Shift passing. Need for speed: shift: guides and walkthroughs. How to get a clean circle

Shift - from English "change, change, shift".

Need for Speed: Shift, scary to think, the thirteenth game in the series! And if we count the "special editions" of the first and second parts, it is the fifteenth. Solid numbers, and the reputation of the series is solid, albeit peculiar. Will they be acquitted this time? We'll decide now.

In principle, the ordinal number is not so important, it is interesting that, as has been the custom for a long time, each odd part turns out to be very, very interesting, in contrast to the ambiguous even parts. Shift is no exception. Gone are the attempts to make an action movie based on the game, forgotten underground gangs, half-naked Hollywood beauties in every second frame and other husks that racing simulators intersects insofar as. It's time for speed, tension, tight turns and huge amount real racing cars.

In Shift, this time the bet is placed not on Hollywood stars, but on a variety of cars and tracks. A strange decision for racing, isn't it?

The starting car is given to you for one race. On it you can earn your first money to buy your own vehicle.

No, of course, what a race without charming ladies before the race! .. But they will appear only to hold the flag or the logo of the race before the start. And no movie scenes! Everything is on an honest schedule.

At the very beginning of the game, your invisible assistant, who, apparently, is also your manager, somehow got hold of a BMW M3 car for a couple of starting races.

First, you will try it in the starting race, which will not give any advantages, it will only help determine your level and driving style. At the end of the test circle, the assistant will offer you a list of game difficulty and controls for approval. You should not take them right away, the test circle is too short, it is better to drive it several times in order to understand the physics of driving. Follow the path shown by the arrows - this is the ideal direction of travel.

It is interesting: the perfect trajectory (if you have not turned it off) helps you complete the track in the shortest possible time. Thanks to the flowers, you can choose the right speed setting. When the arrows are colored green, calmly add gas, if they turn yellow, release the pedal so as not to fly out of the trajectory. Red corridor - slow down, your speed is too high!

From the hints on the track, the driver, of course, also has a map that displays current position car. It is located in the lower left corner of the screen, but at the same time it is so pale that it is rather difficult to notice it right away. For example, I noticed her only after twenty races. But in vain. A very useful thing!

It is best not to turn off the auxiliary systems of directional stability (ABS, APS) when setting the difficulty of the game; the first cars are prone to drifts, and constantly flying off the track is a loss of points and money. It is also best not to turn off forced braking along the ideal trajectory at first. Before the corners marked in red, the car itself will release the gas. This will help you get used to the physics of the game faster. Starting from the second level, if you want to feel complete control over the car, it is better to disable this function.

After a test drive and determining the optimal parameters, you will have to take part in the first race - all in the same BMW M3. After this competition, the car will have to be returned, and you will buy your own vehicle... For winning the first race, you will receive from 23 to 40 thousand dollars, which is enough to buy almost any car of the first level. In addition to money, you will earn up to three stars, which help unlock new stages of the game, and pilot profile points, which increase the personal level of the pilot.

The default settings are optimal for beginner athletes. Further it will be possible to complicate them.

It seems that these "prizes" were invented at the last moment only to add at least something else ... There is no benefit from them.

The main goal is an invitation to the Need for Speed ​​championship. You will gain access to it only after you get enough stars and open the races of all four levels.

Note that even before the end of the first level, I already had access to the third level of competitions and cars. And by the middle of the second I received an invitation to the championship. To do this, it is enough to complete each race with the maximum number of stars, which is entry levels not that difficult. But the pilot profile points are awarded almost parallel to the passage of the races. The maximum personal driver level is fifty. Each new personal level you open gives you some kind of promotion, sponsorship money, extra space for your car in the garage, access to new paint for your car, and so on. Every tenth level also gives a prize car that cannot be used in career races, only on quick races out of rating.

Doubtful promotion, to be honest, especially since these cars are just copies of those that can be bought, but with some improvements. Improvements, however, can also be installed for money.


ADVANTAGES LIMITATIONS
Fascination
9
interesting tracks, optimal camera positionssometimes unnecessarily long competitions
Graphics
9
a wonderful picture even on medium-sized video cards of the new generation ...... but on older video cards - alas!
Sound
8
as usual, nothing moreeverything is too "as usual"
Game world
9
new system pilot profile, online modemany "extra" cars on the list, indistinct career
Convenience
7
a large selection of settings, a clear reward systemvery confusing menu

Pilot career

Stars

The main thing in a pilot's career. The more stars you get from each race, the faster you will gain access to new tasks and new levels. In any race, it is possible to earn at least three stars by taking first place. Accordingly, taking the second, you get two stars out of three, finishing the third - only one. Most of the tracks also have Additional tasks, by completing which you can get up to three more stars. You cannot get the same star twice, but you can try to go through the track again to get the rest.

