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Half Life Series

Captain.Heroin

Bluelight Crew
Joined
Nov 3, 2008
Messages
94,868
This is a thread dedicated to the Half Life series. This consists of Half Life, Half Life: Opposing Force, and Half Life: Blue Shift. There is also a Half Life 2 series, including Episode One and Episode Two. I haven't yet created a guide for these games, but if I do, I'll probably add in the information into this thread.

Merry Christmas, Bluelight! This is my gift to you all. :D I hope you enjoy it!
 

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Half Life

Half Life​
Episodes
· Anomalous Materials
· Unforeseen Consequences
· Office Complex
· We’ve Got Hostiles
· Blast Pit
· Power Up
· On a Rail
· Apprehension
· Residue Proceeding
· Questionable Ethics
· Surface Tension
· Forget About Freeman!
· Lambda Core
· Xen
· Gonarchs Lair
· Interloper
· Nihilanth
· End Game

Weapons [Damage]
http://half-life.wikia.com/wiki/Half-Life

Note:
[#,#] = [primary attack, secondary attack]
[#|#] = [hit | direct explosion] for the crossbow.
For the Shotgun, 30 is 5 points for 6 pellets. You can think of it as ≤30.
31.gif
= Alien Weapon
Crowbar [5]: A simple melee weapon that is iconic of the Half-Life series.
9mm Pistol [8]: The most basic ranged weapon. Accurate and with average stopping power, this 9mm pistol is unique in that it can be fired underwater. Standard issue with all Black Mesa Security Guards, ammunition is always plentiful.
Colt Python [40]: Powerful and accurate with a slow rate of fire. Ammunition is also somewhat scarce, however it will often kill any enemy up to a Bullsquid with one shot.
MP5 [5, ≤100]: Fully automatic with poor stopping power and accuracy, but high magazine capacity and rate of fire. Equipped with a grenade launcher. Standard issue with all HECU troops.
Shotgun [30, 60]: Powerful at close range, but has a slow rate of fire and long reload time. Also with the ability to fire both barrels at once, usually killing enemies quickly. Issued to certain HECU soldiers.
Crossbow [50|40]: The only sniper weapon in Half-Life. Its projectile is highly accurate but slow moving, making it difficult to use against distant or fast moving targets. Similar to the Glock 17, it can be fired underwater.
31.gif
Hivehand [8]: Also known as the "Hornet Gun". The same weapon used by the Alien Grunts, this gun is a living creature, which appears to be a larva of some sort (because it sports no legs). Firing hornets which target and track enemies, this gun has a short firing time, and is also less powerful. However, it has the advantage of infinitely recharging ammunition. Can also fire hornets directly (although with no homing ability, but a somewhat increased stopping power).
RPG [100]: Extremely powerful, but must be reloaded after each shot. Alternate fire activates/deactivates a laser sight; with the laser sight active, the rockets will track the laser to its target, making it useful for taking down helicopters and other flying vehicles or long-range enemies.
Tau Cannon [20, 25-200]: An experimental weapon that rapidly shoots beams of tau particles that reflect off surfaces if hit indirectly. Secondary fire charges the weapon up to fire a more powerful beam that can penetrate thin walls and pushes the user in the opposite direction. The recoil is deliberately exaggerated in multiplayer so the player can "Gauss jump" very high and reach hidden areas or escape opponents. This feature is a deliberate nod to "rocket jumping" in Quake (which is not possible in Half-Life). If the gun is kept charged for too long (about 10 seconds), it overloads and discharges, damaging its wielder, as comically represented just before its discovery by Gordon.
Gluon Gun [14]: This experimental weapon, named by its creator, fires out a beam of concentrated energy that disrupts its target's molecules. It looks and operates similarly to the proton pack used by the characters in the movie Ghostbusters. Because of its internal weapon name, weapon_egon, it is also known as the Egon gun; this is probably a reference to the Ghostbusters character Egon Spengler.
Hand Grenade [100]: A handheld thrown explosive, similar to most grenades. It explodes after 5 seconds and can be bounced off walls. Issued to HECU grunts, supplies are often found in supply depots.
Laser Tripmine [150]: A high-explosive Claymore mine-like device that can be attached to walls. It is set off either by damaging the mine or by crossing through the laser "tripwire" emitted from it. In multiplayer, it can be used to form steps by attaching them to the wall in a stair-like fashion, forming a route to jump up.
Satchel Charge: A potent explosive that can be thrown a short distance and detonated remotely. They are often scarce and hard to find.
31.gif
Snarks: Aggressive and small alien creatures that quickly pursue their target, pestering and biting, until finally exploding after several seconds (or if shot). If they cannot locate a hostile target, they will turn on the player that set them loose, making them, at times, enemies.
Long Jump Module: The Long Jump Module for the HEV Suit can increase the horizontal distance and speed of jumps. This increased mobility can be used to dodge attacks quickly and jump from one platform to another — most notably on Xen.

Characaters
Gordon Freeman: The protagonist of Half Life. In other words, you are Gordon Freeman.
The G-Man
Black Mesa Science Team Members
Black Mesa Security Force Members

Enemies
Human
Black Ops
Hazardous Environment Combat Unit Members
HECU Vehicles
AH-64 Apache
F-16 Fighting Falcon
HECU Sentry Gun
M1A1 Abrams
M2A3 Bradley
M35 Cargo Truck
V-22 Osprey
Xen Aliens
Alien Controller [60]
Alien Grunt [60, 90, 120]
Barnacle [35]
Bullsquid [40]
Headcrab [10]
Headcrab Zombie [50, 50, 100]
Houndeye [30]
Ichthyosaur
Leech [1]
Nihilanth [30]
Tentacle
Vortigaunt [60]

Cheat Codes
http://www.gamefaqs.com/pc/43362-half-life/faqs/17599

NSFW:
/god - god mode
sv_gravity [#] - adjust gravity [-999 to 999999]
/impulse101 - all weapons, with full ammunition and armor
developer 0 - developer mode off
developer 1 - developer mode on
developer 2 - verbose developer mode
kill - suicide
/map [map] - map select
22.gif

/noclip - no clipping mode
/give [item] - spawn indicated item
6.gif
28.gif
19.gif
15.gif

/notarget - enemies don't attack
thirdperson - third person view
firstperson - first person view
+reload - auto-reload enabled
-reload - auto-reload disabled
lambert -1.0001 - brighten dark environments
impulse 102 - spawn gibs and blood
impulse 103 - monster stats, while looking at monster
impulse 104 - list global entities
impulse 105 - silent player
impulse 106 - model/sprite stats
impulse 107 - texture name, while looking at object
impulse 195 - AI node information
impulse 196 - AI node information
impulse 197 - AI node information
impulse 199 - AI node information
impulse 203 - delete monster or NPC from world

6.gif
Ally Names
monster_barney
monster_barney_dead
monster_drillsergeant (Dwight T. Barnes and Sharpe - Drill Sergeants)
monster_hevsuit_dead
monster_human_grunt_ally (Grunt with no weapons)
monster_human_grunt_ally_dead
monster_human_medic_ally (Medic)
monster_human_torch_ally (Engineer)
monster_otis
monster_otis_dead
monster_recruit
monster_rosenberg (Dr. Rosenberg from Half Life: Blue Shift)
monster_scientist
monster_scientist_dead
monster_scientist_cleansuit
monster_sitting_scientist
6.gif
Enemy Names
monster_alien_babyvoltigore
monster_alien_controller
monster_alien_grunt
monster_alien_slave
monster_alien_voltigore
monster_apache
monster_barnacle
monster_bullchicken
monster_gargantua
monster_geneworm
monster_gonome
monster_headcrab
monster_houndeye
monster_human_assassin
monster_ichthyosaur
monster_male_assassin
monster_pitdrone
monster_pitworm_up
monster_shocktrooper
monster_shockroach
monster_snark
monster_vortigaunt
monster_zombie_barney
monster_zombie_soldier

28.gif
Ammunition
http://www.cheatscodesguides.com/pc-cheats/half-life/

Ammo_357
Ammo_9mmAR
Ammo_9mmbox
Ammo_9mmclip
Ammo_Argrenades
Ammo_Buckshot
Ammo_Crossbow
Ammo_Egonclip
Ammo_Gaussclip
Ammo_Glockclip
Ammo_MP5clip
Ammo_MP5grenades
Ammo_RPGclip

19.gif
Items
Item_airtank
Item_antidote
Item_battery
Item_healthkit
Item_longjump
Item_security
Item_sodacan
Item_suit

15.gif
Weapons
Weapon_357
Weapon_9mmAR
Weapon_9mmHandgun
Weapon_Crossbow
Weapon_Crowbar
Weapon_Egon
Weapon_Gauss
Weapon_Glock
Weapon_Handgrenade
Weapon_Hornetgun
Weapon_MP5
Weapon_Penguin
Weapon_Python
Weapon_QuantumDestabilizer
Weapon_RPG
Weapon_Satchel
Weapon_Shark
Weapon_Shotgun
Weapon_Tripmine
22.gif
Map Names
Hazard Course
t0a0
t0a0a
t0a0b
t0a0b1
t0a0b2
t0a0c
t0a0d
Multiplayer/Deathmatch
boot_camp
bounce
datacore
lambda_bunker
snark_pit
stalkyard
subtransit
undertow
Half Life Episodes
c0a0
c0a0a
c0a0b
c0a0c
c0a0d
c0a0e
c1a0
c1a0a
c1a0b
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c1a1
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Half Life Part 2

Half Life Walk Through
NSFW:
· Anomalous Materials
NSFW:
After the 15 minute intro, Barney, the security guard with a thousand
lives(you’ll see what I mean later), will open your door and let you out of
your cramped little car. Run to the security seals, and wait for Barney as he
will unlock both. Through the seals is the Black Mesa Research Facility. In
the main reception area of the Black Mesa Research Facility, ignore the
receptionist(Barney again...) and enter the hall to the right. Look on the
wall for the letters that say “Personal Facilities”. Follow the line it makes
to a locker room. To the left are the tubes containing hazard suites. That’s
where you’ll find yours. Press the button to raise the glass then run into the
suite to put it on.

Exit the personal facilities and find the line on the wall that says “Test
Chamber.” Follow that to a control center, where you’ll engage in conversation
with a trio of old geezers who will babble some unintelligible yet scientific
that I couldn’t understand even with a thousand-page dictionary in front of me.
The dialogue will end soon(not soon enough :p) and one of them will unlock a
door for you. Enter and follow the halls to the next pair of scientists who
will talk to you about some more...stuff. Afterwards enter the test chamber
and climb the ladder to the computer terminal. In a few seconds the scientists
will go on the pager and tell you to activate the “rotors”. Do so by pressing
the switch on the computer. Climb back down the ladder and wait until the test
unit arrives. First note that a scientist will tell you of a “small
discrepancy.” Uh-oh; you know what that means. Sure enough, right after you
push in the specimen, the whole place will be plunged into chaotic disarray.
· Unforeseen Consequences
NSFW:
After a freaky cutscene in which you’ll be scared out of your wits(or should
be...kind of...well, a little...okay I’m just a wimp), you’ll arrive back in
the test chamber, with the whole complex falling apart in front of your eye’s.
Head back to the blown open security seal and enter it. Press ‘use’ on the
malfunctioning switch, making it laboriously open the door. Grab the health
pack near the scientist trying to revive a(notice I say ‘a’) Barney, if you
need it, which you shouldn’t. Follow the corridor(watch out for the computer
terminal that will fall on you when you pass it) to the two scientists that
will be crouching near a computer, talking about what went wrong. Press ‘use’
on the african american(didn’t want to say ‘black’---oh :p) scientist until he
agrees to follow you. Run to the door and he will unlock it for you using the
retinal scanner. In the control center, some electrical bolts will come in
through the window. It will blow open the door, but if you pass through one of
the beams, well...

In the next corridor a pair of lasers will be running wild; duck under them or
wait until they give you enough room to walk under them. If you pass through
the lasers you will instantly die. Take the crowbar near the door(this is the
first weapon you will receive!) near the dead Barney and use it to smash the
glass off it. Crouch under and through the displacement and press the switch
on the elevator. It will crash, as you can hear three scientists screaming as
it goes down. Enter the shaft and climb the ladder to the top. You’ll
encounter your first enemy; the mawman. Try your hardest to save Barney by
helping him kill the mawman with your crowbar. If you save the Barney, not
only do you get a nice, warm, special feeling inside, you can get him to follow
you and he will shoot enemies for you. This proves very useful. With Barney,
backtrack to the reception area. Once there, kill Barney with your crowbar :O.
He may try and resist, but if you slash him quickly with your crowbar you’ll
defeat him easily. The reason for this betrayal was to get his gun. If he
died from the mawman, you would have had to use his gun and drain ammo on the
headcrabs and mawmen. If Barney lives, then he fires at the enemy not wasting
up precious ammo.

Crouch under the hole near the desk and shoot the headcrab. If you need it
there’s a health station to the right; press and hold ‘E,’ your Use key, to
gain lost health back. Use the fallen mainframe as a ramp up to the shaft.
Enter it and drop down to the floor. Witness a brutal attack on a scientist by
a headcrab in the bulletproof windows to the left. Helpless to stop it, enjoy
watching the scientists pathetic attempts to save himself.

At the end of the corridor you’ll find a dead mawman, killed by another Barney,
though in the process he himself was killed. Take the health from the station
if you need it, then take Barney’s ammo and enter the sliding doors. You’ll
find some aliens that look like fat dogs with one giant eye and sound like
mice. Well, those are called “houndeye”. Check my ‘Enemy FAQ’ for more info.
Kill it with two shots from your hand gun, then watch out because another will
warp to you a little ways ahead. To the left is a hall, head through it to
find a mystery: Look up at its end. You will see what looks like a business
executive holding a briefcase, looking down at you from the walkway. Shoot him
and he will simply walk away. How strange...

Kill the next two houndeye in the room then jump into the small storage room
with a medical station, if you need it. If not enter the door to your right.
Kill the headcrab then climb the ladder to the top, but don’t get off the
ladder; just peak above it and you’ll see some mawman and headcrabs. Fire a
few shots at the barrels behind them to...take care...of the problem. To the
right of where the aliens were is a scientist cowering in the corner. Get him
to follow you and lead him across the walkway the business exec went. You’ll
find a mawman and a locked door. Kill the mawman before it kills the
scientist. The scientist will unlock a door to a room full of goodies; ammo
clips and 10 grenades. Take all you can carry, then go back down to ground
level where you fought the two houndeye. This time take a left by the health
station. Walk up to the locked door; a mawman will spawn(err...you know what I
mean) behind it, and it will rip open the door. Kill it, then enter the
doorway to find some clips for your hand gun. To the right of the fan is a
dumpster with a scientist in it. Looks like Black Mesa has been circumventing
budget cuts. Behind it is a health station BTW.

Notice the drainage hole in the center of the room. Down it are two headcrabs;
kill them before you drop into it. Also before you drop into it, look across
from the hole to a mawman, blocked by a metal framed fence. You have to get
across that fence. Drop into the drainage hole and you’ll come to some sewage
pipes. Look around a bit to find a wheel. Turn it and the water levels will
rise, forcing Gordon to swim. As the levels rise, guess what! You can reach
higher area’s then you could before! Ahhhh--the laws of physics at work...
Swim to the roof of the pipes and find another drainage hole, this one allowing
access to the other side of the metal fence.

In the next area you’ll find a lift. This part is very tricky. Save right
here(F6). Press the lever by the dead Barney to make the lift descend, and
jump on and over the rail to catch up with it. However, infinite crabs
appeared out of a shaft. While your going down, they ALL will attack making
this part impossible, UNLESS YOU DUCK. So, right when you get on the lift, go
to the point nearest the wall and duck. This way the crabs will not see you,
thus won’t attack.

At the bottom your lift will act as a bridge from the muck, which
coincidentally has a large shredder hidden in its shallow depths. Take the
health from the station if needed, then kill the newly teleported houndeye.
Break all the boxes with your crowbar to reveal a good many clips for your hand
gun. Enter the corridor and stop at the bridge. A bullsquid will materialize
in the air about a five feet above the bridge, but the heavy thing’s impact
will cause the bridge to collapse. Use the pipes to the right as an alternate
route. Jump from the highest point near the shaft to where the bridge was
leading(the shaft leads to the same place).

Take the batteries in the hall then proceed to find another area with a broken
bridge. Before hopping down, though, look at the aliens across the muck. The
big bullsquid will kill all of the headcrabs, doing your job for you. Nice to
know the bullsquid have no political affiliation. Kill the it once it has
outlived its usefulness then drop into the muck(there’s a health station in the
dark corner to the right). Follow where it leads(watch out for the barnacles)
to another health station and to the other side of the muck. Enter the door,
follow the shaft, to a jumping puzzle. Climb both ladders to the top, then use
the hanging crates as a means to cross the abyss.

From here, find the elevator behind you. Press the switch to open it, the
press it again inside to make it go down...or up...whatever.
· Office Complex
NSFW:
In the dark area there will be about 5 crabs to your left. Don’t worry about
any of them; sit back and watch them all get zapped by the exposed electrical
wire. Since your name is not Rambo, you also cannot cross its path. Enter the
small shaft just before the wire and follow it right to the area behind the
locked doors. Watch the scientist get eaten by the barnacle(hehe...that’s
funny to watch) then proceed to the small room to the right. That is where you
can power down the electrical wire. Do so by pulling the lever then exit from
the doors and proceed to the table. Push it to the window, jump on top of it,
and break the glass with your crowbar/enter the office region.

To the left you’ll find a small brown door that’s not openable. Wait a second
and mawman will break it open for you(don’t kill it until he finishes opening
the door!). In there you’ll find two clips for your hand gun. Go back to the
place where you entered and look through the broken window. In the office
you’ll find water on the floor(???), a headcrab on a table, and another
electrical wire hanging from the ceiling. Well, put the pieces together and
you’ll find that you’ll be fried if you step on the floor. So, jump on the
table and RUN to the light switch. Turn it off to turn off the electricity.
Before entering the shaft throw in one or two grenades to take care of some
future problems. In the shaft you’ll find a large moving fan...don’t get in
its path. Crouch under it to the next part of the floors ceiling. It will
break and you will fall to the floor. Kill the two headcrabs that will fall
with you, then push the two crates together and align them with the ladder
above you. Once done, get on the ladder and take it to the part of the ceiling
from which you fell, then break the grate and fall to the next level of the
ceiling. Break the next grate to a new area patrolled by a chain gun, or
turret. Wait a few seconds for some dumbass scientist to run into the area,
chased by a headcrab, and watch them both be killed by the rain of bullets.
Wait for the turrets sound to stop. That means its back in its s, or whatever
you call it, and it cannot sence your presence. Jump from where you are and
hide behind the metal crate. RUN to the area under the turret to its switch
and turn it off.

In the corridor to the north you’ll find the shotgun(finally: a decent
weapon...) and some ammo for it. Enter the corridor the scientist and headcrab
came from. You’ll find about 7 headcrabs; throw two grenades at them, run
away, then come back after the boom to find the place secure; messy, but
secure.

Head up the stairs and from there find Barney(that guy is everywhere!). Get
him to follow you, and go down the ramp. A few aliens will teleport; let
Barney kill them. Afterwards take all the clips of ammo from the crates. Now
go back up the ramp to the next large chamber. You’ll find it littered with
mawman and headcrabs. Let Barney take care of them all then go to the boarded
up entrance. Break it down with the crowbar and continue to the entrance to
the freezer. Kill the two mawman, take the health, then enter the freezer.
The door will lock behind you.

First your going to have to eliminate any and all alien monsters...so you go do
that. When you find a switch, pull it with ‘use’ to make the platform above
you start going back and forth. Backtrack to where you entered the freezer and
find the ladder. Use it to get to the shaft. Break it open using the jump
while crouching. The Crouch-Jump will be a very important tactic for you to
utilize in this game, so get used to it. Following the shaft you’ll come to a
ledge, and following that you’ll come to the platform you set in motion. Get
on it then get quickly get to the other side.

You being in the dark here, it may be wise to turn on your light[F]. If you
have it on you’ll find a headcrab, so kill it and follow the shaft to its end.
It will be a small ventilation area...I do hope our Gordon doesn’t have
claustrophobia. Take the ladder up(there’s some shot gun ss littered around
here...what a strange place for them to be located :|) and enter the shaft.
Follow that to the end to another area with some stairs. Don’t worry though;
there is no turret awaiting, but there are some headcrabs and mawman to deal
with. Take care of them(if you enter the locked office to the left using the
Crouch-Jump technique, you’ll find some shotgun ss and health) then enter the
shaft. In there you’ll have to play a deadly game of jumping ladder to ladder
making your way upward. Atop you’ll be on an inactive elevator. Break the
grate, drop into it, and press the switch.
· We’ve Got Hostiles
NSFW:
Exit the elevator and turn right. Ignore the frantic scientist and take what
you need from the health and HEV stations. Continue down the hallway to face a
mounted turret; use a grenade or double-barrel buck shot on it. Continue past
it(a vortiguant will spawn once you pass the turret) and you’ll find some
tripmines. Shoot at their mechanisms from a distance to be rid of them.

Navigate to the kitchen area with a pair of soda machines to the right. Two
vortiguants will teleport to your location; kill them then enter the hall to
the left.

You’ll face two turrets, destroy them then hop up on the crates to the top.
You’ll veiw two more turrets; destroy them then drop down. Once you do RUN to
the fire door, get through it, then smash the glass with a bullet to make the
fire door slowly close. You closed the door because you’d otherwise face
around 20 headcrabs that will teleport, one after another. The crabs cannot
enter through that iron mounted barricade, if you didn’t know.

