On the CD "LKI". Walkthrough Half-Life How to pass half life without having a life

“The Great Wizard is on his way.

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

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

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

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

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

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

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

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

On the CD "LKI": The disk of the February issue contains a large-scale video tour covering several gaming moments - hunting for insects, traveling in an amphibian, riding a buggy and something in addition.

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

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

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

Characters in Half-Life 2

Jimin

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

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

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

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

Gordon Freeman

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

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

Dr. Breen

"Welcome. Welcome to City-17."

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

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

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

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

Dr. Kleiner

« Lamar. Scoundrel, where have you gone?"

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

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

Eli Vance

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

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

Judith Mossman

"I was just trying to help your father!"

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

Dog

"WOF WOF!"

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

Father Gregory

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

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

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

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

Weapons and equipment

Protective suit

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

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

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

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

Scrap

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

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

Gun

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

submachine gun

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

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

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

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

"This is a very powerful sorcery!"

Dmitry Segal AKA Cash

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

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

Find ten differences

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

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

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

Coincidence?

Revolver

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

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

Grenade

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

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

Freeman can carry up to five grenades with him.

Shotgun

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

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

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

Gravity Gun

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

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

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

Modified gravity gun

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

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

Pulse Rifle

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

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

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

rocket launcher

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

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

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

Crossbow

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

Pheromones

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Gordon sleeps and dreams about Half-Life 3.

SECOND PAGE

Enemies

Union

soldiers

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

They differ in survivability, armor and aggressiveness.

Snipers

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

Elite Soldiers

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

Robots

Scanners

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

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

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

cutters

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

rolling mines

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

portable guns

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

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

Frog Mines

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

wall mines

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

Automatic guns

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

Before you go to fight these guns, always save.

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

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

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

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

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

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

Cars

armored vehicles

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

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

Helicopters

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

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

Landing ships

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

Stormtroopers

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

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

Shaguns (Striders)

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

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

deathmatch

Dmitry Segal AKA Cash

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

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

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

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

Zen World Fauna

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

headcrabs

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

sticky

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

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

Zombie

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

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

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

Long-legged headcrabs

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

Black headcrabs

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

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

Zombie Runners

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

Zombie bumpkins

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

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

Antlions

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

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

female antlions

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

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

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

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

Antilocalization

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

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

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

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

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

PASSING

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- Yes? said Lord Hong.

“Uh... Oh my lord...

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

Terry Pratchett, "Interesting Times"

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

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

Try on the modified hazmat suit. While Kleiner opens the door, recharge using the wall "socket". You and Elix must travel via the newly upgraded teleporter to East Black Rock, Eli Vance's lab. When the plug falls out of the socket, push it back. Elix screeched and teleported away. Your turn.

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

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

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

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

A crowbar falls at your feet.

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

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

THIRD PAGE

Route Kanal - Underground Man

The underground clever mole digs crooked moves.

Normal heroes always go around.

x/f "Aibolit-66"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Water Hazard - Watermarks

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

film "White Sun of the Desert"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

FOURTH PAGE

Black Mesa East - Come to me, Mukhtar!

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

x / f "Carnival Night"

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

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

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

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

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

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

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

x/f "Formula of Love"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

will do all the dirty work. Finally, daylight!

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

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

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

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

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

Highway 17 - On the Baltic coast

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

I. Ilf, E. Petrov, The Golden Calf

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

We take pictures next to the trophy.

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

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

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

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

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

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

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

FIFTH PAGE

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

It is not difficult to take the defensive structures of the Association. Throw the iron approximately in the direction of the pillbox, take out the machine gun and rush to the aid of your army.

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

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

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

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

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

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

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

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

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

Nova Prospekt - "Vohra has surrounded us"

May I see the prosecutor?

— You can. Where is our prosecutor?

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

x / f "Prisoner of the Caucasus"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Entanglement - Warehouse of living blacks

We lay in a tin

Shelf life

Only someone sold us

And put it on the knife.

Sprat song.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

PAGE SIX

Anticitizen One - Brin's personal enemy

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

HG Wells, "War of the Worlds"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Our Benefactors - Brothers in insanity

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

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

There was silence. Then someone gently pointed out:

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

- So, we will storm Summer!

Terry Pratchett, "Interesting Times"

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

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

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

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

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

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

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

Dark Energy - "Don't Touch It!"

How long can you keep him like this?

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

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

x / f "Business people"

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

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

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

What kind of station is this?

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

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

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

And here is the mention of crowns.

* * *

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

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

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

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

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

How to play Half Life 1 online

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

How to play Half Life 2 online

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

You can learn a lot of new and interesting things if you visit the section on our website

Half-Life 2: Trilogy Online Torrent Download

Game release date: 2004 - 2007
Connection via: Internet / LAN / Tunngle / Hamachi

Description of the program and download TUNGLE You can here:
http://website/sistemnye-programmy/132-tungle.html
The program will update to the current version itself after installation.

Game info: Half-Life 2: Trilogy
Convenient unique assembly for the joint passage of the trilogy!.

Launch preparation:
Download the torrent and install Half-Life 2: Trilogy Coop: half-life-2-trilogy-coop-
repack.torrent 20.28 Kb

Game launch:
1. Run Tunngle or Hamachi and go into the room with Half-Life 2 players (or
using a real local area network).
2. Run the game from the shortcut on the desktop.
(create a new name for the hero and change the skin)

In Game:
Connection:
Select "Find servers" / "Local network" or "Favorites" and Pressing "Add" enter
creator's ip address.
You can also connect through the console. Press "~" ("Ё") on the keyboard and in the window that opens
write connect xx.xxx.x.x (Where xx.xxx.x.x is the ip address of the person you are connecting to).

Server creation:
Click "Create a server", select the map "d1_trainstation_01" if we want to start from the first
Half life 2 missions.

List of maps for the passage of HALF LIFE 2
d1_trainstation_01
d1_trainstation_02
d1_trainstation_03
d1_trainstation_04
d1_trainstation_05
d1_trainstation_06
d1_canals_01
d1_canals_01a
d1_canals_02
d1_canals_03
d1_canals_05
d1_canals_06
d1_canals_07
d1_canals_08
d1_canals_09
d1_canals_10
d1_canals_11
d1_canals_12
d1_canals_13
d1_eli_01
d1_eli_02
d1_town_01
d1_town_01a
d1_town_02
d1_town_02a
d1_town_03
d1_town_04
d1_town_05
d2_coast_01
d2_coast_03
d2_coast_04
d2_coast_05
d2_coast_07
d2_coast_08
d2_coast_09
d2_coast_10
d2_coast_11
d2_coast_12
d2_prison_01
d2_prison_02
d2_prison_03
d2_prison_04
d2_prison_05
d2_prison_06
d2_prison_07
d2_prison_08
d3_c17_01
d3_c17_02
d3_c17_03
d3_c17_04
d3_c17_05
d3_c17_06a
d3_c17_06b
d3_c17_07
d3_c17_08
d3_c17_09
d3_c17_10a
d3_c17_10b
d3_c17_11
d3_c17_12
d3_c17_12b
d3_c17_13
d3_citadel_01
d3_citadel_02
d3_citadel_03
d3_citadel_04
d3_citadel_05
d3_breen_01
Episode card order
Thank you flarens!

