to it there are boxes. One of them has an explosive icon on it.
We shoot at this box, the explosion unlocks the robot and leaves. They open right away
hatches and we climb into the hatch at the far end. There in boxes through acid and
press the button. The acid goes away. Let's move on.
When we run out onto the platform with the train car and kill all the ultrasonics,
we drag the cart so that the board from it is as close as possible to the car and
we jump into the carriage. Let me remind you that when jumping it is better to press the “sit” key,
to get your foot in the door.
When we crawl through the pipes, look at the floor. If only the slabs are clean
white, and others with streaks of gray, then walk only on the white ones - the gray ones will break through
and you will fall down into the energized water and fry. Wearing night vision goggles
failing slabs have green streaks.
After we run over the working fans and past the fiery jets,
We stop near the stream that goes deep into the wall. Let's go there until
there is no fire. We kill the evil monsters and see something that looks like Xen in the first
Halfe. There is only one box in that area that can be moved. And there's more
inoperative fire nozzle, activated by button. Here opposite this nozzle and
We put the box that you can carry. We turn on the nozzle and an explosion breaks through the floor.
This is the hole we climb into.
When we jump into the elevator shaft, we see that you can climb up along
dangling cable. But sparks and lightning hint that there is much more than 5 volts there
(well, 1000 times at least). So you need to turn it off. And for this we climb
down. There is a place where something like ice has been spilled. And in the middle it weighs
postings Also under pressure. We crawl around him and climb up the boxes. There we chop off
lever, de-energizing the wires and again we run to the elevator shaft. We climb the cable
up.
Now it's time to carry the box. To get into the ventilation shaft you need
pull up the box. They passed, opened the door, dragged the box to the barricade and from it
they climbed over this barricade. And then you have to go into the ventilation again. Here it is
Let's look. behind the broken glass (where the grenade is) there is a box with explosives, and
When the door is closed, the ray of a wall mine is visible. Here we go to that box with a grenade and
throw it up. Bang! Hole in both walls. We drag the box again and climb onto it into
ventilation. Let's move on.
Now there is a hole in the floor, and there the professor is babbling something. At the end of this basement
We turn off the electricity and climb up the cable. Everything around is closed, but
A walkie-talkie sits on a fallen table. Having used it, we call for help. The explosion takes out
door and two uniform closets are visible. One with glasses. We use it and drag it to the second
closed door. He cuts it out and the elevator is visible behind it. Into it!
As they say - tu bi contined, or - to be continued!
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Walkthrough, part 2
After we cut the door and enter the elevator, we are accompanied only by
gas cutter. Having fallen out of the elevator, we immediately deal with the emerging
stun guns. And so that the stun guns do not kill the gas cutter. And then
we order him to cut out the door in this room. Actually, there’s no way to go there.
especially necessary, but there are clips in the room next to the dead guard and
mine-stuck. She can help us in one place. Then we come back and
we go up the stairs. Having shot all the stun guns, we move on, climbing up
pipes of collapsed ceilings.
It is advisable to jump over the wires after shooting the gutpaws so as not to
get hit by a beam of energy going across. Don't forget that you can swing on
wires, but the sooner the better!
Once we got out of the depths of the buildings, we met with the doctor. This is a paratrooper with a stupid
face, wearing glasses and with a very important mission - to cure the gas cutter hiding in
hangar with ninjas. I want to kill the doctor, but I can’t - “Mission failed!” And
bummer. So it's better to do it this way. We don't call the doctor. Otherwise he will trample after us and
he will be killed. We climb into the broken ventilation pipe in the far corner. At the end of it
through the bars we see two ninjas near the car. The coolest thing is to shoot the bars
and as soon as it collapses - a grenade from a grenade launcher. They will be crushed. On the right lies
nuclear bomb. It's better not to shoot at her. Otherwise there will be a lot of booms! But behind the rocket
there is another ninja standing, and there is a gate behind which a wounded gas cutter is sitting.
But to the left of the place where we climb out, there are 2 more ninjas, as well as one
the door that leads to the medic. Having killed the ninjas, we call the medic and drag him to
gas cutter, and then the gas cutter goes with you and cuts out the door, which is locked
near where the medic originally stood.
Dealing with the ninjas is no longer a problem, especially since 2 will help you
soldier One of them has a heavy machine gun, so even if his ninja is not
they'll take him down, we need to help him die - the machine gun helps, and next time he
doesn't happen very soon. First, we open the gate with a lever, then we run along
railway and there we raise the barrier with a lever. We take the train and go there,
where the path was blocked by a barrier. For those who don’t know, the arrow switches with a shot or
by hitting the levers with arrows at the fork.
I think there is no need to remind you that if there is a wire hanging over the train track
tension, is it better to sit down?
Having caught the ninja behind the barricade, we jump into the broken window and push the box,
We climb up the pipe.
Ha! Who is this? Yes, this is Gordon Freeman heading off to Xen! Follow us! Jump to the teleporter!
Horseradish! He has a spacesuit, but we don’t. He ends up on the island, and we fall past.
To death. So there’s no point in jumping after him - he has a mission to bring down the Great
An embryo, but we have a different one. We run to the place where the professor runs it
generator. Prof runs away, and a teleporter appears above. We're in ruins
We climb up the overpass towards it and... we find ourselves somewhere like Xen.
When we jump from island to island, a teleporter opens at the top and drops out
prof. But he was in a bad mood, so he crashes to death, and next to him lies
our new weapon is Black Mesa. Let's take it. And we jump to the teleport. And again
we get to the center.
To be continued...
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Walkthrough, part 3
After a long and tedious (for me personally) running around the elevators and brutal reprisals against
various creatures (most of which dream of seeing you in a coffin, but they themselves go there
lie down) we find ourselves in a room in which we see a goat in a spacesuit outside the window.
I think the button on the remote is begging to be pressed, so we press it
(by the way, next to the button there are 2 creatures with sabers, so I throw a bomb there with
with a hand detonator and explode. Giblets are pouring out in all directions!). Teleport
transfers this spacesuit to us, but in the meantime he reports that “I will reveal everything to you
coded doors on the level", we can get medical treatment and refill the body armor
energy.
We drag this mug to the door, he opens it and we see a broken aquarium behind it.
There is no point in dragging the mug any further - at the next door he is killed by
broken cable. So we climb into the aquarium, knock down the creatures, run around the floor and
We run into a crowd of saber-hands. Then we run through the pipes and find ourselves in that room,
where we need it. We run into the teleport and jump, swim, and so on, problems
no big ones. By the way, in one place there is a skewed health restorer.
It's better not to touch him. Here is a protection restoration generator you can use.
Now we stop behind a small transparent screen. Behind him are visible 2 corpses,
but somehow strange - ribs and giblets are visible. Yes, this is X-ray radiation! AND
the inscription "Do not enter without a protective suit!" hints at this. Let's go around
dead soldier - sparks jump. You can, of course, gallop through it, but
protection and health peel off like the husk of a nut. So I noticed on the other side
jumping sparks on the wall shield - bam into it! - everything went out! Just after that
For the first time, we slay that creature that has an electric beetle gun. Let him
jumps on you (after the death of the creature) - we grab it and turn it into a weapon.
There are no further problems, but there is a place there where there is a half-flooded corridor, and
2 water monsters are swimming behind the broken glass. So there we dive into the water and swim to
pipe at the top. There we break the grate and move on. By the way, I didn't kill any monsters -
I didn't want to bother.
Following interesting place occurs when we stand on the stairs in the elevator
mine. Below you can see the exit from the mine and the door lying next to it - like - jump
here, dear. Fig! Just in your path there is a cable hanging from which the elevator is dangling.
And he won't let you jump. Although you can try, remember the joke - “Wolf,
can you fly? - No! “Then why the hell did you show off?” So take Black Mesa
(Weapons from class 6) and shoot with secondary fire. Upon your return, it turns out that you
already where it needs to be.
After you've listened to the bad hologram professor talk for the passage
further and we got a long tongue (it lies in the display case), we find ourselves on the edge
failure, but there is no bridge. This is where we pull ourselves to the “other” side with the help
long tongue.
When we find ourselves on the island of Xena with snakes, we simply drag ourselves into the gap
in the wall using a long tongue.
Well, having fallen down, it’s not difficult to guess that since the door is jammed by a fallen overpass,
then we need to look for another way. This way is the fan behind the grille. But if
we don’t want to turn into a preparation for pickling, then it must be cut down
switch!
Blah!!! What a one-eyed dinosaur sticks out of the water! But we have it for tomorrow
let's leave it!!!
Top of page