Jump up and past the crates to a hall with spilled water. The water makes it
slippery; you could easily fall into the empty shaft or go around the corner to
unsuspectingly face a turret. Walk or crawl past the water, destroy the
turret, and then break all of the boxes to reveal a good many clips and
grenades.

Go up the ladders, pass the walkway(watch for the barnacles) to find what all
of the science team and the many Barney’s have been whispering about: the
government has arrived! Your saved! But before you rush into the arms of the
military officer watch him for a moment...a scientist will run to him, but the
marine will shoot and kill him! Apparently the government is your new enemy; in
the game as well as in real life ;) I guess the government chose to cover this
up...by killing everyone and anything that knows about the Black Mesa project.
Well...that’s democracy at work for you.

Kill the new enemy and take his gun, the MP5. Take the clips for it on the
crates then get on the elevator. Atop you’ll come to a coordinated assault
from the marines. Try and kill them up-close, as from afar as they like to
shoot grenades at you. A single or double shotgun blast should do them in.
Either way kill everything then head up the ramp to the walkway.

At the top enter the doorway, cross the walkway, and you’ll come to a
preemptive strike from the marines. Throw a grenade from the ledge you are on
to the floors below. This might kill a few, but it surely will scatter them
all. Next, run away from the entrance, otherwise you’ll be bombarded by their
grenades they never seem to run out of [face_angry]. Get to one of the lower
walkways and snipe off the rest of the remaining marines, then go to the
elevator. Press the switch to make it go up and you’ll come to the surface.
Take health from the station, then RUN to the center of the large fenced area.
It will be a bomb shed. Enter it then go down the ladder. Suck up some health
from the chargers then enter the shaft. Wait for an explosion and a rain of
debris will fall from the sky, allowing you a quick drop into the wreckage and
to make your way to the bottom. Crouch into the vent shaft and get to the
loading point. If done quickly enough, you’ll avoid all military interference
that would have come from above.

From this shaft, navigate through about 3 more shafts, but watch out; some are
decoys that contain only ammo or other supplies. Find the correct ones and
you’ll arrive at the silo control room. Press the switch, then take the
shotgun ammo. Enter the silo doors.
· Blast Pit
NSFW:
Take out your crowbar and use it against the barricade. Kill the two headcrabs
on the other side then pick off from a distance the bullsquid. Head to the
controls(watch the mawman that will break open the door) and pull the lever.
This will make a lift come up. Get on it then press the switch
to...guess...make the lift go down!

Take the health then get on the tram car. Press ‘use’ on its controls and
press forward to make it go faster. While on it, your practically invincible
against all the monsters that would cause you harm. It will run over some,
swish past others. Once the tram car reaches and goes past a wooden arm jump
off. Why? The car will be out of control from here on out and cannot be
stopped. If you stay on it will throw you into a pit of radiation when it hits
the blockade. So, make your way down the tunnel to where the tram car stopped.
Jump on the blockade, then use the blockade to jump to the ledge to the right.
Follow that ledge to the end and you’ll encounter a bullsquid. Double barrel
it between its eye’s(if you can figure out where those are), climb the ladder
and enter the pipe. At its end jump out and kill the bullsquid. Before
climbing the next ladder, kill the bullsquid in the green radiation. Use the
pipework as a bridge from the toxic muck, and jump from it to the health kits
and batteries.

Again use the pipework as a bridge for the radioactive sludge, and get on the
lift. Press the switch to make it go up. At the top, go to the right-hand
corner and peer around it. You’ll find a bullsquid feeding off a dead
scientist. Stand back and shoot the explosive barrels...then view the gruesome
sight with pleasure. On the walkway about 7 houndeye will attack you. One s
from your trusty shotgun will do in each one. There’s another houndeye on the
bridge; shoot the barrels near it to blow it up. However, a portion of the
bridge will be blown up as well. Simply make a running leap across that gap.

Enter the silo by turning the lever. Listen to the strange noise that sounds
like someone banging against the floor. Go through the control room to find a
monster loking like a large and mutated finger pulling a scientist to his
death. Try pressing the ‘Test Fire’ but it won’t work. Continue on and find
Barney. He’ll say “Be Quiet! It hears you!”. Barney is correct. Enter the
room with the explosives to get a look at this beast. It has no eye’s, but, as
Barney pointed out, it does have a keen sense of hearing. When they hear you,
well, look at what the monster will do to the other Barney shooting at it from
the ledge :|. You must either crouch or walk past it, as running makes way too
much noise. They are invincible as of yet, so don’t even try firing at them.
When your on a ladder, there is no way to stop them from hearing you, so stay
on the ladder until they are done smashing the floor in front of you, then
throw a grenade somewhere as a distraction. Make your way to the first boarded
up entrance. Smash it open with your crowbar or grenade and enter. Cross the
next bridge, but it may be broken, so jump across it. Enter the door, trek the
hall. At the first ladder, look down with your flashlight on. You’ll see a
pair of mawmen. Drop a grenade to take care of them, then climb down the
ladder under the grate. There, stay on the pipe(ignore the monster behind you)
and follow where it leads, to the left to another ladder. Head up and you’ll
find another mawmen. Put enough holes in him and he’ll die. Grab the
grenades, press the switch to open the door. Kill the two monsters then
descend the ladders to the base of the large and inactive fan. Press the
switch to turn it on, then head back up to the top. From there jump into the
turning blades and you’ll float to the ceiling. Smash the boards with your
crowbar, then enter the shaft. Kill the headcrabs and progress to the oxygen
and fuel room. Press the switches to turn them both on, then climb the ladder.

Return to the room with the giant monster, but this time enter the other
boarded entrance, this one on the bottom near the monsters’ base. Proceed
across to the bridge. Before or on it, shoot the explosive crate near the
bullsquid to blow him up. Cross to where the monster was, take the health kits
if necessary, and continue on down the hall. When you find the spilled water,
note its location. There are crates in the next room; position them as a
bridge for the water. Test your bridge so that you can cross the water without
actually touching the water. Why? You’ll learn later.

Ignore the elevator(it will malfunction and drop into the radioactive goo) and
use the railing to jump to the ladder. Make the long climb down, then jump to
the platform. Cross the spilled radioactive matter when you find it, knowing
you’ll lose at least 15 health. An enormous cylinder power station is what
you’ll come to. Get on the platform, press the switch, and let it swing you to
where you need to go. Climb the ladder and you’ll find another of these
swinging things, but this one is out of control and is swinging dangerously
from point to point. Avoid it and climb up any of the two ladders on this
level. Atop the generator press the button to activate it. Do the same for
the other side. After this is done, let it be known that you can now destroy
the big monster.

Backtrack to where you made the bridge of crates to find that the water is now
electrified and would kill on contact. Now...aren’t you happy we(‘I’ is more
like it) thought ahead?

Back at the monsters lair, head back up the ladders to the room with the
explosive crates. From there, head back to the room where the monster pulled
the scientist to his death. The “Test Fire” button is now operational. Press
the switch and put on some sunglasses, ‘cause this baby’s gonna burn big.

Go to the hole the monsters occupied. Climb down the ladder then scale the
rocks to the bottom(MAKE SURE YOU LAND IN THE WATER POOL!). Take the Barney’s
magnum and some ammo for it, then dive back into the pool. Enter the hole on
the right, and find the new area to the side. Surface onto the platform.
Climb down the ladder to find an HEV and health station. Climb on the pipes,
trace them to another set. This one looks strangely like a submarine. Turn
the wheel to extend the tube, then enter it. At the end a weak portion of the
pipe will collapse from your weight, so make sure you land on a crate to break
your fall. Kill the headcrab, grab the health, then break the boxes to find a
new item: the tripmine. Enter the hall to encounter a new horror.
· Power Up
NSFW:
This new horror, which you’ll find by walking forward a bit, is an immense
alien called a gargantua. He’s invincible to all else but electricity. Watch
the marines’ feeble attempt to kill it, then while the gargantua is distracted
RUN to the small corridor behind the marines. From there kill the vortiguants
and run past the flaming pipe. Don’t get on the bridge; it will break and
would plunge you head first into a maelstrom of about 10 headcrabs. Snipe them
all from above then drop down.

Follow the corridor, killing vortiguants along the way, to some dark closed
doors. Use the wheel to open them and enter the radioactive pit. Climb the
ladders, kill the marines, and at the top destroy the turret with a well placed
bullet. Turn right and you’ll come to a bunker area filled with the
omnipresent military. One is shooting from the cover of explosive crates; you
know what to do. Eliminate all the marines in the bunker then go to the lift.
Throw a satchel on it and make the lift go down. When the lift is at bottom
detonate it, blowing all of the set tripmines. Take the lift down again and
follow the walkway to a set of stairs. Go to the lowest level to find a
submerged power converter. Break the boxes that are blocking its motion, then
head back up the steps to the second lowest level. Press the switch on the
console to reactivate power to the station.

Backtrack to the gargantua. Run to the huge entrance to the left, the only one
big enough for the gargantua itself to fit in. Make it follow you; yes, that’s
right, follow you. Run into the door and you’ll find a power station of sorts.
Get on the walkway then pull the lever to activate electricity. If done
quickly enough, when the electricity was activated the gargantua would have
electrocuted himself by trying to follow you further. After it explodes, enter
the door to the right(you cannot pass the two electrical pads), go back to
where the gargantua lurked, and you’ll find a tram. Run it onto the yellow
pad, and find that you must rotate it to get the tram facing the correct
direction. So, go back to the broken bridge that overlooked the 10 headcrabs,
but this time enter the boarded up door. You’ll find a dying Barney, and a
lever. Pull the lever then jump out the window back to your tram. Get on it,
then run it at max speed to get smash past the barrier.
· On a Rail
NSFW:
Run the car past the water filled corridors, then bring it to a stop at the
first marker that could change the cars course. You need to go left, but
something hanging from the ceiling is blocking you. So, back up and go
straight. Make the next marker point up for straight. Continue going along
until you find a platform to the right with a few dead marines and a bullsquid.
Get off there. Kill the bullsquid then head up the steps. Break the crates
and destroy the chain gun, then press the lever to move the thing that was
blocking you. Ride your car back to that junction and into the tunnel.

Continue on and you’ll find a part in the tram line where it splits and it goes
to a new, shorter track leading to a dead end. If you get on it it will act as
a lift and take you and the car up. Stop and get off before you do that.
Climbs the ladders and kill the marines first, then go back and put the car on
the circular platform. It will go up.

Get off at the broken track switch and look left. You’ll see a battle taking
place between marines and some vortiguants. Kill them all, with the help of
the useable chain gun to the far right if you want, then head up the steps.
You know what to do: kill all the marines and vortiguants. Boy that never gets
tiring :). Head down the steps, kill any opposing marines, and head into the
tunnel. Don’t worry if you don’t have a tram car for this part, just stay on
the sides so you won’t get electrocuted from the rail. You’ll find a raised
platform with some marines on it. Kill them and enter the hall next to the
sandbags to encounter another vortiguant vs. marine fight. Kill them all as
usual, then break open the boards to find a Barney and some ammo. Take them
then progress down the hall to find a gunner in the cover of sandbags. This is
hard; try and throw a grenade into the small slit he looks out from. It may
get him, may not, but keep tying at him and he’ll eventually die.

Enter the fire door, climb the ladder and kill the marine. Enter the next fire
door and enter the rail tunnel. Crouch under the trip lasers, which would
activate nearby turrets, and ignore the bullsquid. Ignore the door to the
left, unless you desperately need ammo. Stop right after you pass the door and
get off the tram car, if your on one. While crouching, keep following the
tunnel and you’ll find a marine manning a rocket-launching sentry. Throw a
grenade at him and blow him up, then return to your car(if you have one, which
isn’t required to complete the level). Round the corner to the left of where
the gunner was then get off the car and on to the platform to the right. Get
the health from the station, then kill all of the vortiguants then proceed to
some dark green crates. Shoot out the tripmines and Crouch-Jump on the crate
to get over it. Head up the slanted elevation and kill the marines. Press the
lever to open the barriers. Go back to your car(another tram car to the left
may start moving; with a marine on it) and enter the left hand tunnel.

When you reach a bunker area to the right, DISREGARD IT AND RUN PAST !!! There
is another gunner in there, this one nearly impossible to eliminate. Since its
not required, just ignore him and run past the barrier, without your tram car.

Progress on until you reach another circular lift for your tram car. Ignore it
and head to the elevator. Put a satchel on it, then send it up. Detonate it
when its atop. This will take care of some pesky mines and explosive barrels.

Find the ladder leading down. Halfway the game will load, and you’ll see at
the very bottom a trip laser. It will set off four turrets in the area. Drop
down a satchel and detonate to destroy one turret and kill a mawman. Avoid the
laser and proceed to take out the turrets one by one. There’s a large crate
near the tram line to the left. Get behind it then peak around it. You’ll spy
a marine behind a block of sandbags and another gunner. Quickly run across to
the next set of crates. From there, crouch to the sandbag block. Take out
your MP5, then stand up and fire a grenade into the bunker with the gunner. If
you have no grenades for you MP5, use a hand grenade. If you have neither,
throw in a satchel. If you have none of those, well, sorry buddy, but your
screwed.

Through the corridor to the right you’ll start to hear a pair of marines
talking about this “Freeman fellow”. A well placed grenade between them will
kill both. Remember this location and the bay door to your right for later
use, then trek to the blast door. Enter it using the door pad, then enter the
next blast door. Kill the local marines then enter the next blast door.
You’ll find a room rigged with TNT, with some trip lasers along the steps.
Crouch under the first two then lightly jump over the third. Enter the door,
kill the two marines, then find the button to launch the shuttle. Press it.
Everything will be locked up until the rocket leaves the atmosphere, so you’ll
have to wait. Afterwards backtrack to the large bay door I told you to
remember. It’s now open. Get in its tram car then ride it to its end.
· Apprehension
NSFW:
For the first part of the level your going to have to swim underwater. Enter
the shafts until you find some floating barrels acting as a bridge to the
platform. Enter the door and head up the ramp. Watch the mawman, BTW.

In the next room you WONT want to fall into the water...an Itchyosaur is
swimming around in it. Walk around the walkway to a ladder. Climb it and find
HEV and health stations. Talk to the scientists then jump from the cliff to
the cage with the crossbow. Pick it up and the cage will fall into the water.
You going to have to kill the Itchyosaur now, but you don’t have to do it in
the water. Get back onto the walkway and shoot at it when it surfaces for air.
It will take a while, but better safe then sorry. You’ll know it’s dead when
it makes a loud groan and starts to floats face down.

After it dies immerse yourself into the muck and dive to the bottom. Turn the
wheel and enter the passage it unlocks. Swim to the surface and you’ll be on
another walkway overlooking muck containing two Itchyosaurs, so don’t fall in.
The bridge will partially collapse in one section, and a vortiguant will
teleport, so be on the ready. Jump into the hole in the fence and avoid the
hagworms. At the power generators station, avoid the bullsquid and climb the
ladder. Press the switch to activate the generator pads, then observe and
memorize the pattern they follow. Jump across from pad to pad to the other
walkway. Kill the teleported headcrab then enter the hall. Right when you
reach the health station a bullsquid will teleport behind you so again, be
wary.

Kill every vortiguant and headcrab to get the scientist to open the seal. Talk
to him then press the switch to open the door. In the chamber, it will be
very, very cold. If you have any batteries or HEV power, you’ll lose one
point per second while in their. If you don’t have any HEV power you’ll lose
one health point per second. So, ignore all of the enemies and run like mad,
trying to find an exit. You’ll find it in a ladder leading down.

In the hall you’ll find many vortiguants, some already materialized and some
that will teleport. Kill them all then take the lift up. You’ll find Barney
about to tell you something critical, but before he does he’ll be shot from
behind. Hmmm...
Here’s the lowdown for this area: You’ll hear a lot of footfall from someone
running; when you hear that, that means an assassin is nearby. An assassin is
a female that looks like a black robot. You have to kill them nearly on the
spot; they shoot about 2 bullets then run off before attacking again.

After they are all dead get up on the platform and turn the wheel to open a
shed. Enter it then walk towards the tantalizing health. The lights will go
out, and you’ll be beaten and knocked out by some marines. Don’t worry; its
unavoidable. You will lose about 20 health when this happens; and you CAN die
from it. Listen to the conversation from the rogue marines as they disobey
orders and dump you off to be killed. You will soon black out.

When you come to you’ll be in a garbage masher, completely weaponless. Use the
crates to get out before your squished, and grab the crowbar on the other
ledge. Use it to the grate then fall down it.
· Residue Proceeding
NSFW:
Get out of the pipe and head into the ravine to the right. Two headcrabs will
teleport. Since you have only the crowbar, try and avoid them to save health.
Turn the wheel on the silo then QUICKLY climb the ladder and get on the
descending wooden platform before it gets too steep. At bottom, enter the
pipe. Kill Barney to take his useful handgun, then jump into the vat to the
right. It contains biohazardous viruses and other corrosive materials; don’t
fall in. Use the debris as a bridge to get to the pipe. You’ll come to
another biochemical processing center; jump across the vats to the other side.

Enter the shaft, and at the end you’ll have to make your way under some
submerged crushers. At the end of the swimming you’ll find another junk
processing place. Press the middle switch to make a conveyer belt move in
another direction, the direction you need to go. Press the switch near the
dead bullsquid and Barney to temporarily stop to smashers. Quickly get on the
belts and get past them.

Get past all the hazardous machinery, and you’ll come to a set of treadmills.
Get on the first available one, then where it would dump you into a vat of
green stuff drop to the next. Avoid the next vat by dropping to the next below
treadmill. You’ll next come to a conveyor where a tripmine is in place. Throw
a satchel at it from a distance, back up, and set it off to take care of the
problem.

Next you’ll have to jump back and forth between treadmills to avoid getting
crushed by the roller things. At the end jump to the right hand treadmill and
enter it.

Escape the mechanical teeth of the crusher by dropping threw them, then trek
across the radioactive pit. Enter the shaft to find your way back to
civilization.
· Questionable Ethics
NSFW:
Climb the ladder, smash the grate, and you’ll find about 10 houndeyes al loosed
from their cages( screwy Black Mesa personell...what are they thinking, keeping
houndeye’s as pets!?). If you have any satchels, use them, or use your magnum.
Remember not to get into their vision. After they are dead, notice the
electrified fence. Look past it to its power supplier. Shoot at it(it will
look like a computer) and the door will open.

Across the hall you’ll find an alien grunt sealed behind a sheet of glass. Man
does that look scary. You have to let him out by smashing the glass of the
switch, otherwise the door won’t open. Use a satchel or magnum on the alien
grunt; if you have neither, God help you.

Down the hall you’ll find another testing chamber with some headcrabs behind a
fence. Press the switch near the health station to kill them all, then kill
the marine who will inspect what the noise was about. Pass the health station
to find Barney. Listen to his wonderful wisdom, then get him to follow you,
a.k.a. kill stuff for you. In the reception area let Barney loose on the
marines. He’ll do the work, and he shouldn’t yet be killed. Take the shotgun
ammo, you’ll need it later.

Down the hall go up the steps to find another testing chamber with some
headcrabs. Sic Barney on them. He probably will be killed at this point, but
he saved you a lot of ammo and work, so you salute him, mister! Where the
headcrabs were you can find a crossbow and 5 snarks, just so you know.

Kill the next two marines in the hall then proceed to the next testing chamber.
Notice the tripmines. If you blow one of them, about 6 marines will arrive,
and at the same time a pair of alien grunts will emerge from their cells. So,
blow the tripmines and run for cover, letting the marines and alien grunts duke
it out. Afterwards kill the remnant then enter the once tripmine guarded hall.

Pass the explosive crates and kill the marine to your left. For now, all you
have to do is clean out the entire area of bullsquid, headcrab, and marine.
After they are all dead, find the area where there are some explosive crates
that won’t blow up when you shoot them. Go near them a get a conversation
between a Barney and a scientist. Here’s a bit of their dialogue(it may be a
little inaccurate...I’m basing this on memory alone here) :

Barney picks up gauss and says: “What’s this?”

Scientist: “Put that down, now. Its an experimental weapon.”

Barney fires it through the wall and says: “Woah! Why aren’t we using it?”

Scientist: “Its much to powerful.”

Barney starts charging it up.

“Don’t let it overcharge!”

Barney: “Huh?”

Both: “AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!”

Lol...that was amusing. After the wall is blown open take the gauss from the
remains of Barney and scientist and press the switch. This will activate a
laser beam. Find all of the auxiliary laser beams and activate them, then go
to the primary laser control room. Press the switch and watch how the shield
comes down to intercept the laser. After its done, go to the crate and move it
so that it will block the shield from descending where its supposed to. Press
the laser button again; the shield will go back up and the laser will blow open
the wall.

Jump to the pipe, then jump down to the crate. You’ll lose at least 25 health
doing this, I do hope you can handle it. Talk to the scientists then go into
other room with the machine gone wild and turn it off. Get one scientist to
follow you and lead him back to the reception area. He’ll use the retinal
scanner to open the door.

NOTE: If both of the scientists die, you’ll get a strange and mysterious
mission failed screen and the game will load where you last saved.