EPISODE 1
ep1_citadel_00
ep1_citadel_01
ep1_citadel_02
ep1_citadel_02b
ep1_citadel_03
ep1_citadel_04
ep1_c17_00
ep1_c17_00a
ep1_c17_01
ep1_c17_02
ep1_c17_02b (the order is b-a, not vice versa)
ep1_c17_02a
ep1_c17_05
ep1_c17_06

EPISODE 2
ep2_outland_01
ep2_outland_01a
ep2_outland_02
ep2_outland_03
ep2_outland_04
ep2_outland_02 (return to the map where Alex is being treated)
ep2_outland_05
ep2_outland_06
ep2_outland_06a
ep2_outland_07
ep2_outland_08
ep2_outland_09
ep2_outland_10
ep2_outland_11
ep2_outland_11a
ep2_outland_11b
ep2_outland_12
ep2_outland_12a

Notes:
When you launch the very first map from the Half-Life 2 storyline, a countdown timer will appear on the screen.
counting, do not be afraid, as it should be. This is done so that all players have time
connect before the intro video starts.
If at the first launch of any of the missions the game suddenly crashes, just restart
game and create the same map again.
If you wish, you can download the mod separately here (for owners of the licensed version in
Steam).
http://store.steampowered.com/app/17520

The new first-person shooter is offered to gamers all over the world by Valve software. The basis of the Half Life game is the good old Quake engine, which has been reworked by Valve's programmers to such an extent that it is almost unrecognizable. At the same time, a new technology for building living beings was also introduced. The model of the creature is built on the basis of a skeleton, to which the planes that create the figure itself are attached. Due to this, the number of planes that make up the model of a particular monster in the game is not 200-300 polygons (as in Quake), but all 3000-4000! In this case, you do not need any P3 / 800.

Another news that can cause surprise: if you have a computer of “average” power, then when you play, when you leave cramped rooms into the expanse of gigantic areas, the image does not start to “slow down”!

The game itself is well thought out. Apparently, a global scenario was created before production, and you don’t just start the game, kill everyone and finish, but really try to get out of the puzzle of premises, while breaking through hordes of creatures endowed, by today’s gaming standards, with super intelligence.

You can contact the survivors and they will help you as much as they can. Invite a guard to go with you, and he will conscientiously fight off enemies with you; ask some scientist to open the door for you with a sensor that works only on presentation of a certain living retina of the eye - this is possible here.

In Half Life, the statement “the bigger the enemy, the harder it is to kill” rarely works, because even the smallest creatures that come in batches from subspace can take your life in a few seconds.

And forget the word “level”! Now there are no more levels as such, but there is a single plot, which is distinguished by its flexibility and which is even pleasant to obey! In principle, this is logical: after all, you worked at this base and know a little about the local area.

In the game you will find a huge number of mechanisms. You will have to study their work and think about the functioning of which system is necessary to start this unit.

At the beginning of the game, you will get a wonderful suit that will chat with you from time to time, reporting the state of your health and your defense systems after the next battle or recharging.

BACKGROUND

Underground facilities of the Faculty of Federal Research "Black Mesa", a specialized missile base, a top secret project.

The base has a portal to a parallel world.

You are Gordon Freeman, a 27 year old male. Your position is researcher. Place of work - laboratory for the study of anomalous materials. Location of the laboratory - level 3. Administrative task - classification of materials.

The day that started for you as always, unexpectedly changed your whole life...

So, you went to the room for the analysis of the studied crystalline sample. The usual analysis, everything went fine: a cart with a crystal rolled out and, holding the handrail, you rolled it into the testing complex. And then something incomprehensible happened: the surrounding equipment flew into the air, and you ended up in a destroyed room.

Sabotage? Accident? Or is it SOMETHING you did?

You hear screams, see the total destruction of an entire laboratory and understand that Black Mesa is now becoming a nightmare zone. Through a crack in the portal, humanoids seep into your world and begin to create their own laws.

You understand that you must do something, perhaps invite help, and set off ... While you are trying to get out of the base, the US government sends troops of marines and ninja saboteurs (recruited, by the way, exclusively from women). They were ordered to destroy everything that moves. Monsters, people, it doesn't matter.

Even now, as your own world turns against you, you must fight. You will find allies: guards, scientists and other base workers.

Supporters of the government and supporters of parallel worlds will constantly participate in battles not only with you, but also among themselves.

Here in this hell you have to survive and win...

WEAPON

_1 - Scrap. With it, you can break glass and all sorts of monsters that interfere with the passage. Effective only at close range.

_2 - Gun. Compared to a crowbar, the efficiency increases only due to the fact that it is possible to act at long distances.

_2 - The revolver is one of the most effective weapons for any fight. It is better to use it only in special cases (looking out from around the corner, for example, and seeing the enemy; even the edge of the clothes is enough).

_3 - Automatic. It is a commonly used weapon, as it is very rapid-fire and does not allow the enemy to come to his senses until his death. Has an underbarrel grenade launcher. Most often used with a large number of attackers.

_3 - Shotgun. Most often, one shot is enough to appease the “average” monster. Shooting from two barrels at once is possible. Its only drawback is that it takes a very long time to recharge. Also effective against crowds.

_3 - Crossbow with a scope. Kills any human enemy with one accurate hit, plus it has an optical sight. One of the most valuable types of weapons, arrows for which are just as often in short supply, as are cartridges for a revolver. Good for sniping at distant targets that can't see you.

_4 - Hand-held anti-tank grenade launcher (RPG). An excellent weapon against flying vehicles or crowds of monsters. It is possible to turn on laser guidance, in which the rocket rushes to where the point of the laser sight is located.

_4 - Laser gun. Destroy the enemy with it - just spit. Very effective when fighting powerful monsters. It is also good for shooting down helicopters and planes, and you need to use the second type of shooting - energy generation. But be careful! If you turn on this mode and do not release the trigger for a long time, you can be left without a hand or without a life!

_4 - Plasma gun. Sprays anyone caught in its beam in a matter of moments. Its only minus is that the charge devours at a crazy speed. Effective in a crowd of very powerful monsters, when you give everything for life.

_4 - Monster hand. Shoots homing live bullets. Shooting burst is possible. Its plus is that the cartridges never run out; minus - one charge is equal to eight bullets, and after firing it is replenished relatively slowly. Effective when shooting at monsters that are far away and cannot see you.

_5 - Grenades. Effective for quickly eliminating wooden obstacles in the way, as well as creatures huddled in a corner. The commando, noticing a flying grenade, is trying to retreat away. Also, if the fight is close, you can hit the soldier with a grenade on the head, but by the time he comes to his senses, it will already work.

