On the LKI CD. Full walkthrough of Half-life Half life play over local network

EXPERIMENT

EXPERIMENT


AFTER THE CRASH

AFTER THE CRASH

















Part 1

EXPERIMENT
* Drive up to the research center, talk to the guards, find your suit.
* Press the button on the remote control in front of the suit, take the SUIT.
* Go to the glass door, the security guard will give you access to the laboratory.
* Go and talk to all the scientists who will open doors for you until you find yourself in the hall.
* Climb up the stairs and turn on the computer.
*After receiving the sample, push it under the beam.

Part 2

AFTER THE CRASH

* Look into the two eye scanners and go out into the corridor. Get into the elevator and go up.
* Talk to the professor, ask him to come with you to the closed door - he will open it.
* Run past lightning, dodge monsters, crawl under rays.
* Take the NAIL PULLER from the door, break the glass at the door and move on.
* Break the glass of the elevator shaft with a nail puller and climb up the stairs.
* Kill the monster, take the PISTOL from the dead guard. Move on.
* You can get AMMUNITION in the toilet
* Go to the entrance, press the button under the administrator's desk - the light will turn on.
* Crawl into the resulting hole in the laboratory. Climb onto the box and crawl through the hole into another corridor.
* Get into the control booth, press the button on the wall and move on.
* Go up through the door to the second tier, call the professor, he will open the door that is nearby, take the GRENADES.
* Go to the fans (where the professor is hidden in the box), go down into the sewer, turn the lever - the water level will rise - pop up on the other side of the grate.
* Press the lever and take the elevator down.
* Go to the destroyed bridge, jump onto the pipes along the wall and follow them, at the end break the grate with a crowbar, climb into the air shaft, crawl along it and go down the stairs.
* Jump into the water, get out on the other side, enter the door.
* Climb up the stairs, jump on the boxes and enter the passage.
* Call the elevator, get in it, go up.
* Use a crowbar to develop the grate, crawl along the shaft into the room with the professor, talk to him.
* Open the door and turn off the power in the building. Go out into the corridor and go further than the place where they knocked out the grate.
* Break the window and climb further.
* On the left, among the boxes, take the SHOTGUN.
* Climb through the window of a half-flooded room, break the bars with a crowbar, crawl through the tunnel, crawl under the fans, fall into the corridor.
* Move the box under the ladder near the ceiling and climb up.
* Break the bars and climb to the second floor, the machine gun can be turned off with the lever under the stairs.
* Look for the stairs to the floor above, go up them, take the guard with you.
* Use a crowbar to break the door boarded up with boards.
* Use the lever to open the freezer compartment
* Use the red lever to turn on the lift, which will move back and forth
* Climb up the ladder to the second tier of the freezer, break the grate with a crowbar, crawl along the shaft until you use the lift to climb into the far shaft.
* At the end, break the grate and get out in the room, go up the stairs, jump on the pipes, crawl along the shaft, get out near the stairs to another floor, go up it.
* Running jump over the elevator shaft and grab the stairs.
* Climb up and climb onto the roof of the elevator, break the hatch on the roof with a crowbar, fall into the elevator and exit through the doors.

REINFORCEMENT

REINFORCEMENT







Part 3

REINFORCEMENT

* Go along the corridor (BE CAREFUL, DON'T CROSS THE BEAM), take the MACHINE MACHINE from the dead soldier.
* Go to the room with the boxes, climb over them, go further, climb over the boxes again. Approach the ladder, climb up, then up another ladder.
* Get down below, SOLDIERS ARE AGAINST YOU
* Call the elevator, go up on it, go up to the second tier, cross the bridge and approach the fork. Wherever you went you would come to a hall with boxes.
* Climb the stairs up, go forward, down a little, up again, you will find yourself in the second room with boxes.
* Go down to the hall, call the elevator and take it higher.
* Go out onto the roof, kill the guards, quickly run and dive into the attic door.
* Go down the stairs.
* Open the door, quickly go down to the lowest tier, and climb into the shaft.
* Crawl along the shaft to the fan, first jump onto the small ledge along the wall, then use the stairs to go down to the bottom of the fan shaft.
* Crawl along the lowest shaft, climb out in a small room and climb into the middle shaft.
* Crawl to the end, talk to the professor, press the button.
* Exit through the opened door.
















Part 4

* Come in, clear the rubble with a crowbar. Climb a little higher, press the lever - the hatch below will open.
* Get into the elevator and ride it down.
* Jump into the car and control it to get to the barrier.
* Run across the radiation, climb the pipe along the stairs, climb inside, crawl to the end, get out. Follow the tops of the pipes to reach the corridor.
* Use the pipes to get to the elevator and go up.
* Use the bridges to get to the door, enter, and use the lever to block the door.
* Get to the other door, open it with the lever - a huge creature.
* Run through the room and go higher up the stairs.
* Enter the room with the creature, jump past its claws, go down to the very bottom.
* Break the boarded door and go along the bridge, jumping over the pits.
* Unlock the door, cross the bridge and follow the tunnel to the cliff.
* Call the elevator - go down. The elevator will get stuck and fall down.
* Swim out, climb the ladder, jump over to another shaft.
* Call the horizontal elevator, ride it, climb the stairs.
* Now from both sides, go up the stairs to the dome on the ceiling and press 2 levers.
* Return to the room with the monster, go up one tier, clear the door.
* Cross the bridge (if destroyed, then along the pipe), go down the stairs.
* Use a crowbar to break open the hatch and go down the stairs into the sewer.
* Go through the pipes, climb up the stairs.
* Open the door - you will find yourself in the ventilation shaft.
* Shoot the boards at the very top, go down the stairs, turn on the fan with the button, quickly rise (the fan should not hit you), jump on the fan. You will be thrown up - climb into the shaft.
* Crawl along the shaft until you find yourself in the laboratory.
* Press two buttons - air and fuel supply. Go up the stairs.
* Return to the monster, go upstairs to the remote control and press the button - the monster is dead.
* Jump into the hole left by the monster, follow the passage, fall into the water.
* Dive into holes at the bottom, swim up from the edge, get out of the water, DO NOT GO UP THE LADDER.
* Walk along the pipe, then fall onto the pipe below. To the end, and one more pipe below.
* To the end, jump from ledge to pipe ledge (don't fall into the ledge).
* Turn the lever from the top of the pipe - the pipe will decompose. Go down into the inside of the pipe.
* Follow the pipe until you fall into the room.

TURNING ON THE GENERATOR

TURNING ON THE GENERATOR






Part 5

TURNING ON THE GENERATOR

* Enter the monster's room and sneak past it without disturbing it.
* Fall down, go to the door. Turn the lever and the door will open.
* Go upstairs, go along the corridor. Kill the soldiers.
* Call the elevator, go down, walk along the bridges, then along the iron stairs all the way down.
* Break the boxes next to the generator - the generator will start working.
* Go up to the floor, press the button to turn on the second fan.
* Return to the monster - now a gate has opened there, go through it. The monster will run after you.
* Run up to the computer and press the lever - the monster will be electrocuted.
* Return to the room where the monster was, sit on the cart, place it on the turning circle.
* Go up the corridor, clear the blocked door (you need to jump over the hole), go into the room with the wounded soldier. Press the lever - switch the rails.
* Drive the cart onto the boxes. Drive up to the barrier and talk to the soldier.

ROCKET LAUNCH

ROCKET LAUNCH









Part 6

ROCKET LAUNCH

* Use the lever to open the barrier, drive for a turn, and go down on it.
* Drive straight until you see a fork blocked by a crane.
* Get off the cart, follow the rails, go up the stairs. Then one more.
* Go to the end of the rail (where the brick wall is)
* Go around the wall along the corridors, open the red door - a room with a rocket.
* Go down the stairs and sit on the trolley.
* Get to the barrier, get off, go to another branch. Get on the trolley.
(On the way, go up to the control room on the second floor and lift the barrier)
* Get to the barrier, get out, kill everyone, use the lever to open the barrier.
* Get into the trolley, drive further, climb to the very top.
* Drive forward to the barrier, open it with the lever, drive further.
* Immediately after the lightning, get off the rails, go to a dead end, go down the stairs.
* Go through the tunnel, go out into the street. Cross the road and open the 2 red doors.
* Go past the missile silo and open another red door.
* Enter the room and press the red button - the rocket takes off.
* Go outside, approach the stairs leading down. Come down
* Get on the electric train and move on.

DETENTION

DETENTION







Part 7

DETENTION

* After you fall into the water along with the electric train, open the barrels with a crowbar - they will float up.
* Swim into the corridor, climb up, move along the barrels to the door.
* Go up the stairs and fall into the right compartment with water.
* Swim into the flooded corridor, swim for a long time until you enter a room with a grate.
* Go further, go up - find yourself above the grate, jump into it.
* Take POISONED ARROWS - kill fish with them underwater.
* Get out of the grate, swim to the door, open it using the lever, swim out into the corridor.
* Go and enter another flooded room, jump into the water, swim, climb out through the hole in the grate, dive again, swim, get out in the generator room.
* Climb up, press the button on the remote control - the generators will start working, jump on them, take the MINES from the right ledge. Jump along the pistons to the other side.
* Walk along the corridor, talk to the professor, press the button on the computer and enter the frozen level.
* Go and go down the stairs, go and take the elevator up. (the soldier will be killed)
* Climb to the second tier of the room, press the lever - the gate will open.
* Go forward - trap. You were thrown into a dumpster. All your items are gone.

Part 8








* Go through the tunnel.

* Quickly, before you get poisoned, crawl up the boxes, crouch down and hide in the ledge. on the wall.
* Crawl over the press and take the CROWBAR from another ledge.
* Fall down behind the press and use a crowbar to break the grate into the shaft. Come down.
* Walk along the canyon, approach the tower, turn the lever, climb onto the tower and fall down the tower, go into the passage.
* Get out into the room with the boilers, go for the salt, go to the two doors, there you will find a charger for the COSTUME.
* Return to the cauldrons, climb into the cauldron, jump on the remains and get into the passage, crawl.
* Get out and jump along the rising stirrers into the next passage. Go through the pipes, jumping and ducking, and exit into the new boilers.
* Jump over the rotating parts, bend down, enter the next pipe, crawl.
* Go to the conveyor belt and fall into the water, swim to the next room and get out of the water, jump into the water in the next room.
* Swim, get out in the room with three conveyors. Go to the booth with 3 levers, lift all the levers up. Return to the booth with the soldier, press the button - the presses will stop for a while. During this time, you must have time to slip under them.
* Drive along the conveyor belt, jump over to the conveyor belt below. Dodge compactors and presses.
* Jump from conveyor to conveyor until you see two parallel conveyors working in different sides. Jump on the nearest one, shoot the mine, then another one.
* Jump from conveyor to conveyor to avoid the sweat of the crusher.
* Fall into the pit with the teeth when it opens. Get out onto the iron bridges and go up the stairs.
* Go through the tunnel.

Part 9

SCIENTIST BASE








SCIENTIST BASE

SCIENTIST BASE

* Climb the stairs, break the bars with a crowbar, kill everyone.
* Climb onto a box, jump to another, then jump over the net.
* Enter the room with the test tube monster. Press the button on the computer and run further.
* Enter the booth - press the button, exit and move on.
* Take the soldier with you and enter the hall.
* Climb to the second tier, open the door, enter the laboratory.
* In one of the cells, take a new weapon - COCKROACH.
* Enter the hall, shoot the mines and run to the room above.
(Soldiers and monsters will shoot each other). Move on.
* Go further up to the second floor. In four rooms, press the emergency buttons - blue rays will appear. (Find an irradiator in one of the rooms)
* Afterwards, in the room with the laser, move the box under the screen (it will not go down then) press the yellow button - the laser will work and make a hole.
* Jump into the hole in the wall, open the door, talk to the scientists.
* Turn off the element with the button (go around it on the side), open the door.
* Take one of the scientists with you and lead him to the hall - the Scientist will open the door to the outside.

Part 10













ride it down.














TRANSITION TO ANOTHER REFUGE OF SCIENTISTS

TRANSITION TO ANOTHER REFUGE OF SCIENTISTS

* Go outside, kill the soldier and machine guns. Use a grenade to clear the passage from the boxes.
* Open the door and go out to the base.
* Use a laser to shoot the helicopter and the fortifications of the soldiers. Fall into the water and kill the fish with poison.
* Climb the stairs out of the water onto the tower and use the button to turn off the turbines.
* Dive again and use the lever to open the ventilation shafts. Swim into them.
* Use the stairs to get out of the water and enter the sewers.
* Go outside, go up the stairs, go along the curb, up the stairs again.
(from the curb you can jump to the dead soldier and pick up useful things)
* Dive under the rocks and go out onto the platform with the soldiers, kill everyone, enter the booth and press the lever - the hatch into the mine will open.
* Dive under the rock near the sign and exit into the minefield. But it’s better to enter this field in a different way, return to the first area and dive over another stone - you’ll end up on a field with a green claw (if you throw a grenade at it, you can have time to collect things around it), go around it to the right and dive under the stone, then along edge to the hatch, jump into it.
* Break the grate with a crowbar and follow the pipe until you reach the rocks.
* Fall with your back onto the ledge at the bottom left and kill the soldier. Follow the path along the rock to the pipe leading down. Go right and enter the shelter - take the BAZOOKA and shoot the helicopter.
* To the right, up the iron stairs, along the path, up the stairs again, enter the pipe.
* Climb up, kill everyone with a bazooka and shoot the tank.
* Press the lever on the wall and go through the opened gate.
* Shoot another tank and go through the gate behind it.
* Climb under the rail, go further to the dead soldier.
* Using grenades, clear the minefield from mines, approach the fence and jump over it.
* Shoot the electrical panels and climb along the fallen beam onto the roof of the building.
* Get inside through the hole in the roof, talk to the professor, open the door.
! DO NOT EXPLODE MINES UNDER ANY CASE!
* Crawl under the mines, overcome the mine on the stairs along the railing, enter the hall.
* Using a crowbar, break the box on the elevator in the wall, drag it to it and place another box next to it. Go up the stairs, call the elevator near the wall, jump onto it, jump from it to the box below, then jump over to the central elevator,
ride it down.
* Save the soldier, you will need him later (leave him in place for now)
* Walk along the corridor, go outside, shoot the tank, go into the courtyard of the building, then through the open door. Go up to the second floor and kill everyone.
* Return for the soldier and lead him to the door on the second floor, he will open it - a weapons warehouse.
* Jump onto the ledge under the window on the second floor. Walk along the ledge to the end, go onto the box, jump from the box to another, and from it to the iron ladder.
* Make your way along the broken beams into the doorway on the other side. Go out to the helipad.
* Wait until the soldiers fight the monsters and break through the gate, go through it.
* Climb up to the cannon and use it to shoot the other gates on the helipad (far left). Come into them.
* Approach the cannon and use it to shoot the invasion of monsters. Move on.
* Go and stand on the circle in the center - you will be thrown up to the second level.
* Kill everyone below, fall down, crawl into the air duct, crawl out in the city.
* Open the door, run back - explosion.
* Press the button - the lift goes down - stand on it, jump from it through the hole into the yard.
* Use a cannon to shoot the gate and all the monsters. Come inside.
* Kill everyone in the hall, go along the iron bridges, jump over the gap and enter the door.
* Go out to the ruins, kill everyone below, fall down.
* Approach the circle, which will throw you onto the roof of the building.
* Use a crowbar to break the grate - you will fall into the water. Get into the pipe and crawl. When the soldier places the mine, quickly crawl back and dive to the very bottom.
* Climb into the pipe again and come out in the room with the stove.
* Jump onto the ledge with the crane, turn the crane, climb into the pipe, crawl up the stairs, then along the pipe.
* Go upstairs, take the soldier with you, go downstairs with him - the soldier will open the door to the outside.
* Approach the booth at the gate with the soldier - the soldier will open the door to the inside of the parking lot.
* Without fighting the monster, run along the road and use the jumper to jump over the fence. (must get into a barrel of water)
* Get out of the barrels and use another jumper to jump onto the tower with the remote control at the top.
* Set the horizontal and vertical stripes using the buttons so that the shots hit the goal directly (you have 2 aimed shots).
* When the monster breaks the gate, kill him.
* Using the same system, shoot two gates and a wall in the corner, as well as an iron tower.
* Follow the fallen tower into the gap in the wall, and then through the broken door enter the tunnel.
* Go through the tunnel, go into the corridor.
* At the end of the corridor, dodge the falling blocks (after the 4th block has fallen, jump onto the third one)
* Crawl through the blocked door.