Enter the swinging doors. Destroy the tri-pod chain guns on the roof then
enter the tunnel. Make sure you don’t blow the explosive crates up when your
close...move towards the button that opens the doors and the section will end.
· Surface Tension
NSFW:
Kill the local marines(boy do I sound treasonous) then get to the dam. Take
out your gauss and put it to use on the apache that will fly overhead. Two
fully charged shots will bring it down. Jump into the dam’s dirty water then
groan because you’ll see a pair of Itchyosaur’s. For now you can avoid them;
swim to the ladder. Climb it then press the switch to turn off some fans
underwater. Now you have to kill the Itchyosaurs. Use your crossbow; three
shots should do in each, and hopefully you have the ammo. Swim to the bottom
and turn the wheel so that the grates open. When they open far enough, let go
of the wheel and swim into them before they close.

There are no enemies in this area; just a dead scientist and a battery. Pick
it up then proceed to the ladder. Climb it and enter the tunnel. Smash the
boxes to pick up some ammo, then climb the ladders. Another apache helicopter
will emerge from beyond the bluff. Again, bring it down with your gauss.

Atop, enter the opening in the rocks. Kill the area’s marines then enter the
silo. Turn the wheel to open a drain hatch you’ll need. Follow the sign where
it says “Storm Drain Hatch.” You’ll find a mine field. This is very easy;
simply hug the rock wall to your right. You’ll encounter only one mine, which
is passed an overhanging rock structure. Jump over the barbed wire and enter
the hatch.

At the end of the pipe you’ll have to snipe off a marine and a chain gun. Do
so before dropping down. Get to the lowest point, dropping from ledge to
ledge. You’ll face a few marines; you know what to do. Cross the bridge by
using its cables instead of its wooden steps(they will break). Cross the
catwalk, and you’ll face another apache ‘chopper. There are rockets located in
a small cavern within the wall; take them but don’t use them yet. Use your
gauss for this part. Afterwards scale the cliff by using its ladders and
stepping stones. When you come to the pipe a headcrab will pop out; watch it.

Through the pipe and above it is a bunker area swarming with blood hungry
government cronies known as marines. The best strategy for this is to snipe
them from the pipes. Since there are two ends and two exits to the pipe, this
makes it easier. When you snipe off a marine from, say, the left end of the
pipe, the marines will all concentrate fire and grenades on that end. So,
while they are occupied, go to the other end and give them a wake up call.
Then go to the other end, and on and on until they are all deleted from your
computers RAM.

Use your rocket launcher on the tank; you’ll need the gauss for later. Take
all the ammo and health that’s to the left of the tank then press the button to
open the door. A peaceful area you will find...as you should have learned,
never trust a peaceful area. There’s another rocket-firing tank past all the
crates. To beat it, get out into the middle of the street(yes, the middle!)
and RUN towards it, firing charged gauss on the run. This should destroy it
easily.

NOTE: The tanker will reveal a secret area if it shoots the wall to the left of
it: a ravine with a few marines and lots of ammo. This area isn’t required,
though.

Enter the doors to a mine field. An alien grunt and a vortiguant will
teleport; watch out for them, then head right. Shoot out the tripmines then
kill the invisible gunner with a single rocket. Take the dead Barneys gun then
throw a grenade at the floor of the mine field to set off all the hazards in
the vicinity. Kill the next gunner from below using a rocket, then crouch
under the barbed wire to the other side. Use a gauss, rocket, grenade, or a
lot of ammo from your other guns to destroy the computer terminal blocking your
way. Get past it then hop on the felled antenna. On the roof of the building
make your way around the shafts to a hole. Drop into it.

This is no ordinary building your in. It has only three enemies, which are
headcrabs, but the place is rigged with tripmines for some reason which I
cannot begin to think of. If one of them goes off, no matter how secluded it
seems from the rest, so do all the others. You may think: So what? All I have
to do is find cover and I have no problems, right? Wrong-Oh. In case you
didn’t know, this is a nuclear missile storage facility and the chain reaction
would set off the two nukes it houses. The screen will gamma white then load
at the previous save point, adding a nice scare affect and sense of suspense.
So, crouch under the first tripmine, jump on the rail to avoid the second, and
jump over the next. You should now see the two very large missiles above you.
Kill the two idiot headcrabs that would start the chain reaction, then make
your way to the steps. Watch the tripmine then head up. Kill the headcrab,
then jump over the trip laser. The button will bring up a cargo lift, but
before you do so make sure you break the box that’s on it. Jump out onto the
cargo platform, then use it to jump to the lift blocked off by the tripmines.
Take it down.

Kill the marines and pick up the hornet gun. Go down the corridor, then
destroy the turret in the truck. The road will be filled with alien grunts.
Well, a jet will come and bomb them back to the test tube they came from. Blow
up the tank using your gauss. Before continuing break the boxes to the right
to pick up valuable health and ammo.

Eliminate the annoying gunner above then enter the building. Kill the marines
then find Barney upstairs. Get him to open up the storage room to find a load
of ammo, explosives and health. Still on the second floor, jump outside the
window to the ledge. From there jump on the two terminals then to the ladder.
Kill the marines atop and use the cemented roofing tiles as stepping stones to
the other side. You’ll come to a helicopter landing pad. Move towards the
shed door and it will blow open revealing some alien grunts. By then you
should hear the sounds of some kind of plane. It will be full of marines, so
let them eliminate the grunts before shooting it out of the sky.

Enter the shed the alien grunts came out of and climb the crates to the rocket
launcher. Shoot out the other shed door then spill the guts of the grunts that
come out with it. Enter it and man the gun you’ll find. Crouch and fire at
the 20-25 alien grunts that will teleport. Afterwards use the blow pad(an
alien thing that blows upward when you step on it) to reach the higher levels.
Watch the battle with the grunts and marines then destroy both.

Enter the shaft and watch out for the annoying snarks. At some point some
marines below will shoot out and break the shaft. You’ll land in an auto shop.
Kill the marines then open the door. An explosive crate...and someone just
threw a grenade at it. Stand back. The door will be sealed off by falling
debris, so you’ll have to find another way out. Press the switch to make the
platform come down. Press it again to make it go up, only this time go up with
it. Jump through the hole then kill the marines. Man the rocket launcher the
blow the shed door open. Use the rockets to kill the grunts that will offer
themselves as a sacrifice.

You’ll find another battle between alien and marine. Let them wear themselves
out then attack and finish them off. Enter the door by the walkway. To the
right a part of wall will be smashed open by a corpse of a marine and an alien
grunt will follow. Kill it then find yet another alien vs. human battle.
Again spectate for a while before moving in.

Use the blow pad to get on the roof. Break the grate then drop into the water.
Enter the tunnel. Halfway a marine will open the end and drop a satchel.
This will make a large fireball explosion, so get back into and under the water
and duck to avoid the flame.

Kill the marines and headcrabs then enter the next pipe. Get Barney to follow
you(he’s upstairs) to the door switch. Back outside, kill the teleported alien
grunts and make him follow you to the guardhouse. He’ll open a door for you.
Enter to find another gargantua. As in “Power Up,” you cannot kill it using
conventional means. So, run past it and through the parking lot to the other
side. Grab the health’s and use the blow pad to the water vat. Jump down onto
the next blow pad as to avoid gravity’s crushing properties, and get on top of
the silo to the ground-to-air missile control system. Make the targeting lines
target the large antenna. It will fall down. Next, make the machine blow up
the wall that the antenna will lean against. Use it a final time to break open
the hatch. The gargantua will have broken the seal by now; run past him and
use the antenna as a bridge. Enter the tunnel to end this LONG section.
· Forget About Freeman!
NSFW:
The sky is falling, the sky is falling! Ack, everyone the sky is falling! Well,
not quite, but the rock ceiling above you sure is. Avoid the blocks and use
them to get to the doorway. Enter it and hop over the railing. Draw the two
alien grunts towards you then get back into the controls room. Press the lever
and activate the drone gun. Ahh...don’t it feel good to use what for so long
has hindered you against your enemies?

Head towards the stop sign and turn right(take my word for it: ignore the
passage to the left). Kill the alien grunts then shoot at and destroy the
alien...spherish...cocoon? and three snarks will emerge from it. They will all
plunge themselves into the water and self destruct shortly. How convenient :)
That’s the advantage in this game that you have over the enemy: your not
stupid(if you are, well, at least you have me telling you what to do). Enter
the hatch using the wheel to an underground sewage system.

Push the metal crate into the water on the LEFT HAND SIDE! If you put it on the
right hand water tunnel, you’ll have to deal with another able Itchyosaur. Use
the crate to jump over the metal fence. Kill the headcrab and avoid the deep
water with the Itchyosaur. Duck under the turning wheels(what purpose,
exactly, do they serve?), avoid the hagworms and keep under the water because
there is hot steam above it.

Knock over the tripod chain gun, and knock off the marine while your at it.
Take the rocket supplies and ascend the ladder. Use them or the gauss on the
tank, then continue past it to a health station and a chain gun. Enter the
elevator and take it down.

Avoid the radiation spills and progress to another alien vs. predator fight.
Kill whoever wins then man the tankers gun. Blast open the seal then man the
machine gun and mow down the vortiguants and alien grunts that teleport.
Afterwards round the corner and destroy the alien crafted drone gun. Press the
switch and enter the large doors.
· Lambda Core
NSFW:
Press the button to make the lift with the truck go down; go down with it.
Kill off the local headcrabs and bullsquid. Head up the ladder and grab the
shotgun ammo. Enter the door past the dead scientists to find a storage area,
unfortunately littered with assassins. Put the elusive females to death, break
the boxes and head up. Fight will you another assasin(sounded like Yoda there
didn’t I?). Take care of her then cross the walkway. Head down to find an HEV
and health station. Take what you need and go to the elevator. Go down on it
you naughty thing you and you’ll find an antechamber of sorts. The way right
is locked; the left is the only option. Before you do, place a tripmine near
the explosive barrels to your right. You’ll find its use later. Enter the
door and several grunts will teleport. Kill them then you’ll hear another
grunt, this one behind you. That tripmine will do its work now. Once the area
is clear, head up the ladder to the scientist.

Take the crossbow ammo clips and let the scientist use the retinal scanners to
open the door. Get on the lift and head right. In the room you’ll pick up the
mother of all guns: the Egon gun. Try it out on the pet headcrabs. You’ll see
just how powerful it is. No more bar fights for Freeman :).

Go back and take the lift up. Kill the grunts in the area then get on the
walkway entitled in a blue “Coolant System 01”. At the door, turn around
because a vortiguant will spawn, ready to shoot at you in the back. In the
coolant chamber kill all the grunts/vortiguants, the usual drill, then press
the button to make the machine go and do whatever its supposed to do.

Now get to the walkway leading into the orange coolant chamber. Turn off the
steam with the wheel and enter the door. Kill the alien grunts and head up.
Another grunt will teleport to the catwalk; he’ll break it and fall to the
ground, so don’t be on it when he does. Enter the coolant chamber and press
the lever to activate the pumps.

Backtrack to the beginning where the elevator was. Turn right and follow the
sign that says “Maintenance.” You’ll find Barney, head past him and down the
steps to the scientist and the lot of ammo and health. Take it all and head
back up, this time following the other sign(I forget what it says :p). Enter
the door and you’ll face off with a load of grunts, some that will teleport
after others die. Kill them all with the Egon and jump into the water. Swim
into the tunnel, past the loading point to the reactor core. Press both wheels
to increase the water levels. Ride the wave up and kill the grunts, avoiding
the electrical bursts coming from the reactor and keep heading up to the top
and the door.

Enter the elevator shaft and climb the ladder. Jump to the platform and get
inside the room Barney is in. Take the health from the station and get Barney
to follow you. In the hall a LOT of vortiguants and grunts will spawn; let
Barney take care of them, if not weaken them. Continue to a wheel on the wall.
Turn it to turn on some steam. Walk down the hall and a vortiguant and an
alien grunt will spawn; draw them into the steam and they will die instantly.
Turn off the steam then round the corner. Three more alien grunts; run back
and turn the wheel to make them die a fiery death.

Down the ladder contains is only some sparse health and ammo, so unless you
need it enter the door marked “Core Level 3.” Here is your first encounter with
portals. One doesn’t do anything, the other warps you to the next portal which
is visible through the fence. When the moving platform is under the portal
though the fence, enter the portal. From there, enter the side that is marked
“Port 02” and look up. Again you must time your entrance to the portal so that
you fall onto the platform, not back to the ground. Duck under the pipes then
enter “Port 07” when the timing is right. Now simply enter the final portal,
“Port 02”.

In here you have to use the platform and press both switches on the sides of
the room. Once you do, enter the portal.

Ignore the headcrabs and head up the ladder. Enter the room with Barney and
scientist. They’ll blab to you for a while...while they do take all of the
goodies in the supply chambers. You should get practically full everything,
including health and HEV. After the talk the scientist will let you have the
long jump. The long jump, hence its name, triples the length you can jump. To
use it, Run, then Press Duck, then quickly press Jump. Practice it for a while
then get Barney to follow you into the portal chamber.

Get up the ladder and on top of the platform. From here, wait for the
scientist to get the portal going. Sure enough, once he does more alien scum
will emerge. This time they are flying things called Xen Masters. Three shots
with the magnum should do them in. Your objective here is not to keep yourself
from being killed, but the scientist working the portal. So just kill every
Xen Master you see. With the help of Barney this should be no problem. About
10 seconds after the scientist says “Its almost ready...” jump down and RUN to
the portal. Let the scientist fend for himself now, then wait for him to say
“Go! You must go now!”. Jump in and you’ll be teleported to the alien world of
Xen.
· Xen
NSFW:
Well, these are the last few levels in the game. For some reason I hated
Xen(pronounced “Zen”)...I don’t know why. Probably the unrealistic and
overdone sci-fi level design got to me. Oh well, back to the FAQ.

You’ll find yourself on a floating platform. Use the long jump to get to the
next. Kill the grunt and houndeye, then hop to the closest moving platform.
Make your way to the bottom platform. Avoid the alien sentries and houndeyes
and enter the small crevice in the rock walls. Break the webbing and go up to
all three...things that look like they’re important...and press ‘E’ on them
all. Next, find the butterflies(???) trapped behind webbing. Break the
webbing and wait. They will fly to the things you switch on and make a portal.
How this occurred I haven’t the slightest clue. Anyway enter the portal.
· Gonarchs Lair
NSFW:
Pick up the ammo then face big momma(what the game calls it), or, more
technically, the Gonarch. Basically its a big-ass spider with a big-ass pouch,
spawning all the you have to kill day after day. Its main weapon will be
spitting some toxic acid at you, but it will also let loose some baby headcrabs
or, if you get to close, it will run you over. So, now your aware of the
hazards, take out your egon gun and aim for the pouch. Don’t let go or budge
until the monstrosity runs away. Follow it through a tunnel and past a loading
point. Fall into the hole in the center the find a healing pool(a puddle of
water that heals lost health). Use it, as by now I’m sure you’ll have use for
it, and fire some rockets or egon/gauss lasers at it until it runs again.

Follow it again, this time your able to kill it. Run away from its able baby
headcrabs and shoot at the pouch enough and it will FINALLY die. Drop down the
hole the dead gonarch will make then drop to the ledge. A healing pool is its
contents; heal up before you enter the portal.
· Interloper
NSFW:
The platform you are on will crumble, not giving you enough time to jump to the
portal. So, run to the opposite side, past xen masters and grunts, to a small
cavern. In it kill the grunt, the break the webbing, and fall down the hole.
Pass the sparsely guarded tunnels and you’ll come to some more webbing, this
blocking a large pillar from moving up and down. Break it then get on the
pillars top when its fully down. Let it take you up, then jump to any one of
the moving-floating platforms. Use the platforms and carefully make your way
to the lowest one, and from there jump on one of the flying things. It will
take you to the portal; jump into it before the flying thing disappears.

Exit the cavern and jump on its roof. From here you have a birds eye view of
the area. Scanning it you’ll find a pair of grunts and vortiguants. Kill
both, and right when you do be wary because two more grunts will teleport. The
cavern ahead of you and by the things that look like oil drills contain some
health, ammo, and a healing pool. Stock up then head to the other cavern to
the left. In it contains another gargantuan. Dash past it to a small hole in
the wall, reachable only by ducking into it. The gargantuan will lose you and
run away to somewhere where he won’t be a problem. Get out and jump onto the
rocks ahead of you, then leap to the opposite side. Crouch or walk past the
fanged beasts seen in ‘Blast Pit’ to an area with two grunts and a portal.
Ignore them and enter the portal.

In this alien infested area is a lot of grunts and xen masters. Put the pests
out of their misery then cross the bridge to the other side. Pass the lifts to
a blue tube. Enter into it and it will act like a healing pool. You’ll find a
lot of these along your way. Another thing you’ll find a lot of are large
barrels. They contain alien grunts, so its not wise to open any.

Use the lifts to get higher(haha) to the treadmills. Jump to the second one
and follow it to a pool of toxic water. Quickly jump out and kill the xen
masters and grunts. Across from the treadmill is a grunt, kill it. Kill all
of the next grunts and xen masters in the area then enter the doorway. Take
the lift up, kill the grunt. You’ll come to a hallway full of barrels
containing alien grunts. Take out your egon gun and get ready to blast away at
the grunts and xen masters in here. Take the health packs then continue to an
entrance blocked by a pair of barrels. Throw every satchel charge you have in
front of the two, then detonate. It should blow the alien grunts limbs all
over the place. Kill the xen masters with your egon then enter the healing
tube. After your finished enter the vents. Drop down by using the posts to
break your fall. Kill the grunts, xen masters, and all else and take the lifts
up. Jump into the portal.

Jump from platform to platform in the empty space to the portal. Enter it to
go to the final boss.
· Nihilanth
NSFW:
First, before I describe the boss/how to beat it, let me explain the logic of
this creatures name, which is an interesting tidbit IMO. Annihilation. That’s
what its name comes from; look at it again: an-NIHILA-tion. Haha gee I’m
smart.

Aright, now I’ll get back to the boss. Nihilanth attacks in three ways: by
throwing the standard energy balls at you, much like the ones xen masters fire,
only 10x more powerful. It also spawns various enemies, or throws portals at
you which, if comes into contact with you, sends you off to a meaningless
puzzle room which the only purpose is to get back to the nihilanth. Since you
cannot outrun them, avoid them by getting behind the pillars.

To attack it, first you must destroy the three yellow crystals from which it
charges up with. A pair of rockets will do in each one, but chances are you
don’t have 9 rockets at your disposal. A clip from your handgun should do it
as well. After you destroy the crystals, shoot nihilanth’s head until it
opens. Once it does, run to any of the blow pads and use it. You’ll get to
see the inside of the aliens head. Its basically another crystal, so just
shoot at it until its destroyed, thereby destroying nihilanth and the evil
ailen race forever, or at least till Half Life 2.
· End Game
NSFW:
At the cutscene you’ll find that mysterious man who made cameo appearances all
throughout the game. After he explains a few things you’ll end up in a car
much like the one you started the game on. He’ll give you a choice: work for
him by entering a portal, or well...you’ll see. I would recommend working for
him though.
Half Life Wikipedia Page

Half Life Easter Eggs
NSFW:
Microwave Casserole

Walk up to the casserole in the microwave in the break room, and press the use key a few times.
Blue Screen of Death - 0:01 - 0:15

When you first enter, and you see the security guard sitting at the desk in front of a computer, walk over to the corner where there's a computer. It's towards the left if you are looking at the desk right as you come in. Press the use key, and you will see a computer monitor appear, and you'll see the blue screen of death.
Security Alarm - 0:16 - 0:25

Crawl behind the desk where the security guard is. Find a panel with a red and green button, and press the use key.
Alternative Way to Cause the Resonance Cascade

If, by using the 'impulse 101' cheat, you fire the Hivehand weapon into the pit of the Anti-Mass Spectrometer in the test chamber, it will cause the resonance cascade without having to activate the machine or push the specimen into place.
http://half-life.wikia.com/wiki/Half-Life_storyline
Hidden Scientist

After the resonance cascade, and you walk back to the front desk where the security guard was sitting at a computer, instead of immediately crawling into the vent, turn around to where you came in from in the beginning.

Use your crow bar on the entry panel; it will open the doors. Go explore and see the hidden scientist. Afterward, notice that on the original side of the gate you were on, there is a dead security guard. There's ammo next to him too.
A Hint in Blood

Go to map c3a2f via the console (press the Tilde key and type "map c3a2f"). You should find yourself in a room with some steel crates, a map of the "reactor" tower, and a dead Science Team character laying in a pool of his own... um... blood.
If your peristalsis hasn't reversed, stand opposite the tower map and carefully inspect the bloodstain, remebering that Marc Laidlaw, writer of Half-Life's storyline, is a fan of Stephen King.
"247" is the number of the possessed hotel room in "The Shining", a novel written by Stephen King. But this egg doesn't end here; by travelling through "reactor" tower portals "2", "4", and "7", the player can escape the tower puzzle.
Unforseen Consequences - Hidden Ammo, Armor, Weapons - 0:01 to 1:26

Underneath the collapsed elevator, there will be armor.