_5 - Radio-controlled mine. The power of the explosion is one and a half times the power of a grenade. Effective with a large crowd of people, if everyone is below your location. The advantage of a mine is that it can be thrown through a lattice barrier.

_5 - Laser mines. Explosion power - like a grenade. It can be placed both on walls and on various objects, including doors, drawers and even the floor. A big plus of a laser mine is that the monsters (and most importantly, the special forces!) cannot notice it.

_5 - “Biters” (alien insects). A very specific type of weapon. Effective in combat only with earthly creatures. Their only drawback is that after destroying their target, they begin to bite any creature standing nearby (including you). They take away ten percent of life with each bite. So think before you release them. You have only one way out: after releasing them, quickly hide. If they can't see you, they won't touch you. After a certain time, the biters explode.

PASSING

When the monorail car finally comes to a stop at the overhead platform, a nearby guard will notice you and come over to open the door for you. Follow him. He will also have to unlock Sector C's entrance gate for you.

ANOMALOUS MATERIALS

After the second door, which will automatically open in front of your nose, go down the corridor to the right until you come across another corridor lit with bluish light. Step into it and at the end turn right towards the “No smoking!” sign. (Don't smoke here!).

Go past the dining room further, enter the locker room and find the room (it is on the left) in which a special suit is waiting for you. You will never part with him for a second. Press the button on the remote control to turn off the locking flask and, when it rises, come and get dressed.

Exit the room back to the beginning of that “blue” corridor and, passing by, step towards the elevator.

When the guard recognizes that same Gordon in you, he will open the door for you, and you will go down to the room with the elevator shaft. Go around it in a circle, open the doors by pressing the button and go down to the lower floor.

Go along the corridors to the control room adjacent to the reactor room. Talk to the scientists, and one of them - dark-skinned - will open the entrance to the corridor leading directly to the airlock in front of the reactor room.

Mentally scold those guys who decided to hide the breakdown and stomp on - to persuade two more to open the main door in this place for you. After going out to the reactor, climb to the right, and at the end of it, climb the stairs up to the reactor control panel.

Wait until one of the professors who controls the experience from that very room tests the connection and opens the reactor start button for you. Press it and go downstairs to a gray lattice box with four red lights.

When the generator at the upper base of the reactor spins up, the middle part will do the same, but in a different direction, and the red lights on the box will flash, wait for the crystal to appear, then roll the cart with it into the slot of the lower reactor base.

UNFORESEEN CONSEQUENCES

After fifteen or twenty minutes (to you, of course, it will seem like a few moments), leave the room with the debris lying around and try to open the door by pressing the remote control hanging on the wires. When the door opening mechanism does its job, go out and stomp down the corridor.

As soon as you get into the corridor, turn on all your vigilance and caution! The first closet torn out of its place can collapse on your head. Take the elevator up.

When you meet those two scientists again, already regretting that they did not report the breakdown in a timely manner, ask one of them to open the door for you, which is located on the left at the end of the corridor. Enter it.

You are in the control room. Slowly approach the center, the lightning from the still-powered reactor (it still holds the subspace open) will knock out a piece of the control panel. Wait for the same thing to happen to the door and, after waiting for a pause between the “disturbances” of the reactor, run into the passage. You do not have any weapons, so quickly run through the room, as the first enemy will appear in the air there.

After a while, you will come out to the pipes in the wall, which say “Caution! Laser!” (“Caution, laser!”). You will notice that the contents of one of them pierced the skin and now, reflected by a piece of the pipe wall that is constantly heating and cooling by it, walks around the room back and forth. Go under it and wait for another similar laser beam to appear. After the explosion, trace the entire trajectory of its movement, and then run at the moment when overcoming this obstacle will be the safest.

To the right of the door there is scrap. Take it and break the glass at the bottom of the door. Climb through the resulting opening and run to the elevator shaft. Also break the glass to climb through. Unfortunately, what happened in front of your eyes is one of the surprises that can be waiting for you around any corner.

In the mine, find the stairs on the left and climb up on it to the upper floor. Wait for the monster to kill the guard. It is, of course, disgusting to look at, but you will need this poor guy's gun. Run around the elevator shaft from the outside and return to the beginning of the floor (to the entrance gateway).

When you notice the explosion of the ventilation grill, do not rush to break beyond it. Be aware of the danger.

Once you've eliminated everyone in the room and healed, approach it and when the cabinets fall, climb up one of them into another vent that's in the diagonally opposite corner from the one you came out of. Jump to the floor on the other side of the passage and stomp further.

In the end, you will come to a gateway with a creaking bent turbine. Press the button on the left and exit from there into the room. Walk to the right and turn left at the crossroads of corridors.

Walk along the premises and turn into the waste storage door, indicated by the skull sign at the door. There, go a little and climb the stairs, but get out not completely, but so that the monsters do not notice you. Shoot the cans behind their backs and hide so that the pieces of their smelly bodies do not splash your suit.

After leaving, turn right and look for the hidden old professor in the nook. Talk to him and invite him to come with you. Take him to the bridge, at the end of which there is a room with ammunition. Only this person can open it for you. If he balks, keep talking to him until you get him to talk.

After stuffing the grenades into your pockets, exit again to the bridge and jump down. Step into the passage, over which the number 19 is drawn, and stomp along the corridor to the right.

When you come across a grate with a blue "D-47SKC" sign above it, kill your colleague/humanoid hybrid through its bars and jump into the square cutout at its base.

Walk along the pipe to the right. There, at the end, turn the valve and quickly run into the dark branch of the pipe in the same wall. Then, rising up the water level, try to get into another square cutout.

After overcoming several corridors, you will find yourself in the hall, which serves as the final stop of the freight elevator. Activate the latter by pressing the lever on the dais and jump onto the platform that goes down. After a few seconds, hordes of spiders will fall on your head from the ventilation grill, which is located opposite the elevator. Dodge them as best you can without falling down. Always keep an eye on which side they come from. Run as fast as you can across the platform. Thus, you will reduce the number of meetings with them.

At the bottom, get off the platform (if you manage to destroy the spiders remaining on the platform with a grenade, then you can heal: the device is on the other side of the container with liquid) and walk along the corridor.

When you see the bridge, do not go on it, but wait until something that suddenly appears in the air breaks it with its weight. Jump from the stump of the bridge to the pipes on the right and go around half the perimeter of the room along them, and at the end jump into the second passage.

After the corridor you will come out into a huge underground hall with a river. Run up and jump over to the opposite pier. Enter the door and walk down the narrow corridor.

Several crates are suspended from the ceiling in a warehouse. Climb up with the help of ladders and, alternately jumping on the boxes, get over to the opposite side. It is best not to jump, but simply move from one box to another. Enter the door at the end and go through a small number of corridors.

After going out to the place of the corridor, where the river will be visible below on the left, turn right and move on, until you meet with the elevator. Call him and go upstairs.