All side quests to earn stars

Before being invited to the World Cup, pdtpls is the most important component single player... After receiving - only for yourself, for the soul.

    Score a certain number of points - two stars are given, the first for the number of points equal to N, the second - for the number of points equal to N, multiplied by two.

    Speed ​​limit - overcome the set speed.

    Slip - perform the specified number of turns with a skid.

    Lap time - beat set time passing the circle.

    Trajectory - go 75 percent of the circle on an ideal trajectory.

    Clean circle - go around the circle without going off the track.

    Drift time (for "drift" races) - stay in a skid for a certain number of seconds.

    Knock out rivals - push a certain number of cars off the track, while remaining within the track.

    Slip time - go through a turn with a skid, staying in it for a certain number of seconds.

    Circle leader - stay in first place for a full circle

    Perfect turns - Complete all turns at the master level.

Player Profile Points

Pilot profile points provide small but nice benefits.

They are credited during the race and give the opportunity, in addition to receiving stars, to unlock new personal pilot levels. You can behave on the track both aggressively and accurately, regardless of the driving style, the points are summed up. Usually, the ratio of points of aggression and accuracy is somewhere between one and two and a half. Although if you set a goal for yourself, you can drive the track completely accurately. Completely aggressive is impossible, because, one way or another, you will have to cross the corners and the ideal trajectory. Full list rewards for obtaining new levels: money, prize cars, extra garage spaces, new car paints, new wheels, new body applications and invitations to races outside storyline.

Here, in fact, is the whole set that opens up step by step on the way to the top of your career. And if for reaching the second level you will receive 15,000 dollars, then for reaching the fiftieth level - already two million. However, with a successful career and first places in most races, there will be no shortage of money, there will rather be a problem with free spaces in the garage.

Aggressiveness

    Knocking an opponent off the track - in this case, you yourself must stay within the limits of the track.

    Dirty overtaking - overtake your opponent, hitting him at the same time.

    Slip Stream - hang on the tail of your opponent.

    Push - hitting an enemy car.

    Blocking - do not let the car following you overtake you.

    Head-on collision - collision of two cars on an oncoming course. Quite a rare occurrence in the race.

    Slip - go through a turn with a skid without flying off the track.

Accuracy

    Clean sector - passing part of the route without going beyond its limits and collisions.

    Limiting speed - set the maximum speed on the track.

    Exact trajectory - follow the direction of the ideal trajectory.

    Masterful twist - entering a turn at maximum speed, accurate passage of an ideal trajectory, exit from a turn without skidding.

    Clean overtaking - overtaking an opponent without contact with him and without leaving the track.

It is interesting: in mass start races, try to get the maximum points for aggression first, and when you are out in the lead - drive carefully.

Cars and missions in the game

The game has four levels. Each level has its own class of cars. A lower class can be used at a higher level, on the contrary - in no way. The choice of cars is quite extensive. Prices at the first level range from $ 18,000 to $ 46,000. The price range of the second level is from $ 50,000 to $ 110,000. The third level is from $ 120,000 to $ 300,000. Well, on the fourth, you will have to fork out in the amount of $ 420,000 to $ 1,200,000. Although the cars of the fourth class have one indisputable advantage - they do not need to be modified, they are already in the maximum configuration. But the improvements of the first three classes will have to spend a tidy sum.

Each of the machines can be modified according to your capabilities. Putting nitrous oxide, lightening the body, installing a new body kit, new wheels, reinforcing the suspension, brakes and so on - this can be done with any car of the first three classes. "Developing" a first-level car is the longest task. There are three revision levels in total. A second-class car of the first stage does not need revision, just as a third-class car does not need the first two stages.

Not all cars are suitable for nitrous oxide installation and drift rework. Is it possible to install them on the model you like - see the list of cars. 4WD and RWD cars are not suitable for drifting at all.

It is important: vehicle drive is the key to cornering control. Rear-wheel drive is removed from the skid by throttle release, front-wheel drive - on the contrary, by an increase. Four-wheel drive handles corners better - but at lower speeds. It is desirable to enter a turn on full and rear wheel drive at a constant speed, without braking or accelerating. Coping with an all-wheel drive skid is very difficult.

This is what the car looks like in "from the store".

And so - a car that has undergone factory revision and "cosmetic" tuning of the exterior.

Well, the most important improvement that can be put on a car is a factory one. If when buying a car you see a "W" icon next to it, it means that the car has a complete revision kit from the factory. True, it is not cheap at all. For example, the installation of such a kit on a first class car will cost $ 150,000, the second - $ 250,000, the third - $ 350,000. And this is not all the expense, because such an addition can only be put on a fully "developed" machine. The final cost of a first class car is often more than ten times the initial price!