Walkthrough, part 4
We don’t need the dinosaur itself sticking out of the water for nothing - we can’t salt it for the winter!
but the button on the panel near the place from where we came to this creature says -
"Bridge", but this is not a computer for this card game, but a retractable switch
bridge. But this one-eyed one (is it an eye - she shoots great with it)
green beam!) the creature is located right on the path of the bridge. So just slam
we can go through it further.
She is just as durable as the big gouge snakes, so waste simple weapons
it is useless, and the presence of strange levers to the left and right of the creature on
bridges hints at their use against the creature. In fact, you need to enable
2 switches and a pumping station to cook the creature in that terrible acid that
spilled in a bunch of places. We jump forward and rush to the right. There's a broken staircase and
broken door, but under the stairs there is a ventilation drift and along it
climb out into a room that has exits to the right, left and back (preferably
open so as not to climb through the ventilation every time). And in the center, between the glass,
button. On the left is the inscription Valve (apparently, preparing lava), on the right is GearBox,
like a pump.
First, I think you can cook the lava (although it doesn't have to be the first). Let's go
to the right (that is, to the side on which Valve is written). We kill all the creatures
we go upstairs and run out to this creature almost at the height of its eye. Right
lever. Let's pull. Do you think that's it? Horseradish! On the other side of the puddle and past the creature we see
broken path and greenery nearby. This is where we must drag ourselves from
using a long tongue. We pull the lever there too. Now, somewhere in the depths, they begin
prepare tons of radioactive acid.
Now we return and go left from the button (to GearBox). No problems there yet
If we don’t turn on a powerful crusher, it won’t crush all the boxes in the room. And in the center
there will be a hatch where we fall through. There we turn on the pump and run again under that
the hole that brought us here. The water rises and lifts us.
All! The lava is ready and the turbines are howling! Let's press the button! Creature (by the way, the level is in the saves
called "Pete the Worm's Room!!!", wow, Pete!) screams wildly and
dissolves in acid streams. Now we return to the “Bridge - Bridge” button and
We move on along the opened bridge.
Further running around leads us to a place where a crowd is pouring out of a truck
creatures that resemble ninjas and think that the good one is the one who is dead.
Having persuaded them and climbed into the broken container, we understand that there are a lot of them here. Yes
so that when we come across two soldiers in a building, we understand that these
The guys in black are determined and it is impossible to come to an agreement with them. Moreover, one
of them there is a sniper rifle that we need. By the way, don't waste your time
in this territory with grenades and in general - shoot more carefully - that's all
mined and filled with mines and gas cylinders. If it explodes, that’s it!
Kesha will grunt and quit the bots. When we run out of the house, we first remove that
the goat that is on the upper right (those that run out from the left will be noticed by soldiers from the house
and shot). A sniper sits in a room upstairs hung with camouflage netting and
in the far wall. I shoot there with an electric worm until snot falls out of there.
Having broken through, we find ourselves in a hangar, where there are two creatures with electric worms
They fire back from the black landing forces. We get the winner. On the right on the upper rise
There is a hatch, let's climb into it.
Well, damn it, the grasshopper, well, damn it, it was green!!! These creatures are great
are killed by a heavy machine gun (about 25-35 rounds) or fish (3-4
projectile). You can fire Black Mesa (1 salvo). Be careful! If you get caught
under a direct hit from their electrical discharge, then you will not be able to withstand more than two hits,
no matter how strong your armor was!!! However, you can easily dodge them.
A room with two tunnels, from which saber arms run endlessly - pull the levers
near both tunnels, the doors will close and you can calmly finish off those who managed to
run out of the saber-hands and move on.
Again we bring down the big grasshoppers. Don't let their little larvae get close to you - they
explode powerfully, destroying everything around. At the end of this corridor we see a staircase,
we climb up and wait for the paratrooper with an autogenous gun to cut off the lock on the grille
our hatch and will move aside. We get out.
The further breakthrough is one of the most difficult. Creatures with a crowd of electric bugs, and even
several grasshoppers. But we have to go. At the end we run into a dilapidated hangar and
from its gates we see a place already familiar to us from the first part of Half-Life - a long
dam and tower. In the center of the dam there is a Flamethrower monster, which someone
managed to tie it to the place. We kill him. At the opposite end of the dam stands
detonator. Point at him - Bang!!! There is a hole in the middle of the dam and a pipe in it. This
pipe and climb. (But you can do it differently - right away, without killing the flamethrower creature,
we dive into the water, pull ourselves out on the other side of the dam with the help of a long tongue
and blow up the flamethrower creature with a detonator).
After a small but bloody battle with the black des, we run out to
a square in the far corner of which there is a powerful mortar on a hill.
See you tomorrow!!!
Top of page