OFFICE COMPLEX

After leaving the elevator car, turn right and approach the ventilation grate so that you are not struck by the discharges from the broken lamp.

Turn right and crawl along the pipe until you come across a greenish light visible from the grate slots. Break it and jump into the room. Look for a door there, next to which it says “Danger! High voltage!” (“Danger! High voltage!”). Open it and turn off the voltage with the lever.

Exit the room through the red doors to the elevator and go down the corridor past the same disabled light bulb hanging from the ceiling. Break the glass next to the closed door and crawl into the room.

It seems that you are damn tired of the crowbar, so turn left and go into the dark passage. Break the boxes on your way, and at the end you will find a new weapon, which will be given by the guard.

Go back and break the glass into a room partially filled with water. Without stepping into the water (a wire hanging close to the surface) and using objects protruding from the water, get to the refrigerator and turn off the light with the button above the sink.

Now, with the help of a flashlight, find the grate to the left and, after breaking through it, crawl into the course. Don't forget to crouch after turning left, otherwise you risk being cut to the waist by the fan blades! At the end, when you literally fall from the sky to the ground, turn around and go to the crates against the wall.

When the spiders break through the ceiling, shoot at them and place the boxes so that you can climb up the ladder that appears. Go to the grate in the floor, knock it out and do the same with the second grate in the wall. Observe from the side how the automatic gun functions. When all those moving in her field of vision are destroyed, she will work for some time with a specific beeping and turn off, buzzing into the ceiling, then fly at full speed into the passage opposite.

Climb up the stairs. Take a security guard as your assistant and move on. Move along the corridors, then turn left into the darkness and go into the passage with the blinking “Exit” sign.

Walk past the soda machines and the hallway, shining green, to the stairs. Quickly run up the stairs and hide on the right, behind the wall. The gun is not asleep, the gun is waiting! When she "calms down", just go through the second flight of stairs and slink into the corridor. Step into the door at the end of the corridor and go around it.

Climb into the vent near the floor and move along the passage until you come across a spinning turbine with a broken blade. At the moment when the place of the break is at the top, go straight quickly. Jump over the bare wiring and, after going through all sorts of nooks and crannies, go out to the retaining armature of the warehouse ceiling. Go around its fastenings on the right beam and climb back into the vent. The end of your journey will be a room into which you will collapse from under the false ceiling.

Stuff your pockets with ammo and clips and exit the room. Go down to the hall along the hill on the right and smash the boards with which the passage is clogged to pieces (your colleagues really wanted to protect themselves from creatures from that world, but they could not ...). Stomp along the corridor that will lead you to the refrigerator (don't forget to bring your skates).

Enter the refrigerator and turn left. Go through the first door and the second, then step to the right and look for a switch at the end of the wall, on the left. Turn on the elevator conveyor.

At the entrance to the refrigerator, on the right, there is a ladder. Go there and climb up it. Crawl, cutting through the bars and vents on your way, until you stumble upon an opening, past which the same elevator rides. After breaking the boxes standing on it, try to climb onto its platform.

After half an hour spent in the dark passages of a dusty ventilation system, you will fall into its collector (you need to get to the top pipe at the far end of the room). Do this and crawl along the passage to the left, naturally, using a flashlight. When you jump out of these passages to the stairwell, go up the stairs and enter the corridor straight ahead to the elevator shaft.

Take a good run and, jumping, cling to the stairs on the opposite wall. Then, using other stairs, try not to fall down to reach the elevator at the top. Climb onto it, break the hatch in its roof and press the button on the remote control.

WE'VE GOT HOSTILES

Step through the opened door and go past the massive door on the left.

Walk straight along the corridor, and when you pass through the laser signaling (it will not cause you any harm), destroy the automatic cannon behind the bars, slightly to the left of the pillar. After go around all this - and get into the corridor. First, you will need to remove the mine that is located there, and then move on. After the corridor, turn right and go down the hill.

In the warehouse, climb up the boxes and climb over to the other side. Walk along the corridor, climb over the boxes and do not slip on the flowing and crystallizing chemical liquid. Don't slide down it into the elevator shaft!

When, walking along the corridor, you see a ladder, climb it to the bridges and hide in a dark corridor.

In the next room, for the first time, you will see the one who arranges all these “bells and whistles”: laser sensors, three-legged guns and mines. When you destroy this man in spotted form, call the elevator and drive it upstairs.

Exit to the warehouse and climb onto the bridges from above. Find a passage leading down, and after crossing the bridge, turn right at the end of the hill. Climb onto the conveyor and run against its movement into a room with boxes, which you will need to climb up and transfer to another conveyor. Next, run through it and, once in the room with the bridge, deal with the annoying warrior.

Throw grenades at the cannons below, but if the alarm goes off, locking the fire door, then run and quickly crawl through the closing opening.

In the warehouse, go up to the upper tier and go out into the corridor. In the nearby warehouse where you find yourself, go down from the upper tier down and find the elevator.

From the exit to the street, run straight and find a small cement elevation with a hatch, into which you climb. After the stairs and a small corridor, enter the door.

When the blown ceiling collapses, US Army soldiers will climb from above. Destroying them, you must reach the bottom of the mine and hide in a passage lit by white light.

After it, when you find yourself at the fan and go down, carefully go around its rotating blades along the side and jump down using the small hole in the corner.

There, crawl into the lower entrance, then rise in the first move from the floor and, once in the room at the remote control, press the button on it. Step into the opened massive door, visible behind the glass.

BLAST PIT

When you come out to the entrance clogged with boards, break the boards and climb up the slanted door to the control panel. Press the lever and try to get down without loss to the arrived elevator. Press the button and get down on it. There, get into the transporter and, having developed the highest speed, stand to the right of the control panel (preferably on two guides that keep the trolley moving parallel to the wall).

When it, breaking through the barrier, abruptly bumps into a dead-end fortification, you will fly forward by inertia. Your task is to swing your arms with all your might and get not into a pool with radioactive (this is indicated by the characteristic crackle of the dosimeter) liquid, but into a low box that barely protrudes from the water. If the larger boxes standing nearby are destroyed by someone, you will never get to the other side. Therefore, try to make sure that no one touches them. With the help of them, jump over to another low box standing against the wall and onto a stone ledge.

Climb the ladder to the pipe, and go along it to the opened part of the other pipe, jump inside it. Go through the pipe and climb out of it to the right side (towards the lid). Jump over to another pipe and go along it until you meet a bridge with a corridor going deep into the depths. Jump there and stomp further.

When you enter the giant room with green goo, jump onto the pipe straight ahead and turn onto the half-flooded piece of another pipe on the left, then onto the elevator. Climb up and go into the corridor. At its end you will see a bridge on the right. In no case do not shoot at the barrels on the bridge, otherwise it will collapse, and you will not be able to go further.

After the bridge, enter the airlock door. Climb up, and soon you will meet two policemen who do not know what to do with three tentacle heads that have risen from the bottom of the mine. To calm the monsters, you need to throw a grenade at them so that it hits the place where the heads grow from. Now, quickly shooting at objects that get in your way, run down two tiers below, into the passage clogged with boards. Release it (better at the very beginning) and go inside.