Take the Honda S2000, a $ 35,000 First Class car. After installing a complete set of three levels and improving the cab and body, the price rose to $ 371,000. Well, after the factory revision - right up to $ 521,000! But, for example, the factory revision of a third-level car worth $ 300,000 ultimately rises to $ 912,000.

It is important: You can sell the purchased car for exactly the same amount that you spent on it, all installed add-ons are also taken into account when selling. The only thing that can suffer is nitrous oxide during factory revision. Apparently, the plant believes that such a serious work on the car is incompatible with "street" improvements. The won cars cannot be sold.

Level 1

Cars

There is, perhaps, no definite leader among these cars, there are only obvious outsiders. In terms of handling, I liked the Chevrolet Cobalt SS and Ford Escort RS Cosworth the most. Well, if you buy your first car, win a couple of races, earn money, then sell it and buy a Nissan 350Z, then you will definitely be out of competition. True, it is not subject to factory revision, but it is excellent for drifting. However, I am familiar with people whose favorite car was Toyota Corolla GTS for three levels in a row.

Competitions

    Race Coalition - competition in your personal car, several laps on the track. At the next levels, this type of competition is excluded from the general tasks, it is found only in mixed competitions. The maximum number of stars is 25.

    - several identical cars of the same make compete with each other. The race takes place in duel mode and continues until two wins. The car is issued before the start. Limited to Tier 1 vehicles. The maximum number of stars is 20.

    Duel is a competition of pilots. To win, you either need to break away from your opponent for more than five seconds (it is believed that in this case you will no longer be able to catch up), or come to the finish line first.

    It is interesting: rivals are capable of mistakes! If you hang on the tail of the car in front for a long time, the pilot's nerves may not stand it, and he will make a mistake at the entrance to the turn, taking off from the track!

    Time Attack (race against time) - competition in your personal car, the number of laps on the track is limited to three minutes. After this time has elapsed, the last lap starts. The one who installed wins best time circle for all the time. Just like the race class, in the next levels it is excluded from the general tasks and occurs only in mixed competitions. The maximum number of stars is 24.

A simple race or race against the clock takes place on the same track. A series of races (or a series of races against time) consists of several tracks within a single competition. An additional amount is paid for winning all tracks in the series, usually equal to the amount for winning one track.

As you reach new pilot levels, invite races will open for you. These are not required tasks, but a good chance to make good money at the lowest levels. Quite often, already at the first level, invitations to competitions come in cars of the second and even third levels. The races themselves consist of different types competitions that have already been described above and will be listed below, but will add the new kind, which is not in an ordinary career - knockout race... The action takes place on small tracks, and with each lap the last arriving person leaves the race.

Level 2

Starting from this level, you should have more than enough money to buy two or three cars with their subsequent serious revision at the factory. You can replenish the garage with cars both for the soul with an external revision and for sports.

Cars

The ambitions of the Porsche Cayman S are a little incomprehensible: the car is more expensive than any other in this class, but it does not handle very well compared to the same Nissan Skyline GT-R ... And this handsome man cannot be finished at the factory, while the Skyline is easy. Fans of aesthetic pleasure, as well as American-made cars, I will advise you to buy a Ford Shelby GT500 and carry out its complete factory revision. Based on the Ford Mustang, the "charged" version with a branded cobra on the door is one of the best cars in terms of weight-to-power ratio. 540 "horses" with less than two tons of weight - an excellent indicator!

Yes, and such a car in the factory body kit will be controlled very well, quite enough for competitions with cars of the third level.

Competitions

    Mixed Event - consists of a series of simple races and races against the clock in your personal car level 1 or 2. If you take prizes on the podium in each of the races, a prize competition with a strong opponent will open in a duel format. The maximum number of stars is 39.

    Drift - one of the most spectacular types of competitions. You need to beat the accumulated points of the opponent, sending the car to slide. The car is issued before the start. The maximum number of stars is 24.

    Nice, impressive, but disastrously inconvenient to pass on the keyboard !!!

    In truth, drifting is one of the hardest elements in the game. How many bones were washed to the developers on this occasion - do not count! And all due to the fact that on the highway you constantly need to dose the gas "at half the pedal travel." How to do it on the keyboard ?! In general, your humble servant honestly tried to pass the game without a steering wheel and pedals, but after a couple of three wasted hours I went to buy a steering wheel. So what to do? You need to go through the game, although before that I was strenuously proving to everyone that the steering wheel is not at all necessary if you just want to enjoy the game and do not belong to professional racers.