FORGET ABOUT FREEMAN

FORGET ABOUT FREEMAN




Part 11

FORGET ABOUT FREEMAN

* Exit in the security room, kill everyone. Approach the hatch, turn the wheel - the hatch will open, go down.
* Throw the box into the water, climb onto it and jump over the grate from it.
* Swim through the water to the spinning gear, dive under it (sit down), swim between the teeth.
* Swim further, overcome the second gear, get out of the water and climb the stairs.
* Shoot the tank, go through the gate behind it. Call the elevator and take it down into the building.
* Go upstairs, kill everyone, climb onto the tank, shoot from it to open the gate.
* Go out into the corridor, kill everyone. Open the door on the left, then another one.

LAMBDA CORE

LAMBDA CORE








Enter the room with the pump, turn it on with the button. Return to the elevator.




Part 12

LAMBDA CORE

* Press the button in the booth - the elevator with the truck will begin to descend. Get down on it.
* Use a crowbar to clear the passage to the stairs, climb in, open the door. Then another one.
* Enter the large hall. Use a crowbar to clear the path to the second tier from the boxes.
* At the end of the second tier, take the elevator and go down. Open one of the gates.
* After you kill all the monsters, the professor will open the door for you (there are stairs leading to the brother-in-law)
* Take the elevator to the laboratory.
* In the right room, take the PLASMA GUN (you can try it right away if you press the button)
* Enter the elevator. Take the elevator down.
* Go to the corridor next to the elevator, then down the right stairs, take the soldier with you.
* Open the door, talk to the professor. We need to flood two reactors and a core. Return to the elevator.
* There are two corridors leading to the two reactors.
1) Go along the left corridor to the large room, along the stairs to the second tier.
Enter the room with the pump, turn it on with the button. Return to the elevator.
2) Go along the right corridor, enter the room with the reactor, along the stairs to the second tier.
Enter the room with the pump, turn it on with the button. Return to the elevator.
* Go into the passage next to the elevator (where the professor was), only now go along the left corridor. Jump into the reactor, swim along the pipe until you find yourself in the room with the core.
* Turn two taps under water - the water level will rise.
* From the water, cling to the metal ladder. Climb up the stairs, jump over to the door, enter it.
* Approach the broken elevator, go up the stairs, jump to the top floor.
* Find the room with the spinning reactor. Enter the teleporter to teleport onto the spinning block. From the block, step into CELL 2 and teleport to the spinning blocks above. From the block, step into CELL 4 and teleport to the spinning blocks above. At the end, enter CELL 7 and find yourself at the next reactor.
* While jumping on the blocks, press the buttons on the two doors, and then jump into the teleporter in the middle of the reactor.
* Go out the door, go up the iron stairs to the next floor and enter the laboratory. Talk to the professor - he will give you a LONG JUMP and open the door.
* Enter the hall, wait until the professor commands you to jump into the teleporter (at this time, kill all the enemies that appear)
* After the professor's command, take a long jump and jump into the middle of the beam.

REMEMBER, YOU NOW HAVE A LONG JUMP AND YOU CAN JUMP HUGE DISTANCES!
* Jump to the farthest island
* Jumping on the flying plates and gradually falling down, get to the big sharp one.
* Climb into the hole in the rock, next to the source of life.
* Use a crowbar to release the moths freely (break the mesh)
* Open three portals.
* Enter the teleporter. (if you fall into a gap on the ground, you can recharge with energy) * Jump on the stingray and ride to the teleport. Enter the teleporter.



* Enter the teleporter.








* Enter it.

Part 15

* Search and enter the cave. Breaking the webs, get to the pole that will lift you up.
* Jump from the pole onto the floating islands. Jumping onto the islands and gradually dropping down, get to the one from which you can jump to the flying ramp to the teleporter.
* Jump on the stingray and ride to the teleport. Enter the teleporter.

* Find living water (from this position it is convenient to shoot everyone in the canyon)
* Go into the large gap, go around the stones, as soon as the monster notices you, run into the canyon and hide (the monster will follow you)
* While running around the monster, quickly run to the place where he was before and using a long jump, jump over the connector (to the large claws)
* Shooting the claws (they are temporarily hiding), walk along the upper bed to the teleporter.
* Enter the teleporter.

* Enter the hall, kill everyone. Take the elevator to the second tier, then jump onto the roof of the elevator, and jump from it onto the conveyor belt with barrels.
* Go to another conveyor and drop the barrel in the next room.
* Recruiting cartridges. Next to the barrel, the triangle is an elevator
* Jump from the elevator to the conveyor, go to the other side.
* Move on, running along the conveyor belt and running around the barrels.
* Go a little higher, then onto the ledge that rises to the next tier.
* Enter the room, walk forward, then jump on the barrels and enter the room with the charger.
* Bend over and crawl into the red tunnel, go down along the beams, crawl further and crawl out in the hall with elevators.
* Follow the path to the second tier (there is a charger on it). Then jump onto the first elevator.
* Climb up to the third tier. (Here you can go to the room with the spiral and get some ammo)
* Jump on the elevator and go up to the 4th tier - there is also exercise here.
* One more elevator. Jump from it into the teleporter.

* Jumping on the islands get to the red teleporter.
* Enter it.

THE LAST MONSTER

THE LAST MONSTER


Part 16

THE LAST MONSTER

* In front of you main monster, while you wake him up, the monster will teleport you to other levels, in which you will need to get to the teleporter to return to the monster again.
* First, shoot all the yellow triangles from which the monster feeds, then shoot it until its brain opens. Jump up and shoot the monster's brain.
* At the very end you have a choice, either to cooperate - to do this, step out of the electric train and the second - to wait.

Chapter 1: "Arrival"

At the beginning of the game, G-man awakens us and talks about the great things ahead, for the sake of which he actually pulled Gordon Freeman out of the state of stasis in which our hero had been for a couple of decades, since the last meeting with the mysterious man. After a short monologue about what’s coming, but actually about nothing, we find ourselves on a train arriving at the final station - City 17. You can immediately see two identically dressed passengers. Actually, all the other residents of City 17 you meet will look about the same, in uniform-like clothes.

At the station you can see flying devices - these are scanners of the first type. They are dangerous only because of their blinding flash. For now, you can only ignore them. Scanners fly everywhere, observing all the inhabitants of the captured city. There is also a second type of scanners, more dangerous, but they will not be seen soon. We follow the two passengers to the turnstiles.

At the top, under the station's ceiling, a huge monitor broadcasts Dr. Wallace Brin, the temporary administrator of the Earth appointed by the will of the Alliance. It was he, Wallace Breen, the former administrator of Black Mesa, who accepted the formal surrender after Earth's seven-hour war with the Alliance. Now he, as a protege of the Alliance, must help the invaders gain complete control over the planet. One of the methods of obtaining control is psychological pressure from such monitors. They are installed everywhere and we will soon see this.

Next, you will meet arrogant metrocops - the city police, with whom it is better not to argue with them for now, and all the same residents of City-17. On the right, behind the grid, you can see a vortigaunt (aliens familiar to us from the world of Xen) named Sweepy, who is cleaning the area. Turning left, we witness a scene of metro cop violence against a man who tried to take his luggage. We can’t help him, so we pass by. From various dialogues you can hear that powder is added to drinking water to cause memory loss, that many people are constantly sent to Nova Prospect, but no one returns, that there was previously an incident in City 14 involving Dr. Brin, and it is strange that he showed up at all , especially since I became an administrator.

Already at the beginning of the game you need to learn how to interact with surrounding objects. The "use" key (default "E") will allow you to pick up and throw small objects, open doors and locks, turn on mechanisms, use objects as a shield, and much more.

We need to get to the train leaving for Nova Prospekt, but in front of the platform a metro cop will stop us and order us to follow him. The interrogation is taking place in the first cell, and we are taken to the second. Judging by the amount of blood next to the chair, we can confidently say that serious interrogations are being conducted here.

But the metrocop turns off the security cameras and takes off his mask. Yes, it's Barney Calhoun! The same security guard from Black Mesa. Barney is part of the resistance and goes undercover for the Alliance. Another important plot character will appear here - Dr. Isaac Kleiner. It was Kleiner, who at one time, together with Eli Vance (more on him later), led that ill-fated experiment in Black Mesa. But for now it will only appear on the monitor screen.

To save Gordon, a decision is made to transport him to Kleiner’s laboratory, where Eli Vance’s daughter, Alix, is located. “Maybe she’ll come up with something,” Kleiner says finally. After this, curious metrocops start knocking on the door, wanting to know how well the interrogation is going.

We go out through another door, go up the stairs a little higher, and place the box in front of the window. To pick up an item, you need to press “use”, by default “E”. Pressing again will place the item. We jump out of the window onto the street.

Climbing the stairs you will come across a policeman, who can be passed in two ways: fulfill his request and put the can in the trash can, or throw this can at him. In any case, you will receive one of two achievements ("Insolence" or "Humility"), the second can be obtained by replaying this moment in a different way. To throw, you need to use the left mouse button when an object is picked up. In the second case, you will have to flee.

At the exit, the station square awaits us. Houses rise along the perimeter, the passages are blocked by force fields. You can directly see the Citadel going into the clouds, and above, probably on the largest monitor, Dr. Brin is again talking about his propaganda nonsense. You can only go right. Almost immediately, two new combat units of the Alliance will appear - an armored personnel carrier and a strider. These are some of the most powerful opponents, but you won’t have to face them soon.

We turn right again between the houses. Using the ladder we overcome the mesh fence. And right again. After two disgruntled residents, there will be two metrocops at the front entrance, and to the left there is a single doorway without a door. That's where we need it.

The elevator does not work, we only use the stairs. We go up to the second floor, where three metrocops break into someone's apartment. On the right side, both apartments are open, but there is nothing particularly interesting there, apart from the televisions (you can throw them out the window), about which Wallace Breen rants.

We pass further along the corridor and go up to the third floor. One of the residents says that it is necessary to leave here on the rooftops. From now on we will have to act faster, we are being chased. Passing the rooms, we go up to the next, fourth floor. Another resident promises to delay the metrocops and points to the entrance to the attic. Let's get up. There is a gap in the pediment on the right, we run through it and get out onto the neighboring roofs. Further, the path runs along the sides of the roofs of houses. Metrocops are running and shooting real bullets below. As soon as the side ends, we dive out the window, into the room, and from there down into the opening in the floor.

There is practically an ambush below - metrocops are attacking from all sides, but at the right moment Alix appears and shows what the fragile girl is capable of. We take her down the elevator to Dr. Kleiner's laboratory.

Chapter 2: "The Great Day"

Alix Vance is the daughter of Professor Eli Vance. On the way to the laboratory, she talks about how it is becoming increasingly risky to transport people to her father’s laboratory through old channels, but fortunately a better solution has been found. safe way, and today, at the same time when Gordon Freeman appeared. After that, she offers to “buy something to drink” and opens the entrance to the laboratory disguised as a drink machine.

To the right of the entrance there is a lambda sign. Wherever there is such a sign, you can find something useful. In most cases, these are cartridges, armor, and a first aid kit. A sign can also be a wayfinder.

Kleiner, Alix and Barney decide to transport Alix and me to her father, in Eastern Black Mesa, via teleport - that very new safe path. Naturally, the teleport has not yet been tested, except perhaps on a cat, because of which Barney now has nightmares. Barney opens the door, behind which the long-awaited suit is hiding. There are no fundamental differences from the familiar H.E.V from previous games, except that binoculars have been added (by default - “Z”). To put it on, you need to remove the protective glass with the button on the left, or wait until Barney does this after the “showdown” with the headcrab.

By switching the picture on the monitor where Barney was just standing, you can see G-man. And to the left of this monitor there is a smaller prototype of a teleporter. Moves anything (of appropriate size), such as a cactus that is already there. Breaking it is also not difficult - just a dozen movements are enough. On the opposite wall hangs an interesting photograph depicting leading scientists from Black Mesa. Eli Vance, his wife, Wallace Breen (his face erased) and even Gordon Freeman are here. But the main interest of this photo is that it can open the retinal scanner. This is what Kleiner will do to open the room with the teleporter.

Carefully look at the cork board with pieces of paper pinned to it, you can find a lot of interesting things there in addition to various diagrams and graphs: a photo of the young Kleiner on the cover of the Popular Scientist magazine, a photo of the Vance family, a sketch of a dissected headcrab, find out what Lammar eats and see a children's applique Alix, given to Kleiner.