Walk along the corridor to the gateway and press the lever. After that, cross the bridge and stomp along the corridor. It will take you to a right turn. Go down and crawl along the well down to the sewer pipes. Follow the pipe to the crossroads, turn left (but don't fall!!!) and climb up from there using the stairs.

Walk down the corridor and open the door with the remote control. You will find yourself in a huge pipe with the same huge fan. In no case do not jump anywhere, but go down, using the stairs, and cut it. Then climb back up the stairs as quickly as possible: when he picks up speed, you can accidentally fall under his blades. Return to the bridge of the upper tier and heroically throw yourself on the spinning blades: the air current will lift you up to the ceiling.

Cut the boards and the grate and climb into the opening, crawl along the ventilation shaft and fall out into the room at the end. Go down the stairs to the door.

Once among the pipes with viewing cutouts and a remote control, press the buttons on the latter. See what happened. You have started the chemical mixing of fuel and oxygen. Now head into the passage on the right. Return to the mine with three tentacle heads.

Now you need to get to the lower tier, through the door, which is located at the bottom right, below you. Calm the monster in the same way (grenade) and run, run, run. Jump over the hole in the floor and enter the passage. Quickly step into the next passage, otherwise part of the ceiling will fall on your head. Enter another passage (airlock) and, pulling the lever, stomp on the bridge and forward - along the corridors.

When you enter a room with hanging cranes, be careful: among them there are several live ropes that can eat their prey. If you are lazy and decide to reach the bottom of the shaft on the elevator, then call him. When it breaks and collapses down (into the same fuel mixture), you will realize that you had to climb the ladder, which was on the right, on the wall.

Go out to the bank and stomp along the corridor, bypassing the floor splashed with radioactive chemicals. Having reached the elevator, press a couple of buttons. Head back to that doomed elevator shaft and head up.

After jumping to the ledge in the wall, then to the elevator car, go back along the corridor and try to hobble to the mine without loss with the three-headed beast you have long known. Calming him with grenades, climb to the top floor, stopping at each tier to throw a grenade again. After entering the control room with the equipment turned off, press the red button on the instrument panel on the wall.

Yes-ah, I'm afraid you won't eat so much shish kebab in your whole life! And even more alien. So it's better to peacefully go down and slide down the hole that goes into the bowels of the Earth. At the end, when it starts to go down steeply, try to get into the reservoir, and not into its edge.

Climb ashore, inspect the room in search of valuables and again flounder into the water. Swim through the holes. One side of the reservoir goes to the ledge. Once on it, go out onto the bridge and, stepping over the railing, stomp along the pipe. Then jump to the pipe below and follow it. Find yourself at a dead end - look down: there is another exactly the same pipe. Along it you will come to the intersection with a more massive pipe. Turn left and turn the valve until it stops. After that, jump into the open part of this pipe and go along it towards the gap in the grate. By the time she can no longer support your weight, do not make sudden movements.

SECOND PAGE

POWERUP

Once in the room with the boxes, break them and profit from the valuables. Stomp into the corridor. When you get out of it into the room with the monster, quickly run to the opposite reddish entrance, where you turn left. Caution: a little later there will be a damaged gas pipeline with a jet of flame.

Enter the room with the bridge. When it collapses from the monster's steps, jump down and stomp down the corridor deep into. At the end you will see doors, next to which the sign “A-894GH” is shining on the sign. Open them with a valve and climb the ladders to the upper tier. Once there, be careful: the commandos have a headquarters here!

Stomp along the corridor to a large space on the right, shoot at the ammo boxes behind the commando, this will help him “spread his brains”.

Go upstairs and turn left. There is an elevator there. Press the button that sets it in motion, but do not sit on the platform! Approach the elevator shaft when it goes down and shoot the laser mines. Only after it rises again, go down on it.

Stomp along the bridges into a room with a reddish light and go into the entrance on the left.

Go down the stairs until you find yourself in a room flooded with water, and run to its far end so that you are not bitten by the worms - the inhabitants of the local waters. Shoot at the crates jammed in the evacuation pump mechanism.

Return to the stairs to the floor above. Get to the remote control and turn on the left button. Then run back so that the spark that jumps between the generators (at the entrance) does not hit you.

Climb up the stairs and exit back to the elevator. If you see that it is descending, hide - there are special forces on it. When they climb back without noticing you, place laser mines on the walls in front of the elevator and call it again, hiding somewhere again (you can jump down under the bridges). After the explosion, rise and return back to the monster.

In the room with the broken bridge, climb up and enter the room with the lever. There, when shooting at the monster, try to make it come as close as possible. Then run back and jump over to the opposite side of the bridge. Approach the exit from the corridor to the hall where the thug stands, and quickly run into the tunnel on the left! He will chase you, and your task is at the end of the corridor, in a room with two columns, run up the stairs to the left, press the button at the end of this ledge and quickly run into the passage at the stairs. Go around the corridor all the horror that is happening on the other side of the wall, and return to the hall where the monster was.

Get on the trolley and go to the crossroads. Use the switch in the room to “turn the crossroads” and, sitting down again, drive the cart.

ON A RAIL

Break the concrete barrier along the way, open the mind barrier when it stops you, and go down the lift. There, be careful not to fall into the water: a decent voltage is passed through it! Drive forward and at the second intersection with an arrow, move the latter to the “straight” position. Drive on.

After you pass a humpbacked bridge over a reservoir, and then a crossroads, stop at a small half-station and exit to it. Climbing the stairs and walking along a small corridor, you will find yourself at the boxes. There is a cannon behind them, so after breaking them, do not stop firing forward. Then slowly pull the lever, return to the trolley and move on. At the crossroads with an arrow, turn left and when you get to the lift, get off your vehicle somewhere, but in such a way that you do not go up.

When he rises, deal with the man attacking from the upper floor and use the stairs to go up there. Climb up the other stairs to the end point of the lift with the cart. Get into the trolley, scatter everyone, and when you find yourself at the cannon standing in the fortification at the station, open the barrier and drive further to a dead end. Enter the passage on the right.

At the end of the corridor you will see two crates. Do not rush to go around them: behind them is a cannon controlled by a special forces soldier. Quickly run there and, jumping over the rails, you will find yourself on the other side. Get close to the embrasure and kill the man at the cannon. Step through the red door and, going out to the rocket, throw one grenade on the lower tier to the right and left. Go downstairs, go around the corpse of a soldier and go through another red door.

Jump back on your rocker motorcycle trolley and fly forward through the hall, destroying the cannons that guard it. Having run into rockets flying in your direction, set the minimum speed on the trolley and crawl along the rails behind it until you are out of range of the rocket launcher. After that, climb onto your transport again and drive further until you hit the barrier.