Walkthrough, part 5, last
A mortar is a dangerous thing. And very much so. One hit is enough for your
the giblets have seen the world. By the way, very interesting - Bang! - Shreds to the sides! But
and the skull falls! I wonder how we can see it? The eyes must have fallen out and
They’re lying there, and the skull has flown away... But this is a trifle. I usually take a little to the right and run
on the curb, where the mortar does not fire. It is impossible to jump from it to the mortar
(at least I couldn't), but shooting the shooter is no problem. Having slammed him down,
We take it even further to the right - there is a door. Behind it we click (use, use) the walkie-talkie and
Let's go back. To the left of the mortar, a gate opened in the wall, but the soldier who opened it
already killed. Let's go there. There we jump onto the pipes and fall between them. Very
narrow, but you can walk. We are already leaving near the mortar. We direct him to the fence, so
Now we are on the left (near the door with the walkie-talkie) and we are destroying this fence. There's a door there.
We reach it - forward!
Having overwhelmed the helicopter and all the living creatures, we climb onto the roof and along the sparkling
We run to the “other” side with electric discharges to the wire. If we don't stop in the middle
Scratch your yaks and you won't lose much health. We climb into the open ventilation.
After running through the underground garage, we climb into the ventilation of the jeep again. Can be stuffed
face the guard sitting there - he still won’t follow us. Having fallen out of
ventilation in another part of the garage, we see a guard behind the door. The door is locked
from the inside, and the outer lock was broken by black gums. We run to the left of the door,
We squeeze through the bars and kill the des near the truck. In the back lies
activated warhead. Apparently, realizing that it would not be possible to catch everyone, the des
They decided to hit everything with a nuclear bomb. We use the bomb and turn it off. Let's go back.
The guard unlocks the door. To the elevator.
A huge warehouse full of black des and black ninjas. You can, of course, try
shoot them all, but this will take up a terrible amount of ammunition, and
health with protection should be pitied. So I usually go sharply to the left corner, there in
two des with a grenade from a grenade launcher (even if I don’t kill, I’ll scare them - they
squat and you can run) and rush to the wall, then diagonally to the right until
walls, not paying attention to the fire. Behind the boxes, up the small boxes, then up to
end of the passage and left and down. While the boxes are crawling, I run into ours to the right, then
further, up the elevator and along the boxes to the last large room. There's a crowd of des there
suffers with a couple of grasshoppers and a couple of things with electric bugs.
We finish off the winner and jump on the boxes to the directly opposite corner of the hall.
We run into the passage and a gate opens where a guard stands. We collect everything
eat and go to the elevator to the left.
A strong wind will not prevent us from running to the right to the stairs. We run out and see
a huge swaying teleport where balls of light gather in groups. When
When he gathers enough, a big bully starts to climb out of the teleporter. Quite big and
big-eyed. I understand that it’s a pity to poke your eyes out, but there’s no time for pity here. On two
On the sides of the teleport there are two turrets with laser cannons. With their help
we knock out the creature's eyes. Once she's temporarily blind, she opens her belly,
where the teleport ball shines from. So we hit him. The creature after a while
spits out the teleport and opens his eyes again, and the teleport materializes a creature with
electric beetle, so it’s better to place either a bomb with
a manual detonator, or a mine with a ray, otherwise the creature will run, shoot,
interfere.
We repeat gouging out the eyes and shooting the teleporter in the creature’s belly until it gets tired and
she will not throw off her hooves.
Once again, that goat in a tuxedo gives a thoughtful speech. Smart guy
He has already recruited Gordon Freeman, and he is also recruiting us.