Also, after you detonate the explosives (next to a headcrab and a headcrab zombie), there is a scientist around the corner. Press the use key after having walked up to the scientist, and have him follow you around the platform, following the handrail. Shoot and kill the headcrab zombie, which is next to more explosives. There is a barred window where you can see ammo, weapons, and health is. The door is locked, but the scientist can use the retinal scanner, which will let you in.
Office Complex - Hidden Ammo, Armor, Weapons - 1:27 to 2:40

There is a hidden stash like above, and the door is locked. The retinal scanner is damaged. Go back the way you came in. To the left of the exit door, there is a vent. Break the vent with your crowbar. Crawl through the vent, and break the other vent covering. Go up the ladder, crawl in between the fan blades by crawling over the broken one, and break the vent covering below you and drop down. Hop over the red hole below you. Around the corner, there is another vent covering, with two headcrabs directly behind it. After killing these headcrabs, break through a vent covering, and crawl along the edge to the other vent covering you can see off to the right. Break through it, and crawl through to the other side, break that covering as well. Crawl over the I beams by going right, and then straight. Watch out, three headcrabs will fly from your right to the left. They shouldn't hit you if you are careful. Continue by finding the vent cover ahead of you, and break it, and crawl through it. At the end, there's another crawl space with similar structures. Crawl to the other corner, and break through the ceiling. You'll end up in the room with the broken retinal scanner you were originally looking at. Quite along way to get through one locked door with a broken retinal scanner, eh?
Blast Pit - Hidden Ammo, Armor, Weapons - 2:41 to 3:10

You see two yellow pipes atop a lake of radioactive liquid. Walk down the one pipe you can step on, and instead of jumping onto the second pipe, jump onto the round surface ahead of you, and strafe over to the other side (if you are not familiar with doing this, it may take a few tries - watch the video for help). On the other side are health and armor packs.
On the Rail - Hidden Ammo, Armor, Weapons - 3:11 - 3:35

Next to two vending machines, are two boxes. Jump up on one box, and then the next, and you will see that there's a ledge in the ceiling you can jump up onto. Up there are several armor packs.

Drop back down and walk over to the rail. Look at the red doors that say CAUTION on them. Jump up on the shallow ramp to each side of the rail, and climb up the ramp. Jump up and over to find an extra armor pack.
On a Rail - Hidden Health and Weapons

There will be a set of stairs to ascend, but instead, crawl and walk underneath the stairs. There will be a wooden box; use the crowbar to destroy it. Underneath will be a vent below where the box used to be; break it with the crowbar too, and climb down the ladder.

You will find at least two health packs, and two satchel charges. But, there will also be some headcrabs in your way. Next to one of the health packs will be the word "Riller" who is one of the Half Life map developers.
Surface Tension - Hidden Ammo, Armor, Weapons - 3:36 - 4:35

There's a security guard on the second floor of a building which is accessible in an alley with a ladder hanging down. This is around the corner from the helicopter landing zone. Find this security guard, walk up to him, press the use key, and return to the locked door with a red sign that says Authorized Personnel Only. He will unlock the door. There's a HEV and health station on the wall.
Scientist in Xen

While fighting Nihilanth, he will attempt to throw teleportation orbs at you. If you are transported to the same area seen in the link above, you will see a scientist sitting up on a ledge.
Gman's Briefcase

The easy way to do this is to open gman.mdl in a model viewer (chumbalum soft`s is great)and simply look at the skin textures used for the inside. - inside_1.bmp - inside_2.bmp

The hard way is to enable cheats, and to enter noclip. Then, move into the briefcase of the GMan, and you will see the same thing.
Half Life Walk Through Videos
System Requirements
Minimum System Requirements
http://www.ultimate-gamer.com/halflife/hl.htm

Intel Pentium® 133 MHz
400 MB hard-disk space
24Mb RAM
Windows 95/98/NT4
SVGA video card
2x CD-ROM drive
Windows-compatible Soundcard

Recommended System Requirements
Intel Pentium® 166 MHz
32 Mb RAM
OpenGL- or DirectX-compatible 3D accelerator

 
Half Life: Opposing Force

Half Life: Opposing Force​
Episodes
· Welcome to Black Mesa
· "We are Pulling Out"
· Missing in Action
· Friendly Fire
· We are Not Alone
· Crush Depth
· Vicarious Reality
· Pit Worm's Nest
· Foxtrot Uniform
· "The Package
· Worlds Collide

Weapons [Damage]
http://half-life.wikia.com/wiki/Half-Life:_Opposing_Force

Note:
[#,#] = [primary attack, secondary attack]
[#|#] = [when fired by you, when fired by Enemy] For the Desert Eagle, the enemy is HECU/Security. For the M40A1 Sniper Rifle, it is the black ops male assasin.
[#~#] = [direct hit ~ on average]
For the Shotgun, 30 is 5 points for 6 pellets. You can think of it as ≤30.
31.gif
= Alien Weapon
Pipe Wrench [10, 45-200+]: The first mêlée weapon Shephard finds, the wrench is suitable for bashing crates and enemies alike. Alternate fire prepares for a more forceful swing, that increases in power the longer one holds down the button.
Combat Knife [10]: Another mêlée weapon that delivers less damage, but is very fast and effective against headcrabs or already wounded or weak enemies. Stabbing some enemies in the back can result in a one-hit kill.
Barnacle (Specimen 1176): The Black Mesa scientists were able to "tame" this Xen creature that normally adheres to ceilings. Its ability to latch onto distant organic targets (including enemies) using its long tongue makes it useful as a grappling hook allowing the player to scale heights and cross otherwise impassable gaps. Primary fire shoots out the tongue and pulls the player towards whatever it sticks to, alt-fire stops it from retracting its tongue, allowing the player to swing around.
9mm Pistol [8]: The most basic ranged weapon. Accurate and with average stopping power, the 9mm Pistol is unique in that it can be fired underwater. Secondary fire fires the pistol in fully-automatic mode, that greatly increases the rate of fire, but lowers accuracy significantly.
Desert Eagle [30|40]: A powerful semi-automatic pistol. Similar to Half-Life's Colt Python revolver, but has less recoil and a faster rate of fire. Alt-fire activates its laser sight, which greatly increases its accuracy but reduces its firing rate.
MP5 [5, ≤100]: Fully automatic with average stopping power and somewhat poor accuracy, but high magazine capacity and rate of fire. Has an attached grenade launcher, and shares ammunition with the 9mm pistol.
Shotgun [30, 60]: Powerful when up close, but has a slow rate of fire, long reload time, and is next to useless at medium-long range.
RPG [100]: An extremely powerful weapon, but must be reloaded for each shot. Alternate fire activates/deactivates a laser sight; with the laser sight active, the rockets will track the laser to its target.
Hand Grenade [100]: A handheld explosive. Can bounce off of walls and detonates after five seconds.
Laser Tripmine [150]: A high-explosive Claymore mine-like device that can be attached to walls. It is set off either by damaging the mine or by crossing through the laser "tripwire" emitted from it.
Satchel Charge: A highly potent explosive that can be thrown a short distance and detonated remotely. Secondary fire allows the user to place additional charges.
M249 Squad Automatic Weapon [15]: A light machine gun that is very effective at cutting down groups of enemies, but empties quickly and has a long reload time. Its powerful recoil makes it difficult to aim; crouching while firing can help alleviate this.
M40A1 Sniper Rifle [100|15]: A powerful and accurate sniper rifle that is very effective at long distances. Its bullets hit their targets instantly, unlike the bolts of Half-Life's Crossbow. Alt-fire activates the fixed-power scope. Ammunition for this weapon is extremely rare, so pick your targets wisely.
31.gif
Spore Launcher [90~15]: A living weapon with a fish-like appearance, the Spore Launcher feeds on spores and regurgitates them as dangerous warheads. Primary mode fires a glowing green alien spore (which can be picked up from scattered "spore pods") that does heavy damage to organic enemies. Its alt-fire mode launches a slower-moving "spore grenade" that bounces around for a few seconds and then explodes, causing even greater damage in its area of effect. Shephard seems to hold some affection for the creature, stroking it fondly during one of the idle animations. Shock Troopers can use the same spores as grenades.
31.gif
Shock Roach [10]: Another biological weapon, these insect-like creatures are the standard armament of the alien Shock Troopers-which apparently bond to a host's skin with its six legs until death. The Shock Roach fires an electric bolt that inflicts moderate damage. It can only fire off ten such bolts, but continuously replenishes its "ammunition".
31.gif
Snark: Small, aggressive alien creatures that quickly pursue their target, pestering and biting, until finally exploding after several seconds (or if shot). If they cannot locate a hostile target, they will turn on the player that set them loose. When used in number, they are very effective at drawing enemies out from their cover, or distracting them from attacking the player.
Displacer Cannon (Project XV11382) [250]: An experimental teleportation weapon, its primary fire launches a large, slow, green orb of energy that damages enemies it passes by and obliterates anything that it hits directly. In the single-player game, the alt-fire is used to transport Shephard to Xen as well as access certain "hidden" areas of the game. Both modes need 1-2 seconds to "charge". In multiplayer, the alt-fire teleports the player to a random area of the map. The Displacer's primary fire is, in effect and damage, homage to the BFG weapon of the Doom and Quake series, taking out any enemy short of a boss with a direct hit and dealing splash damage in a visible radius. Note: The displacer uses the same spinning component as the gauss/tau gun, which can be seen when it charges a shot.

List of places that Shepard can be transported to in the map.
http://half-life.wikia.com/wiki/Displacer_Cannon
NSFW:
We Are Not Alone (of3a2): Set on Xen, this is the map where the Displacer Cannon is found. After witnessing Gordon Freeman teleporting to Xen, Shephard uses another portal, sending him to another Xen location featuring a Race X portal powered by a large Xen crystal from which Sprites fly and enter back to another portal located above, and a dead Survey Team member. There he witnesses a scientist teleporting high above, falling to his death on an island with a Displacer Cannon. Upon acquiring the weapon, Shephard can use it to teleport into a segment of the Training Facility, where he witnesses Vortigaunts attacking the Holographic Instructor without any effect. As Shephard is already on Xen when using the Displacer Cannon teleportation feature, it is the only teleport location not set on Xen.
Crush Depth (of3a4): From the Biodome Complex, Shephard can teleport himself to the same Xen location seen during the Resonance Cascade in Half-Life, and where the Decay bonus chapter Xen Attacks starts. There the Bullsquids drinking in the Healing Pool are still non-hostile. The portal teleporting back to Black Mesa is located behind Shephard after teleporting, in a cave.
Crush Depth (of3a5): Again from the Biodome Complex, it teleports to a Xen location where a scientist who came there with another Displacer Cannon is hanging from the cliff of an island. However Shephard does not teleport on solid ground, and falls to his death in the void. The end message then reads: "Status: Accidental death - Postmortem: Displacer Cannon self-teleport mishap". One of the islands features a Healing Pool.
Crush Depth (of3a6): Again from the Biodome Complex, it teleports to a Xen location where corpses of Survey Team members are found. A portal leads back to the Biodome Complex. It will sometimes lead to a Biodome Complex area featuring another portal teleporting back to another spot of the Xen area, then teleporting back again to the Biodome Complex.
Vicarious Reality (of4a1): Again from the Biodome Complex, it teleports to a Xen cavern where a scientist, thankful to be rescued, is found. The scientist can then teleport through the portal, but he cannot be seen after following him. There can also be found a Healing Pool, several Light Stalks and Xen crystals.
Vicarious Reality (of4a2): Again from the Biodome Complex, it teleports to a Xen area with three islands linked together vertically by a column, Xen crystals, Survey Team member corpses and two flocks of Boids.
Vicarious Reality (of4a3): Again from the Biodome Complex, it teleports to the same Xen area as the one visited in of3a6, only that the skybox is plain black. It is briefly seen, with no dead Survey Team members and no supplies, in the Blue Shift chapter Deliverance.
Pit Worm's Nest (of4a4): From Waste Processing Area 3, it teleports to a large flooded Xen cavern with Light Stalks, the corpse of a lab coat scientist and of a female HEV Suit scientist, possibly Gina Cross (as it uses the multiplayer model "gina.mdl"). Despite being set on Xen, the Pit Worm can still erroneously be heard from that area.
Pit Worm's Nest (of4a5): Again from Waste Processing Area 3, it teleports to the same Xen area as the one visited in of3a5.
Foxtrot Uniform (of5a1): From Sector G's hangar areas, it teleports to the same Xen area as the one visited in of4a1, only that there is no scientist.
Foxtrot Uniform (of5a2): Again from Sector G's hangar areas, it teleports to the same Xen area as the one visited in of3a4.
Foxtrot Uniform (of5a3): Again from Sector G's hangar areas, it teleports to the same Xen area as the one visited in of4a3.
Foxtrot Uniform (of5a4): From Sector G's Hydro-Electric Dam, it teleports to the same Xen area as the one visited in of4a4, except that it now features two portals. One portal teleports back to the hangars side of the dam, the other to the Advanced Biological Research Lab side.
"The Package" (of6a1): From the desert area located after the Hydro-Electric Dam, it teleports to the same Xen area as the one visited in of4a1. The scientist is again there, but does not teleport when walking through the portal.
"The Package" (of6a2): From outside Sector E's larger Ordinance Storage Facility, it teleports to the same Xen area as the one visited in of4a3.
"The Package" (of6a3): From Sector E's larger Ordinance Storage Facility, it teleports to the same Xen area as the one visited in of4a4. Both portals teleport back to the same spot, which changes depending on what spot Shephard is before teleporting.
"The Package" (of6a4): From the underground parking lot of Sector E's larger Ordinance Storage Facility, it teleports to the same Xen area as the one visited in of3a4.
Worlds Collide (of6a4b): From under the underground parking lot of Sector E's larger Ordinance Storage Facility, it teleports to the same Xen area as the one visited in of3a4.
Worlds Collide (of6a5): From the Gene Worm area of Sector E's larger Ordinance Storage Facility, it teleports to a Xen area featuring three islands, a dead Survey Team member and his Weapon Box, and a few Xen crystals.
In the single-player campaign, some of these weapons replace their Half-Life counterparts (Desert Eagle - Colt Python, M40A1 - Crossbow, Pipe wrench/Combat knife - Crowbar, Shock Roach - Hivehand). However, in the multiplayer game the player can carry both the new Opposing Force weapons and their Half-Life variants at the same time, while cheat codes also make it possible to possess and use these weapons in single-player mode.

Characters
Adrian Shephard - Protagonist of Opposing Force. In other words, you are Adrian Shepard.
The G-Man
Dwight T. Barnes - Drill Instructor in the Training Course
Sharpe - Drill Instructor in the Training Course
Gordon Freeman - Protagonist of Half Life, and Half Life 2. Adrian Shepard's goal is to kill Gordon Freeman. There is more information about this in the Easter Eggs section.
Gina Cross - The Holographic Assistant in the Black Mesa Hazard Course, originally seen by Gordon Freeman.
http://half-life.wikia.com/wiki/Gina_Cross#Half-Life:_Opposing_Force

Black Mesa Science Team Members
Black Mesa Security Force Members
Hazardous Environment Combat Unit Members

Enemies [Health] [#, #, #] = [easy, normal, hard]
Humans
Black Mesa Security Force Members*
Hazardous Environment Combat Unit Members*
Black Ops
AH-64 Apache [400]
Xen Aliens
Alien Controller [60]
Alien Grunt [60, 90, 120]
Barnacle [35]
Bullsquid [40]
Gargantua [800]
Gonome
Headcrab [10]
Headcrab Zombie [50, 50, 100]
Houndeye [30]
Ichthyosaur
Snark [2]
Tentacle
Vortigaunt [60]
Race X Aliens
Gene Worm
Pit Drone
Pit Worm
Shock Roach
Shock Trooper [200]
Voltigore
*If they shoot at you. They are not actually enemies, unless you shoot them, or if they see you shoot another security guard, or scientist.

Cheat Codes
NSFW:
Load the game with the "hl.exe -dev -console -game gearbox" command line. (Another source also instructs to add in +sv_cheats 1) Then while playing the game, press ~ to display the console and enter one of the following codes to activate the corresponding cheat function:

/god - god mode
/impulse101 - all weapons, with full ammunition and armor
/notarget - enemies don't attack
/thirdperson - third person view
/noclip - no clipping mode
+reload - auto-reload enabled
-reload - auto-reload disabled
sv_gravity [#] - adjust gravity [-999 to 999999]
/give [item] - spawn indicated item
6.gif

/give weapon_[weapon] - spawn indicated weapon
15.gif

/give ammo_[ammo] - spawn indicated ammo
28.gif

/map [map] - map select
22.gif


More advanced cheats


6.gif
Ally Names
monster_barney
monster_barney_dead
monster_drillsergeant (Dwight T. Barnes and Sharpe - Drill Sergeants)
monster_hevsuit_dead
monster_human_grunt_ally (Grunt with no weapons)
monster_human_grunt_ally_dead
monster_human_medic_ally (Medic)
monster_human_torch_ally (Engineer)
monster_otis
monster_otis_dead
monster_recruit
monster_rosenberg (Dr. Rosenberg from Half Life: Blue Shift)
monster_scientist
monster_scientist_dead
monster_scientist_cleansuit
monster_sitting_scientist
6.gif
Enemy Names
monster_alien_babyvoltigore
monster_alien_controller
monster_alien_grunt
monster_alien_slave
monster_alien_voltigore
monster_apache
monster_barnacle
monster_bullchicken
monster_gargantua
monster_geneworm
monster_gonome
monster_headcrab
monster_houndeye
monster_human_assassin
monster_ichthyosaur
monster_male_assassin
monster_pitdrone
monster_pitworm_up
monster_shocktrooper
monster_shockroach
monster_snark
monster_vortigaunt
monster_zombie_barney
monster_zombie_soldier
15.gif
Weapon Names
357 (.357 Magnum)
9mmar (9mm Assault Rifle)
9mmhandgun
crossbow
crowbar
eagle (Desert Eagle)
displacer
egon (Egon gun)
gauss (Gauss gun)
grapple
handgrenade
hornetgun
knife
m249 (Machine gun)
penguin (Penguin Bomb)
pipewrench
rpg
satchel
shockrifle
shotgun
snark
sniperrifle
sporelauncher
tripmine
28.gif
Ammo Names
357
9mm
crossbow
egonclip
gaussclip
556 (machine gun)
762 (sniper rifle)
rpgclip
buckshot
spore
22.gif
Map Names
Boot Camp
ofbooto
ofboot1
ofboot2
ofboot2
ofboot3
ofboot4
Opposing Force Episodes
of0a0
of1a1
of1a2
of1a3
of1a4
of1a4b
of1a5
of1a5b
of2a1
of2a1b
of2a2
of2a3
of2a4
of2a5
of2a5b
of3a1
of3a1b
of3a2
of3a3
of3a4
of3a5
of3a6
of4a1
of4a2
of4a3
of4a4
of4a5
of5a1
of5a2
of5a3
of5a4
of6a1
of6a2
of6a3
of6a4
of6a4b
0f6a5
of7a0
 
Half Life: Opposing Force Part 2

Half Life: Opposing Force Walk Through
NSFW:
· Welcome to Black Mesa
NSFW:
The first episode of Opposing Force has you flying into the Black Mesa Research Facility in New Mexico for an unspecified mission. It appears at first glance to be a babysitting job, but the ride inbound quickly proves otherwise, and you immediately find yourself in serious trouble.

You'll quickly want to get on your feet and grab some weapons to defend yourself. There are a few interesting puzzles in this episode, but stay alert and you'll begin to make your way safely to your extraction point.


- During the opening sequence, don't forget to look around -- events happen outside that you don't want to miss.

- After waking up in the laboratory, listen to the scientist and head out to get your PCV vest. It is on a table in the area where the scientists are examining alien specimens. There is a scripted sequence where a zombie throws a scientist through a glass window, and then begins to chase you. Don't let him catch you by surprise.

- After getting your vest, head down to the area where a security guard is shooting a zombie. After he kills the zombie, talk to him and have him open the security doors. He will only open the doors if you have your vest.

- After going through the doors, pick up the red pipe wrench on the floor. This will be your primary weapon for a bit, so don't miss it!

- You'll come across a lab room with lasers blocking your path. Crouch under the lasers, and then smash the mirror with the purple laser with the wrench. This will cause a chain reaction that will deactivate the lasers and allow you to continue to the next area.

- Continue through the hallways and head outside to the cliff face. You'll have to do some jumping to make your way to the exit door, and be sure to pick up the knife by the dead Vortigaunt.

- Once through the door, crawl through the hole in the rock and emerge outside where you'll find a downed chopper. You'll need to pass the chopper to progress, but first you'll have to turn off the power or you'll get electrocuted.

- Head over to the area where the generators are fenced off, and watch as a security guard falls victim to a now-electrified fence. The power switch is behind those gates, but you'll have to access it through the vent on the side.

- Use your night vision to find your way through the vent, and be sure not to get zapped by the electricty when you emerge inside the fenced area. Find the power switch, turn it off, and leave via the now unlocked gate. Don't miss the pistol on the floor next to the security guard before heading back.

- Once back at the chopper, listen to the radio, where you're told to make your way to the extraction point. Head underground via the nearby ladder, and continue until you run across a Vortigaunt. Shoot him, grab the shotgun next to the dead Marine, and continue.

- You'll eventually come to a room where all sorts of bad things are about to happen. As soon as you near what looks like the exit, everything starts to explode -- the floor starts breaking away, the room begins to fill with radioactive sludge, and the ladder leading out of the slime becomes electrified.

- Once the room starts to collapse, head back to the entrance of the room and stay to the far right. Wait there as the rest of the floor collapses around you, and a catwalk should drop right in front of you, providing a path to the beams above. Go up and look around -- you'll see one of the doors has a window next to it, where the G-Man will appear and open the exit door for you. Head across the beams and exit to safety.

- Continuing downstairs, you'll reach a room flooded with more electrified sludge. To continue, you'll have to jump across and find the control room to operate the conveyor. Move the platform from right to left, and use the platform as a bridge for you to climb over.

- Look for a broken pipe in the wall and drop down further into the sewers. Swim around for a bit and you should find a ladder in the corner leading back up.