There will be no problems with moving the girl, except that you need to lift the switch and plug it back in: just bring it to the socket. Moreover, turn on the switch on the panel, to the right of the same socket. But with us, as always, everything is not simple. Because of the escaped headcrab Hedy Lamarr, whom Dr. Kleiner made as a pet, we are moved a little in the wrong direction: outside the window of the room with the teleporter. And we need to go to the suburbs to Alix’s father. During a cascade of movements, the main villain, Dr. Brin, finds out about our arrival (two movements take place in his office). And there is little good in this.

We follow the advice of Dr. Kleiner - “Gordon, get away from here! Run!” - we run away from there. We run down and to the right between the houses. Barney gives us a crowbar and says that the Alliance is in full combat readiness, something he has “never seen before” - these are the consequences of movements. This is what negligence when handling headcrabs leads to. "Combat readiness" can be seen - thousands of scanners fly out from the citadel. Barney says that you can get to Eastern Black Mesa through the old canals - the same old unsafe path that Alix spoke about.

A pry bar can be used to break almost any wooden object: boards, barriers, boxes. It is immediately worth noting that all boxes without inscriptions are empty. Cartridges are only available in boxes with appropriate inscriptions and drawings on them.

We break the boards and go along the paths. Finding yourself directly on the railway, we run to the left and jump into the carriage. We pass across it, smashing everything in our path. The train will go on the left. You can wait, you can run away from him to the right, into the passage between two cars on the left side, then again to the left between the trains and into the inside of another car. From him to his roof. We jump over the net and go into the building. Let's go down.

Chapter 3: "Through the Channels"

Below, if necessary, we restore health. Around the bend, two metrocops are killing someone (at least that's what the woman screams). We restore justice using a crowbar, not forgetting to grab a pistol. We go upstairs to the street, killing metrocops along the way. This must be done quickly and accurately - if they are only wounded, there is a possibility of reinforcements arriving (albeit small). We are waiting for the train to take it to the opposite side (the train will stop, although it is possible while it is running). On the opposite side we enter a dilapidated building. On the left there is a lambda sign, and, accordingly, something useful. To the right of the entrance is an exit barricaded with barrels, we blow them up.

Around the bend, from above, there is a small ambush of metrocops who foolishly hid behind barrels. We blow them all up together with a couple of shots through the fence. Next, we jump over the bent mesh on the left, and to the right to the red hangar. There is a lambda sign on its wall, and below there is a hole. We squat (Ctrl by default) and into it. We break the grate at the end of the hole with a pry bar. We go right and along the line. Let's jump down. From now on, “razor trains” will sometimes rush along the railway; be careful when walking along the rails.

Around the corner to the right, a metrocop will throw a barrel down the stairs. You can dodge, or you can blow it up along with him. We rise, walk along the grid, rise some more. Crossing again railway(now along the bridge), and go down, back to the line. The road is closed on both sides by force fields, and behind them, also on both sides, are metrocops running. So, having recovered our health and taken the cartridges, we run towards the street and jump to the right, into the water.

Here, in fact, are the old channels. Let's sail straight. To the left of the red container there is a ladder along which we climb onto its roof and get inside. Rebel Joe says that this is an observation post and that we need to leave quickly, there are other rebels ahead. But it’s not him who’s notable, but his roommate, the Vortigaunt, who watches TV for the first two seconds after our arrival. G-man is back on the screen!

We leave and move further along the canals. After the wooden barrier, you will meet the first barnacle - a relatively harmless creature, because even if you get on its tongue, you have time to kill it. However, if there are other opponents nearby, the situation becomes much more dangerous. You can kill the Barnacle, you can distract it by putting, for example, a barrel under it, or you can simply bypass it.

After the barnacle, in the pipe on the right there will be a rebel asking for help, but there is no way to protect him. You can enter the pipe on the right around the corner. This must be done as quickly as possible. Even faster, you need to kill the two in the pipe on the left. Next there will be something like a destroyed rebel base with a transmitter from which they report that station 12 has fallen and that manhacks have been launched into the underground. Who are they? Well... soon everything will become very clear with them.

You can kill the two metrocops at the top by simply blowing up the barrel nearby. And then we use the turret (you need to approach and press “E”), shooting back from the scanners and metrocops. For greater efficiency, we use our imagination - we explode barrels, destroy a wooden bridge. But soon an armored personnel carrier will arrive and bomb the turret. You can't attack him with a pistol and a tire iron, so let's just leave here. We go along the wall on the right - along the side. We break the wooden supports and walk along the shield. At the end we descend to the ground.

Here's another barnacle. To the left is a lambda sign, respectively, even further to the left, behind the red car (behind what is left of it) is a first aid kit. We make our way through the rubble. On the street above on the bridge you can see an armored personnel carrier leaving, and on the left in the pipe is Mary, a girl who will say that this station has been destroyed, but there are other rebels ahead. She will stay here, wait for the others.

We go through the tunnel and kill two from above, through the bars. In the next room, from above, they will start throwing exploding barrels, from which you can hide under water. To avoid wasting your air supply, dive only when a burning barrel falls. Its explosion will turn the grate into the next tunnel. We climb into it and go outside.

We walk carefully and slowly, clearly shooting at the metrocops. We blow up the barrels under the bridge. At the end we climb into another tunnel along an earthen embankment. You can simply distract the first barnacles by throwing them a couple of barrels. The second row of foreign creatures is much denser. The best thing to do here is to throw an exploding barrel and shoot it (you don't need to explode it to set it on fire) when one of the barnacles grabs it. We go further, jump into the water and swim to the left, along the canal. We swim underwater. The metal grate can be climbed over the stairs on the right. You can also kill several metrocops with it. Now we swim to the end and climb onto the wooden shields on the left. Having passed them counterclockwise, we will find ourselves in the next tunnel. While walking around, we keep an eye on the opponents - soon they will start dropping barrels, and it is better to blow them up together with those who are dumping them.

Behind the tunnel, on the right, there is an exit, but you can only jump there from the board. To do this, place five (or more) bricks on the end of the board opposite the exit, and jump onto the ledge with a running start. There is no need to attack a helicopter, like an armored personnel carrier (yet). Instead, we run left to the end, and left again to the end, to the barnacle. We go into the blue door. Under the floor you can see the lambda sign - you can go down there using the stairs on the right.

After this, on the left there will be a dead end filled with water with first aid kits and a barrel, on the right there will be a slippery slope with two rows of barnacles. We use the barrel to pass. The second row of creatures can either be blown up with a second barrel or distracted, for example, with an empty barrel. The passage further is at the bottom left. We overcome a similar descent and exit onto the street. We go left along the wall to another blue door. We move along a narrow corridor.

After two barrels, which with their explosion can clear the passage, another rebel will appear - Matt. Like everyone else, Matt will say that we need to get out of here quickly. He will also say how unlucky the poor guy is who is being hunted by the Alliance (meaning Gordon Freeman). The cartridges he was promised are upstairs and in the drawers below. You can climb up the stairs to the right of the entrance.

After rebel Matt shouts something and runs to the door, we move away from this door and take aim at it - now four manhacks will fly into it. Menhacks are dangerous due to their numbers and speed of movement, but they can only attack in close combat. They are easy to shoot at long distances, or knock them down with a mount at close range.

After thanking Matt, we leave through that very door. There will be several more manhacks behind the screen door, but we are not in a hurry to open it - we are safe behind it. After clearly shooting the flying scoundrels, we move on, but carefully - there are several barrels around the corner and a possible explosion is quite dangerous. Behind this place there is an exit to the street, which is where we actually need to go, but at the end of the corridor there is a room with cartridges.

If you decide to go back to the rebel hideout, you will find Matt dead. A manhack will fly nearby.

Opposite the exit to the street there is a door - through it, and quickly, menhacks will soon fly in. There is a barrel on the right - don’t touch it for now, but climb into the ventilation into the secret room. The entrance is on the left, near the red lantern. True, there is one manhack in the ventilation, and when you return, a metrokop will appear near that same barrel - we blow up the barrel. Then we jump down into the water. Almost immediately, a metro cop with a machine gun will descend from above on a rope. To the right of that place, at the end of the hole, there is a zombie, that is, his top part, guards a grenade.

We reach a deep place with a net cross rotating in the water. At the bottom on the left there is somewhere to swim. We swim quickly and, if possible, without a flashlight - it is powered by the same scale as the oxygen supply (and running). We get out of the water and go along the pipe to the street. Behind the grid (we were already there) a couple of metrocops will appear. Then we climb onto the pipe along which we just walked, and go. Three barnacles hang above the left turn, and steam comes out of a chimney at this point. We pass it slowly and carefully, without stepping on it. At the end on the right there will be a lambda sign. We break the boards in front of him

Chapter 4: "Water Barrier"

Even before the lake, on the right, there will be a lambda sign. There is a ladder on the wall opposite him, and at the top are cartridges for a submachine gun, don't miss it.

There is a lake of clean water outside. You can immediately notice that with a glider, with acceleration, you can break wooden objects: boards, thin piles, boxes (if they contain cartridges, they will be picked up), but not everything can be broken, so let’s not try to destroy everything indiscriminately, especially that strong collisions take away your health.

On the right side you can see a red barn in which, according to the girl who gave us the glider, the seventh rebel station is located. G-man is watching us outside, and inside there are two zombies and a headcrab. The rebels were unable to hold this place.

To the right of the old barn on a concrete base is a lambda sign. Also, the lambda sign is on a large box suspended on a cable. To throw it into the water, you need to climb onto the ceiling beams using a broken ladder, cross them to the other side, climb the ladder to the building attached to the roof and knock out (with a pry bar) the barrel from under the wheel on which that same cable is wound. The box will fall into the water, we jump after it. Let's move on.

Behind the lake there will be the first jump, after which we turn right. The rebel will drop cartridges from the bridge, and behind the bridge there is a second sunken springboard. To the left of the springboard there is a lambda sign - there are cartridges and two blue empty barrels in the pipe. By dragging four such barrels under the springboard, you can raise it to the height necessary for jumping on a glider. The third barrel is on the shore, and the fourth is already under the springboard.

And here is the first Alliance transport ship in the game. This is a flying car. In itself, it is not dangerous, but it can land metrocops or soldiers. When disembarking, the transport worker covers them with machine gun fire (this will not happen in this chapter). We swim along a canal with water. People can be crushed.

Before the long turn to the left, on the right, near the sewer pipe there is a lambda sign; in the pipe itself there are cartridges and zombies. To get there, you need to bring a barrel and jump from it. There is a monitor on the building on the right that shows mostly interference. But from time to time G-man appears on it. After a long turn to the left there is another wooden springboard in front of the bridge, behind which on the platform on the right there are metrocops standing and shooting. This platform can be demolished.

Around the corner is another similar metrocop, from under which you can also knock out a support. Behind it, on the right, there is a closed gate, but there is no need to swim to it. You need to get off the glider right after the turn and move up the stairs. At first there is no one inside. In two interrogation rooms there are cartridges, and behind them two bad metrocops will appear that you can throw grenades at. There is a chest with endless grenades near the second interrogation room. Beyond the next room are several more enemies, including menhaki. You can throw a grenade through glass - it will break. Before going out into the street there is another box of grenades, and on the street, on the opposite side, someone is firing from a machine gun. First, we run to the container on the right (or push the cart on the left), and then throw a grenade to the machine gunner.

We go further, through the door behind which there is an ambush, to the faulty gate control. The gate must be broken by exploding the barrels on the right, behind the net. The alarm will be raised and on the way back you will have to shoot back from the metrocops that have filled the building.

We return to the glider and move on. Behind the bridge on the shore there will be an armored personnel carrier firing rockets. In this case, you don’t need to maneuver much - if you drive straight along the path, not a single missile will hit, but in general you need to act like this: as soon as the missile is launched, we turn and go, say, to the left (and straight), the next time the missile is launched we turn to the right , and so on. Beware of barnacles - in this part of the game they are very dangerous (after all, there are many other enemies around).

Another armored personnel carrier, under which there is a lambda sign and a couple of boxes with utility items (there is a gap in the grille on the right). The next barrier will be set on fire by opponents, but you can jump over it using the springboard on the right. And again rocket fire. We swim under the bridge. After two turns, on the right, on the second column, there will be a lambda sign, and next to it hangs an iron basket with useful things. To lower it, you need to lay out bricks from the basket opposite.

There is a gate ahead again, seemingly open, but... it’s impossible to make it in time - it will close. Directly in front of us is a tower with the inscription Gate 5 - this is our goal. From there the gate opens. We swim to the right under the canopy. There is a door under the canopy. The lock can be knocked down even with a crowbar. And here is a revolver - a lethal thing. What is important is that lethality does not depend on distance. You can check this on three metrocopes outside the door. We tune in right away - there is a helicopter above, but it does not fire continuously, but in bursts, between which you can easily move. Let's get up. Directly and to the right behind the net there is a metrocope. We go between the containers - straight, right, left. We go (although it’s better to run - Shift by default) two more times to the right, along the fence, going around the red container and into the white container, which is behind a pile of gravel.

You can wait in it for a bit, then go left, into the hangar called “Technology”. Inside, on the platforms to the right and left, there are metrocops walking, plus several manhacks flying. The main thing is not to stand under fire, but to hide somewhere, for example, in a container or under a platform, deal with the manhacks, and then with the metrocops on the platforms. Next, we climb to the right platform (stairs in the far corner) and move to the opposite one, jumping over the containers.

After a dark room with three large windows (a helicopter can shoot through them - be careful), there will be several enemies below - you can throw a grenade at them before descending. Below there is a first aid kit and armor, but if it is easy to use a first aid kit - stand in a corner, then charging the suit is simply dangerous. We do this carefully, between helicopter bursts. Next we move forward, turning behind the second container to the right. We go to the tower, in which the gate control panel and two machine guns are located, from which you can shoot down a helicopter. There are two metrocops at the top - we throw a grenade at them. After opening the gate, you don’t need to return the same way; you can jump into the water and find yourself almost next to the glider (it will be on the left).

We cross the gate. Around the first turn, under the bridge, on the left there is a lambda sign. From this moment on, a helicopter will chase you and throw bombs. The bombs are not magnetic, but they explode according to a timer or upon impact, so the main thing is to be away from it at the moment of the explosion and not touch them. It’s better not to stop, in this case the helicopter will start firing from a machine gun.