Let's start the walkthrough. To begin with, I will say that everyone who is in white, blue and spotted (that is, guards, professors and paratroopers) are our friends, but there are also nits in black (like ninjas, but military...

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

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

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

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

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

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

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

After we run over the working fans and past the fiery jets, we stop near the jet that goes deep into the wall. Let's rush there while there is no fire. We kill the evil monsters and see something that looks like Xen in the first Halfa. There is only one box in that area that can be moved. And there is also a non-working fire nozzle, activated by a button. Opposite this nozzle we place the box that can be carried. We turn on the nozzle and an explosion breaks through the floor. This is the hole we climb into.

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

Now it's time to carry the box. To get into the ventilation shaft you need to drag the box. They walked through, opened the door, dragged the box to the barricade and climbed over the barricade from it. And then you have to go into the ventilation again. This is where we look. behind the broken glass (where the grenade is) there is a box with explosives, and a ray of a wall mine is visible near the closed door. That's where we throw the grenade at that box. Bang! Hole in both walls. We drag the box again and climb onto it into the ventilation. Let's move on.

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

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

It is advisable to jump over the wires after shooting the gutpaws so as not to get hit by a beam of energy running across. Don't forget that you can swing on the wires, but the faster the better!

Once we got out of the depths of the buildings, we met with the doctor. This is a paratrooper with a stupid face, wearing glasses and with a very important mission - to cure a gas cutter hiding in a hangar with ninjas. I want to kill the doctor, but I can’t - “Mission failed!” and a bummer. So it's better to do it this way. We don't call the doctor. Otherwise, he will trample after us and they will kill him. We climb into the broken ventilation pipe in the far corner. At the end of it, through the bars we see two ninjas near the car. The coolest thing is to shoot the grate and as soon as it collapses - a grenade from a grenade launcher. They will be crushed. There is a nuclear bomb on the right. It's better not to shoot at her. Otherwise there will be a lot of booms! But behind the rocket there is another ninja, and there is a gate behind which a wounded gas cutter sits.