- You'll eventually emerge above a loading area flooded with yet more radioactive sludge. There's a drainage control below, but access to the lower area is cut off during loading, and the loader is currently stuck behind some crates. Shoot the explosive crate, which will allow the loader to finish its job and allow access below. Climb down and across the crates to the drainage control, and drain the room.

- Open the door and head up the elevator, where you'll meet a few Houndeyes and an empty tram car. After dispatching of the Houndeyes, move the cart across the floor until it's directly in front of the tram, providing a bridge. Carefully make the jump into the tram, and it will automatically start up, ending the episode.
· "We are Pulling Out"
NSFW:
You continue to make your way to your team's extraction point, but once there, things don't go exactly as you might have hoped.

- Ride the tram as it begins to climb upward. Vortigaunts will appear outside -- either stay low, or shoot them as they pop up. Once the tram docks, get out and kill the remaining Vortigaunts that appear.

- A few steps away, you'll meet a chubby security guard, who currently has his hand stuck in a vending machine. Get him to follow you, and he'll take out most of the enemies that follow.

- Upstairs, you'll come to a locked door. Through a window you'll see Barney and Walter chatting, who then get a rude surprise, which upon its conclusion will shatter the glass window. Enter the room via the window, and unlock the door from the other side, allowing Otis in.

- Continue along and break the glass if you'd like to talk to the scientist inside the next room. While you're doing that, Otis will unlock a closet with MP5 grenades and ammo.

- Hop on the platform at the end of the hall and head upward, where a marine is fighting a losing battle with some Vortigaunts. Finish the aliens and grab the MP5 by the dead Marine's feet.

- The door is locked, but there is a vent above the HEV charger. Use the crates to climb up, break the vent's opening, and travel through until you emerge at what appears to be the extraction point.

- Once in the base, you can see the extraction helicopter waiting outside -- there's even a Marine waving at you to hurry. Collect as much as you can before proceeding -- you won't be able to retrace your steps shortly.

- Upon nearing the outside exit, the hangar door will suddenly close, the G-Man on the other side. The fire door leading back upstairs will also shut, effectively sealing you in while the helicopter takes off, leaving you behind.

- A few seconds later, Vortigaunts will break into your area. Eliminate them and escape through the opening one of aliens created when it broke in...
· Missing in Action
NSFW:
One of the larger episodes in Opposing Force, "Missing In Action" follows Shephard as he continues along the only path available to him, trying to figure out his next move. There are five distinct areas to the episode, each of which present special challenges.

Ventilation Area

- Make your way through the pipe area until you reach a small clearing. Clear the Vortigaunts away, and ransack the crates. In the corner of this area are some stacked vent pipes providing access to a vent. Break the vent opening and climb in.

- As you make your way through the vent, break the first opening in the vent floor that you see. Drop through, and you'll find yourself in a ceiling area.

- Some of the ceiling tiles here are unstable and will collapse, sending you into the electrified water below. With night vision off, it should be easy to tell which tiles are safe and which are not, as weak tiles have a slight discoloration. Make your way through the ceiling area until you reach a ventilation area with two huge fans.

- Walk across the beams supporting the fans, and make your way to the opening on the other side. Drop down on the catwalk and continue until you are facing two more fans. Walk on the path directly between them and drop down to find yet a third set of two fans.

- One of the fans here has only one blade, and a vent opening underneath it. Time your move correctly, and climb into and down the vent.

Furnace Area

- At the bottom of the vent, smash your way out and you'll emerge in a large furnace area. Time your movements and make your way to the far side. The door is locked, but thankfully, there's yet another vent to sneak into.

- You'll emerge from the vent at a second set of furnaces. This time, you'll need to make your way to the furnace receptacle at the far left, and climb in when there's no fire blowing through. Before making your move, arm yourself and prepare to fight after running through.

- You'll emerge at a third furnace area, where a group of zombies has set up a cozy little nest. Take out the zombies as quickly as possible and prepare for your next move.

- At first glance, it would appear you're trapped in this furnace/nest area. However, on a little ramp is a furnace with a "test fire" button on it. Above the furnace is a sign clearly stating "do not block test fire area", and the entire area is loaded with explosive crates. Hmmm...

- Find the one movable explosive metal crate and place it in the furnace's test fire path. Press the button and stand back. The crates should all explode, ripping a huge hole in the floor, providing your escape path.

- Drop down the hole, make your way down the mini-cave, and climb in the vent at the end. Climb out of the vent into a spacious underground cavern area, and make your way down to a army truck and a dying marine, who has a few final words of warning for you.

Garage Area

- Continue past the now-dead marine and down the ramp. Break every crate you can, and eliminate all aliens in the area before pressing the button to open the garage door. The door on the right will open, revealing yet more aliens. Lob in a few grenades and satchels to soften them up before heading in.

- Once in the garage, continue going through all the crates. One of the last crates will contain a RPG launcher.

- Upon rounding the corner, you'll encounter yet more aliens, an elevator shaft, and a very frightened scientist. Peering into the elevator shaft, you'll see openings both high and low, but the only way up looks to be via a dangling cable, which is electrified at the moment. Head downward.

Elevator Shaft Area

- Use the access ladders on the walls to make your way downward, and jump onto the roof of the crashed elevator. Climb across the elevator roof to the office floor.

- Find your way around the office floor, being careful not to slip on the wet floor into another dangling electric cable. Climb over the crates, find the power room, and turn the power off.

- Head back to the elevator shaft and climb the ladders as high as you can go. You should be able to make an easy jump from here to the dangling elevator cable. Climb the cable, and swing your way to the roof of the other elevator. Make your way across the roof of the elevator onto the office floor.

Office Floor

- From here, you'll need to make your way across the office floor, with a single metal crate as your main ally. The first door you find is locked, but there's a vent nearby. Use the crate to climb into it.

- You'll see a scientist at the end of the vent, but halfway through, an explosion will rip the vent in half. Climb out and onto the top of the broken vent, which will allow you to climb back into the remainder of the ventilation duct. Make your way to the scientist, and the power cell next to him, and then drop down into the office floor.

- Open the door behind you and reclaim your crate. Use it to climb over a pile of rubble next to an office.

- Once again you're faced with a locked door and a vent, but no crate to reach the vent. Break the glass in the office window and lob the grenade (conveniently left nearby) in. The entire office will explode, leaving you plenty of room to drag your beloved crate around to access the next vent.

- Drop down from the vent into the next office, where you'll find a scientist lying electrocuted on a table. Make your way around the hallway to a hole in floor, where you'll find yet another frightened scientist. Climb down, turn off the power at the end of the hallway and climb up the now-dead electrical cable back into the office complex.

- At this point, you would appear to be at a dead end, with both doors in the room locked. However, you can hear soldiers nearby. Use the radio in the room, and an engineer and a soldier will promptly blow up one of the doors to reach you.

- Use the engineer to break open the remaining door, pile everyone you can into the elevator you find there, and head downward.
· Friendly Fire
NSFW:
This episode contains some of the nastiest combat in Opposing Force. You'll be forced to fight both hordes of aliens and Special Ops troops, and you'll need all the help you can get. Don't waste time fighting if you don't have to -- ammo is a precious commodity here, and you don't want to expend it unless necessary.

- The office area where you get off the elevator is loaded with HORDES of aliens. Use grenades, satchels, rockets...anything that can take out more than one enemy at once, and make your way to an office upstairs with a hole in the ceiling.

- In the ceiling you'll find a small walkway with a broken bridge. Jump the bridge, open the doorway, and make sure you have some long range weaponry when you turn the corner.

- If you peek around the corner quickly, you'll see a large electrified pool of sludge guarded by two large alien grunts, armed with Hivehands. The bridge leading across the sludge is broken, and you'll need to take out the aliens quickly or the hornets will finish you off quick.

- Behind one of the aliens is a large pile of explosive crates. Blow them up as quickly as possible with a long range weapon, which will take out the first alien. Quickly turn your attention to the second alien and take him out ASAP with anything you've got. Once you've dispactched of the aliens, you can take a breather and turn your attention to finding a way across the sludge.

- Above the sludge are two electrified cables. Shoot out the crystals on the left wall, which will cause a chain reaction cutting the power. You can then swing from cable to cable and make your way to the other side and around the catwalk.

- Ride the short elevator and take out the Houndeyes you meet there. Climb up the girders outside to the surface, and you'll meet a Medic with a plan: There's a transit system nearby which should take you to an extraction point at Lambda sector, but the door is sealed. If only you had an engineer...

- DO NOT open the other door. There's a turret behind it which can be taken out fairly easy from the other side. Instead, climb in a nearby vent, and when you turn the corner, watch and listen to the two Black Ops talk about how they want to simply "deliver the package and get out of here".

- Getting out of the vent and into the hangar area is tricky. You'll want to use the medic and be fully healed before fighting the Black Ops, and you'll need to use plenty of grenades and long range weapons to survive. Make sure you always have plenty of cover, and retreat outside to let the Medic heal you if necessary.

- Once you've cleared out all the Black Ops, raise one of the garage doors to reveal a badly hurt Engineer. Leave him for the moment.

- Return outside, but this time look for a boarded-up door in the hangar (the board may get knocked off while fighting the Black Ops). Behind the door is the same turret you avoided earlier, but this time it's not aimed at you, and it conveniently has two laser tripmines surrounding it. Get some distance, lob in a grenade, and take out the turret.

- Go outside and bring the Medic to the Engineer, using the doorway you just cleared, and the Medic will heal the Engineer. Bring them both outside, where the Engineer will then blowtorch the door leading to the transit system open. At this point, you should decide if whether you want to keep your engineer alive or not.

- When the door is blown open, a turret will be waiting for you. It will usually rip right through the engineer -- unless you're waiting behind him with an MP5 grenade, which can take the turret out fairly quickly. If you're fast enough, you'll both take some damage, but can use the Medic to heal you both. Continue through the passageway, lobbing a grenade ahead to clear tripmines in your way.

- Going around the corner, you'll meet more soldiers - one wearing a gas mask, and another wielding an M-249 machinegun, its first appearance of the game. The two soldiers are very nervous, and are looking for a transit car. This is a prelude to another intense battle with the Black Ops forces, who stand between you and a switch opening the doorway to the transit system.

- Attacking the Black Ops here is a very tricky proposition; not only are the special forces extremely hard to kill, but you'll also have to deal with friendly fire from your two new recruits, who are just as likely to hit you during the shootout as the assassins. Once you hit the switch to open the door and return safely, you may want to kill the soldier with the M-249, which will come in quite handy shortly.

- Once the door is open, walk along the side path and prepare for loads of combat with more Black Ops forces. If you move ahead too fast, they will quickly surround you from all sides, so be prepared to take your time, lobbing grenades ahead to soften up the enemy, and to retreat often. You should also lean on the MP5 here, as most of the Black Ops use them and you might as well take advantage of all the excess ammo lying around.

- At the end of the track, you'll find a transit car. Back it up a short bit so it's positioned in front of the fork in the track. Shoot the switch to change the track, and move the car up to the door.

- Nearby is a stairway leading to a switch that will open the door for the car to go through. Flip the switch, retrace your steps, and drive the car through the now-open passageway.

- When you reach the end of the track, you'll need to kill a few more Ops, and then find a small office with a hole in the ceiling. Maneuver a nearby crate and barrel to climb into the ceiling, and exit the crawlspace into a hallway in the Lambda lab complex, where you're about to see a familiar figure...
· We are Not Alone
NSFW:
This is one of the shortest episodes in Opposing Force, but also one of the most memorable. It revisits one of the best moments of Half-Life, and contains a few other secret goodies if you know where to look.

- Upon starting the episode, you'll hear a scientist calling out to someone, telling him to "hurry before the portal closes". As fast as you can race around to the lab doorway, you'll only be able to catch a glimpse of everyone's favorite scientist as he jumps into the teleporter.

- You'll then be left with a bunch of floating aliens looking to do you harm. Heading around the teleporter, a catwalk will collapse, making a ramp with a teleportation ball at the top. Run up the makeshift ramp and jump into the glowing teleporter....

- After entering the transporter, you'll reappear high upon a floating ledge in a alien world. Gravity is much lower here, and your goal will be to jump from ledge to ledge to reach a teleport ball high in the sky. You'll need to use the alien jump pads found on a few platforms, and you should save often here, as one false step will spell certain doom.

- Your first jump should put you in view of a dead scientist, who has just recently transported himself here. Jump over and pick up the transporter gun next to him.

Side Note: If you use the gun's secondary fire, you'll be transported to the "Hazard Course" from Half-Life (!), where you'll find a very confused Vortigaunt swiping at the holographic trainer, to no avail. If you climb up the side of the room, you can break the window to the observation area, and use a med station to heal yourself if necessary. The teleport ball there will send you back exactly to where you came from, on the floating ledge with the dead scientist. You can also use the transporter gun at any time to send yourself back to various locations in Xen to heal yourself at any time (provided you have ammo for the gun.)

- From here, look up and try to spot a few houndeyes on a ledge high above. Your goal will be the ledge next to them. To make the jump, you'll have to run onto the jump pad moving in the direction of your destination, and your momentum will carry you over. Otherwise, Xen's air physics will not allow you to maneuver to the ledge.

- Once on the platform near the houndeyes, it should be easy to reach the glowing teleport ball in the sky. Upon teleporting, you'll find yourself in an underwater lab...
· Crush Depth
NSFW:
This episode finds you in an underwater lab, trying to make your way back to the surface. It seems as though some interesting experiments have been going on here, so be prepared for anything.

- After jumping into the teleporter on Xen, you appear in a rubble-filled hallway next to an elevator. Hop in the elevator and go down.

- Upon leaving the elevator, make a right and continue until you find a scientist in an underwater tank. Don't get caught off guard listening to him, though - there are a few aliens behind the control panel waiting to attack. Take them out, and then press the button on the control panel to transport the scientist back into the lab.

- Lead the scientist back around the hallway and have him open the first security door for you.

- There's a second security door after this, with a bullsquid on the way next to three small water tanks. Don't bother with the second security door, as the scientist will be electrocuted before he can get the door open. Kill the bullsquid and climb up the ladder in the empty water tank.

- At the top of the ladder, you'll be attacked by a small horde of aliens in the ceiling. After clearing them, more aliens will burst through a hole in the wall at the far end. Make your way through the ceiling to a vent, climb in, and drop down into the next lab room.

- In the middle of this room is a cage similar to the one the scientist teleported in and out of. Walk in and press the button. The teleporter will misfire a few times, sending chunks of debris into the water outside the room, and then finally teleport you as well.

- Under water, find the nearby open vent. Climb in and up and emerge in a darkly red lit room. Kill the zombies there and enter the small vent at the end. At the end of the vent, drop down through a few grates into the water below. Find the ladder underwater and climb onto the small dock.

- Continue inside until you make your way down to a small crank. Turn the wheel and you'll see a grate in the water open, also freeing an itchyosaurus. Retrace your steps and go back to the dock.

- Jump back in the water and go through the now-open vent, paying proper attention to the underwater menace. Quickly make your way to the end of the vent and close the airlock. The water will drain out, allowing you to breathe again.

- When the other door in the airlock opens, you'll emerge into a decontamination room. There's a button here to press, but it will only misfire and explode. Enter the electrocuted hallway and shoot out the electrical box at the far end, cutting the power.

- Head around the corner and through the decontamination shower. A few aliens will appear, including one who, when killed, will provide you with a new alien weapon.

- Continue into the airlock and press the button opening the next door. Walk through the door, down the walkway and into the teleporter ball.

- You'll be teleported to Xen briefly, where you can make a small jump and teleport back to yet another airlock. Press the button and open the door.

- The door at the other end of this hallway is locked, but the walkway and glass beneath has been shattered. Climb through the hole in the glass into the water, and swim up to the vent in the underwater ceiling. Break the grate open and climb out into a small cave.
· Vicarious Reality
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You'll continue your journey underground, meeting all sorts of nasty aliens along the way. This can be one of the most disorienting levels in the game, so save often and make sure you don't miss anything -- there are a few new weapons to be found here.

- You'll start this level out in a small underground tunnel. Make your way around to a steel beam and go up. Watch for the electrical wire hanging overhead.

- As soon as you emerge, watch out for headcrabs. Jump onto the small perimeter ledge, onto the catwalk, and around the next hallway.

- You'll emerge into a small, dark curved hallway overlooking a large alien habitat. At the end of the hallway, you'll come to a locked door, at which point aliens will teleport in behind you, breaking the glass. Kill the aliens and jump through the broken window.

- Down in the alien habitat, there's an open doorway leading to a small lift. Run as fast as you can and shut the door behind you if possible. When the elevator rises, the door in front of you will open. Prepare to fight.

- As soon as you go through the doorway, a huge zombie will come charging. Take him out, along with the headcrabs in the room.

- There are two doors exiting this room -- one is the previously locked door heading back to the observation area. Take the other door.

- Go around the hallway and make your way to an elevator shaft. Break the glass and climb in the elevator. Climb out onto the roof and then up the ladder in the elevator shaft.

- At the top of the elevator shaft, drop to the small ledge and look down. There's another elevator opening with a broken door providing a small platform to jump on. Jump on the door and enter the upper hallway.

- Make your way around to a fork in the hallway. One path leads to an elevator going down, the other leads to a door somewhat blocked by a yellow construction sign. Take the elevator down.

- When you get off the elevator, make your way past some rubble, through a doorway, and around past some aliens overlooking another alien habitat.

There's another doorway in the habitat floor -- shoot out the glass, work your way around the ledge of the habitat, drop down and head through the doorway. Activate the small lift there and go up.

- You'll emerge in a room with three glass tanks holding alien specimens. The third tank is broken and the specimen is on the floor. This is actually a weapon (it uses glowing green ammo you'll find growing throughout the rest of the game) -- pick it up.

- Continue around, through another small curved hallway, and through the doorway. Head through another doorway and take out the Houndeyes you meet. After that, you'll arrive at a room with some glass panels overlooking a red room filled with barnacles.

- Press the button in front of the glass and a hologram of a scientist will appear. He'll explain that they've devised a grapple out of a barnacle...but it will only attach itself to organic matter. (This, in most cases, will appear in the form of the green alien ammo growing at various locations throughout the rest of the game.)

- In the next room, grab the barnacle grapple from the broken glass case.

- Continue until you come to a door marked "Specimen Cultivation Room".

- You'll be confronted with a greenish room with alient ammo growing all over the walls. You'll need the grapple to cross this room, but it will be fairly hard with three aliens spitting acid at you.

- Kill the aliens and then cross the room, using the grapple to attach to the alien plants. It would not be a bad idea to stock up on ammo at this point - it will regenerate after a few seconds, so don't be in a hurry to leave.

- Continue through a red room with barnacles hanging everywhere. Kill the headcrabs in the room, and then exit the room via the other side, avoiding the barnicles.

- Through the door, you'll find another small lift. Take it up and you'll run into a room with a few aliens. To the right are large doors leading to an elevator leading upstairs; to the left are some stairs leading to a door and another hallway filled with crates (and goodies). You can take the elevator if you want, but it's basically a dead end with ammo and health to be found. Make your way to the hallway via the door to the left, and outside to yet another habitat.

- This habitat contains two large tentacle creatures that you really don't want to deal with. Use grenades to distract the creatures, and then walk quietly (they track sound) around the ledge until you're out of harm's way. Look up and you'll see a hole in the wall where a few more alien plants are growing. Use the barnacle grapple to hoist yourself up and into the vent.

- Make your way through the vent and to a small room where you'll find a small radio. Listen to the message and then throw the power switch next to it. This will stop a fan blocking the vent exiting the room. Smash the vent, climb in, and continue until you fall into the next episode.
· Pit Worm's Nest
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This chapter revolves around a puzzle similar to the one found in Half-Life's "Blast Pit". There's a huge boss blocking your progress, and the only way to process is to activate a few switches and flush him away. Take your time and pick up every piece of ammo and health that you can.

- You'll start the level by falling into a chamber filled with sewage. The airlock is sealed, but if you look up, you'll see the familar figure of the G-Man overlooking the area.

- Soon after, the airlock will conveniently open, with a BullSquid behind it. Kill the squid, open the airlock and move on.

- Avoid the slime on the other side of the door and climb the ladder. You'll arrive at the ugly scene of a small squad of dead soldiers.

- Grab all the weapons/ammo you can and continue until you find "Black Mesa Waste Processing Area 3". Prepare to find something extremely nasty - the Pit Worm. (yike!)

- When you first open the door, try and distract the Worm by shooting him in the eye, which will stun him briefly. When you have an opening, jump down to the first ledge and to the right. Take out the aliens you find there and round the bend to a broken ramp and another alien.

- At the bottom of the ramp you'll find a locked door. Back under the broken ramp you'll find some crates and a small vent opening.

Climb in the vent and you'll emerge at a small control room overlooking the Pit Worm. In the middle of the room is a panel marked "Flush Toxic Waste", and two switches labeled (appropriately enough) "Gearbox" and "Valve". You need to light up both these panels before you can activate the flush control, but you've got some hoops to jump through first.

- Exit the control room via the door marked "02". Flipping the switch will close the door behind you, and open the door in front of you.

- Head around the bend, across the lower walkway in front of the pit worm, and down the long ladder. More stubby aliens abound, use the shotgun to dump them. You'll come to another sewage chamber loaded with crates.

- Hop over the crates to the other side, and around the bend to a small lift. Ride the lift up and continue around the bend to a small room overlooking the sewage chamber. Press the button there and watch as the walls in the chamber close together and crush the boxes.