After several turns, slightly to the right there will be several sections of pipe lying horizontally and slightly in the ground. That's where we need to go. After the section that is part of the wall, there is a lambda sign on the left. Don't get off the glider, there are radioactive waters around. To get the cartridges, you need to crash into the wooden supports. After the next section, you must drive strictly straight so as not to slide off the pipes into the water.

And then again: turns, jumps, bridges, barnacles and a helicopter bomber above it all. The next two rebel caches, although not marked with a lambda sign, still count toward the Pathfinder achievement, so don't miss them. After the tunnel, in front of the red building on the left bank of the narrow artificial canal, there is a niche with a cache. Another cache around the bend, on the left, before two bridges.

The outer side of one of the turns (turn left, there are still containers lying around in the water, and on the top right there is a yellow crane) is a springboard, thanks to which you can jump onto the bridge, near a large building. Inside the large hangar there is armor, a first aid kit and ammunition. Then you can either jump down on the glider from the bridge, or quietly take the glider down on the elevator.

Chapter 4: "Water Barrier" (Continued)

Immediately behind the building is another gate, but this time open. From somewhere far away, rockets similar to those from which the headcrabs emerged will begin to fly. One such rocket will “drop” a tall pipe, the fragments of which will block the entire channel, but the fragment exactly in the center can be used as a springboard. Around the right turn, directly in the distance is another armored personnel carrier firing rockets. We swim right under it - into the pipe.

Further on there is a dead end in which a zombie is hiding under a wooden shield. There is a springboard on the right, but to lift it, you must, firstly, turn the lever, which will lower the cradle, and secondly, throw the washing machine into it. The stairs go up to the left of the dead end, against the wall. Up the stairs, then along the pipe and wooden bridge to the washing machine, push it down into the cradle, jump off and pull the lever. The springboard is raised.

Behind the springboard, turn left and find the next rebel station. It is necessary to go with the man into the room, where he will show our location on the map, as well as the location of Eli Vance’s base - the goal of our journey through the canals. At this time, the Vortigaunt will install a helicopter machine gun on the glider and, in addition, will issue the “Heavy Weapon” achievement. Its rate of fire and lethality are high, its cartridges are endless, but they are restored more slowly than they are spent, and the firing angle is not 360 degrees.

You can immediately kill two barnacles, and shoot down a helicopter on the street. Behind the bridge there is a springboard made of sheet metal, and even further away there are two gates. As soon as we find ourselves between the shutters, they will be closed, and metro cops will run out to the left and right. There is no need to open the front flap, nor the rear flap. It’s better to immediately drive along the grid onto the right bank and drive around the front gate along it without waiting for your opponents. Although there are first aid kits behind the door on the right bank. There is nothing behind the door on the left bank, and it is impossible to get there at all.

Almost immediately an armored personnel carrier will appear on the shore ahead, naturally firing missiles at us. You can knock him down - practice, so to speak (it will come in handy), you can drive through. You can also shoot down missiles, which is no less useful. The next springboard is optional, but there are cartridges on it, and in this way you can kill one metrocop. Behind the island, two more people at the top are throwing barrels - we blow them up. Next is a tunnel with an abundance of enemies and barrels along the banks. In principle, you can quickly rush past, but it’s better to go slowly, blowing up and shooting everyone.

Behind the tunnel is another armored personnel carrier on the bridge and a metro cop to the left of it. Again, you can drive through, but it’s better to blow everyone up. After a flying transporter, which is possible, but difficult to shoot down, with two barnacles under the bridge, a G-man walking along the second bridge, and a metrocop to the right of the inscription at the top of Port 5 (there is also a windmill on the right, and then a lambda sign, cartridges, armor, and also zombies and several headcrabs), there will be a turn to the left, the outer side of which is a springboard. We jump from it into the pipe. After the bridge, far ahead, barrels will begin to be dumped along the sloping concrete bank, and another tunnel will appear in the distance to the left. It contains three zombies and a barnacle. It is not necessary to swim forward under the rolling explosive barrels; you can immediately turn left, towards the tunnel. In the tunnel, around the bend there is a barnacle - we are in no hurry.

Outside there is a closed gate on the left, and on the right behind the bridge there are cartridges and armor in the nearest container. A little further there is a square pond, fenced around the perimeter. In the center lies an old boat, and on top there are two armored personnel carriers. It's better to blow them up. It is better to blow them up one by one. You can shoot at the first one from around the corner (it will be on the left). The second one is even further to the left, and it’s even easier to shoot him - drive almost under him and shoot at his wheel. Behind the boat there are two containers, in that there are barrels on the right, with the explosion of which you can open it and drive under the ceiling. Having passed under the ceilings in this way, after the springboard we will find ourselves in a pipe, behind which there is an arch in the wall opposite, a little to the right.

If you drive along the bank on the left, you can find several boxes with armor. And here is a lake mined with barrels, over which a helicopter flies. It is necessary to shoot him down. Almost immediately it will begin to drop three rows of mines, so it is better to organize the actions to eliminate this helicopter as follows: swim away from it if the helicopter fires a machine gun in this approach and destroy it with return fire (the fact is that the helicopter fires exclusively at one angle, with a small spread, and if you drive further than the damage radius, you can get away with minimal damage). Or drive a little to the left or a little to the right, between the rows of mines, if the helicopter was throwing mines. In between attacks, we save up ammo and explode barrels on the surface in short bursts. Destroying a helicopter will be awarded with the “Revenge!” achievement.

After the helicopter is shot down, a characteristic sound will sound. Here, in fact, is the fifth port. The inscription above the damper tells us this. We open it from the tower on the left. Behind the gate, almost immediately on the right there will be a broken bridge along which you can drive to the shore. To the left of it is a ladder - in case you have to get out of the water without a glider. It’s easier to kill those who run out of the building into the street with a glider. Two more will remain inside, but there are a lot of first aid kits, cartridges, and armor there.

Opposite the entrance, behind the water, there is a secret - a passage in the pipe on the left. To jump there you will have to bring a barrel lying nearby. The passage itself is infected, but at the end there are many first aid kits, and a Vortigaunt roasting a headcrab on a spit. Chat with him, he will tell you a lot of interesting things, and you will earn the “Vorticough” achievement.

Then we walk behind the hangar, where you can see the G-man, and further to the dam. We find two remote controls, one of which works and opens the valve in the dam. We return on the glider to the place of battle with the helicopter and fly through the dam where we opened the passage, using the logs as a springboard.

Chapter 5: "Black Mesa East"

That's it, we've arrived, moor at the icon and go around the red building on the right. You will be scanned at the airlock and then allowed inside, where you will meet old man Eli, his daughter Alix and his alien assistant. For a change, you can spin the crystal near the wall through which the rays pass, wait until the girls finish quarreling, after which you will be offered to “have some fun”. That is, try such a funny thing as a gravity gun. With this device, you can lift small objects from the ground, even if they are very far away (then they are first pulled close, as if attracted by a magnet), and then thrown with force with them. Really quite funny.

However, the main fun is yet to come. Alix will call her pet, nicknamed “Dog,” who, although he lives in a kennel, is actually a huge robot, but with the habits of a puppy. This little animal was built by her father to protect her when she was a child. Since then, Alix has slightly modified the design, and the small droid has turned into a huge colossus. With it you will play basketball and learn how to catch boxes using a gravity gun. Alix will watch all this from the side, encouraging either Gordon or her favorite. The fun that has begun will suddenly be disrupted by flying scanners, so you will have to quickly return back to the laboratory.
A rubble of stones will separate you from Alix, but she will ask her “dog” to lead you to the desired tunnel. Dog will lift the gate, and at this point you will say goodbye to him. Bye. Dismantle the blockage of boxes, push away the heavy green cabinet with the gravity gun and approach the elevator shaft. Knock down the lock from the stairs and climb up it.

Chapter 6: "We don't go to Reykholm"

It's a gloomy little town, I must say. Near the lamp on the street, someone's legs are swinging on a rope; in the warehouse, a distorted and bloody mug is sticking out of the wall... Brrr... Go out to another street and approach the fan on the ground. There is no need to be especially afraid of zombies; he will still chop them into minced meat just like that. Soon you will see a man next to a large fire in the window, apparently one of the local bosses. Continue crushing zombies and headcrabs, put out the flame next to the barrel by turning the valve. Climbing the stairs over the fence with a dying corpse will not work, it is under voltage. Return to the Volga, put out the fire, the valve is next to the barrel, and enter the house. Climb onto the generator and into the ventilation to replenish your ammunition. Return to the first floor again and take the stairs to the right, having previously cleared the rubble of furniture. At the top, press the switch to turn off the electricity to the fence. A new modification of headcrabs will appear, black and with longer legs. Climb the fence, up the stairs near the wall, and from there to the roof of the neighboring house. The strange stranger will appear again.
Jump onto the wooden beams below, and from them into the open window. There is a funny attraction ahead - if you press the lever, a white Volga will fall on the heads of the zombies. Then it can be raised again on the cable and dropped again. And so on until you get tired of it. If you liked it, then the second exactly the same lift is located just a few meters to the right. However, it will still be useful for going up to the second floor and climbing through the window. Just lower the car, climb onto its roof, and when it rises itself, jump onto the wooden cornice. The stranger will appear again and introduce himself - Father Gregory.
Climb out the window, go down to the street and go to the most illuminated place. Up the stairs, then along the beams and out the window again. Not really a scientist, some kind of Carlson. Pass the room with the cutting tables and go outside. You will immediately encounter a new misfortune - very frisky skeletons. Go into the neighboring house, climb the stairs to the roof, where you will hear Gregory’s familiar laugh. He will throw you a shotgun and make an appointment at the church. Jump from the roof into the water tank and climb onto the adjacent building for ammunition. Then go through the door and call the elevator, which will lower you onto the street, then move towards the top of the church. First climb onto the car, then onto the board and further along the alley.
You'll see a familiar device with blades, just don't rush to turn it on to crush the zombies. Unfortunately, this “fan” turned out to be broken, so after starting it will jump into the air and then hit you painfully on the head. Enter the building on the right and press the lever on the balcony. A platform will come out on which you can move from one cornice to another, across the street. Climb along the boxes on the side onto the building, next to which you can see a house with the inscription “Ciment”. Further along the boards between the houses, jump onto the platform, and through a couple of roofs you will see Gregory. Get out onto the roof again (you will see two familiar cars below), go down to the street again, and again climb to the very top. From here it will be a stone's throw to the church, and at the same time you will see Gregory, who promised to send you a cradle.
Get into the cradle, press the lever to make it go. On the table next to Father Gregory, pick up ammunition, then run after him along the gorge to the cemetery. Grisha must not be harmed; save him at any cost, otherwise the task will be considered failed. Although, actually, what task? After all, no one has ever given it, and they also put forward some conditions. Yeah... Finally, the holy father, wearing sneakers, will open the grate, and you can get into the mine next to the church. Get down, jumping along the beams, to the very bottom. There, look for an even deeper shaft and fall into the water. Swim to the wooden beams that you need to climb over. After this, you will emerge from the water next to the fire and the rails.

Press the lever, a trolley with a propeller will start running up and down on the rails. She will help you deal with a pack of zombies while you climb to the exit of the dungeon. You will come out to a train with tanks. Run along the rails to the right, you will see a beam from a laser sight. Some sniper very cleverly got into the habit of shooting bullet after bullet into a zombie. Take your time, look through the window from which this beam is visible (above, behind your back) and throw a grenade there. Everything will be calmer. The second sniper is hiding in the window next to the "Equipment" sign. It will be more difficult to remove because it is looking directly at you. Nearby boxes will turn into chips, do not pay attention, but crawl next to or under the carriages. Several logs will fall from one platform. Then just throw a gift grenade at him through the window, and the second duel will end there.
You'll soon encounter a couple of soldiers, one of whom will leave a new weapon, a pulse rifle, on the ground. In the next trailer there will be a couple more similar guns. Take the ammunition from the Rafik and run to the distant cars. Run around them and go out to the car dump. How dear and familiar everything is here: crumpled “Muscovites”, gutted “Zaporozhets”, broken down “Volgas” and other dinosaurs of the domestic automobile industry. It's a real balm for the heart. Enter the warehouse and help the rebels fight off the soldiers. Then, as usual, they will admire meeting the great Gordon Freeman, not believe their eyes, and almost try to pinch off a piece of you as a souvenir. You will be connected via video link with Alix, the news is disappointing - her father has been captured. Can you guess who will have to save him?

Chapter 7: "Highway #17"

Go out to the pier, where you will see your new means of transportation - a light and maneuverable buggy. Objections that you have already ridden the boat enough are not accepted, because this is the only way to get to the place you need, period. Get into the car and they will lower you to the ground using a magnet. If the buggy suddenly turns over, you can put it back on its wheels using a gravity gun. By the way, are you not yet familiar with antlions (large beetles modeled after their brothers from Starship Troopers?)? Then hurry up because they have already arrived.
Drive along the road leading to the sea, climb the hill. The bridge is destroyed, so you will have to jump, it is better to do it with acceleration. At the warning signs, turn right and into a long tunnel. The road will end very soon, so you should continue driving along the coast, fighting off the overgrown "locusts" until you come across the rebels again. One of them will take you to an underground bunker. A new laser-guided bazooka is being unveiled here, and you will be chosen as a volunteer to test it. Please note that the rocket's flight can be controlled, although at close range it is quite difficult. Climb to the roof and shoot down a strange flying craft, the unfortunate result of an extramarital love affair between a helicopter and a cuttlefish. After this, return to the guy in the blue cap, he will agree to open the gate leading to the road. Get in the buggy and go to the crane with a magnet. Climb into the control cabin and move your machine to the site next to the Northern Petrol warehouse. Then pick up one of the containers and use it to knock down the bridge so that you can get to the car on foot.
Get into the buggy again and go to the warehouse, where you press the lever that opens the gate. From another warehouse, fly out through the window, you will again find yourself on the road. She will lead you to a pile of cars and a flying cuttlefish. Deal first with the flying misunderstanding, and then with the obstacle on the road. You can simply push the bodies of damaged cars with your shoulder, or shoot at them with a gravitational gun. Sometimes it helps. After the tunnel, beware of small bouncing “balls” that will try to stick to your car. And the special forces will set up an ambush, blowing up the lighting mast and causing a traffic jam on the road. There will be another ambush ahead and a bridge, the exit from which is closed by a force field.
Run to the armored car, use the gravity gun to remove the stops from under its wheels, after which it will safely fall off the cliff. The cable will break and the field will immediately disappear. Next, near a small village, climb the buggy onto a healthy and high bridge. Force fields are blocking further progress; they must be turned off. Go down under the bridge, through the door. You need to cross under the bridge (along the fastening beams under the main road surface) to its other end. In the center, on the platform, pick up a crossbow with an optical sight. Eventually, you will reach a control room, part of which is closed by a force field. You can't go through it, but who said you can't shoot? Shoot the cable, the field will turn off. After that, heal at the wall chargers, and then press the button to turn off the power to the entire bridge. Return to the buggy for a warm welcome and take a ride across the bridge. Surprise surprise! You can thank the creators for a locomotive flying head-on on a narrow track where you can’t turn or dodge. The second time, as soon as you hear the horn, back up and move to the side onto the adjacent track. Slide off the bridge and into the tunnel on the left.