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

Dealing with the ninjas further is not a problem, especially since 2 soldiers will help you. One of them has a large-caliber machine gun, so if his ninjas don’t catch him, you need to help him die - the machine gun helps, and the next time he will not be seen very soon. First, we open the gate with a lever, then we run along the railway and there we raise the barrier with a lever. We board the train and go to where the barrier blocked the path. For those who don’t know, the arrow is switched by shooting or hitting the levers with arrows at the fork.

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

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

Ha! Who is this? Yes, this is Gordon Freeman heading off to Xen! Follow us! Jump to the teleporter! Horseradish! He has a spacesuit, but we don’t. He ends up on the island, and we fall past. To death. So there’s no point in jumping after him - he has a mission to kill the Great Embryo, and we have a different one. We run to the place where the professor controls this generator. Prof runs away, and a teleporter appears above. We climb up to it along the collapsed overpass and... find ourselves somewhere like Xen.

When we jump from island to island, a teleport opens at the top and Prof. falls out. But he was in a bad mood, so he crashes to death, and next to him lies our new weapon - Black Mesa. Let's take it. And we jump to the teleport. And again we find ourselves in the center.
After a long and tedious (for me personally) running around elevators and brutal reprisals against various creatures (most of which dream of seeing you in a coffin, but they themselves go there), we find ourselves in a room in which we see a goat in a spacesuit outside the window. I think the button on the remote control is asking itself to be pressed, so we press it (by the way, next to the button there are 2 creatures with sabers, so I throw a bomb there with a manual detonator and explode it. Giblets fall in all directions!). The teleporter transfers this spacesuit to us, and while he reports that “I will open all the coded doors on the level for you,” we can receive treatment and refill the body armor with energy.

We drag this mug to the door, he opens it and we see a broken aquarium behind it. There is no point in dragging the mug any further - at the next door he is killed by a broken cable. So we climb into the aquarium, knock down the creatures, run around the floor and run into a crowd of saber-hands. Then we run through the pipes and find ourselves in the room where we need to go. We run into the teleport and jump, swim, and so on, there are no big problems. By the way, in one place there is a skewed health restorer. It's better not to touch him. Here is a protection restoration generator you can use.

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

There are no further problems, but there is a place there where there is a half-flooded corridor, and 2 water monsters are swimming behind the broken glass. So there we dive into the water and swim into the pipe above. There we break the grate and move on. By the way, I didn’t kill any monsters - I didn’t want to bother.

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

After you have listened to how the bad hologram professor speaks to pass further and received a long tongue (it lies in the display case), we find ourselves on the edge of a failure, but there is no bridge. This is where we pull ourselves to the “other” side with the help of a long tongue.

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

Well, having fallen down, it’s not difficult to guess that since the door is jammed by a fallen overpass, then you need to look for another way. This way is the fan behind the grille. But if we don’t want to turn into a preparation for pickling, then we need to cut it off with a switch!

We don’t need the dinosaur itself sticking out of the water for nothing - we can’t salt it for the winter! retractable bridge switch. But this one-eyed (and is it an eye - she shoots a great green ray from it!) creature is right in the path of the bridge. So only by slamming it can we move on.

It is as tenacious as large gouge snakes, so it is useless to waste simple weapons on it, and the presence of strange levers to the left and right of the creature on the bridges hints at their use against the creature. In fact, you need to turn on 2 switches and a pumping station to cook the creature in that terrible acid that is spilled in a bunch of places. We jump forward and rush to the right. There is a broken staircase and a broken door, but under the stairs there is a ventilation drift and along it we climb out into a room that has exits to the right, left and back (it is advisable to open it so as not to climb through the ventilation every time). And in the center, between the glasses, there is a button. On the left is the inscription Valve (apparently, preparing lava), on the right is GearBox, like a pump.

First, I think you can cook the lava (although it doesn't have to be the first). We go to the right (that is, to the side on which Valve is written). We kill all the creatures, go upstairs and run out to this creature almost at the height of its eye. On the right is the lever. Let's pull. Do you think that's it? Horseradish! On the other side of the puddle and past the creature we see a broken path and greenery nearby. This is where we must pull ourselves with the help of a long tongue. We pull the lever there too. Now, somewhere in the depths, tons of radioactive acid are beginning to be prepared.

Now we return and go left from the button (to GearBox). There are no problems there until we turn on the powerful crusher and it crushes all the boxes in the hall. And in the center there will be a hatch, where we fall through. There we turn on the pump and run again under the hole that brought us here. The water rises and lifts us.

All! The lava is ready and the turbines are howling! Let's press the button! The creature (by the way, the level in the saves is called “Pete the Worm’s Room!!!”, damn it, Pete!) screams wildly and dissolves in streams of acid. Now we return to the “Bridge - Bridge” button and move on along the opened bridge.