- Run back around and down the lift to the now-narrow garbage chamber. There's a vent in the floor.

Break the grate and drop way down into the sewage. You'll eventually make your way to an override switched marked "Gearbox". Hit the switch and hit the road -- the room will start to flood with sewage.

- Head back the way you came and ride out the tide as the sewage rises. You'll eventually be able to float back up and climb up the vent you dropped down through. Retrace your steps all the way back to the main control room overlooking the pit worm -- the "Gearbox" light should now be on. Now you need to turn the "Valve" light.

- Head out the door marked "03". You'll encounter a few aliens and climb upward until you arrive at another ledge to the right of the pit worm. On this ledge is a switch marked "Steam Vent". Hit the switch and get out of harm's way as quick as you can.

- The last part is a little tricky. You'll need to make your way to the ledge to the left of the pit worm and turn the pressure valve. The only way there is to use the barnacle to latch on the organic matter above it, swinging perilously in front of the pit worm in the process. Try and hit the worm in the eye, distract him for a moment, and make your move.

Once you open the pressure valve, drop down onto the ledge and get back to the main control room as quick as you can. Head back into the control room, where both the Gearbox and Valve lights should be on. Hit the switch and flush the big fella.

- Once the area is cleared, it's possible to climb around and jump to the far walkway from either of the side ledges. However, you can just make your way up the ladders to the main control panel overlooking the area, use the bridge control, and leisurely stroll across into the next episode.
· Foxtrot Uniform
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Another huge episode, Foxtrot Uniform features both great military style-combat as well as horrifying alien encounters underground. Break out the heavy artillery -- you're going to need it!

- You start this episode on a catwalk over some water. At the far end is a bullsquid -- kill it at long range and head down to the end.

- At the end of the catwalk, turn to the right and find another bullsquid. Kill it and look up -- you'll see some more alien matter growing on the walls. Use the barnacle grapple to pull yourself up to the catwalk and eventually make your way to a ladder going upward. Be prepared to fight.

- You'll emerge at a large compound, with Black Ops everywhere, who will immediately begin to lob grenades at you. There is an orange storage in front of you with some heavy machinegun ammo and some satchels. Run in, toss the satchels right in front of the container opening. When the Black Ops come for you, blow them up. You should kill two or three Ops before moving on.

- Causing you great distress in the distance is an Ops member manning a turret. Lob a grenade over, and the explosive crates surrounding him will do the rest of the work.

- To the left are some stacked storage containers. One of them is open, and provides a makeshift ramp to the next area. Before climbing, try to peek through the crates and snipe the enemies on the other side. If they don't notice you, it's easy, but if they start lobbing grenades, you're in for a bumpy ride.

- Once you've cleared the enemies out, smash the crates and grab what you can. Continue and crawl into the small hole at the end. When you emerge, you'll find two friendly troopers, who are having problems with the snipers in the next area.

- This next area is -- literally -- a bomb waiting to explode. The entire area is wired with explosive crates and trip mines, and any explosion will send the entire base up in smoke. Be very careful.

- As soon as you exit your buddies, look up to the right -- there's a sniper tower there. Lob up an MP5 grenade and take him out. More Ops will come for you, but your squad mates should help. Work your way around the crates to the right, paying mind to the enemies in the towers. More MP5 grenades should do the trick.

- See that mesh area up at the top of that building? There's a doorway down below, and at the top is an Op with -- a sniper rifle! Kill the Op, grab the rifle, and prepare to go to work.

- Climb back down, and hug the right wall. You should find a pathway unblocked by laser mines. Have your sniper rifle ready.

- As soon as you round the corner, two Ops will come gunning for you. Take them out quickly with the sniper rifle. From here, you will need to take about 4 or 5 more Ops, and the sniper rifle is the cleanest way to go. Hug the right wall and slip through the crack in the orange door at the end to the next map.

- As you enter the indoor garage area, you'll see a battle going on between the Black Ops and some aliens. back up and let them fight it out for a bit. In the end, you should only have to kill one or two enemies to clear the area out. Next to the truck is a ladder heading downstairs -- prepare yourself for one of the most horrifying battles you'll have in a while.

- In the sewers, turn on your night vision and try not to get disoriented. There are a mess of nasty spiders down here, and you'll need every bit of ammo you have to take them out. Move slowly, and try and lure them into traps with satchels, grenades, rockets, the displacer, and anything else you can find. Snarks work especially well down here, remarkably.

- If you continually stay to the left, you'll eventually make your way to a wall with a pipe running along the top. This is the exit out of the first nasty area. You'll see a light at the end of the tunnel (really!) Emerge at the ladder leading out of the water, and prepare to do some running.

- Once you're out of the water, run to the end of the ledge where aliens are emerging from. Flip the switch, closing the door. Run around to the other side, and flip the other switch, shutting the second door. Now that you've stopped what would otherwise be a never-ending supply of aliens, take the remaining ones out.

- Once this area is cleared, break the crates in the corner. Rockets are there, and you'll be glad to have them before heading down the next tunnel.

- If you can, lure the huge aliens out of the tunnel, back into the area with the water in it. Once again, use satchels, the displacer, rockets, anything you have to kill the spiders. Once done, head into the tunnels and head left and forward, and you'll arrive in the next map, at the bottom of a grating with a few friendly troops on top.

- Stand back while the engineer blowtorches the grate to allow you out. Once you climb up, listen to the squad members as they tell you about the aliens outside, and some standoff at the dam up ahead. At your disposal you now have a soldier, an engineer, and a medic, who will be especially useful.

- From here, you have a long battle ahead of you. Outside this little bunker are hordes of aliens, and you'll have to work your way slowly but surely to the end of the map. Start by going left, wrap around the crates and head to the right, and then hug the left wall, mowing down all the enemies you encounter. Drop back regularly to have the medic heal both yourself and your troops if necessary -- just make sure to keep the medic out of harm's way.

- From here, make a right and head for the "Secure Access" doors. There's an opening to slip through -- head through with your night vision and head to the next map.

- As you move forward, you'll hear sounds of a battle. Look outside and you'll see a few soldiers shooting a Gargantua, who is tied up on the same dam you once crossed in Half-Life as Gordon Freeman. It's obvious this scene takes place at a later time, as the area has taken more damage and alien plant life has begun to grow on the walls.

- Power up using the health and HEV stations on the wall, and then get your barnacle grapple ready. Hook onto one of the alien plants on the far wall and pull yourself over. Try and pick a plant over dry land so you don't accidentally fall in the water.

- Once you land, kill the aliens attacking your troopers, and then press the plunger at the entrance to the dam. The fuse will light and explode at the Gargantua's feet, blowing him up and opening a huge hole in a pipe below. Drop into the pipe, to the water below, and to the next episode.
· "The Package
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You've almost reached the end, and it appears all roads are leading to the same thing -- the imminent destruction of the base. if only you could prevent that somehow...

- You start the episode in the same tunnel where you left off. You won't be able to get out via the first grate you pass, but you can sneak through the second one. Climb out of the vent into the small pool of sewage.

- Before climbing out onto the beachhead, turn around and look up. Up on a ledge is a dead marine, and a shotgun and ammo, which you can reach by walking around the ledge. Grab the weaponry and continue.

- You'll reach two soldiers who are very anxious about the situation at hand. Listen to their story, and follow them as they run off and the music starts. This is one of the most enjoyable sequences in the game -- have fun!

- You'll come to another small body of water, and lots of enemy fire. In the distance, a Black Ops member is manning a turret, and can be taken out easily enough with the sniper rifle or grenade. Unfortunately, there are also Black Ops in and under the water (!), and some will surface as you make your way across. Don't just run through, or you and your squadmates will likely get ambushed from behind.

- There are some more Black Ops around the downed helicopter in the water. The path you need to take is directly behind it, which will lead you to the end of the map.

- Head through the narrow rock clearing and you'll come to another open area. Bad things are about to happen. In the distance, someone is lobbing mortars at you -- stand still, and you (and any troopers you have with you) will be dead quickly. If you can, take out the Black Ops trooper at the cannon with the sniper rifle at the first opportunity -- you'll save yourself a lot of headaches.

- Your first goal here is a door to the far rear right of this canyon, under a sign reading "Ordinance Storage Facility". Get to the door (grabbing the rocket launcher next to the crate in the center of the canyon, if you can) along the way and prepare to take out one Black Ops member in the room.

- Listen to the radio. A squad member who apparently knows you (he asks "Adrian, is that you?") says his squad is pinned down by a group of Black Ops. They'll open the bunker door for you, which is on the other side of the canyon you entered this room from.

- Make your way across to the left side of the canyon, where the bunker doors have been opened. Unfortunately, Black Ops have arrived outside and will make life difficult for you, as will the continuing stream of mortars if the Black Ops member is still manning the cannon.

- Once in the bunker doors, you'll find the person who was just on the other end of the radio -- dead. Grab the heavy machinegun ammo and hop on the small box. Hop around the boxes around the perimeter of the room, until you can climb down into the crawl space next to the long red pipe.

- At the end of the crawl space, you'll emerge at the bottom of the stairway. Black Ops are all over the place, making it a hazardous climb. At the top of the stairs, you can either go right or left. The right is a small room with all crates, goodies, and black Ops, and to the left are more stairs leading to the roof. Grab what you can and continue.

- You'll find yourself on the roof of the building with the cannon. To your left is a huge wall you need to get through. Use the controls on the cannon to lob a mortar at the wall, which will then crumble. Do NOT jump off the roof yet -- a few aliens will arrive on the scene. Take them out from long distance and head through through the now-accessible door, to the end of the map.

- As you round the corner, you'll find a huge spider waiting for you. Keep your distance and use whatever you have excess ammo of -- satchels and the alien spider gun are good choices.

- After killing the spider, you'll emerge into a rubble-filled base with aliens to your left and right. Take out the alien on the left first -- a chopper circling overhead is about to attack the alien on the right, saving you some trouble.

- Turn on your night vision and run across into a small darkened bunker. There's an alien inside to the left - take him out and prepare to battle the helicopter circling above.

- Climb up the ramp and wait until you can get a clear shot at the helicopter with the rocket launcher. If you must, retreat into the makeshift bunker, or jump through the crack in the wall and hide in the back of the truck (with the two energy cells) until you have another opening to shoot.

- Once you have the helicopter out of the way, make your way past the overturned truck and climb the ladder. Your goal is to get to the roof to the left, but it's too high. There's a cable leading across, but it's currently (no pun intended) electrified. Hop on the vents and make your way across the roof, down the ladder, and under the orange door. In the rubble, there's a door to a small room with a power switch. Flip the switch and head back up to the roof.

- With the power off, you can now make your way across the wire to the other side. Head across and run around to the area where there's an open ventilation shaft. Drop down.

- You'll drop into a parking garage, with a few aliens lurking about. There's also some heavy machine gun ammo and health in the toll booth. Grab it, pop the aliens, and head down the ramp. You'll meet some more aliens, including another large spider. Frag 'em all.

- Across the garage, you'll see another SUV underneath a vent shaft. Beware! As soon as you head that way, Black Ops will drop down on your position. Throw some satchels down and take them out as soon as they hit the ground. If they survive, MP5 'em.

- Behind the SUV are a few crates -- break them and grab the goodies. Climb up the SUV into the vent, and talk to the security guard there. Apparently the Black Ops have a bomb, and they're planning on blowing up the base. You haven't got much time. Head around into a dark corner of the vent and into the last map of the episode.

- As soon as you leave the vent, you'll be attacked by a few more Black Ops. After killing them, try to open the door that Barney has barricaded himself behind. he's pretty upset, and says he's not opening the door "until someone turns that bomb off!". Fair enough.

- To the left is an open gate. Slip through and get your sniper rifle ready. At the far end is a truck, with two Black Ops members chatting...and arming a bomb. If you're quiet, you can snipe the two of them before they even know it. Once that's done, hop on the truck and deactivate the bomb with your "use" key.

- Head back around to Barney, who will let you in. Listen as he explains about the Black Ops downstairs. Grab as much ammo as you can, hop on the elevator, and ride down into the last episode.
· Worlds Collide
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The last episode in Opposing Force, you'll find yourself first battling endless hordes of Black Ops personnel, and then one of the most badass monsters to grace a PC screen. More than 100 people wrote in looking for help on how to kill the final boss, and you can finally find out how below.

A word of advice: work slow, and smart -- if there's a way to take out large groups of enemies at once, don't miss it.


- You start at the bottom of the elevator you were on at the end of the last episode. You're in a huge warehouse, with crates being loaded on a conveyor. Black Ops personnel are everywhere, and it will be hard to snipe the sniper babes, as the usually move too fast. Use the MP5, grenades and satchels if you have them, and start along by hugging the left wall.

- After a few moments, get your displacer ready -- you'll find a large group of Ops clustered together. A good shot can take out 6 or 7 of them, and make your life a lot easier.

- Continue along the conveyor belt line, cross over at the end and climb up the boxes there. At the far end, you can drop down to the left, towards the beginning of the conveyor. If you time it right, you can duck in and out from alcove to alcove and get to the next area.

- After leaving the conveyor area, shoot the Ops above you and ride the elevator platform to your right upward. From there, work your way forward and to the right, until you come to a series of boxes, crates and other assorted items forming a stairway of sorts upward.

- Make your way upward, jumping from crate to crate, until you reach the top area. Move to the opening at the right -- slowly -- and peek below. You'll see a huge battle between Ops and aliens going on. Let the battle rage as long as possible without being seen -- it will only make your job easier.

- In front of you are a few swinging crates. Jump from crate to crate and work your way across the warehouse room from above. Try and attack any remaining enemies from this lofty position -- it's much easier than trying to stand toe-to-toe with them.

- Drop down and open the large door, making sure to eliminate any remaining enemies first -- you want to hear what Barney has to say on the other side.

- Once in the warehouse door, shut the door behind you and listen to Barney. Apparently there's a huge alien downstairs, and it's "the nastiest-looking thing yet!" Stock up on all the weapons and ammo you can, and ride down the moving platform to the final epic battle of Opposing Force.

- After riding the platform downstairs, you'll arrive at a windy area that seems to be having some trouble with gravity. You'll feel some resistance as you move forward, but it's nothing to be concerned about. Move forward, go down the stairs, and open the door.

- This is the scene for your final battle, and there are a few areas of note to keep track of: on one side, a rope you can use to climb to the upper level, and a healing pool in the far corner. The bigger room has two catwalks on either side of a large stage, with mounted guns on each side. Below is a pit you don't want to fall into. Above the left catwalk are some alien plants, which will come in handy indeed. Man the gun on the right catwalk and wait.

- Eventually, a BIG fella will come out of the purple portal. It may be a few seconds before you can register the first shot, but keep aiming for his right eye. When you hit him, the monster will convulse a little. Use this opening to scramble to the left catwalk and mount the other cannon.

- With the left cannon, shoot the boss' left eye. At this point, the alien will go completely berserk, and a hole in his stomach will open, revealing a purple portal. In a few seconds, a shock trooper will appear from this portal, but before that happens, fire as many shots from the cannon into the heart of the portal.

- While this is going on, you'll want to keep clear of the alien's dangerous breath, and the various swings he'll take at you. When the shock trooper spawns, run around the catwalk to the rope area, kill the baddie, and heal yourself up at the pool if necessary.

- The key to defeating the boss is to pump as many shots into the alien's stomach-portal-thingy as possible. You will have to go through the above cycle a few times, depending on what skill level you're playing on, but a few things will happen along the way to make this more difficult.

- After the first cycle, the alien gets increasingly violent, and the room starts to fall apart. The catwalk connecting the left and right sides of the room collapses, and the ladder leading up to the left cannon breaks as well. Your only alternative at this point is to climb to the right cannon, use the barnacle grapple, and grapple over to the left cannon at the right moment.

- I eventually found a cycle that worked well for me: (1) grapple to the left cannon, shoot the left eye; (2) jump down, climb the rope, heal; (3) run to the right cannon, shoot the right eye; (4) shoot the portal repeatedly when the alien's stomach opens; (5) kill the shock trooper that teleports out.

- Depending on how accurate you are with the cannons, you may have to repeat this cycle a LOT -- 10 times or more is not out of the question. However, keep pounding away at the heart of the portal when you can, healing yourself as often as needed, and you'll eventually beat the big guy. Watch as the alien retreats into the portal, and enjoy the game's concluding cinematic.

(NOTE: We've received many, many emails saying that after beating the final boss, the monster retreats and nothing happens. This appears to be a bug with the game, but the patches for the game seem to fix the problem. Be sure to grab the latest Half-Life / OpFor patches at FilePlanet if you don't get the ending sequence after beating the final boss.)

Congratulations! You've just finished Half-Life: Opposing Force!

Now it's time to try Blue Shift and see things from the security guard's point of view!
Half Life: Opposing Force Wikipedia Page

Half Life: Opposing Force Easter Eggs | More Easter Eggs and Hints
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Training Course G-Man Sighting

In the beginning of the training course, go outside of the room, downstairs, and towards the door with the exit sign above it. At the end of the hall, there is another door with another exit sign above. You will hit a loading screen as you walk outside.

At this point, you will notice someone running to your right. Stop before you go very far. Look up, and to your right where the man was running. You will see two rooms where there are three windows in each room. Enable cheats, and enter /noclip. Investigate the room on the right.

Redo the Sniper Course

During boot camp, shoot the trainer and you will start again at the beginning of the course.

Give any Gun the Magnification of a Sniper Rifle

Save with the gun you want to be magnified. Then, switch to the sniper rifle and turn on the scope. While the scope is on, load the previous save.

How to Begin Opposing Force with an MP5

All of the other marine HECU Members have one, why shouldn't you? After the crash, once you are on your feet, quickly jump up onto the air plane. Past the fence, jump off of the fallen airplane to the right; there will be a fallen soldier, and you can take his MP5. Be sure he is dead though, otherwise the alien will fire at you, and not the soldier. There is also additional ammo to the left of the gun for the desert eagle.

How to Begin Opposing Force with a Security Guard's Glock

The above is a better way to start the game, but I figured I would include these instructions as well, even though there's more work involved with less pay off.

As the security guard talks your ear off, and then lets you through the door, the door will close and be shut behind you. Instead, press the use key with a chair to drag it over to the door. When the door opens, slide the chair against one side or the other, but not in the middle. (I had a youtube video that demonstrated how this works a lot easier when the door is pushed up on one side, but I can't find the link). Go pick up the pipe wrench shortly ahead of you on the ground, and then turn back around again. Use the second fire button, hold it down for a while, and then attack the security guard; if you did it right, he should go down with one blow. Now you can take his hand gun (a glock I believe; I couldn't confirm this since I can't find the youtube video). I guess if you were so inclined, you could get both his handgun and the MP5 (see the above easter egg).

Hidden Chumtoad

At the beginning of the chapter "We Are Not Alone", just before you open the the blast door to the teleporter room, look up and you will see two vents, one on the ceiling and one opposite the blast door. Shoot the vent opposite the door 25 times and a chumtoad will fall out of the ceiling vent.

A Return to the Original Half Life Training Ground

The transporter weapon has two modes of fire, the primary fires a transporter orb that "gets rid" of enemies, the secondary will transport you to some random safety zone on Zen (this conveniently use's 60% of your energy so it cannot be done again while in Zen). However, when you first get the weapon you are in Zen. If you have enough energy you CAN use the secondary fire there, but instead of taking you to some safe-zone on Zen, you are transported to the training course from the original Half-Life!
When you first get there do not move and watch how the slave reacts to the hologram guide. When you are about to exit the area look at the billboard on the wall, they were not there in the original HL and they also contain a cartoon of game designer Randy Pitchford.

Secret Penguin Weapon

In a level, there are two snow men on either side of the base. Running into them will give you three penguin weapons, which act as a snark.

Killing Gordon Freeman - with Cheats

Go to the map named "of3a1". This is the map where you see Freeman running into the teleporter. Follow him into that same teleporter. After the map is done loading, you will see yourself falling. Normally, if you let yourself fall the game will restart at map "of3a1". However, if you enable the /noclip and go to the nearest platform in front of you, Gordon Freeman will appear. Gordon just stands there with no weapons, and wears silver sunglasses. It takes some time to kill him with just bullets -- try grenades or a very powerful weapon. Alternately, you can go to this location enabling the map named "of3a1b".

Killing Gordon Freeman - NO CHEATS - 0:10 - 0:33

Read the above easter egg, to see how to kill Gordon Freeman with cheats, and then watch the video in the link above.

Considering that this is your goal as a HECU Member, despite the fact that you cannot win the game while completing your objective (to kill Gordon Freeman) because of the temporal paradox message (see link to explanation below) you get after you die, since, without cheating, you will be unable to land safely on anything in Xen, so you will fall to your death. See the link below for further explanation, if this is confusing you.

Set Health or Damage Values of Player Weapons and Enemies in Single Player Mode

Type sk_ at the console window and repeatedly press [Tab] to cycle through the values. The sk_plr_ values are for the player's weapons, while other values are for enemies and health/shield chargers. The 1, 2, and 3 at the end of the syntax corresponds to the difficulty settings easy, normal, and hard. Set their values accordingly. Enter a number, a space after the syntax, then type restart to confirm the changes. For example, sk_plr_rpg1 99999 makes the rocket launcher in easy mode inflict 99999 damage with a blast radius that wipes out everything in the level.

Hidden Health

When you are about to finish the "package" and are near to going into "Worlds Collide", use the Trans Locator's secondary trigger (which will teleport you into Xen). You will end up in a small cave overlooking a massive healing pool with two Bullsquids also wanting to enter it. To kill them quickly, shoot them with the Desert Eagle. To resume the game, run through the cave until you find a Teleporter Ball.