Chapter 8: "Sand Traps"

Jump through the blockage in the tunnel, talk to the zombies, then continue along the highway for a long time. Dear, dear, you know so much... You don’t have to be especially afraid of “balls” sticking to buggies, there’s not much harm from them, there’s more noise and fuss. You will soon run into a locked gate. To open them, you need to connect three batteries to the circuit in the red house next door. Two are lying there, and one needs to be pulled out from under the hood of the car in the yard. The next stop is the lighthouse, you will be met there. Drive the buggy into the garage and the landing will begin. Run to the lighthouse, go upstairs, where from a bazooka shoot all the pepelats observed in the visibility zone. Look from the top of the lighthouse at the buildings below; on the right you will see a black dot in the rock - this is a secret passage, where we are heading right now. As soon as the messenger comes running for you, go down to the basement of the lighthouse, where he will open the door. Then jump along the ledges to the cave. In a gorge with a sandy bottom, try to jump only on stones - otherwise you will not avoid a fight with beetles. As luck would have it, all the first aid kits and ammunition are located right on the sand.
After a short walk along the shore, you will see a giant beetle crawl out of the sand, not unlike this pot-bellied little thing. Lure him to the machine gunner next to the white door and pray that you have the luck to run from this beast until he dies. Only after this the door will open. However, you don’t have to run, but hide in a narrow gap behind the logs, waiting for the rebel to finish practicing shooting. A friendly alien will perform strange manipulations with the beetle’s carcass, and you will receive a new weapon - a pheropod (a beetle bait in the form of a small ball that can easily fit in the palm of your hand). The beetles have now turned from enemies into allies, which is good news.
Run after the alien, he will teach you how to use this bait. It's funny, but you can even throw it at people, causing the beetles to chase them. Near two logs blocking the passage, squeeze the bait in your hand several times, this will lure the antlions to you. The logs will be raised and you can stomp on. Past working towers on the shore, shooting through the entire shore of bunkers with searchlights and machine guns. By the way, behind one of them there will be the entrance you need, which will lead to a cave with a boat, a fire and a couple of zombies. Probably, here it was necessary to first take down the large flying monster, but my beetles surrounded him so much that he didn’t even notice me.
Near the boat, knock down the supports from the wooden structure so that you can climb onto the ledge. Then go up the stairs by the rock next to the pipes, jump onto the rock on the right and climb into the pipe at the end. Run past the security towers, go around the area on the left, you will see the inscription Nova Prospekt. I wonder what language this is in? Shoot down two cuttlefish, then go right from this inscription and climb into the gap in the wall. Close the valves twice to extinguish the fire, and close the door.

Chapter 9: "New Avenue"

It appears to be a former prison. In one of the cells on the lower floor, climb into the hole in the wall. Go to the signs on the wall "A5", then "A3", up the stairs. Go through the door marked Exit, go through the half-flooded room and climb up through the hole in the ceiling. A few more prison floors and stairs, in the end you should get, past a couple of machine guns, into an inconspicuous room with posters on the wall and a passage littered with boxes. Jump from there into the shower room, where a familiar huge beetle will fall out of the wall. Unlock the doors littered with all sorts of rubbish, run further and to the left. You will run into a protective force field, behind which the captured alien is fried with some kind of rays. Shoot the cable to cut off the electricity. Open the door with the switch in the next room and go up the stairs. In the control room, press the button to open the gate that is visible through the glass.
Behind them there will be a new force field that cannot be turned off. Therefore, take your crowbar, destroy the grate against the wall on the right and crawl into the ventilation. The large fan must be jammed by throwing a board into it.
Watch out for laser beams with mines, because there will be a lot of them ahead. Climb up the stairs, you need to find and open another gate, then run through the large tiled hall, the local laundry. Run through the kitchen, go up to the security room with charging boxes. From it, jump through the broken glass down, where the soldiers are fighting off a huge beetle. You don’t have to bother them too much, but quickly dismantle the rubble and climb into the opening next to the destroyed wall. Finally, we got out of this endless prison. Go further, between two walls that will begin to move with a roar, and into the hole on the left, next to the flame.

Chapter 9.1: "Swirl"

We meet with Alix. We go with her into the elevator, where there may also be a glitch, which manifests itself in the fact that she may not get out of it. This can be resolved by loading a previous save. We go with her to the room where she finds her father on the screen. We move to another room, where we talk with Eli in the sarcophagus. We go into the next corridor without Alix, who will open the doors that come along and whom she will see through the monitors. In one place she will not be able to open the door. Let's return to the security room nearby and find a ventilation hole behind the cabinets...
The energy screen encountered further along the way is turned off by throwing a grenade into a booth with a switch.
In the large security room, from which we can see the screens blocking the passage, we then contact Alix, who asks us to hold out until she arrives. There are two machine gun mounts behind glass. We take them out of their room and put them on a raised platform so that they can fire at the corridors below, from where the soldiers will run out. When we have repelled all the attacks, Alix will appear from the ventilation in the ceiling. With her help, we learn through the computer about the betrayal of Dr. Mossman.
Then we go alone again, through the corridor previously closed with screens.
Finding ourselves in a flooded room, we jump through the pipe onto a metal platform in the middle of the room. The water in the room is energized, so to go further we take a wooden pedestal for boxes under the platform and throw it towards the platform, next to which a blue cylinder floats. Then we put the balloon on this piece of wood and climb along it to the path...
You need to wait for Alix in two parallel corridors with prison cells. This is a rather difficult place - you will have to fight off many enemies. We quickly set up machine gun mounts and recharge. In one of the passages between the corridors there is a box with cartridges. It is best to go into one chamber and shoot enemies from there as if in a shooting gallery. Having killed them all, we go into the corridor with the control panel, where Alix will come.
We go with her to Mossman, who is locked in the room. We talk with her and go to the teleport, where Elijah arrives in the sarcophagus. After Mossman disappears with Eli in an unknown direction, Alix will say that you need to get away, but before that you need to charge the teleporter.
While it is charging, we again arrange machine gun installations and hold the defense. When the teleport is charged, we go into it together with Alix. There is no need to shoot at enemies from inside. If the teleport does not rise for a long time, try jumping.
We teleport to Dr. Kleiner's laboratory. We learn that we were absent for a week and during this time there was an uprising in City 17.
With the robot Alix we go into the corridor and jump into the elevator shaft.

Chapter 10: "Intruder Number 1"

Together with Alix the Dog we leave the laboratory, jump down, and go out into the street.

Immediately to the right of the exit is a fairly well hidden rebel cache. Using the boxes, build a small pyramid and climb to the top. The treasured box is hidden behind the net in the far corner.

The blockage from the cars will be cleared by the Dog. Moreover, it will destroy the armored personnel carrier and all the soldiers. Therefore, we do not run forward yet, so that we are not suddenly crushed. After the armored personnel carrier explodes, we head to the other end of the street, where the Dog will part the sheets of metal barrier and allow us to pass. But the Dog himself, unfortunately, will fly away on an enemy transporter.

We go into the alley and through the gap into the building. In the far right corner there is a TV, on which you can watch G-Man for a few seconds, and in the near left, in front of the elevator, there is the passage we need (neither the stairs nor the elevator need to be used).

We go out into a familiar courtyard. Here we were almost at the very beginning of the game. We shoot down two scanners of the second type (in addition to the flash, they have a machine gun in their arsenal) and together with the rebel we go to the station square, to the voice of Wallace Brin, almost the same way as we got here at the beginning of the game. In the square, a group of rebels breaks the same huge monitor on which the city administrator is delivering his propaganda nonsense. G-man appears on this monitor for just one frame.

Having dealt with the monitor, the rebels happily come under your command. Now we will fight not alone, but with a detachment of rebels. It’s worth mentioning right away that the squad can be controlled. Although there are only two teams, sometimes they are needed to save the entire squad. The "C" key causes the entire squad to stop and stand still. Pressing "C" again will force the squad to join and move with us. If the squad is moving, the corresponding “Team Moving” inscription lights up.

We go to the right from the broken monitor to the metal fence between the Baltic cafe and the Souvenirs store. After a while, the passage will open and several Metrocops will appear. The rebels are mortal and weak, so we take the initiative into our own hands and, if possible, destroy all the soldiers ourselves. Of course, they will help us with this, but this help is rather weak and, hiding behind their backs, we can lose this help too.

We walk along the alleys. Very soon another rebel will appear behind the net, and in front of the net is a sheet of tin that covers the hole. This is where we need to go, but there are six mines (hoppers) planted right under the hole. They can be attracted by a gravity gun, and when they turn blue, they can be installed again, but against enemies. You can also throw them. On collision they explode.

There are three more mines on the ground, and another one in the wooden booth. On the street, behind the rubble on the right, a strider walks. But there is no need to be afraid of him - after blowing up the car and killing the man on the third floor, he will leave. Flying devices scattering mines will appear on the left. So we walk down the street carefully, neutralizing the mines with the gravity gun. We must neutralize them, otherwise our allies may blow them up.

At the end of the street we turn into the arch on the right. The furniture will have to be scattered - otherwise our detachment will not get through. A metrocope will appear in the window opposite the arch. On the left is a lambda sign - the door to the building is closed, but there is a hole on the left, covered with a sheet of tin. Then we go left and go out into the next courtyard. Having cleared it of metrocops and mines, we go to its far left corner - there is an entrance to the building.

Upstairs, except for two zombies, a Colt, a watermelon and a TV on which Brin endlessly performs, there is nothing. Therefore, you can immediately go along the corridor to the left, to the street. We need to get to the end of the street on the left, but we can’t go along the road, so we go right past the fire to the corner where there is a passage inside. We go up the stairs, deal with the enemies there and get to a room with a hole in the floor. There are two turrets underneath it, so before you jump, you can drop a grenade or blow up a barrel.

At the end of the street, without hesitation, we go into the building on the left, go up and jump back down. We leave just behind the barricade. From here it is much easier to shoot the metrocops. We go up to the barricade, and further even higher, we go into the building. In the room opposite you can recharge the suit, then go left. There is no need to go up - there is a turret there, so we go down.

We clear all the rooms for metrocops and go down to the floor below. We repeat the procedure and go down even lower, into the basement. There are three turrets in the basement - two are immediately visible, and the third is hidden on the left. It is better to kill the zombies under the floor before they jump off. After we jump off, we first go up to the street. Behind one of the bars there is a lambda sign, and next to it are three boxes of ammunition. They can be pulled out with a gravity gun. Then we go back down and move on.

We go down to the underground route. The menhaks will arrive almost immediately. Quite a bit of. It’s better to shoot them down in short bursts, or catch them with a gravity gun and shoot them at the wall or floor. Having dealt with the swarm of enemies, we go along the road. At the end of the route, on the left, we climb behind the grid using blocks and a truck, knock down the lock that locks the grid door so that the squad (if anyone is still alive) can follow us. We go out to another section of the road and clear it of manhacks and metrocops. Watch out for another lambda sign and supplies scattered at the nearby dead-end road on the right.

Behind the rubble there is a medic who can blow up part of the rubble and make a passage. To do this, you first need to approach the gap so that he sees us, and then move away and shoot back from the manhacks and soldiers. We use a machine gun for these purposes, although a gravity gun may be more effective against manhacks. After the explosion we pass through the resulting gap. The door on the left is closed. “It’s probably littered on the other side,” explains the demolition medic. You'll have to go around and open the door on the other side.

We go into the passage in the next rubble, in the right corner. The next part of the underground road is contaminated with radiation and inhabited by zombies. Try not to get into the liquid and use all available means (circular saws, boxes, iron scrap) to fight opponents. There is armor in the boxes, it will come in handy. On the right on the wall are the same drawings that were on Route 17 near the gas station. We make our way to the far left corner. From there we go up the white thin pipes into the ventilation, jump into the corridor and go to the closed door, near which the demolition medic remains. We open it, and together with what is left of the squad we go up to the street.

A rocket with fast headcrabs will land to the right of the blue minibus. The minibus itself has armor. The rebel behind bars will say that they are under terrible fire. We go into the house on the left and go up. Stopping to shoot Alliance soldiers from windows is not recommended. There are a lot of soldiers, and it’s quite difficult to hit them from the window. It’s better to go through the rooms, go up again and jump down through the hole in the floor. We get down and go outside.

It’s not necessary to stop either - we’ll still have time to kill all the soldiers. We go into the house on the right and climb to the very top, shooting soldiers along the way, after which we pass another hole in the floor. An ally in the opposite house will lower the bridge for us, although another soldier will come running besides us - we meet as expected. Let's go, go down, go up to the headcrabs. There's a fast zombie hiding around the corner to the right. After he was shot into the hole on the left.

We jump down three floors and go out into the street, but not through the closed door directly from where we came, but through the open doorway on the left, into the courtyard, to the Alliance soldiers. We go around it and go into the building again. It is easier to climb through the rubble by going around the charred room counterclockwise. At the top of the wall there is a lambda sign, and then there is a raised bridge that can be lowered with a lever on the left. Again we jump into the hole in the floor. Having shot the soldiers, we go to the right and go up to the floor above. From there back to the hole in the floor, but a little further.

Even lower there is a battle between a squad of soldiers and zombies. We watch carefully (fast zombies can jump towards us) and finish off the winner, after which we jump off and go to the opening through which the lambda sign is visible. There are boxes on the left behind the bars

Chapter 11: "Behind Freeman!"