Further running around leads us to a place where a crowd of creatures that resemble ninjas fall out of the truck and think that the good one is the one who is dead. Having persuaded them and climbed into the broken container, we understand that there are a lot of them here. So much so that when we come across two soldiers in a building, we understand that these guys in black are decisive and it is impossible to come to an agreement with them. Moreover, one of them has a sniper rifle, which we need. By the way, do not throw grenades in this area and in general - shoot more carefully - everything here is mined and filled with mines and gas cylinders. If it explodes, that’s it! Kesha will grunt and quit the bots. When we run out of the house, we first remove the goat that is on the upper right (those that run out from the left will be noticed by the soldiers from the house and shot). The sniper sits in a room hung with camouflage netting above and in the far wall. I shoot there with an electric worm until snot falls out of there.

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

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

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

Again we bring down the big grasshoppers. Don't let their little larvae get close to you - they explode powerfully, smashing everything around. At the end of this corridor we see a ladder, we climb up and wait for the paratrooper with an autogenous gun to cut off the lock on the grate of our hatch and step aside. We get out.

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

After a small but bloody battle with the black devas, we run out onto the square, in the far corner of which there is a powerful mortar on a hill.
A mortar is a dangerous thing. And very much so. One hit is enough for your guts to see the world. By the way, very interesting - Bang! - Shreds to the sides! And here comes the skull! I wonder how we can see it? The eyes probably fell out and are lying there, and the skull flew away... But this is a trifle. I usually take a little to the right and run onto the curb where the mortar is not firing. It’s impossible to jump onto a mortar from it (at least I couldn’t), but shooting the shooter is no problem. Having slammed it down, we take it further to the right - there is a door. We click (use, use) the walkie-talkie after it and return. To the left of the mortar, a gate opened in the wall, but the soldier who opened it had already been killed. Let's go there. There we jump onto the pipes and fall between them. It's very narrow, but you can walk. We are already leaving near the mortar. We direct it to the fence that is now on our left (near the door with the walkie-talkie) and destroy this fence. There's a door there. We reach it - forward!

Having overwhelmed the helicopter and all the living creatures, we climb onto the roof and run along the wire sparkling with electrical discharges to the “other” side. If we don’t stop in the middle to scratch the yak, we won’t lose much health. We climb into the open ventilation.

After running through the underground garage, we climb into the ventilation of the jeep again. We can punch the guard sitting there in the face - he still won’t follow us. Having fallen out of the ventilation in another part of the garage, we see a guard behind the door. The door is locked from the inside, and the outer lock has been broken by black des. We run to the left of the door, squeeze through the bars and kill the des near the truck. There is an activated warhead in the back. Apparently, realizing that it would not be possible to kill everyone, the des decided to hit everything with a powerful bomb. We use the bomb and turn it off. Let's go back. The guard unlocks the door. To the elevator.

A huge warehouse full of black des and black ninjas. You can, of course, try to shoot them all, but this will take up a terrible amount of ammunition, and you will have to spare your health and protection. So I usually go sharply around the left corner, there’s a grenade from a grenade launcher two inches away (even if I don’t kill you, I’ll scare you - they crouch down and you can run) and rush to the wall, then diagonally to the right all the way to the wall, not paying attention to the fire. Behind the boxes, go up the small boxes, then to the end of the passage and to the left and down. While the boxes are crawling, I run into ours to the right, then further, up the elevator and along the boxes to the last large room. There, a crowd of des are tormented by a couple of grasshoppers and a couple of creatures with electric bugs.

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

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

We repeat gouging out the eyes and shooting the teleporter in the creature’s belly until it gets tired and throws off its hooves.

Once again, that goat in a tuxedo gives a thoughtful speech. Smart guy, he has already recruited Gordon Freeman, and he is also recruiting us.

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

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

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

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

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

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

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

After we run over the working fans and past the fiery jets, we stop near the jet that goes deep into the wall. Let's rush there while there is no fire. We kill the evil monsters and see something that looks like Xen in the first Halfa. There is only one box in that area that can be moved. And there is also a non-working fire nozzle, activated by a button. Opposite this nozzle we place the box that can be carried. We turn on the nozzle and an explosion breaks through the floor. This is the hole we climb into.

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

Now it's time to carry the box. To get into the ventilation shaft you need to drag the box. They walked through, opened the door, dragged the box to the barricade and climbed over the barricade from it. And then you have to go into the ventilation again. This is where we look. behind the broken glass (where the grenade is) there is a box with explosives, and a ray of a wall mine is visible near the closed door. That's where we throw the grenade at that box. Bang! Hole in both walls. We drag the box again and climb onto it into the ventilation. Let's move on.