See Shepard

After completing the game and after the credits,the screen will go black.If you bring down your console and type ''brightness 9999999999999'', it will show you Shepard.

Valve Reference

Enable the brightness 9999999999999 code and go to map of3a4. After the part where you save the scientist in the clean suit and he lets you through the first locked door, there will be a room with three fish tanks. The middle one will be cracked open. Climb up through it and into the dark crawlspace with all the Xen monsters in it. On the walls will be the Valve corporation printing.
Temporal Paradox Explanation

Youtube - Walk Through Videos

System Requirements
Minimum System Requirements
http://planethalflife.gamespy.com/opfor/

A copy of Half-Life
Intel Pentium® 133
Windows 95/98/NT/2000/ME
200Mb HD Space
24Mb RAM
2x CD ROM Drive
Windows-compatible Soundcard

Recommended System Requirements
Intel Pentium® 166
3D Accelerator card (OpenGL or Direct3D)
32-bit Internet service provider with 28.8+ modem or LAN
 
Half Life: Blue Shift

Half Life: Blue Shift​
Episodes
+ Living Quarters Outbound
+ Insecurity
+ Duty Calls
+ Captive Freight
+ Focal Point
+ Power Struggle
+ A Leap of Faith

Weapons [Damage]
http://half-life.wikia.com/wiki/Half-Life:_Blue_Shift

Note:
[#,#] = [primary attack, secondary attack]
For the Shotgun, 30 is 5 points for 6 pellets. You can think of it as ≤30.
31.gif
= Alien Weapon
Crowbar [5]: A simple melee weapon that is iconic of the Half-Life series.
9mm Pistol [8]: The first and simplest ranged weapon. Has good accuracy and does more damage per shot than the MP5, but these advantages are offset by a low rate of fire that makes it more useful on weak targets, like headcrabs or laser tripmines. Unlike most other ranged weapons, this pistol is effective underwater. Primary fire is accurate with every shot; secondary fire uses the rapid-fire function, and is faster but less accurate. The rate of fire is then comparable with the MP5, but does slightly more damage per shot. The 9mm Pistol is the standard equipment of the Black Mesa Security Guards, Calhoun would obtain it before the crisis unfolds.
Colt Python [40]: An extremely powerful and accurate gun. It has a long reload time and a 6-round cylinder. Good for dispatching enemies in one hit, especially from a distance.
MP5 [5, ≤100]: Excellent for close-range combat. Has a fast rate of fire that compensates for its poor damage and accuracy. Secondary fire launches an extremely powerful under-slung grenade that detonates on impact. It uses the same ammo pool as the pistol.
Shotgun [30, 60]: Does high damage at close range, but its broad fire cone makes it weak at a distance. It can be reloaded one shell at a time, but is slow to fully reload. Its secondary fire shoots two shells at once. Shotgun is the additional equipment of the Black Mesa Security, storing in security armoury, but Calhoun would not be able to get one before the crisis.
RPG [100]: Does a large amount of explosive splash damage. Secondary fire toggles a laser designator that guides the RPG to its target. Can only hold one rocket at a time with 5 more in reserve.
Hand Grenade [100]: A frag grenade that explodes a few seconds after being thrown. Can be bounced off of walls. Useful for killing enemies behind cover or softening up bigger targets.
Satchel Charge: A high-explosive that can be thrown a short distance and detonated when the player presses fire. Secondary fire allows the player to place several satchels and detonate them simultaneously.
31.gif
Snark: Small, aggressive alien creatures that quickly pursue their target, pestering and biting, until finally exploding after several seconds (or if shot). If they cannot locate a hostile target, they will turn on the player that set them loose. When used in number, they are very effective at drawing enemies out from their cover, or distracting them from attacking the player.

Characters
Barney Calhoun: Protagonist of Blue Shift. In other words, you are Barney Calhoun.
Dr. Rosenberg
Walter Bennet
Simmons
Harold
Gordon Freeman
Wallace Breen (Mentioned Only)
Adrian Shephard (Mentioned Only): Protagonist of Half Life: Opposing Force.
The G-Man - Video Footage of The G-Man in Blue Shift
Gina Cross
Black Mesa Science Team Members
Black Mesa Security Force Members

Enemies [Health] [#, #, #] = [easy, normal, hard]
Troopers
HECU Sentry Gun
M1A1 Abrams
Xen Aliens
Alien Controller [60]
Alien Grunt [60, 90, 120]
Barnacle [35]
Bullsquid [40]
Headcrab [10]
Headcrab Zombie [50, 50, 100]
Houndeye [30]
Vortigaunt [60]

Cheat Codes
NSFW:
Load the game with the "hl.exe -dev -console -game gearbox" command line. (Another source also instructs to add in +sv_cheats 1) Then while playing the game, press ~ to display the console and enter one of the following codes to activate the corresponding cheat function:

/god - god mode
/impulse 76 - creates a grunt
/impulse 102 - creates blood and gibs
/impulse 106 - tells you all the info of the objects in front of you
/impulse 202 - creates blood
/impulse101 - all weapons, with full ammunition and armor
/noclip - no clipping mode
/notarget - enemies don't attack
sv_gravity [#] - adjust gravity [-999 to 999999]
sv_accelerate [#] - jump distance, 10 is default
/map [map] - map select
22.gif

skill [#] - 1 - easy, 2 - normal, 3 - difficult
chase_active 1 - third person view (you still appear as Gordon Freeman)

22.gif
Map name
Blue Shift Episodes
ba_canal1
ba_canal1b
ba_canal2
ba_canal3
ba_elevator
ba_hazard1
ba_hazard2
ba_hazard3
ba_hazard4
ba_hazard5
ba_hazard6
ba_maint
ba_outro
ba_power1
ba_power2
ba_security1
ba_security2
ba_teleport1
ba_teleport2
ba_tram1
ba_tram2
ba_tram3
ba_xen1
ba_xen2
ba_xen3
ba_xen4
ba_xen5
ba_xen6
ba_yard1
ba_yard2
ba_yard3
ba_yard3a
ba_yard3b
ba_yard4
ba_yard4a
ba_yard5
ba_yard5a
Half Life
c0a0
 
Last edited:
Half Life: Blue Shift Part 2

Half Life: Blue Shift Walk Through
NSFW:
+ Living Quarters Outbound
NSFW:
You start your day riding the good ol' Black Mesa transit system. The ride takes a few minutes, and there's really nothing to do, so take this opportunity to look around and soak up the surroundings. Some settings will be all new, others may look familar...
+ Insecurity
NSFW:
The first real chapter of the game begins with you starting your shift at Black Mesa. Spend some time learning your way around -- get all your gear, talk to everyone, and watch the events that happen around you.

When you reach the end of your ride, get out and head for the security door. Unfortunately, you can't open it, and worse, the security guard on the other side can't open in, either.

And wait! Now your tram is taking off! And you're stuck outside. Doh!

While security fumbles around on the other side of the door, watch the other tram that passes by, carrying a facility scientist. Must be a new guy. Hrmmph. Must be nice to have such a cushy job.

Still, he looks a little familiar...

The security guard finally opens the door and lets you in. After he greets you, he mentions that there have been also sorts of techincal problems as of late. "It's amazing they haven't shut the whole place down yet", he says.

Head to the left, down the stairs, and to the main lobby. Check in with the head guard, who says, "Hope you're ready for a looonnnnng shift". He has NO idea.

Be sure to watch the scientist complaining to the other desk guard before moving on.

You need to do three things before you can progress: get your gun, get your vest/helmet, and report to the front desk.

From the main lobby, head to the left (Personnel Facilities) and find the locker room. Your locker is all the way in the back, marked CALHOUN. Take your helmet and vest and head back to the lobby.

When you reach the lobby, the guard tells you that your help is needed over in Sector G. You'll need to get your gun first, though.

Take the elevator downstairs and find your way to the armory. Remember, you'll need to "use" the control panels in order to open many of the doors down here.

Once you get your gun, you can take a few practice shots at the shooting range, but it's probably better to grab all the ammo lying around and save it for later -- you're going to need it.

If you want, say hi to Otis, who's enjoying a tasty donut. Whatever you do, DON'T shoot any of the personnel -- you'll instantly lose your job, ending the game.

On your way back, you can also check out the Video Surveillance area if you choose. There are three video screens here, where you can watch some interesting (and possibly familiar) scenes from around Black Mesa.

Hmm -- wonder what they're doing with that glowing orange rock...

Head all the way back upstairs towards the H-E Particle Labs. The guard will now open the door for you.

The second half of this chapter requires you to make your way over to Sector G and help the scientists there. It seems everything's falling apart today, so on your way, you'll need to fix one of the trams as well. Unfortunately, disaster is about to strike...

As you make your way to the lab, stop to watch the repair job underway. It's no wonder that nothing at Black Mesa works...

You'll eventually encounter a scientist reading the paper, waiting for the tram. He tells you that all the trams are having problems -- which is exactly what you're about to fix.

Find the MAINTENANCE ACCESS ladder to the right of the tram platform. Go through the door and down the stairs, where you'll find an area marked HIGH VOLTAGE.

If you want, open the gate and flip the switch on the power box. It's not necessary, but will help you in a moment.

Move the barrel blocking the door opposite the high voltage area, open the door and turn on your flashlight.

As soon as you go through the door, turn around. There's a switch marked "OFF" in red right next to the door. Use the switch and it should turn "ON", along with all the lights in this area. Continue onward through the now-lit storage area.

You'll emerge in another storage area. Climb the ladder to the catwalk and go through the door.

As you emerge overlooking the canal, a tram goes by carrying the infamous G-Man. Looks like it's working after all.

There's a button on a gate overlooking the canal, with a red indicator lit up. After the G-Man's tram clears the area, it changes to green. Press the button and a bridge will lower, creating a path across the canal. Continue to Sector G.

Cross the bridge, go through the door and up the stairs. You'll emerge at another tram platform, and find a sign marked "Sector G - Main Access Lift". You're here!

Make your way to the elevator, where two scientists are waiting for you. One of them urges you to "make this thing work", which you do by simply pressing the elevator control panel.

Hmm...these scientists don't seem particularly bright.

As the elevator descends, the lights begin to flicker. One sceintist comments that "it's probably Anomolous Materials". Then, as the entire facility begins to shake, sit back, enjoy the show, and hold on...
+ Duty Calls
NSFW:
You regain consciousness in the crashed elevator to find some Houndeyes nibbling at a dead security guard. Ewwwww. Pick up the crowbar in front of you, then switch back to your gun to kill the Houndeyes.

Take a minute to smash all the boxes in this storage area. There's not much to be found, but you will find a few spare rounds of ammo, always handy.

Your task here is to open the maintenance door, which has an electrical lock. Find the power box back in one of the storage areas and shoot it, knocking out the power...and the lights.

Switch on your flashlight and make your way back to the maintenance door. With the power off, the door will simply push open.

The next room is an office area with dangerous contaminant liquid spilled on the floor. Kill the headcrabs that attack you, then jump onto the table to the door on the far side of the room. Open the door, kill the next headcrab, pick up the ammo on the shelf, and climb the ladder.

Hiding in the ceiling is a scientist. He's surprised to see you, and tells you the only way to escape is through the canals.

To keep pressing on, you'll need to open a locked gate in the back of the office. There are some explosive barrels behind the gate, which you can shoot to blow a hole through the gate. The easiest and safest way to do this is to shoot the barrels while you're still up in the ceiling with the scientist.

Once you've blown up the barrels, climb down and go through the gate.

You'll reach a chasm which you can cross by using a motorized conveyor. As soon as you approach the other side, some Houndeyes and Vortigaunts attack. Kill them and go through the door next to North Tunnel entrance.

Inside, you'll find two switches for the North and South tunnels. The North switch is malfunctioning, so hit the South Tunnel switch and go back outside. The large door to the South Tunnel should open.

The tunnel is filled with crates...and a few Houndeyes. There's nothing of use in the crates, so kill the pups, and duck under the large door to the next area.

Next up is an interesting puzzle. There are two loading cranes, and you ultimately need to get to the ladder behind the second elevator. In the room is a control panel to lower and raise both cranes, and you'll need to create a series of steps to reach the ladder, from (1) the small crate to (2) the left elevator, to (3) the large crates, to (4) the right elevator, to (5) the ladder and upward.

Here's how to do it:

(1) position the small crate next to the elevator on the left.
(2) lower the left elevator just low enough so you can jump into it from the small crate.
(3) the left elevator should also be at just the right height so you can jump out of it onto the top of the large crates.
(4) lower the right elevator just enough so you can jump into it from atop the large crates. From there, you should be able to reach the ladder.

As you continue, a few Vortigaunts will spawn in. Kill them and find the ladder marked B-03 in the back of the area.

At the bottom of the ladder, you'll find a room with a small opening in the far right corner, leading to the anterior drainage canal. A catwalk overlooking the drainage canal heads both left and right.

You've got a lot of work to do here, but to start, go right and enter through the door.

Jump to the ladder and climb up to the catwalk, where you'll find a valve release wheel. Turn the wheel. Note that throughout this section, the sewage is just as safe (or dangerous, I guess) as water, so don't be paranoid about falling in -- there's usually a ladder leading out of each section.

As you continue, you'll find steam blocking your way. Go down the ladder and you'll find another valve. Turn it. Ever notice how many "valves" and "gears" appear in Half-Life add-ons? ;)

Before coming back up, continue to the end of the lower pathway. You'll find a dead scientist, a shotgun, and a sign pointing upward to a ladder and an exit, but the ladder is out of your reach.

Take the shotgun and go back up -- the steam should be stopped.

Continue past the formerly broken steam pipe and you'll arrive at a control room. Flip the switch (the light should turn green) and look out the window.

Watch as a ramp lowers across the way, bringing a box marked EXPLOSIVE -- and a few Vortigaunts -- with it. You can shoot the aliens from afar, but you won't be able to blow up the box, which is just as well -- you'll need it later.

Head back the way you came and backtrack to the anterior drainage room where you started.

Now take the path to the left of the main catwalk. Climb the ladder and you'll be overlooking a large sewage room, with an instrument panel on the far side.

Jump down into the sewage. The third grate is open -- swim through and find yet another valve, this one marked FLOW CONTROL. Turning it will raise the sewage level, and allow you to climb out via the barrels and exit through the far door.

Go through the door and kill the Vortigaunts that appear. As you start to walk out across the catwalk, another Vortigaunt will spawn in midair, crashing through the catwalk and taking out a huge section of it.

Jump down to the large pipe on the left and then down further to the next walkway.

As you continue, you'll see a fellow security guard struggling with two zombie-like creatures before meeting an untimely end. Work your way around, kill the zombies and move on.

Move into the flooded area and kill the bullsquid you find there. When you go left, you'll eventually find some shotgun shells and an elevator lift. At the other end of that tunnel is a generator switch. Flip that switch and return to the elevator lift.

You'll arrive to find the slanted lift area you were overlooking a few minutes ago with the explosive box. You couldn't blow up the box from afar...but you can push it into the canal...

The explosive box will eventually reach the waste crushing area, blowing up the large gear on the left and making the area safe to travel through. Drop down into the sewage and swim through. You'll now be above the area where you got your shotgun -- simply grab the ladder and climb up.

As you climb up, note the group at the top of the grating. It appears the military has arrived...and they don't seem to have much love for facility security...
+ Captive Freight
NSFW:
You'll soon reach a long ladder leading to the surface. Go up.

You'll emerge outside. To the left is a truck containing all sorts of weapons and ammo -- but there are two turrets in front of it. Go slow, take out the turrets, then grab the loot.

Leave the truck and walk all the way around to the other side of the surface area, where you'll find a large door. Use the keypad to open it, and head through the large tunnel. In the middle, you'll find an SUV with yet another dead security guard. It hasn't been a very good day for Black Mesa personnel.

As you reach the end of the passage, a bunch of military will start shooting at you, and close the door before you can get out -- trapping you inside.

Backtrack to the room in front of the SUV, open the gate, and turn the valve marked STEAM TUNNEL ACCESS. The grate will open -- climb down, and just before you reach the bottom, the ladder will break, dropping you into the tunnels.

The tunnels are fairly straightforward. Just keep moving onward, using grenades to take out bullsquids that tend to lurk around corners. Use the valve to open the first passageway.

Next up is an area with broken pipes and steam pouring out. Turn the pressure release valve to stop the steam. From here, you'll need to head underwater to continue -- the valve to the next door is submerged.

Turn the valve, open the door, and move on.

A few headcrabs and bullquids later, you'll reach the basement access elevator. Hop in and go up.

This area is similarly straightforward -- advance and kill all the headcrabs and Vortigaunts you run across. A good strategy is to shoot explosive barrels when possible to take out the aliens. (From afar, of course.)

At the MAINTENANCE AREA sign, go left if you're injured -- there's a health station hidden behind the crates.

Backtrack to the sign and this time take the other path. This area has been damaged, and there's bursts of electricity flying through the air at regular intervals. Watch the pattern a few times, and then run through when the path is clear.

You'll find your way is blocked by a pile of debris. Use the crates in the corner to climb into the into the collapsed vent. Turn on your flashlight and make your way through. Use your crowbar to beat up any headcrabs you encounter, and also to smash a grate leading to the second section of vents.

When you leave the vent (and the immediate storage area), you'll have a choice of going upstairs or downstairs. Go down to start, where you'll find another dead security guard. Grab his helmet and head upstairs.

Be ready for a fight. As you get upstairs, you'll run into some military. Kill the soldiers and grab the MP5 machineguns they drop. w00t!

Inside the office, talk to the dying scientist, who explains that some of the staff had a plan to try and use some of the prototype labs to escape. To do this, you'll need to find a scientist named Dr. Rosenberg -- and this is your next big task.

As you begin your search for Dr. Rosenberg, you'll go through many of the Black Mesa freight yards, as well as many other outdoor areas. The military has been called in, and they're seemingly everywhere in huge numbers. Fortunately, they don't seem to be looking for you, so continue your search and try to surprise soldiers whenever possible.

As you leave the scientist, another soldier bursts in. Kill him, move up the corridor, and into a stairwell. Right now, you can only exit the stairwell via the first floor, but if you go all the way up, you'll find three more soldiers to kill -- and more ammo to take.

Exit the stairwell via the first floor door. Continue until you emerge outside...where you'll find a large squad of soldiers ready to attack. A satchel or two should dispose of most of them -- use grenades and your MP5 to finish off the rest.

The door at the end of the yard will not open, so head back towards the dumpster near the yard entrance. A soldier will appear in a second story window and start shooting -- kill him, and then climb up the crates and tires to reach the window ledge.

Climb through the window into the office.

Once through the window, go left (the door to the right is the second story entrance to the stairwell). Continue until you reach the WAREHOUSE SECURITY room. Shoot the lock on the gate, and grab all the ammo you can find. Don't forget the shotgun shells on the desk.

You'll eventually reach a large indoor loading area, where you'll find yet another squad of soldiers. (Do NOT go into Parcel Receiving area, as the soldiers will box you in and use grenades.)

Kill everyone, and then open up the container on the right, which holds a scientist (not Rosenberg, though). The container on the left is a frozen storage container for more aliens -- unfortunately, not all of them remain frozen, so, errr, don't bother opening that container.

If you want, backtrack to Parcel Recieving room after killing everything, and you'll be greeted with a scene of many slain scientists. Apparently the military has orders to kill everyone and everything. There's some health in here as well.

You can now exit the warehouse loading area through the door on the right. You'll encounter some more soldiers -- dispose of them and continue to the freight yard.

You'll emerge in a large frieght yard, and find yourself in the middle of yet another big fight with the military. Use grenades and satchels, and take cover when possible.

Once you've killed all the soldiers, take note of the box marked ".50 CAL MOUNTED MACHINE GUN". Break open the box.

You should hear a scientist banging from inside a storage container. Unfortunately, the container entrance is blocked by two large spools of metal cabling.

Shoot all the small wood blocks holding the spools in place -- the spools should roll away and allow you access to the container entrance (shoot the wood blocks in front of the container as well). Just your luck, this scientist isn't Rosenberg, either.

Immediately mount the .50 caliber gun and aim for the far wall. More soliders will rush in, and you should be able to mow most of them down with the mounted gun. They come in waves, however, so don't leave your post until you're sure no more soldiers are coming in.

It's important that you shoot the soldiers before they get out of the gun's range; otherwise, soldiers will attack you from all sides and you'll have to leave the gun and kill everyone piecemeal.

Once the way is clear, continue through the tunnel.

At the end of the tunnel, you'll arrive at another open area with a military truck, lots more soldiers, and...an active tank. The turret on the tank turns very slowly, so use that to your advantage.

Move around the yard in a circle, always trying to keep the tank's turret 180 degrees away from you. Pick off all the soldiers, and then turn your attention to destroying the tank.

In the back of the military truck is a rocket launcher with ammo. (w00!) However, if the tank catches you in there, it will blow up the truck, with you in it.

Run around the yard to lure the tank's turret away from the truck, then run around, grab the rocket launcher, and continue circling the tank. It should take 4 or 5 rockets to finish off the tank.

Once the tank is history, there's LOTS more ammo in the yard to grab. Pick up the booty and move through the door next to the now-smoldering tank.

In the tunnel, you'll reach a door leading to another open passageway. As you emerge, there will be a turret on your right. Lob a grenade over to take it out.

At the end of the passage, your exit is blocked. Climb onto the freight car and smash open the crates -- the last one contains 4 propane tanks. Hmmmm...