At the exit, an ally will say that Barney is waiting for us, and snipers are shooting through the area. There are three more rebels on the street, the 1st will most likely be shot, although he survives from time to time. We bring them inside and leave them, otherwise the snipers will shoot everyone. Let me remind you that to drop a squad you need to press “C” (default). There is no need to turn to the squad (!), but if this still happens, and the inscription “team moving” appears, press “C” again so that the inscription disappears. To call the squad, press “C” again (the corresponding inscription should appear).

We run along the street (with Shift held down) in zigzags - from corner to corner, between shots. We run right under the sniper’s window and throw a grenade at him. Then we return to the turn to another street, at the end of which the sniper is also holed up. We are not leading the squad, for now we leave it in place. Approaching the rubble, we aim at the crosspiece of the upper window, or a little lower (above the sniper 2nd), swing it, and after three seconds we throw a grenade. Then we return the squad. By the way, there is a woman standing on the corner behind the stained glass windows. member of our squad.

We return back to the rubble and go into the house on the left. We pass further and go down into the water. There is a dying rebel lying on the dry area, who will tell us that it is just as unsafe here as above. After this, zombies will begin to approach from the water from all sides. After shooting back, we go up the stairs to the right of the dying rebel to the very top. We leave the squad on the stairs and, after waiting until the snipers shoot all the zombies, we throw grenades at them. We go up one floor and throw grenades at 2 more snipers.

Barney has been saved, now we return the squad and follow Barney. Opening the gate, he will mention that cat, which he dreams of in horror after Kleiner’s unsuccessful experiments in moving, and now haunts him everywhere. Let's go inside. There are three barrels in the yard, we use them against the turret and a fighter on the porch on the left. Let's get up. Barney says there's something like a museum across the street, but... this moment there is an oppressive device installed there, and as long as this device works, there is no point in attacking the Union further. So you need to sneak into this building and disable the oppression device. But there is a security camera behind the door that Barney opens, and it is not possible to pass by it unnoticed. Even if you disable it, the alarm will still go off. In general, we go down.

We throw the first mine at the turret on the left, the second - anywhere. Let's go out. We reach the opposite side of the street as soon as possible. If we do this slowly, there is a high possibility that only we will remain from the detachment. And without Barney you can’t play at all. We go around the blue container to the right, and after it immediately (!) to the left. At the end we go through the door on the left. We kill two soldiers and go outside. We run straight, past the bunker and into a similar door straight. There is a lot of pulse rifle ammo on the wall inside.

We go out through the other door back onto the street. Here the device of oppression no longer suppresses anyone. We walk past the porch of the former museum to the force field. The force field is turned off in the same way - by pulling the plug out of the socket with a gravitational gun or by an explosion. Let's go in. Behind the green laser beams, similar to sniper beams, is a ground turret. She will shoot to the right, towards the monitor, so we go in from the side. Such simple devices can only be destroyed by a massive explosion, for example a fragmentation grenade. It’s easier not to throw a grenade, but to roll it up (secondary attack).

In the hall of the former museum we shoot all the fighters and go into the passage to the left of the main staircase. Behind the doorway are two ground turrets. Naturally, we leave the squad somewhere before the main staircase. We go into the opening and immediately go to the corner on the right - not a single turret can reach us there. We blow up the turrets, kill the fighters, get up.

There is one rebel in the room, who will be freed by Barney, as well as cartridges for a pulse rifle. Behind the beams are two ground turrets. We leave the squad in the room and go between the turrets. We destroy them. In the room behind the turrets is the first generator, similar to the one we already destroyed in the square, along with Alix. We destroy it with a shot from the gravity gun. “Two left,” Barney remarks.

We go along the bridge to the left of the room with the first generator. Directly - a ground turret. On the right at the end, in the hall there are many fighters and elites of the Alliance, but it is easier to destroy them at the moment, when they are “in a heap”, than later, when they begin to attack from different sides. And, before reaching the hall, there is a mined room on the left. Plus, it has a massive security system, and when you cross even one laser beam, several massive turrets will immediately come out of the ceiling.

In general, we cross the room so as not to cross the reddish rays. With all this, you can blow up mines in a relaxed manner. Having reached the opposite exit through the pipes and cabinets, we turn off the protection system and, as necessary, return for the squad and Barney. A little further on is a room with a second generator. Then we return to the hall (through the room with the security disabled, then left) and straight to the end. Next, past the hole in the wall on the left and the bridge on the right, we go into the room that was visible through the hole. We are safely locked in there.

For some time they will shoot at us through holes in the walls, then they will start cutting one of the doors with welding. Soon the Alliance fighters will knock her out. There are several mines in the room; you can place them in front of the doors. You can simply throw them into the mass of fighters immediately after the door is knocked down. Having shot off everyone, we leave the squad in the room and go left to the ground turrets. By breaking the 3rd generator, we will, firstly, remove all force fields, and secondly, turn off the suppression device.

We go down the main staircase into the hall and follow Barney into the passage to the right of the stairs. He will stop at the monitor and say to go to the roof. He will send all possible reinforcements to us. We turn right and go up to the roof. On the roof there is a chest with grenade launcher shells. We'll need it soon. We go down to the second roof, after which an attack aircraft will appear. We shoot him down.

Then we go to the gate, to the right of which there is an armor and health charger. Soon the fighters will land and open the gates. We go to the bridge and activate it with the key on the left. We go into the opposite building and go down. In the square in front of the former museum there are several places with grenade launcher shells, needed to destroy striders. These are the same large three-legged mechanical opponents, one of which could be seen almost at the very beginning of the game.

The first place with shells is in the bunker right in the center of the square. To get there, you will have to go forward, go down into the hole, go through the pipe and go up the slope to the left of the pipe. From the bunker we shoot down all the striders we can. The second place with shells is located right next to the building opposite the former museum. Now we are going to where we first entered this square, to the soldiers. Having killed everyone, we go down the stairs underground to the already familiar road.

We run forward quickly, because a strider will soon appear from behind, and if there are no grenade launchers left in the squad, the chances of destroying this strider quickly drop to zero. Therefore, near the house we turn left and enter it through a gap in the wall. In fact, the building is a multi-story parking lot. There are three soldiers ahead behind the doorway, so without delay, you can throw a grenade or barrel there.

We leave the squad here and go up to the floor above. You can reach the 3rd floor via the stairs in the opposite corner of the parking lot. On the 3rd floor, we wait for the strider to knock down the support, thereby dropping the support, along which you can climb to the fourth floor, or rather to what is left of it. We walk carefully but quickly towards the first staircase. There is a chest with shells there. From here we shoot down the strider, after which we return the squad. Behind the chest there is a lambda symbol. We replenish the supply of cartridges and go further into the hole in the floor.

Chapter 11: "Behind Freeman!" (Continued)

Behind the hole in the wall, the rebel will say that there are many striders on the street, but if you find a higher place, you can shoot them down. We go out into the street and see that the devil really knows what’s going on there. An entire block, and maybe more, was simply razed to the ground. We go into the underground parking lot (in a snow-white minibus, under the right brake light there is a lambda symbol, and there is armor inside) and go right, again onto the street, to the strider.

On the street, we immediately run left into the ditch and further, past the Baltic cafe to the second strider, who will start throwing cars. We run past him and jump down. We don’t linger in place - soon there will be an explosion and part of the floor will fall. We run back out onto the street, along the slope. If there is no longer a detachment left, then several rebels should appear here. We go forward, past the fighter into the surviving tiny room and go up to the floor above. We go through the boxes and jump down to the level below. This place is a dead end, at least for now. We need to wait until the strider blows up the far wall, thereby making a passage for us.

We jump down to the floor below again. In the room on the left there are first aid kits and ammo. Then we go up the slope. Having walked around the fire, we find ourselves in a room illuminated by blue light. On the wall on the left there is one armor charge and two first aid kits. There are cartridges nearby in the room, and behind a similar opening in the other corner there is a staircase leading to the long-awaited chest with shells for a grenade launcher. We're driving everyone and everything out of here.

After killing all the striders, we head towards the road, along the supports. We finish our role in street wars by killing the remaining fighters. Near the horse on the pillar we will meet Barney and the Dog, who, in search of his mistress, killed more than one enemy and broke more than one wall. Under the barrier, the Dog finds a passage to the stronghold and waits for us to go there. Well, there are still no other ways. Let's jump.

Chapter 12: "Our Patrons"

After a small climb, we jump like climbers along the ledges on the left. Then from the pipe to the ledge of the mechanism and to the left into the passage. Further along the back and forth of the Citadel, it is difficult to get lost: there is only one path. When we see a row of traveling sarcophagi and lightning piercing each sarcophagus, we jump onto a ledge three meters below. We reach a glass bridge, over which there are two rows of sarcophagi. We sit down in one of them from, naturally, the far row (to sit down, you need to go up and press “E”). Let's go. Let's see. We admire it.

Along the way, you can notice creatures similar to people. These are people, but in the past. After conducting various experiments on them, they became stalkers - this is what happens to people who are constantly taken from City 17 to Nova Prospekt. At the end of the road, the protective field eliminates all weapons, but due to a malfunction caused by an unsuccessful attempt to destroy the gravity gun, one of the force fields will be turned off. In addition, the power of the remaining weapons will greatly increase. Now you can lift and throw much more large items. Moreover, you can now lift and throw living creatures!

We walk past the monitors on which Wallace Brin carries his propaganda nonsense. True, this time he is not addressing the residents of City 17, but specifically Gordon Freeman. After glass bridges and several turns, you need to jump down over a scary low side. You can throw soldiers and elite of the Alliance into a field in the form of a cylinder - they disappear into it in a very interesting way. We go right and take the elevator up.

There is a force field at the top, which can be turned off by pulling the energy ball out of the generator on the left. We disable the next field in the same way. In the next room we call the elevator, which will arrive from above and not soon. We shoot back with soldiers, scanners, manhacks, monitors, and energy balls. When going up, we also attract soldiers, or shoot at them with energy balls.

After the elevator, we again pass by the energy field in the shape of a cylinder. We shoot back and move on. Again Brin is on the monitors trying to explain something to us, to convince us of something. We jump down and, covering ourselves from bullets with monitors, sarcophagi and soldiers, we move forward and forward. At the end of our path, behind the bridge, a strider will appear. To the left and right of the bridge are beams with energy balls that can kill the three-legged giant with a couple of hits. Alternatively, you can quickly run past the strider and throw energy balls at him in the corner on the left, blocking the force field. In this case, we will open a passage for ourselves and get rid of the adversary.

We jump down, replenish our health/defense and then again go in the sarcophagus to... Wallace Brin...

Chapter 13: "Dark Energy"

In Brin's office, to which we moved at the beginning of the game twice during a cascade of movements, you can see almost all the main characters. Eli Vance, like his daughter, like Gordon Freeman, that is, we, are imprisoned in sarcophagi. Judith Mossman is in cahoots with Brin, but because of her feelings for Eli, she tries to save his life. Brin has a different point of view on this matter. In this difficult situation, Judith now betrays Brin and saves everyone else, at least for a while.

Brin escapes, taking the gravity gun with him. We set off with Alix in pursuit of him. At the top, Brin forgets the gravity gun, thereby seriously increasing our chances of victory. Brin tries to escape by moving from here. After he moves, if his promises are to be believed, the Citadel building will be filled with poisonous particles and everyone will die.

In general, we take the gravitational gun, restore our health and go down after Brin. The plan of action is this: go up and destroy the portal. We will rise, going around Brin (he is in a shiny ball in the center) counterclockwise. The passage on the right will not open immediately - we are waiting. Then we go through three generators, having previously knocked out the energy balls from them. Next, on the moving platform we rise higher and move on.

We come closer to the center and rise higher, from there even higher, and finally, the final platform, on which we reach the very place from where we can destroy the portal. Naturally, the portal can only be destroyed with energy balls. But the portal in front is covered by a protective frame, so we move to the extreme left or right position. Two attack aircraft will complicate the destruction of the portal, but shooting them down, firstly, is difficult, and secondly, it is not at all necessary. We shoot balls at the rotating parts of the portal. We must destroy the portal as quickly as possible, otherwise Brin will escape and we will lose.

After the portal is destroyed, Alix comes running and says that we need to get out of here, otherwise...

At this point, the Citadel begins to collapse, but time stops. G-man stops him and says:

Time, Dr. Freeman?

Has that time really come again?

It seems that you have just arrived.

You have accomplished a lot in a short time.

In fact, you are so good that I have received several interesting offers for you. Normally I wouldn't consider them. But the situation is very unusual.

Rather than deceive you with the illusion of choice, I myself will take on this privilege if... when your time comes again.

I apologize for what seems like heavy-handed imposition of your will, Dr. Freeman. I'm sure everything will become clear to you after... mmm...

I have no right to say this now.

Meanwhile...

And here I disappear.

Congratulations, you've completed Half-Life 2!

Chapter 1.
"Point Insertion".

After a delirious dream, from which Mr. Gman will take you out, get out of the carriage and stomp towards the huge screen, where the bearded head of an already middle-aged man greets everyone arriving at City-17. Walk past the masked guard, who will very rudely kick you in the chest, through the turnstile and to the left, into the waiting room. The guy at the table will advise you not to drink the water, saying they add something bad to it. Next, a new guard will take you to a side room. When he takes off his mask, you will recognize old Barney Calhoun, and Dr. Kleiner's face will appear on the monitor. It looks like these two are up to something. And it also seems that the deception has been revealed, and now angry soldiers will burst into the room. Without hesitation, go out the next door, up the stairs, push the box against the wall and jump through the window. You will find yourself in a small nook, you will see a door.
The guard will ask you to pick up the empty can and throw it into the bucket. What a fucking neat guy, however, I don’t want to get involved with him, because I still have nothing to straighten my brains out with. Go outside and walk along the only street that is not blocked by a high fence with coded access. Then turn right into the alley, where you can use the fire escape to jump over the grate. To the right, kick the children's swing-carousel, admiring the physics engine, and into the house on the left.
Go up to the floor and watch masked guys brazenly kick down someone's apartment door. People are hiding in the neighboring rooms, watching through the window as an armored personnel carrier drives up to the building. Run along the corridor and up the stairs, the man behind the door will call out to you. Immediately you will hear footsteps behind you, and a whole horde of “maskers” will rush in. Quickly run to another staircase and up again, a good fellow sufferer will support the door with his shoulder so that you can escape further. On the roof, run to the paint cans, behind them there will be boards along which you can climb to the ledge, which will lead you to open window. Climb into it and down the stairs, and then they will hit you on the head with all their might. Don't be alarmed - that's how it was intended. When the fog in your head clears, you will see the face of a pretty young lady, Alix Vance. Her father worked at Black Mesa, and you'll see him soon too. Follow her into the elevator, and then into the secret passage behind the portrait.