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

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

It is advisable to jump over the wires after shooting the gutpaws so as not to get hit by a beam of energy running across. Don't forget that you can swing on the wires, but the faster the better!

Once we got out of the depths of the buildings, we met with the doctor. This is a paratrooper with a stupid face, wearing glasses and with a very important mission - to cure a gas cutter hiding in a hangar with ninjas. I want to kill the doctor, but I can’t - “Mission failed!” and a bummer. So it's better to do it this way. We don't call the doctor. Otherwise, he will trample after us and they will kill him. We climb into the broken ventilation pipe in the far corner. At the end of it, through the bars we see two ninjas near the car. The coolest thing is to shoot the grate and as soon as it collapses - a grenade from a grenade launcher. They will be crushed. There is a nuclear bomb on the right. It's better not to shoot at her. Otherwise there will be a lot of booms! But behind the rocket there is another ninja, and there is a gate behind which a wounded gas cutter sits.

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

Dealing with the ninjas further is not a problem, especially since 2 soldiers will help you. One of them has a large-caliber machine gun, so if his ninjas don’t catch him, you need to help him die - the machine gun helps, and the next time he will not be seen very soon. First, we open the gate with a lever, then we run along the railway and there we raise the barrier with a lever. We board the train and go to where the barrier blocked the path. For those who don’t know, the arrow is switched by shooting or hitting the levers with arrows at the fork.

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

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

Ha! Who is this? Yes, this is Gordon Freeman heading off to Xen! Follow us! Jump to the teleporter! Horseradish! He has a spacesuit, but we don’t. He ends up on the island, and we fall past. To death. So there’s no point in jumping after him - he has a mission to kill the Great Embryo, and we have a different one. We run to the place where the professor controls this generator. Prof runs away, and a teleporter appears above. We climb up to it along the collapsed overpass and... find ourselves somewhere like Xen.

When we jump from island to island, a teleport opens at the top and Prof. falls out. But he was in a bad mood, so he crashes to death, and next to him lies our new weapon - Black Mesa. Let's take it. And we jump to the teleport. And again we find ourselves in the center.
After a long and tedious (for me personally) running around elevators and brutal reprisals against various creatures (most of which dream of seeing you in a coffin, but they themselves go there), we find ourselves in a room in which we see a goat in a spacesuit outside the window. I think the button on the remote control is asking itself to be pressed, so we press it (by the way, next to the button there are 2 creatures with sabers, so I throw a bomb there with a manual detonator and explode it. Giblets fall in all directions!). The teleporter transfers this spacesuit to us, and while he reports that “I will open all the coded doors on the level for you,” we can receive treatment and refill the body armor with energy.

We drag this mug to the door, he opens it and we see a broken aquarium behind it. There is no point in dragging the mug any further - at the next door he is killed by a broken cable. So we climb into the aquarium, knock down the creatures, run around the floor and run into a crowd of saber-hands. Then we run through the pipes and find ourselves in the room where we need to go. We run into the teleport and jump, swim, and so on, there are no big problems. By the way, in one place there is a skewed health restorer. It's better not to touch him. Here is a protection restoration generator you can use.

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

There are no further problems, but there is a place there where there is a half-flooded corridor, and 2 water monsters are swimming behind the broken glass. So there we dive into the water and swim into the pipe above. There we break the grate and move on. By the way, I didn’t kill any monsters - I didn’t want to bother.

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

After you have listened to how the bad hologram professor speaks to pass further and received a long tongue (it lies in the display case), we find ourselves on the edge of a failure, but there is no bridge. This is where we pull ourselves to the “other” side with the help of a long tongue.

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

Well, having fallen down, it’s not difficult to guess that since the door is jammed by a fallen overpass, then you need to look for another way. This way is the fan behind the grille. But if we don’t want to turn into a preparation for pickling, then we need to cut it off with a switch!

We don’t need the dinosaur itself sticking out of the water for nothing - we can’t salt it for the winter! retractable bridge switch. But this one-eyed (and is it an eye - she shoots a great green ray from it!) creature is right in the path of the bridge. So only by slamming it can we move on.

It is as tenacious as large gouge snakes, so it is useless to waste simple weapons on it, and the presence of strange levers to the left and right of the creature on the bridges hints at their use against the creature. In fact, you need to turn on 2 switches and a pumping station to cook the creature in that terrible acid that is spilled in a bunch of places. We jump forward and rush to the right. There is a broken staircase and a broken door, but under the stairs there is a ventilation drift and along it we climb out into a room that has exits to the right, left and back (it is advisable to open it so as not to climb through the ventilation every time). And in the center, between the glasses, there is a button. On the left is the inscription Valve (apparently, preparing lava), on the right is GearBox, like a pump.