Exit to the station, go along the corridor to one more rails. Stomp on them to the right to the next branch. There, in the room, destroy all the commandos and, going upstairs, pull the switch on the right. Run further along the rails, and when you see the elevator car on the right, get into it and go up. Upstairs, use a radio-controlled mine: throw it into the corner formed by the ledge of the floor and the wall (so as not to drop it down), go down and press the treasured button.

Returning to the top, find a red staircase nearby and crawl up it. Exit to the rails starting from the elevator shaft, crouching and overcoming the sparkling lightning, stomp along the tunnel further.

When it's the turn of the new station, be careful: as soon as you crawl through the boxes and cross the border between the two mines in which the boxes ride, you will see soldiers breaking the boxes standing nearby on their way to you. They want to kill you!

Having destroyed their intentions, crawl further along the rails until you climb up the hill and find yourself at a crossroads. Turn right and stomp along the tunnel to the left to the lift.

Go down the stairs and try not to get hit by a laser beam that activates a lot of guns standing in the next room. Go into the dark closet and knock out the glass, climb over to the other side and stomp where the rails lead. There, using the boxes standing in a checkerboard pattern, get close to the fortified pillbox and throw a grenade inside it.

The corridor will lead you to the street, where you will have to eliminate some soldiers (this is best done with a revolver, without showing up) and jump over the rails. Having encroached on the first-aid kit lying on the left of the box, you can pay a lot with your life.

Go through the gateway, on the doors of which is written “Blast danger!” (“Danger of explosion!”). After it, do not rush to go free. If you know the art of shooting from an easel machine gun, then use it - it stands on the left in full combat readiness. On the right, a pack of bloodthirsty soldiers of the special forces squad is waiting for you. If you don’t have the talent of a machine gunner, then throw grenades and laser mines at them, or take a good old and reliable revolver and “shoot” them one by one from afar with jewelry accuracy, slowly leaving behind your cover and shooting at the part of their clothes that has shown (works , verified).

Enter the door they were guarding and don't run into the next beams: you won't get out of here so easily! Place the tall box so that it is between the last one (closest to the door) and the middle laser. Crawl under the first two and jump onto the crate. From it, if you run up a little and jump, you will get to the stairs. Go through the rooms and find the red button. Click it and watch a beautiful sight.

Go back to the gateway, after it you will again find yourself at the rails. A gate is open to your left, enter it and go down the stairs. Get on the wagon.

APPREHENSION

Set the trolley in action, and when it becomes uncontrollable, it will accelerate and break through the barrier. You will find yourself at the bottom of the reservoir; surface and try to be at the entrance, which is located to the right of the trolley.

Exit the stairs to the floor, approaching the reservoir, wait until something clicks and three barrels float up. With the help of them, get over to the other side and, after passing several stairs and going to the floor, jump into the water. Dive down, reach the bottom and swim into the passage: the faster the better. When you see the door on the right, open it and get some air, then - again into the water and to the right, in the continuation of the tunnel. Fragments and beams of a collapsed ceiling will come across on your way: go around them and emerge when you notice the surface of the water above your head in a room with a grate and a door. After recovering your breath, swim into the continuation of the tunnel, starting opposite the door.

When you get to the surface in the yellow corridor, turn and go along it to the left. You will find yourself in a room where monsters “play” volleyball for scientists. Stomp to the left, but do not destroy all the tongues hanging from the ceiling (especially those that can help you get out of the water (I counted 4 of them).

Enter the passage and go up the stairs. After passing the room with computers, you will get to the cross holding the cage above the water. Jump into it. When it descends, surface and row to one of the corners where the tongue hangs. Once on the bridge, go again, but not to the left, but into the water, to the door with the stump of the bridge, then, using your tongue, climb onto this stump.

After leaving the door, step straight and go up to the room with the box on which the cartridges lie, take them and stomp (in the same place, below) towards the red lighting. Be careful not to slip on the bridge near the water! Run further and go around the perimeter of everything in the room (the red ladder is only needed in case you find yourself in the water). At the end, you will be met, joyfully playing with lightning, a bare wire. So, you don’t need to go to the passage that he “guards”, but to that hole that gapes in the grate on the right.

After the underwater tunnel, a staircase awaits you. After climbing it, go to the far end of the room. There, go to the elevation from which the piston is extended, and, after shooting the box in the corner, jump onto the metal chest.

Climb the stairs and stomp along the corridors to the room with computers. Here your task is to shoot all the aliens, only after that the scientist standing behind the glass will open the door to the refrigerator entrance lock for you. Find another computer there and use it to open the entrance to the refrigerator. Remember the American game "Gladiator fights"? So, now you have to run fast (so as not to freeze), breaking through the crowds of humanoids blocking the way to the coveted descent down, located at the end of the rooms with an ice floor.

After going down, run along the corridor, at the end of which there is an elevator. Climb up on it, run through the rooms with chests straight into the white passage and hide there behind the box on the right. Female ninjas - your new enemies - will run out so that it will be easy for you to kill them. Try to bang them all from the machine gun - this is the only effective weapon in this case. Then go to the warehouse, go up the hill to the upper tier and use the lever to open the vertical gate, next to which there is a “Surface Access” sign. Enter the door at the end of the corridor. You will be hit on the head with something, carried away and thrown into a garbage pit. After recovering, climb up the boxes (the sooner you do this, the better it will be for you). Take a crowbar on one of the steps on the sides of the gate and look for a grate in the floor. Step on it, and along the pipe you will get to a building protruding from the rock.

RESIDUE PROCESSING

Turn the valve on the right and quickly crawl up the stairs on the side of the pipe. Jump onto the elevator platform. At the bottom, climb into the passage and fall out of it in the end into a room lit by a greenish light. Enter the passage and grab the gun lying on the road.

Return to the room and climb up the ladder to the vat. Jumping on the floating pieces of something, climb into the ventilation opening. Coming out of there into the room, jump from side to side of the same vats, but with presses (do not fall under them!), And enter the reddish passage through the pipe.

Go first along the left pipe and only at the end jump over to the right one. Once in the new room, jump on the mixers stirring the liquid so that you get into the opposite entrance. Feel free to fly down and, carried away by the current, do not fall under the meat grinder at the end. Float up and, bypassing the side of the column, flop into the water again; Having sailed into the tunnel, follow the flow, only, firstly, do not fry under the fire released by the pipes from above, and secondly, do not fall under the rotating cylinder.

Next, swim to the end of the tunnel and, after reaching the island in the form of three conveyors, find three levers to the right of them. Press the middle one (the middle conveyor will go up). Now enter the control room of this mechanism. Looking towards the presses, catch the moment when both presses are at the top point on one of the conveyors, and press the button. Climb up the conveyor and crawl under the stopped presses (don't hesitate, the press brake mechanism does not work for long!).

The conveyor system will drag you to the "Warning Hazardous Machining" sign. Overcome another "press" system and jump onto the conveyor belt that appears each time below you. Eventually you should come across two parallel ribbons. Jump to the nearest one and, having removed the mines on the left with radio-controlled bombs, crawl to the "drum" system.