Shoot the propane tanks from afar. Eventually, one will ignite and blast through the door like a rocket, making an exit for you to jump through.

You emerge in a frieght area with a loading turntable...and more soldiers. Kill all the soldiers, smash all the crates, and pick up all the ammo in the area.

Find the turntable control room (right next to where you entered the yard) and use the controls. The track should spin, and the Bay 5 door will open.

Go into the bay -- the container is already loaded on a train that you can drive back into the yard. Start the motor, and the tram will start backing into the yard.

Eventually, the container will roll to a crashing stop. Open the door to find another scientist. Could this be?...

As you enter the container to talk to the scientist, the door locks behind you. That's the bad news. The worse news: you can hear more military arriving outside, talking about someone named "Freeman". There's some good news, however -- you have indeed found Dr. Rosenberg, so you might as well talk to him for a minute.

Rosenberg tells you about some of the early teleportation technology, and says the scientists were contemplating using some of the older labs to try and teleport to safety.

The labs are back underneath the warehouse (where you first found the scientist and got the MP5)...but first you have to escape the container, of course.

Rosenberg offers to boost you up through an opening in the roof of the container. Load up your MP5 and climb out. Kill all the newly-arrived soldiers and let Rosenberg out of the container.

From this point on, you'll need to take your time leading Rosenberg back to the lab. If you get too far ahead, he'll simply stop, so take a few steps, wait for him, and continue.

Lead Rosenberg to the now-open doorway to the left of Bay 5, up the stairs, and through the shipping / receiving office.

Progress methodically through the office -- run ahead, kill any soldiers you find, and then lead Rosenberg ahead.

Eventually, you'll go through the third floor exit of the staircase you couldn't get through earlier. Go down the stairwell towards the now-dead scientist who first told you about Dr. Rosenberg.

Before reaching the scientist, Rosenberg points out a breakable wall with an old elevator behind it. Lead Rosenberg into the elevator, and ride down to the old lab.

As you reach the old lab, Rosenberg greets a few more scientists ("Walter" and "Simmons") and is pleased that things appear to be in good condition. He appears optimistic about using the old teleportation technology to escape, but the machine is currently not calibrated for Earth destinations.

Someone will need to transport to the alien world to recalibrate some of the machines there...and that someone is you.

After a few moments, the teleport device is ready. When Rosenberg gives the signal, jump into the teleporter ball and on to...well, who knows where.

Welcome to Xen, Barney.
+ Focal Point
NSFW:
You arrive in Xen and immediately find yourself under attack from a few Houndeyes. Dispatch of the pups and use the rocks on the far left to reach the upper level encircling the area.

Work your way around to the opening on the far side of the ring. When you reach the end of the tunnel, notice the small crawlway blocked by some alien growth. Shoot or smash the crawlway open, and crawl through.

You'll now need to navigate a set of tunnels and caverns. At the first opening, take the crawlway to the left. At the first junction, you should go right, but you can take a short detour left if you want to grab some extra supplies at a dead end.

At the next opening, you'll have a variety of pathways to choose from. Most are dead ends. One of the openings sits on a small ramp to your right -- that's the one you want.

You emerge at a small cavern with barnacles growing on the ceiling. You need to take the pathway to the left, but you can go around to the healing pool on the far right if you need to.

You'll emerge at a large open area with lots of floating rocks. Simply jump from rock to rock to make your way to the other side. Note that a little past halfway through, Vortigaunts will teleport in and attack.

Once you're safely on the other side, head through the tunnel, and kill the Houndeyes.

This puzzle is similar to the previous jumping puzzle, except that (a) the jumps are a little harder to make, and (b) alien ships appear and begin blowing up the ground under your feet as you progress.

While it will help, your ultimate goal here is actually not to make it to the opening to the far left -- your immediate challenge is simply to survive everything being blown up.

You can achieve this in two ways: (a) making all the jumps to the far left opening as quickly as possible, or (b) simply camping out in the healing pool, which should survive the attacks intact.

When the alien ships are finished, they will have knocked over a tree, creating a path from the center ring to a ledge on the far side of the area. Climb across the tree, find and smash the small opening in the ground, and jump in.

(NOTE: If you made all the jumps to the opening at the far left, you'll find a teleport ball in the back of the cave sending you back to the center rock.)

As you continue through the alien world of Xen, you find yourself navigating more treacherous territory. You'll eventually find the team's setup point, however, so get ready to do your job and haul ass off that rock as quickly as possible.

After falling down the hole, you land in a small stream. Swim through a small underwater tunnel and then up to the surface. Kill the bullsquid and move on.

Jump into the next stream, go over the waterfall and into a large cavern and pool.

The goal here is to reach the opening high above, directly opposite the one you just fell out of. You can accomplish this by using the jump pad in the center of the pool.

Stand behind the jump pad, aim at the opening, and run and jump -- you should be able to make the opening after a few tries.

Avoid the barnacles in this area, and continue down the streams until you emerge at an embankment. Don't go left -- this will drop you back in the cavern pool you just came from. Go right.

Head down the enbankment, and climb up the rocks to proceed, killing bullsquids and houndeyes as you go. You'll emerge at another pool, where you can use the jump pad to reach the next opening way up high.

You finally arrive at the team's setup point. There are lots of dead team members around, but the equipment seems to be intact.

To start, use the blue box -- the center crane will move, and the strange rock will light up.

Walk over to the silver control panel. It will open up, revealing an instrument panel with two knobs and indicators.

Turn each knob until the yellow triangle is lined up inside the larger red area. You'll know you have the right setting when the machine beeps and the indicator turns green.

When both dials are set correctly, the machine will start...and all hell will break loose.

All sorts of enemies will attack, so kill what you can and move on QUICKLY. You've done your job, and the aliens don't leave any ammo for you to use, so don't hang around unless you really feel the need to kill everything.

As you leave the landing point, a Vortigaunt will attack, but will be crushed by a collapsing ceiling. (These guys just have no luck.) You can continue upward by climbing through the center of the debris.

At the next large opening, head directly to the right. You can use the jump pad to grab some supplies on the floating rock to the left, but it's not really worth it.

Continue through the next tunnel, and drop down at the end. You'll wind up on the other side of the large ring where you started, and you'll see a large glowing ball...and hear scientists' voices urging you to hurry and jump through.

That's your ticket back, so don't bother fighting any of the aliens -- if you wait too long, the ball will dissipate and your game will end. Simply jump into the teleport ball and get back to the lab.

When you arrive back in the old lab, Rosenberg congratulates you on getting things working...but there's another problem.

In order for everyone to escape, someone will have to go to the sub-basement and charge up a power cell to work the equipment. A few scientists have gone down already, but none have returned.

Guess who the lucky guy is.
+ Power Struggle
NSFW:
Go down the elevator and open the door. Kill the bullsquid, grab the dead security guard's armor, and ride the lift to the right.

You can't open any more of the doors up here (if you could, you'd nearly be done), but through the fence you'll see another scientist and security guard get attacked by a Vortigaunt.

This is the power cell charging station, and is your ultimate goal for this chapter -- but you have a lot of work to do before you can get inside.

Head back the way you came, down the lift, towards the elevator, and go over to the door with the broken keypad. After a few seconds, you'll hear some marines breaking in on the other side of the door, and then start to cut through with a blowtorch.

You're in for a good deal of fighting -- stand back and wait for them to break through.

As soon as the soldiers break through, hit them with everything you've got -- grenades, satchels, rockets, anything you can find.

Take your time, and retreat when necessary. You'll find some health packs on occasion, and be sure to pick up all the ammo the dead soldiers leave behind.

A few rooms ahead, you'll reach a health station just outside a long platform overlooking a coolant drainage area.

You'll ultimately need to raise this entire platform to reach the power cell charging station, but first, you'll need to activate the reserve power generator. Continue ahead.

You'll run into a half-dozen more soldiers as you cross the long walkway, pass some broken vending machines and head up a ladder.

You'll find one more soldier next to a radio -- shoot him, and take the opening to the right past the power indicator to the next level.

(Optional: before heading right at the radio, you can climb the hanging ceiling grating into a vent; at the end, you'll find a ventilation room with a dead soldier, some ammo...and some snarks.)

As you round the corner past the radio, you'll find a door marked "Coolant Drainage" rigged with dynamite, but the wiring to the plunger has been severed. Around the next corner is the main turbine cooling room, and more Houndeyes.

After killing the Houndeyes, you'll realize there's no easy way across the deadly pool of coolant. If only there was some way to blow up that door and get in the drainage control room...

Exploding the dynamite rigged to the door is one of the trickiest puzzles in the game, but can be solved fairily easily.

First, break all the crates in the area, and find the one metal barrel left over. Drag the barrel over the two bare ends of the tripwire, completing the circuit. Push the plunger, and the door will blast open.

Go through the broken door and kill all the Vortigaunts and headcrabs you run into. Continue to the coolant draining room and turn the valve, draining the pool.

Unfortunately, there's still no way across to the other side. If you could only build some sort of bridge...

So, things aren't looking very good. Your only route to the power cell charging station is via a platform that won't raise until you get the auxiliary power working. And you can't get to the auxiliary power control room because there's no way get across this pool of coolant. But if you could just get to the other side...

Next to the drainage control is another room with an elevator leading further downstairs. Take the elevator down, open the sewage airlock (if it's not already open) and walk along the bottom of the now-empty drainage pool.

There are now two barrels lying on the drainge floor, and two more on the short ledge at the top of the ladder. Climb the ladder, push the two barrels off the ledge, and then climb down and arrange the four barrels in a straight line, in line with the bridge pathway.

The best way to do this is to use the grating on the floor as a guide -- line the barrels up with the center line on the grating.

Take the elevator back up to the drainage control room and reflood the coolant area.

If you've done everything correctly, the four barrels should float to the surface, creating a walkway of sorts across the coolant. If not, redrain the canal, go back downstairs and move the barrels around some more until you have an easy path to navigate.

Once you're done, leave the drainage control room through the main door you blew up with the dynamite. Head out to the main coolant area, where the floating barrels should now provide a clear path across the coolant.

Some aliens will teleport in across the way -- kill them from long range, and then make your way across. Behind the door on the right is another Vortigaunt, so be ready.

Work your way forward, killing more Vortigaunts and headcrabs as you go. Eventually, you'll arrive at an area where boxes are blocking your way, and a large alien grunt is waiting to attack you.

Across a drainage area to your right, you'll see another set of soldiers battling some unseen aliens. Start by taking out the soldiers from long range before they notice you -- they'll attack you if you climb the debris and go after the alien grunt first.

Now that the soldiers are history, climb up the debris and kill the large alien grunt. (Grenades are your best bet here.)

Drop down to the other side of the rubble, go through the door and work your way around to the power control room. Watch out for headcrabs and ruptured pipes in the area.

When you reach the power control room, kill the bullsquid and flip the two switches. The turbines should start spinning and all the power indicators should turn green. You're almost done!

Instead of going all the way back around, simply jump over the ledge outside the control room directly to the coolant bridge area. Climb back over the barrels to the other side of the bridge and continue until your reach the room where you found the radio earlier.

Instead of going down the ladder, step out onto the catwalk overlooking the coolant drainage room and press the button. The entire lower walkway should rise up to meet you, providing a pathway over to the power cell charging station.

Walk across, kill the Vortigaunts that appear, heal up, and talk to the wounded security guard laying in front of the station.

Once the security guard finishes talking, open the gate, drag the power cell into the charger and press the button.

Once the cell is charged, drag it over to the elevator, load it up, and send it upstairs.

Press the keypad next to door to open it. Head to the right (this should look familiar by now), get in the elevator and ride back upstairs to the lab.
+ A Leap of Faith
NSFW:
Rosenberg is happy to see you, and is prepping to teleport your small group out of the facility. He now needs your help to operate the machinery, and gives you instructions to go around to the control room and turn on the power.

After a few moments, the machine will nearly be ready, but a pipe will rupture and you'll need to run up to the catwalk and turn a release valve to set things right. As you do, two Houndeyes teleport in -- kill them, turn the valve, and go back to the control room.

After a few more moments, Rosenberg gives you the signal to open the displacement field damping locks. Hit the button at the window overlooking the lab, and a teleporter ball will be created.

Walter goes through first, and then the sequence is repeated for Simmons. Note that you can start to hear military in the surrounding areas.

Next up is Rosenberg, who says he's calibrated the machine to automatically run through one extra sequence for you after he's gone. Watch him go through and wait for your turn.

Of course, now that you're the only one left, something's about to go wrong. If you're smart, lay some satchels around the catwalk and wait -- you'll see someone start to blowtorch the door above the control room. Do NOT hit the button opening the displacement locks yet.

Kill the first wave of soldiers that come in, and then hit the button opening the displacement field locks. At this point, more soldiers will come in from below.

Get out of the control room and head for the teleport ball quickly -- you only have a few moments to make the jump before the equipment fails. Kill anyone you can, and jump into the teleport ball...

You appear somewhere apparently just outside the facility, along with the three scientists. Simmons and Rosenberg are trying to fix an SUV, Walter is breaking open a gate with a crowbar...and you're glowing green?...

Just as Rosenberg notices something is wrong, you suddenly teleport away...onto a dark platform in Xen! You continue to glow green, and after a few moments, you teleport again, this time to a small storage room.

If you climb on the crates and look out, you'll see two soldiers dragging someone away. Apparently they finally caught that Freeman guy...and you teleport away once again.

You finally end up back at the yard with the scientists, intact and no longer glowing. They've fixed the SUV, and Rosenberg expresses his relief, explaining that you're lucky not to have been caught in an infinite loop. Whatever you say, scientist guy.

Walter pulls the gate open, and the four of you head off to freedom...
Half Life: Blue Shift Wikipedia Page

Half Life: Blue Shift Easter Eggs | More Easter Eggs
NSFW:
Calendar Easter Egg

Shortly after you get through the door after the short ride on the rail system, you will be able to explore around. Find two calendars, what do you notice about them? They both say December, and the last day on the calendar is the 30th. There are actually 31 days in December.
Chumtoad's Lair

Very soon after you arrive on Xen, you will enter a series of cramped, narrow tunnels full of headcrabs. Nearing the exit of this maze, you pass through a large cavern with an extremely deep pool at its centre.

At the very bottom of this pool, between a boulder and three Xen plants, a small crack in the wall of the cave can be seen emitting bubbles of air. After widening this hole, you can enter a small air pocket in a cave where the title "Chumtoad's Lair" appears on the screen. In the Lair, three chumtoads sit amongst Xen plants and snark nests, illuminated by Xen crystals. The creatures later vanish when approached.
Dancing Scientist

Go into the video surveillance room and view the camera that gordon freeman appears on. After 6 or so views of the camera, one of the scientists will do a dance
Chumtoad in Locker

In the beginning of the game once you get your gun and ammo from the shooting range place, go back to your locker where you get your armor and open your locker. Inside is some pictures, books, and a cardboard box. Make sure you have at least 68 shots left(as in 17 loaded and 51 left) and shoot the box 68 times until it breaks. Right clicking might help here for faster shooting. When the box breaks open, it reveals chumtoad, the enemy from Half-Life.
Human Soccer Ball

1. Start a new game in cheat mode
2. Put the game in noclip mode ( press ~ and type noclip in the console)
3. Enter impulse 101 into the console, you should have all guns now
4. Exit the tram and head over a ledge, and to a dark corner.
5. You should now see a soccer ball, if you shoot it blood comes out. If its shot too much it will turn into body parts and a skull like when a human dies in the game.

(Note: To get cheat mode create a shortcut to blueshift, go to properties and in "target" add -console outside of the quotes. When you start the game there will be a new choice called console, click on this. Type 'sv_cheats 1' without quotes press enter then Esc.)
The Hidden Rosenberg

When You get to the part where you are about to find Rosenberg, (you will just have used the CO2 canisters to blow the door open), type in these cheats: "noclip", and "R_fullbright 1" without quotation marks and with the "_". Now Fly out of the game and in the distance you will see some rooms/boxes/squares (whatever you want to call them). Go to them (the smaller ones, the big one is empty). In most of them you will see a swat team guy and in the last one you will see another Rosenberg.
Gordon Freeman

1. At the start of the game, when you are banging on the door, turn around. After a bit Gordon Freeman from the original game should go past on a monorail train.

2. In the security room in the guard's complex, look at the screens. You'll see him again, walking past those spinning signs.

3. At the end of the game, as you suddenly get teleported to all of those different places, you will arrive in a storeroom. Look through the air vent up on the wall. You'll see him again, being dragged by two soldiers, and you'll hear them say stuff from the original game after Gordon gets captured.
The Pink Room

when you go the the shooting range in blue shift noclip trough the wall where the targets are and there is a pink room full of the half life logo
Half Life: Blue Shift Walk Through Videos
System Requirements
Minimum System Requirements
http://planethalflife.gamespy.com/View.php?view=HLGameInfo.Detail&id=18&game=4

500 mhz processor, 96mb ram, 16mb video card, Windows 2000/XP/ME/SE, Mouse, Keyboard, Internet Connection

Recommended System Requirements
800 mhz processor, 128mb ram, 32mb+ video card, Windows 2000/XP, Mouse, Keyboard, Internet Connection
 
Enjoy!

I've been working on this thread for a while, and am happy to be able to share this with you all.

Many thanks go to both axl and atri for their consultations while compiling this wonderful project.

I just ask that if you all want to post spoilers for any of the Half Life games, please use the NSFW tags like I have (for the walk through guides).

There's a certain amount of the game that will be spoiled when you merely read through the weapons sections, especially for Half Life: Opposing Force. This is to be expected, so read at your own risk.

Finally, enjoy! I posted this here for everyone to read, especially for people who play or plan on playing the Half Life series, but also for people who may just enjoy reading this. :)

Merry Christmas and Happy Holidays to you all!
 
Awesome thread. Gonna have to play half life now
 
Captain's Tip #1

There were some additional tips about Half Life that I want to throw in as I remember them, or as I come about re-learning them if I start playing the series again. So every now and then I'll post in this thread with a special tip. :)

The body of the tip will be in NSFW tags, since it'll likely contain spoiler material.


NSFW:
Half Life - Opposing Force - The Spore Launcher

When you get the spore launcher, you really want to use this above all other weapons to conserve ammunition. Why?

There are several areas where there will be ammo for the spore launcher. After you pick up one ammo for it, it'll disappear from the location you found it.

If you wait around 5-10 seconds (might be a bit longer?) - it regenerates! Unlimited ammunition for the spore launcher. %)

Warning: The spore launcher can damage you if you fire it and the target is too close to you. You want to be at least a fair distance back when using it. Additionally, looking at the damage, 90 damage for a direct hit, and 15 on average should tell you something. A direct hit will eliminate most enemies in one hit, or damage them to the point where one bullet from another gun would do them in.

The closer you are to your enemy, the more likely you are to get a direct hit. But, get too close, and you can damage yourself. Health and armor are not unlimited (unless you're cheating ;)), so beware when using this weapon.

It's pretty late in the game when you get it, at least half way through the game or so. However, once you get it, you want to use it unless you are aiming extremely long distances. Unless it's extremely long distances, it isn't too hard to get a direct hit with the spore launcher.

Lastly, you can hold 25 rounds in the spore launcher; five in the chamber, and twenty in reserve. When re-loading, you have to feed the spore launcher each round one by one.

It may take extra time to use the spore launcher because of how long it takes to reload, and to get the ammo from the sources (posted below). However, it's really worth it. %)

SporeLauncherAmmo.jpg
 
I remember playing the first Half life and it scaring the crap out of me, especially those head crabs, awesome game. I'm starting to get back into video games now that I kicked the junk, maybe I will get my steam account back up and running and play some half-life. peace
 
I remember playing the first Half life and it scaring the crap out of me, especially those head crabs, awesome game. I'm starting to get back into video games now that I kicked the junk, maybe I will get my steam account back up and running and play some half-life. peace

LOL yes the headcrabs are so scary, especially in Half Life 2!

Congrats on getting clean too!
 
Half life was my shit, played them since the release of the original half life including blue shift and Opposing Force...

Half life 2 was amazing upon release, I was just like so in awe of the graphics/physics of it all..

Are then done with all the episodes? last one I remember playing was episode 1 methinks..its been so long, the games have a ridiculous amount of replay value for being pretty much single player only.
 
Half life was my shit, played them since the release of the original half life including blue shift and Opposing Force...

Half life 2 was amazing upon release, I was just like so in awe of the graphics/physics of it all..

Are then done with all the episodes? last one I remember playing was episode 1 methinks..its been so long, the games have a ridiculous amount of replay value for being pretty much single player only.

Awesome! What did you think of the original Half Life series? Which was your favorite?
 
just started it on my old ass desktop. can still play it at full capabilities! looks like shit on a 50 inch monitor lol.
playing it anyways :D
 
just started it on my old ass desktop. can still play it at full capabilities! looks like shit on a 50 inch monitor lol.
playing it anyways :D

8o That must be a whole new Half Life experience! =D

I look forward to posting more tips etc, but I recently broke two bones in my right arm near the hand - so I am going to be unable to replay the games (at least for now) and I will be less likely to provide tips. That won't completely stop me though! :)

Have fun playing Half Life for me atri!

If the graphics are the suck, then you could play Half Life: Source, so that you can play Half Life 1 with the Half Life 2 graphics/engine.
 
Hey Captain, is The Orange Box worth it on the 360? (even if I don't have Live Gold, and I loved Team Fortress Classic back in the day).

Or is the paddle not suited for this genre of games? Thanks.
 
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