Chapter 2.
"A Red Letter Day".

Alix will lead you to Dr. Kleiner's laboratory, and Barney's guard will soon appear there. Here you will meet your first monster, not counting the cleaner at the airport - a headcrab named Lamar, whom the doctor is trying to domesticate. Doesn't seem to be particularly successful. Put on your favorite suit, charge it at the wall charger and move into the next room. Here you will see Alix's father, Eli, and help his daughter teleport by plugging in the plug and pressing the button. It's time to climb into the teleporter yourself - is it scary? And rightly so, at the last moment the restless Lamar will jump into the teleporter, and everything will again go completely differently than planned. You will begin to move in a strange way to different places, including an alien world and the office of the head of the city, until you find yourself on the balcony outside the window. As soon as you can move again, jump down and into the inconspicuous passage on the right, behind the concrete blocks.
Barney will appear and advise you to leave City-17 as quickly as possible. Otherwise they will find something good for you and... But it’s better not to think about it, the rebels will help if anything happens. He will also drop you the very first weapon, reminding you of what you forgot in Black Mesa - a crowbar. What a shame, was it too hard to be generous with a gun? Grab it and run to the trains, run through the open doors in the cars to the other side, dodging machine gun fire and destroying boxes and boards on your way.

Chapter 3.
"Route Channel".

There is a healing unit on the wall on the left, you can improve your health. Soon you will hear cries for help, help the woman fight off the soldiers, just opposite the poster with the name of Meyerhold (what, dear, is he doing here?). Now you have not only a crowbar, but also a pistol. Run out into the street, nailing the soldier on the steps, and jump onto the roof of the car of the train that has just arrived. From there to the stairs and into the destroyed house. It is better to move the barrels blocking the passage quietly, without unnecessary movements, otherwise they will immediately explode. Jump over the crumpled hedge, then into the hatch at the bottom of the container. Jump onto the rails and up the stairs. Next, there will be several guards in the passages and you will have to break a lot of boxes before you fall into a channel filled with rusty water and old boards. Climb the ladder onto the roof of the container and jump inside. You will see a strange company in the person of an alien and a rebel, located next to the TV. The alien will charge your suit with energy, and the second type will open the container gate and tell you where to run next.

Break the boards with a crowbar, making your way between the haphazardly toppled carriages, and then see how the poor butterfly is eaten by the familiar “jellyfish” with a tail hanging on the ceiling. You can shoot her if you don't mind the ammo. Near the destroyed bridge, climb into the large pipe, which will lead you to supplies of first aid kits and charges for the suit. There will also be a radio blaring here, so you can find out what's going on. Climb up, use the machine gun installed next to the protective shields to destroy the crowd of attacking soldiers (be careful, exploding barrels will fall on you), then move towards the blue car and into the tunnel. It's damn dark here, and there are quite a few creatures attached to the ceiling that want to dine on you, so don't let your guard down. The girl at the next pipe will tell you that you are moving in the right direction. Pass a few more pipes, eavesdropping on enemy conversations, until you come to a room with water and a grate. What to do next, because there is no other way out? Wait... until they start jamming you like a submarine, throwing them on top of them... excuse me, exploding barrels. One of them will turn the grille around.
Next you need to get into an inconspicuous and almost filled-up passage, which is covered by three barrels. Ahead you will see a palisade of jellyfish tendrils, which you won’t be able to get through so easily. You need to either push a barrel with car tires in their direction and rush past when the tentacles drag the whole thing up. Or push an exploding barrel and shoot it at the last moment. One such explosion will be quite enough for a dozen creatures to twitch in their death throes, dropping their jaws out. Swim along the channel (there will be burning barrels falling from above all the time), along the wooden walkways up and into the pipe. Now you have to solve a simple problem: you need to collect all the bricks and put them on an improvised “swing” so that one end touches the ground, and the other rises, allowing you to jump from it to the ledge. Run further along the canal, hiding from machine-gun fire from a helicopter, and through the blue door littered with barrels and boards. You need to go out to the canal again, only from the other side. It’s better to wet jellyfish using the proven method, since there are plenty of exploding barrels at hand. Then along the stairs, next to which they stuck a “danger” sign.
Another kind soul will open the door for you, from behind which a swarm of small “wasps” with saws will immediately fly out. You can not waste cartridges on them, but simply kill them with a crowbar, and a Resistance fighter with his piece of pipe will help. These impudent wasps will chase you constantly for some time, getting you even in narrow corridors. Kill the soldier who came down from the ceiling and get a machine gun. Very helpful, it’s long overdue. Near the spinning blades, jump into the water and swim through the underwater tunnel. Go to a dead end, climb onto the pipe and stomp along it in the opposite direction, trying not to get under the jets of scalding steam and jellyfish tendrils. Next to the familiar sign (game emblem), jump from the pipe to the right and dive into the water. Once you get to the surface, get ready for barrels to roll towards you again. Literally.
The next few corridors will be filled to capacity with "wasps", open the hatch and crawl into the ventilation. She will lead you to a room in which there will be a whole dozen exploding barrels, a few wasps and soldiers. If you correctly knock out at least one, then everyone else will rush after you, the main thing is to hide in a secluded corner until the cannonade ends. Up the stairs, from there to the pipe, and from there to the red light bulb with the inscription "Level 3". Go downstairs, turn the valve, the room will fill with water. Return to the next one, to the very bottom, and swim through the pipe that you couldn’t reach before. Break the boards covering the niche at the bottom; all sorts of rubbish will float to the top. This is exactly what you need to cross it to the other side. Is it a great idea?
Up the stairs, then onto the boards, and run along the very narrow channel, into the passage on the left. Then you need to first climb the stairs, walk along the walkways, and then jump down. Is this the end of this sewer crawl? No, it seems, it seemed. Collect weapons near the rebel, listen to the radio broadcast and run further along the tunnel. Several rockets will fall right in front of your nose, and headcrabs will appear along with zombies infected by them. As you pass the landfill, turn left. It is better not to walk on water, it is radioactive. The girl will introduce you to a new means of transportation - a boat on pontoons and with a propeller. On this tarantass you will get to the gate, which you need to open by turning the valve. Ride it further along the canal.

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

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

Chapter 1 Unforeseen Consequences

What kind of strange creatures did you see, were they just hallucinations or something more, but everything seemed to have calmed down, you need to get out to the exit. Leave the laboratory and try to open the door using the retinal scanner, it looks like something has shorted and the door still opens. Walk along the broken corridors, trying to avoid falling cabinets, it seems that events are developing much worse than expected.

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

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

You will soon come to a large freight elevator. It is turned on by the lever that is located above it, collect the cartridges and turn on the elevator, then immediately jump onto it. Headcrabs will begin to fall from above in huge quantities, dodge and fight them off. Try to jump onto the platform with the charging point, and not go all the way down, shoot all the enemies from it and go down. Don't fall into the water, there are mechanisms working there that will crush you. Go further along the corridor, you will come to a metal bridge, but Bullsquid will appear out of nowhere and, falling, will break the bridge. Jump onto the pipe on the right and follow the pipes to the ventilation grill, knock it out and climb inside. Crawl along the ventilation to the second grate and knock it out, jump down. There will be another destroyed steel bridge ahead, and below the Bullsquid will destroy several Headcrabs, wait until the end of the battle and kill the survivors, there are Barnacles hanging on the ceiling in this room - either kill them with a pistol, or avoid them, or carefully kill them with a crowbar when they pull you up to your mouth. Jump into the water and get out on the other side. Follow the passages and you will come out into a room with several boxes hanging in it. Carefully cross them to the other side, go along the corridor and go up the stairs. Continue on and you will soon come to a large elevator. Enter it and leave for the next floor.

Chapter 2 Office Complex

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

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

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

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

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

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

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

You will come to a room in which a soldier is standing guard, see what he did to the scientist, and shoot him. Pick up the ammunition and enter the elevator. You will arrive at a room containing a group of soldiers. Try to move all the time, if you stop or start hiding, wait for grenades. After the victory, collect the trophies and leave the room onto the iron bridge. Kill all the Barnacles - this will make the further path easier, and go to the fork. On the left, two blue lasers will block your path, followed by three turrets. You can detonate mines from a distance, and then destroy one turret at a time and walk along the corridor. You can go the other way - to the right, kill the Barnacle and ride the conveyor belt to the next room, recharge, collect ammunition and climb onto another conveyor belt. Destroy the barrel from a distance (one less danger), then enter the room. On the other side, there is a soldier behind the barricade - kill him. Replenish your ammunition and heal, now you can destroy all the turrets from the bridge and then jump down. Either way, you'll come to the next room.

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

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

Chapter 4 Blast Pit

Break the blockage with a crowbar and move on; at the control point, open a passage down for yourself (press the lever) and go down. At the bottom, get on the car and move forward. Don't fight Houndeye and Bullsquid, just drive past them at top speed. You can choose how you will pass the next room - you can simply stop and walk around the edge of this radioactive waste, or, accelerating to maximum speed, fly over them and get out immediately on the other side. Kill the Bullsquid and climb up the ladder onto the pipe, jump inside and follow it. You will come out in another room, climb onto the pipe again and follow it to the balcony, jump on it and move on, you will find yourself in another room full of radioactive rubbish, kill the strangers, go along the pipe to the elevator, go up on it. You will have to destroy several Houndeyes, a couple of Bullsquids and a group of Headcrabs. Just try not to hit the barrels, otherwise the bridge will explode and you will have to jump, and the jump will be quite difficult. Enter the vault. It looks like things are worse than anyone could have imagined. A huge creature has settled in the vault, which no weapon can take - Tentacle.

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

As soon as you turn it on, quickly return to the door. Wait until the fan reaches full power, then jump into the air flow. Get close to the rubble and break it with a crowbar, shoot a couple of Headcrabs and climb into this ventilation. Make your way through the rubble and fight off the Headcrab. Soon you will reach the stairs down. Go down it, clear the room of enemies and turn on the supply of fuel (fuel) and oxygen (oxygen) with two buttons with the corresponding inscriptions. Climb the stairs to the exit and return to the vault. Now you need to start the reactor. To do this, you need to get to the bottom passage in the storage. Distract Tentacle with grenades and use stealth mode to get to this exit. You will have to jump over two gaps, and you will come out onto another bridge with exploding barrels. If you did blow them up during the shootout with Bullsquid, then get over the gap along the pipe running nearby. Follow the corridor past the puddle and further into a room with a Bullsquid and several Barnacles. After destroying them, call the elevator and go into it. He will stop halfway and begin to creak desperately; if you don’t get out of him, he will fall along with you, so jump onto the stairs nearby. Go down it, go out into the room and talk to the scientist, he will send you to the reactor.

Follow the corridor, then cross the pipe through the radioactive waste, soon you will emerge into a large room. Go onto the platform and turn it on, it will take you to the opposite end of the room. Climb the stairs, while paying attention to the platform that moves from one edge of the cornice to the other; when driving past the stairs, do not fall under it. While avoiding this platform, climb onto one of the stairs nearby, jump over to the beam and turn on the first button. Quickly return to the stairs and get to the second one, located symmetrically. Turn on the reactor on this beam as well. Leave the room the same way you came. Return to the scientist, you can restore your health near him. Climb up the stairs, at the very top to your left there will be a small cornice, jump onto it and from it into the room. In order to get over the puddle, which is now being hit by discharges, drag several boxes from the room and climb over them, although you can simply jump over once, hitting the puddle and receiving light damage.

Now comes the hardest part. Return to the entrance to the vault, you will have to climb from the bottom floor to the top without Tentacle noticing you. As always, use stealth mode and distract him with grenades. When you get to the top, exit and head to the control room. Press the button (labeled Test) and the Tentacle will burn in flames. Now go into the room and go down, you need to fall exactly into the water, otherwise you will crash, swim ashore and pick up ammunition, as well as Python. Swim into the water again, swim under the pipes, you will emerge in a room with a lot of radioactive waste. If necessary, you can go downstairs and restore your health and energy, then return upstairs. Go through the pipe. When you cannot fit between the pipe and the ceiling, jump onto the pipe on the lower right. Go to the largest pipe and climb onto it, turn the valve all the way - this will enlarge the pipe and connect it to the pipe on the other side of the room. Now climb inside and follow the pipe. Soon it will collapse under you, and you will find yourself in a room filled with various boxes, break them and collect ammunition and Trip Mine, go out into the corridor.

Chapter 5 Power Up

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

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

Return to the stairs and go up one floor, go to the generator control room (dodge the discharges) and turn on the left generator (press the button), then return to the stairs, only there will be many more discharges, so choose your time carefully and run past the dischargers. Return to the elevator, another group of soldiers will descend on it, throw a grenade at them and go up. Return to the room with the broken iron cornice. Climb up and jump over the resulting hole. Head towards the hall with Gargantua, run into the passage to the left, the monster will follow you (as a last resort, shoot at it a couple of times to attract attention). Climb to the dais and switch the switch, Gargantua will fall into the electrical discharges striking between the two spark gaps, go through the utility rooms and head to the hall from which you came, do not walk along the paths, they are energized. Get on the trailer and drive to the circle (to the end of the tracks). Now go to the path control room, recharge and turn the circle. Return to the trailer and drive forward.

Chapter 6 On the Rails

Drive forward until you reach the barrier, talk to the guard, he will tell you that scientists want to put a satellite into orbit to stop the alien invasion, but the military turned it off, and therefore you are entrusted with a responsible mission, which is to penetrate into flight control center and the launch of this very satellite. Get off the trailer and raise the barrier. Shoot the Barnacles that are blocking your passage, return to the trailer and drive it into the elevator. (In general, this stage can be completed in two ways - moving on a trailer, or walking along the tracks along narrow curbs and using the trailer only to go up or down to another floor. The second way is simpler, since it does not require a number of actions.) Elevator goes down, go into the flooded tunnel, don’t fall into the water, it’s energized. Along the way, you can pick up various ammunition: stop the trailer, get off, pick it up, and then continue your movement. On paths, turns are regulated by arrows; to change the direction of travel, you need to shoot the switch (usually to the right of the path), it will turn and the arrow will move.