First, I think you can cook the lava (although it doesn't have to be the first). We go to the right (that is, to the side on which Valve is written). We kill all the creatures, go upstairs and run out to this creature almost at the height of its eye. On the right is the lever. Let's pull. Do you think that's it? Horseradish! On the other side of the puddle and past the creature we see a broken path and greenery nearby. This is where we must pull ourselves with the help of a long tongue. We pull the lever there too. Now, somewhere in the depths, tons of radioactive acid are beginning to be prepared.

Now we return and go left from the button (to GearBox). There are no problems there until we turn on the powerful crusher and it crushes all the boxes in the hall. And in the center there will be a hatch, where we fall through. There we turn on the pump and run again under the hole that brought us here. The water rises and lifts us.

All! The lava is ready and the turbines are howling! Let's press the button! The creature (by the way, the level in the saves is called “Pete the Worm’s Room!!!”, damn it, Pete!) screams wildly and dissolves in streams of acid. Now we return to the “Bridge - Bridge” button and move on along the opened bridge.

Further running around leads us to a place where a crowd of creatures that resemble ninjas fall out of the truck and think that the good one is the one who is dead. Having persuaded them and climbed into the broken container, we understand that there are a lot of them here. So much so that when we come across two soldiers in a building, we understand that these guys in black are decisive and it is impossible to come to an agreement with them. Moreover, one of them has a sniper rifle, which we need. By the way, do not throw grenades in this area and in general - shoot more carefully - everything here is mined and filled with mines and gas cylinders. If it explodes, that’s it! Kesha will grunt and quit the bots. When we run out of the house, we first remove the goat that is on the upper right (those that run out from the left will be noticed by the soldiers from the house and shot). The sniper sits in a room hung with camouflage netting above and in the far wall. I shoot there with an electric worm until snot falls out of there.

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

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

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

Again we bring down the big grasshoppers. Don't let their little larvae get close to you - they explode powerfully, smashing everything around. At the end of this corridor we see a ladder, we climb up and wait for the paratrooper with an autogenous gun to cut off the lock on the grate of our hatch and step aside. We get out.

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

After a small but bloody battle with the black devas, we run out onto the square, in the far corner of which there is a powerful mortar on a hill.
A mortar is a dangerous thing. And very much so. One hit is enough for your guts to see the world. By the way, very interesting - Bang! - Shreds to the sides! And here comes the skull! I wonder how we can see it? The eyes probably fell out and are lying there, and the skull flew away... But this is a trifle. I usually take a little to the right and run onto the curb where the mortar is not firing. It’s impossible to jump onto a mortar from it (at least I couldn’t), but shooting the shooter is no problem. Having slammed it down, we take it further to the right - there is a door. We click (use, use) the walkie-talkie after it and return. To the left of the mortar, a gate opened in the wall, but the soldier who opened it had already been killed. Let's go there. There we jump onto the pipes and fall between them. It's very narrow, but you can walk. We are already leaving near the mortar. We direct it to the fence that is now on our left (near the door with the walkie-talkie) and destroy this fence. There's a door there. We reach it - forward!

Having overwhelmed the helicopter and all the living creatures, we climb onto the roof and run along the wire sparkling with electrical discharges to the “other” side. If we don’t stop in the middle to scratch the yak, we won’t lose much health. We climb into the open ventilation.

After running through the underground garage, we climb into the ventilation of the jeep again. We can punch the guard sitting there in the face - he still won’t follow us. Having fallen out of the ventilation in another part of the garage, we see a guard behind the door. The door is locked from the inside, and the outer lock has been broken by black des. We run to the left of the door, squeeze through the bars and kill the des near the truck. There is an activated warhead in the back. Apparently, realizing that it would not be possible to kill everyone, the des decided to hit everything with a powerful bomb. We use the bomb and turn it off. Let's go back. The guard unlocks the door. To the elevator.

A huge warehouse full of black des and black ninjas. You can, of course, try to shoot them all, but this will take up a terrible amount of ammunition, and you will have to spare your health and protection. So I usually go sharply around the left corner, there’s a grenade from a grenade launcher two inches away (even if I don’t kill you, I’ll scare you - they crouch down and you can run) and rush to the wall, then diagonally to the right all the way to the wall, not paying attention to the fire. Behind the boxes, go up the small boxes, then to the end of the passage and to the left and down. While the boxes are crawling, I run into ours to the right, then further, up the elevator and along the boxes to the last large room. There, a crowd of des are tormented by a couple of grasshoppers and a couple of creatures with electric bugs.

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

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

We repeat gouging out the eyes and shooting the teleporter in the creature’s belly until it gets tired and throws off its hooves.

Once again, that goat in a tuxedo gives a thoughtful speech. Smart guy, he has already recruited Gordon Freeman, and he is also recruiting us.

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