Jump from conveyor to conveyor: after all, the units are in a checkerboard pattern, and you can easily bypass them. Drive to the next meat grinder. Catch the moment when her jaws are open and jump down. From the conveyor, try to get to the stairs opposite.

Walk along the corridor into a room with sparkling high-voltage contacts.

QUESTIONABLE ETHICS

Throw a mine at the contacts and blow them up. The door will open. After the corridor there will be a room with a column in which the monster is imprisoned. Get around her. Having noticed the prey, the monster will break the glass, and you can calmly shoot him (or he will…).

Break the glass sphere on the remote and, when the burglar alarm goes off, enter the passage in the corner. The next corridor will lead you to the laboratory where energy experiments were carried out. If you want to have fun, then go into the room and press the button. When everything is over and all the doors open, enter the next corridor and go towards the next trouble.

In the hall, illuminated by sunlight through the partially glazed roof, go straight ahead. In the next room for energy experiments, open the doors on the left and beckon those sitting inside to you. Quickly run into the department with the button, look at their upset faces and click on the button. Rummage in those rooms and, taking everything you can with you, enter the next corridor.

At the crossroads, turn right - after a while you will exit into a room with four columns, one of which has several laser mines attached, and an entrance is blocked up in the corner behind them. You need to shoot at one of the mines and hide in the third passage, which is located in the diagonally opposite corner of the walled passage.

After a shootout with a monster and soldiers that left on the platform, exit, finish off the rest and run into the entrance broken by the explosion of mines.

After walking a little, you will see a working generator on the left through the viewing window of the door. Go further, as the door is locked on the other side. You are among the small wall slots in which the spiders are enclosed behind the glass. Seeing you, they will start to break from there and eventually break all the windows. Shoot them all and run up the stairs.

In front of you is a corridor that goes forward, then branches forward to the left and back to the left. Walk around there and visit all the dead ends and rooms of these rooms. Each of them contains an electron gun, which you need to turn on by pressing a button on the remote control next to it. In total, four such guns must be included. After that, go into the laboratory room, where all these rays coming from the ceiling appear again and are collected in one large box. This is the central proton gun, which is used to test a sheet of material that is lowered when a button on the remote control is pressed. But you do not need it, your task is to get to the other side of the wall.

To do this, move the box on the left under the sheet and, by pressing the button, wait until the beam breaks a hole in the wall. When it's all over, jump onto the pipe at the bottom left, onto the crates, and enter the door. There, the scientists will tell you to turn off the generator, but this is hard to do, since the remote control is on the other side of the room, the opposite door is closed on this side, and the electrodes rotate around the room.

You need to get to the console using the corners on the sides of the room. Pick up the moment when they will be on the opposite side of the room, and quickly crawl to the second corner. Then you will also get to the remote control. Turn off the generator so that the electrodes do not interfere with the passage under it, and call the bespectacled professor behind you. Enter him into a room lit by the sun (the same one, at the beginning), and ask him to open the door.

When you go outside, don't rush. A commando is sitting to the right, and above you, on the roof, two cannons are fortified. Deal with the man and pick up a crossbow or revolver. Carefully leaving, try, noticing the slightest edge of the guns, to hit the first, and then, aiming, and the second. Blow up the ammo boxes blocking your entrance to the cave and enter the gate.

SUPERFICIAL INTENSITY

Kill everyone hiding behind the barrels and sandbags, then go further under the rocky canopy.

When the helicopter flies out to the left, take the laser gun and shoot it down using the “special shot”.

Jump into the water on the other side of the dam you're standing on and climb onto the turret that has a button that disables the turbines below. By pressing it, dive to the bottom and look for a valve there between two water intakes. Spin it and swim into the opening bars.

After passing the turbine screws, you will find yourself on the other side of the dam, in a small stream. Swim to its end, go up the stairs and go into the pipe. At the other end, exit and go up the stairs that are in front. Go around the wall along the ledge.

You can destroy the annoying helicopter, just like last time.

Climb another ladder - you will find yourself in a small clearing. To your left, in the rock, between the blocks there are two gaps. Enter the one on the right. Take back the entrance to the small booth from the soldiers and turn the valve there. Find a nearby sign that says “Storm Drain Natch” and crawl through the hole under it. Around, in the sand, everything is lined with mines. Therefore, adhering to the right wall, go under the block and, throwing a grenade on the sand at the barbed wire fence, roll as far as possible. Now walk across this sand and climb up the hill ahead.

Go around the large boulder on the right, run up and jump over the wire. Go down the pipe and blow up the grate in a known way. At the end of the pipe, do not rush to stick out, much less fall down. In order to quickly and painlessly retreat to the ledge of the rock located under the pipe, it is necessary, having crouched, to climb onto the inclined edge of the pipe on the right and move diagonally to the left to the cobblestone on the ledge.

Take out the crossbow and, slowly approaching the right edge of the ledge, examine the cannon not far below (it will be enough for you to see its edge). Shoot and crawl to the other end of the ledge - bring up the commando below. Stand with your back to the rock and slowly, moving with your left side, approach the edge. When you see his arm, leg or anything else, immediately shoot. Go down to his corpse, using the intermediate rocky ledge, and stomp towards the pipes. When the road turns sharply to the right, you need to quickly lean out and notice where the soldier is. Then kill him the same way.

Go to the upper base of the pipe and, focusing on its center, move down. You need to get not on the bridges that surround it, but on the ledges that will stop you (you will get on them if you stick to the middle), otherwise you will lose a lot of life. If you are adventurous, jump onto the bridge on the left and stomp towards the dilapidated bridge. Walk along its ropes (this is the only part of it that cannot dive down) - you will find something at the end, in a dead end. Go back to the pipes and go further.

In the warehouse, get a hand-held anti-tank grenade launcher (RPG). You will need it almost immediately when you exit and turn right. After sending the helicopter for an emergency landing, reach the stairs and ascend to heaven. After doing the same on a few more ledges and stairs, you will come to the beginning of a new pipe. Climb into it and crawl until you run into barricades set up by special forces and consisting mostly of squads communicating with pipes. Here, with the help of this cunning system, you will have to destroy all those hiding. The main thing is not to go upstairs: they rolled the tank, so you will always have time to “spread your brains”! When everything is over, quickly run out and, without falling under the fire of a tank gun, penetrate between the tank and the wall on the left.

Get more radio-controlled mines from the warehouse. Throw them under the tank and explode until you immobilize it. Now boldly go out and find a booth with a button to the left of it. Open the gate with it and enter there. Go past the boxes, breaking them and taking valuables so that the tank does not blow you to pieces. If there is no hole in the wooden fence next to the tank, make the tanker shoot there (to do this, “tease” him a little). Having entered there, into the hole, collect all sorts of things and, passing by the tank, enter the gate.