Drive, without changing the position of the arrows, until the intersection of the paths, where the crane is blocking one of the directions of movement, kill the Houndeye and move on, you will pass a depression with a Bullsquid, kill him, collect supplies and move on, in the second room you will see a ladder, go up it . Kill the Bullsquid on the other side. There is a turret behind the crates, so first remove the top crates, and then with one shot from the Shotgun, destroy the turret, switch the lever, the crane will turn, and the cargo will no longer block the road. Return to the trailer and go to the arrow, switch it so that it points to the left, now you will go along a new path that was previously closed. You will arrive at the elevator, during the ascent you will be attacked by two soldiers, so as soon as the elevator starts to rise, jump onto the stairs, climb to the floor above, destroy the soldier, then go up to the second floor and kill the second soldier, then get on the trailer and drive forward until the first turn.

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

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

In the next area you will have to kill several Alien Slaves, go along the corridor until you reach a staircase that is half covered with boxes, make your way through them and go up. Kill the soldiers, switch the switch (this will remove another obstacle from the road) and return to the trailer. Don’t get into the same trailer you arrived in, get into a new trailer and drive forward. Stop well before the next obstacle. Try to kill the soldiers without entering the room, since there is a fortified firing position around the corner; you should not use a machine gun, as you will come under fire from this firing point. Kill the soldiers (you may have to destroy several boxes they are hiding behind), then climb up the stairs and, running from box to box, get to the firing point and throw a grenade there. Now use the switch to remove the next barrier. Return to the trailer and drive forward.

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

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

Chapter 7: Apprehension

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

In the next room, kill the Barnacle, there are Shotgun cartridges on the box, but as soon as you jump on it, two Alien Slaves will appear. After winning, go into the corridor, around the corner you will see a slippery bridge over the water in which Ichthyosaurs are swimming. Carefully jump over the first gap so that you find yourself in the middle of a piece of the bridge, several more parts will fall off, then jump over the second gap, the jump is difficult, but possible. Then you need to jump into the hole in the fence, then swim into the passage marked generator control. Get out to the shore, kill all the Bullsquids and go up the stairs. Press the button to turn on the generator. Now the mechanisms in the room started working. Jump from one to another, but so as not to get crushed. From the middle of the presses you can jump onto the balcony with ammunition. Thus, get to the ledge on the other side. If you want to restore your health, you will first have to kill the Bullsquid, which will appear as soon as you approach the charging point. So be careful.

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

Chapter 8 Residue Processing

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

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

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

Chapter 9 Questionable Ethics

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

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

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

Chapter 10 Surface Tension

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

Get out and climb the ladder onto the wall. Walk along the ledge to the second ladder and climb it. You will find yourself in a clearing. Go forward, there will be a sign on your left that says “Storm drain hatch”. Don’t go into this passage yet, go past it and run into the cave that will be right in front of you, kill all the soldiers who offer resistance, the cave will greatly help you with this, collect all the ammunition. In the building nearby, turn the valve. Return to the sign and go into the passage. Buried Headcrabs are waiting for you in the sand, so move carefully. Walk along the right wall, you will pass between a large stone and a wall and find yourself next to a building with a minefield in front of it. Shoot the ground in front of you with a pistol. This should trigger the mines. After the mines explode, go past the building, and then a little further along the right wall. Turn around, you will see a passage going up a little to a ledge from which you can jump over a fence, do this and go down into the hatch.

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

Get out and go a little to the stairs (to the right when looking from the cave). The helicopter will appear again, run into the cave and from there use RPG to destroy the helicopter. Don't forget to keep the red dot (laser sight) on the target. It will take two hits to destroy the Apache. Go to the right of the cave and climb the stairs, you need to walk along the ledge and make some rather difficult jumps, here again it will be convenient to walk rather than run. Get to the second ladder and climb up it, go to the pipe, kill the Headcrab that jumps out of it, and climb into the pipe. Get to the fork. All exits from this pipe system lead to a fortified area of ​​government troops, in addition, this place is also guarded by a tank, the crew of which also believes that you have been living too long. One of the methods of destroying the enemy is to carefully lean out of the pipe and kill the soldiers one by one using the sniper shooting mode from a crossbow. You can simply alarm the camp and come through the pipes to the bridge, and then, from under the cover of the pipe, kill the soldiers with a crossbow.

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

Go into the narrow passage, the minefield ends around the second turn, as soon as you turn the second corner - press against the right wall, since there is another machine gun installed in the window above you, deal with it in the same way as with the first. Blow up a mine placed near the passage under the wire, crawl under it, and walk around the yard, dodging electrical discharges. Blow up the barrels located next to the energy generator and go to the roof of the house along the fallen iron tower (previously it was energized). Walk along the roof until you find a hole, jump down into it and talk to the scientist. You cannot explode any of the lasers in this room; it is written everywhere that there are explosive substances in the air here, so leave the room. In the room opposite, take the Trip Mine, crawl under the first laser, push the box towards the stairs, jump on it and jump over the laser. Go through the left metal door and go down the boxes into the room. Find a large box labeled “fragile” and break two opposite walls in it to form a passage. Shoot the Headcrab, and do it as quickly as possible, as they can jump into the beam. Go to the elevator and break the large box. Go to the stairs, go up, kill the Headcrab, crawl under the beam. Click on the big button, it will call the elevator. From this elevator, jump to the elevator in the center of the room, surrounded by several lasers, again the jump is very difficult, but possible. When you have managed to complete it, take the elevator down.

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

You need to get to the passage on the other side. First, kill the soldiers standing below, return to the roof, jump onto the platform located to your left, if you stand to the right of the beam leading down and look at the passage to which you need to get. You need to jump to the platform on the other side, this doesn’t happen right away, but the jump can be done. (You can try to jump onto the platform to the right of the beam leading down, and from there jump to the platform on the other side). Go out into the passage. You will arrive at the landing site. Go there, but as soon as two Alien Grunts appear, go back into the passage. The Osprey circling above you will drop two soldiers, they will fight the Alien Grunt, and you, as always, will have to finish off the survivors. Run across the entire landing area into the passage from which the Alien Grunts ran out, and kill the third one running towards you. Climb up the boxes to the cannon and take control of it into your own hands. Break through the huge gates and kill all the strangers who escaped from them, wait until the transport drops the next batch of soldiers, then destroy them and run into the passage you created.

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

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

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

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


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

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

Climb onto the tank, use the cannon to break the doors, then switch to the machine gun and destroy all those who fall out from behind this door (if they still manage to beat you up, then immediately after destroying the gate, jump down and hide behind the tank, and then kill strangers one at a time). Approach the exit, the corridor goes left and right. There are two Alien Grunts on the left, but there is a laser turret much closer to you, and one Alien Grunt on the right. First, press against the right wall and lean out so that you can see the turret, immediately hide back, charge the Gauss Cannon to full power and try to hit the turret - this will destroy it, now run into the passage and quickly kill the right Alien Grunt, run to the right and hide behind corner. From there, use the Hornet Gun to avoid wasting ammo and destroy the two Alien Grunts that are located at the other end of the corridor. After winning, go along the corridor and go through the door.

Chapter 12 Secrets of the Lambda Core

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

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

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

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

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

Chapter 13 Xen

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

Chapter 14 Gonarch's Lair

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

Chapter 15 Alien Factory (Interloper)

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

You will come to Tentacle. Shoot the Barnacle blocking the road and go out in Stealth mode to the Tentacle. Climb the wall, distract the monster's attention with grenades and walk along the wall, fight off the pair of Alien Grunts guarding the portal and enter it. You ended up in an alien factory. Walk along the semicircular passage to the dais and jump onto the elevator. Go up to the second floor, there will be a healing spring on the right, use it if necessary. Jump onto the beam next to where the elevator attaches to the cable and you will rise up to the conveyors. Run along one of them, jump over to the other and drive it into the water. Go along the platform, jump over the conveyor, kill the Flyer and Alien Slave attacking you and go along the passage. Jump on the press, this will allow you to get to the top, jump over the fence and you will find yourself in a room filled with huge structures that resemble barrels. Don't try to use explosives here or shoot these barrels - there is an Alien Grunt in each of them, it looks like they are grown that way.

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

Chapter 16 Nihilanth

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

End of the game (EndGame)

As soon as Nihilanth's convulsions end, you will find yourself in the same tram you were on at the beginning of the game, only it is going somewhere unknown. In addition, all your weapons will be taken away from you. A government official, whom you could observe throughout the game, will offer you to work for the government and, as a sign of consent, enter the portal he opened, or silently refuse and not move. In each case, you will see different final videos.

We will begin our adventure in a monorail car, which travels through a giant federal research center, engaged in all sorts of complex military and other developments. In the passage of Half Life, the player plays the role of Gordon Freeman, who works as a researcher in this complex. Today, as usual, he goes to his workplace - a laboratory for the study of anomalous materials.

The journey to work will be quite long - the Black Mesa complex is simply epic in size, as you will clearly see while you are just riding in the carriage for a good fifteen minutes and exploring the area through the windows. When he finally arrives at the right platform, a guard standing near the massive door will approach us. He will release Gordon from the carriage and open the entrance gate of sector "C". This is where our most exciting adventure begins, which will last for a couple of dozen hours, and then continue in the sequel...

Anomalous materials

So we're inside. Immediately turn right, you will reach a corridor filled with blue lighting, enter it, when you reach a dead end, turn right. Go through the dining room to the locker room (an interesting layout, to say the least), and in the locker room you can find our wonderful work suit in the room on the left side, which will serve a very useful service. It seems that a number of bold innovative ideas have been implemented in it, thanks to which it not only provides good protection from various damaging factors, but can also be recharged in special terminals, completely recovering from damage.

To try on a suit, first press the button on the remote control (by default, the “use” action is assigned to the “E” key). Pressing will raise the protective flask - now the path to fashionable orange clothes is open. To put on a suit, you just need to walk up to it point-blank - Gordon will do everything himself. After getting dressed, leave the locker room along the same route to go out into the same corridor with blue lighting - now you need to turn in the direction of the elevator. An attempt to go there earlier would have ended with the guard refusing to let us through - we couldn’t do it without a suit. And now the guardian of the local order will open the doors, we will be able to enter the room with the elevator shaft.

Having walked around it in a circle, we need to open the next door, which is unlocked by pressing a button. As in the case of opening the protective flask of the suit, the “E” key is responsible for this. In the future passage of Half Life, this button will serve as an action. Now nothing prevents you from going down to the floor below, where you will follow a linear path through the corridors to the control room - it is adjacent to the room where the reactor is located. We need to communicate with scientists (the same universal key "E"), after which one of the luminaries of science will open the door.

Through the door we will go out into the corridor, which will lead directly to the airlock adjacent to the reactor room. The local staff are not doing well - there are some breakdowns known only to them, but they intend to conduct an experiment despite this. Talk to them as well, after which the doors will open directly to the room with the reactor. Let's get to work - first we need to wait until one of the scientists tests the connection and opens the flask covering the reactor start button. The button is located on the balcony above, you can get there using a ladder.

By pressing the button, continue the passage of Half Life, going back, at the bottom you need to find a metal box with a lattice, which is illuminated by four red side lights - especially so that you can quickly notice that the room is round, so you won’t get lost in space for long. Now we need to wait a little - the mechanisms on top are spinning up, when the rotations reach their peak, we must push the cart with the crystal attached to it directly to the sparkling discharges, through the slot at the bottom of the reactor. This was not the most reasonable action in the presence of a breakdown in the equipment...

Unforeseen Consequences

A real catastrophe happened, without exaggeration - experiments in the field of teleport led to the fact that Black Mesa Creatures from the parallel world of Zen poured in. Moreover, the latter are no different in their friendliness - they attack everything that moves as soon as they see the target. Overloading the equipment led to serious damage to the research complex, and there are already first casualties. But you still need to get out of here somehow, which is what we’ll do - leave the room with debris scattered everywhere, press “E” at the door remote control, which is held on your word of honor, hanging on its own wires.

It will not be possible to open the door on the first try, but it will still work, we go out and run forward along the familiar corridor, which, however, has changed beyond recognition. Move quickly and look around, as falling cabinets are the norm at this stage of Half Life; if they fall on you, you will have to start over from the last save. And yes, save the game as often as possible. After passing through the corridor, you will reach the elevator, take it up one floor, and there you will meet unlucky scientists who regret not reporting the breakdown, but it is too late.

Talk to one of them to open the door at the end of the corridor on the left side. Unfortunately, we have a low level of clearance and therefore we will have to resort to this practice regularly. There are quite a few locks with a retinal scanner everywhere that only scientists and security guards can open, so take care of such allies in the future. There are already quite a few of them, and they don’t have a suit like ours - their enemies kill them very quickly. One way or another, when the door is opened for you, go through it and you will find yourself in the control room.

There you have to bend down and be careful - the still not calming reactor throws out powerful charges energies capable of destroying furniture and everything in general, but for us such a discharge would be fatal. Therefore, carefully go to the middle of the room, wait until lightning knocks out first part of the remote control, and then the closed door in front, freeing up the passage for us. You need to run forward in a timely manner until he is under the influence of that same lightning. Behind the door you will meet the first enemy in the game - a headcrab.

This enemy can hardly be called dangerous, but he is still extremely unpleasant, especially if he attacks in a group of more than three individuals at the same time. It causes little damage, but makes unpleasant sounds, which is distracting and causes genuine irritation. It also jumps sharply, so it’s sometimes difficult to hit it. We won’t be able to fight yet - there are no weapons, so we simply run away from the headcrab, walking around from the side. You will go out into a corridor with pipes and a laser, which has broken through the casing and is now burning everything in its path. To fall under such a beam is certain death.

But the beam follows a strictly specified path, without deviating even a centimeter from it, so it is not difficult to avoid contact. Bend when necessary, making your way forward, another beam will soon appear - there is also the same trajectory, avoid contact and make your way forward. And a little further ahead, on the right side of the door, you will find the first weapon. The true symbol of Half-Life is the legendary crowbar. A wonderful thing that will crush fragile objects that hinder progress, and even enemy heads if the cartridges run out.

Actually, for the first time in the passage of Half Life, a crowbar will be needed just to break through the glass at the bottom of the doors, creating a small passage. Crouch and move through it, you will see not the most pleasant scene, but it should only motivate you to be more attentive. Because here around every corner such troubles and the like can happen. When you get to the mine, on the left side find a ladder that you can use to get up. There, a zombie will attack the guard, wait until the creature finishes off the poor guy - saving him now is pointless, because this way you won’t pick up his gun.



Domino