Go around the building on the right and step forward, removing the mines on the walls until you see a cannon sticking out of a hole above your head. In no case do not help the guard, otherwise this gun will “talk” to you. At the end, across the road, the sand is filled with mines. Throw grenades there and, after going around the corner, crawl under the bars in zigzags so that another cannon cannot hit you.

Hang a laser mine on the wall next to the barrels so that it shines through the bars opposite. Go around the broken mast on the left and, approaching the fence, cross the laser beam. A mine will explode, then barrels, and then cabinets with cables.

Climb up the mast to the roof and look for a hole on the left. Jump down there and exit the room. Remember: not a single mine in these rooms should be removed! Jump over the first one, go around the railing of the second one, also jump over the third one and crawl under the fourth mine. Go to the left and beat those boxes in the niche of the wall on which mines do not hang: the laser beam of the mines does not rest against them. Crawl under another mine lasers, which are on boxes parallel to the road, and go into the passage.

In the room, go to the console and shoot the box below the window so that it does not cross the beam when the elevator rises. Press the button and jump onto the elevator. From it, try to get to the fence surrounding the opening with the lift platform in the center of the room, and jump onto the platform

Press the button on the remote control, after which the platform will lower. Stomp along the corridor and go out into the street at the end, then quickly turn right and climb the hill so that the tank firing from a distance does not hit you. Wait for the army men to deal with the monsters that have landed right there, and, wagging, run out of your hiding place. When you reach the tank, turn right.

Enter the door on the right behind the cabinets and go up the stairs to the second floor. Ask the guard to open the door for you (to another guard). Exit the bedroom and, after going through the entire second floor, climb out the window. On the side (cornice) crawl to the right and jump through the same cabinets to the stump of the stairs.

Climb up and on the roof, examine from afar a piece of the wall on the right, on the edge of which you can jump, running up. Do this and jump down to the surviving part of the floor. Next, along the perch, go to a small piece of floor in the center and jump over to the passage.

After leaving, quickly fly under the slatted canopy, where you literally have to squeeze into a sign with the inscription “No smoking!”. Stand like this until the special forces will butcher the monsters, and they, in turn, will be the special forces, then finish off the rest. Pull out the laser cannon and, when the helicopter flies up again for the next landing of the brave guys, shoot at one of its engines (you can get it the first time). Hide so that the helicopter does not crash on your head.

Step into the gate on the right and run to the entrance, where you quickly turn right and hide behind the boxes. If the monster does not appear, go ahead and bring the very guard who is in the bedroom to this place. He will open the door for you, which is located just opposite the boxes you were hiding behind.

Go to the cannon and try to knock out the gate on the far left. Then step there, without being distracted by the endless hordes of reptiles, go to the living membrane in the ground and try to get up while flying.

Turn right and jump down. Enter the grate on the right and when you run into your "helpers" - insects, shoot them from the machine gun (the only effective weapon against them). Then crawl further and, when you destroy the grate on your way, quickly crawl back around the corner, otherwise you risk turning into a sieve, like a pipe in front of you.

Run insects into the room and wait until everything is quiet there. Jump down and go through the door. After opening it, quickly run back and hide in the farthest corner. After the explosion, go back there. After the second explosion, lower the empty elevator with the right switch hanging from the ceiling and go on it.

Enter the gap in the wall and grab the trigger of the cannon opposite the gate. Shoot at the gate, and then at the running out monsters. Run into the corridor and go, without going down, along the upper tier to the opposite passage. There, jump down and stomp to the left, onto the membrane that will help you climb onto the roof of the house on the right. Break through the bars in the roof and jump into the water.

Crawl into the pipe, and when you notice that a mine has flown in from that side, crawl back and cling to the bottom of that very container of water. Crawl into the pipe again and stomp into the room, where at the end, to the right of the stairs, there is a hatch. Open it. Get out and stomp to the end of the bridge to the stairs.

Jump over to the right, to the ledge, and open the door to the pipe. After it, stomp to the left, taking the guard with you, go downstairs and ask him to open this door for you and the door at the end of the street, in a small booth.

Step into the corridor and, after going out into the tunnel with jeeps, run to the right while the monster will scatter the cars. Go out at the end to the street and with the help of two membranes, first get to the other side of the wall, and then to the column. Here, with the help of levers, place the rulers so that on the plan of this place, in the gate area, they form a cross. When the monster comes out, press the button. After destroying it, put the rulers on the right wall of the blocked part of the corner on the left, and after shooting - on the closed entrance to the tunnel, in the same corner. Then jump from the path into the gap in the wall and, in order not to fall under a duplicate attack, quickly run into the turn.

FORGET ABOUT FREEMAN!

Get to the end. Walk up the stairs to the other part of the tunnel and wait to the right until the three pieces of the ceiling collapse onto a small ledge, then climb on top of them. Climb through the passage at the end and enter the room with a computer and a knife switch. Without touching anything, jump over the fence and step forward. After turning right, you will see a box. When a couple of monsters come closer, shoot him twice and shoot the cocoon above the hatch on the left.

Walk across the bridge and go down into the hatch, opening it with a valve. At two canals with water, jump over the first one and throw into the second, first a large box, and then a smaller one. Climb over them to the other side of the lattice and swim until you see a landfall. Go around the pillar on the right and go into the passage to the left. Throw a grenade between the teeth of the gear below and, after killing the worms, swim under the wheel, sticking to the left wall. Stay out of the water! Pass the second wheel in the same way, hitting between the teeth. After leaving, go upstairs, picking up weapons.

Deceive the tanker by approaching the tank along the left wall. After calming the cannon behind the ledge of the wall on the left, call the elevator and get into it. At the bottom, go around the puddles of radioactive slurry and step to the right. Further - on the stairs, and you will appear in the hall with one more tank. Destroy everyone and collect laser mines in the boxes. Put them in front of the entrance opposite the tank and climb onto the tower of the latter. Make a shot and, having reached, climb the stairs to the right up. From there, lay down the remaining monsters and go into the opened passage.

Exit into the tunnel and when the ceiling collapses, quickly run back. Destroy the monster on the right, then those on the left (but don't get hit by cannon volleys). After leaving the shelter, hide behind the edge of the wall, in the breach. Run out of there between shots and fire at the cannon. After destroying it, stomp to the end of the tunnel and press the button after the first door.

LAMBDA CORE

Go down the elevator with the truck and climb to the observation deck on the upper right. Enter the door and go through the corridors, at the end of which there is a warehouse. Exit and hide in the corner on the right. After killing all the ninja, look for a passage in the wall on the right, lined with boxes. Break them and go up the stairs to the top floor. Enter the dark passage on the right and take the elevator down. Exit and walk towards the gate at the end.

Kill the monster, and behind you will appear

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One of the oldest shooters that is still popular today. You can play Half Life both on the Internet and over the network.

To get started, download the game itself.

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

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

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


How to play Half-Life online with Tunngle.

Tunngle is available or on the official website.

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


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

How to play Half-Life online with Hamachi.

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

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

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

Good game)

Half-Life multiplayer video / Manual

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