    Car Battle - a duel between two cars of the second level. The car is issued before the start. The maximum number of stars is 18.

    Mixed Series (competition: mixed series) - take place in your own car and consist of racing, time trial and drift. If there is a prize-winning place in each of the competitions, an additional competition with the strongest rider opens in a duel format. The maximum number of stars is 57.

    USA Series (competition: USA) - racing on your car, but only of American production. Consist of simple races and races against the clock. Based on the results of the prizes in all competitions, a prize race opens with an aggressive opponent in a duel format. The maximum number of stars is 39.

    Japan Series (competition: Japan) - racing in your car. The limitation is a Japanese-made car. They consist of drifting and racing against the clock. When winning prizes in all competitions, you will have a duel with a strong opponent from this series. The maximum number of stars is 39.

    Europe Series (competition: Europe) - the same as the two previous series, limited to a European assembly car, consisting of racing and drifting. The prize for the prizes is a duel with a strong rival of the given series. The maximum number of stars is 39.

Level 3

Cars

The third level is the level of luxury. The entire fleet of Arab sheikhs, the beloved James Bond brand and the pride of American muscle car manufacturers - everything is here. Unfortunately, only a few of them are subject to factory revision.

Lamborghini Murcielago LP640 with the possibility of factory revision is, of course, strong! And this is the car with the highest rating in the class "in stock" version!

True, it was not without a fly in the ointment - four-wheel drive. Lovers of monodrive will most likely be upset by this, but they also have a place to roam. Nissan GT-R, Dodge Viper, Chevrolet Corvette - all can be upgraded at the factory. Personally, in terms of handling, I really liked the maximum charged Chevrolet Corvette Z06. But Mercedes-Benz SL65 in tuning from AMG - frankly disappointed with its insufficient cornering control and sluggish acceleration dynamics, so when you get to the battle of cars with the participation of this car - remember these lines.

Competitions

It is rather difficult to identify the car after the finish ...

    Mixed Track - competitions on your car. A long series of time trial and simple races. For places on the podium on all tracks - a duel with an opponent. The maximum number of stars is 76.

    Car Battle - the same as on the second level, but for cars of the third level. The maximum number of stars is 12.

    Manufacturer Competition - the conditions are the same as at the first level. One of the differences is the limitation to cars of level 3. The maximum number of stars is 24.

    USA vs. Europe ( american cars against European) - race against time, simple races, series of simple races and races against time. As in the rest of the confrontations between the countries - rather long races, but victories on them bring good earnings. The maximum number of stars is 48.

    Japan vs. USA (Japanese vs American cars) - Time Trial, Drift, Time Trial Series, Drift Series. The maximum number of stars is 47.

    Europe vs. Japan (European vs Japanese cars) - simple race, drift, simple race series, drift series. The maximum number of stars is 48.

    Endurance (endurance racing) - the longest competition in the game. The total length is from 15 to 70 kilometers. There are only five tracks in the series, the prize for winning each of them is a duel with an opponent. The maximum number of stars is 33.

    The Endurance series is rightfully considered the most exhausting of a career. Three laps along the famous long Nordschleife is another gift. At the same time, the opponents are very, very strong even at low difficulty levels. well and thirty laps on a five-hundred-meter track in the form of an eight-figure Hazyview Eight, and in a few minutes, turn into a mess of cars! Not only is it so crowded there, but also the track intersects in the center.

Level 4

Cars

At this level, you can buy yourself a real racing car, a "supercar". They are not subject to any modifications. True, prices bite.

Cars of the third and fourth levels are a combination of luxury and speed. This is the very subtle line, crossing which the driver will have to abandon the expensive interior trim with dinosaur leather and metal melted from the remains of the Terminator, and sit in the cabin, from which all unnecessary things have been removed for the sake of Her Majesty Speed. And if the third level is still a little before features, then the fourth is a small step per to hell. Where a herd of 1000 horses and Spartan conditions are not considered to be something out of the ordinary. Well, maybe a little bit of phoenix skin on the dashboard. And the stitching of sports seats from silkworm threads brought from China several centuries ago. But no more!

The podium of the final races as a display of the level of the fourth class cars.

The Bugatti Veyron is currently the most powerful vehicle on earth that is permitted on public roads. True, the game indicates the power of 1000 hp, but I will allow myself to correct - 1001 hp. The designers set themselves the task of breaking the psychological mark of one thousand horsepower, and they succeeded. However, the engine had to be made appropriate - 16.4 liters! These are two buckets, by the way. The second car is the Pagani Zonda R. It has a quarter less power than the Bugatti, but its weight is 678 kilograms less! In terms of weight-to-power ratio, 1.89 (Bugatti) to 1.61 (Pagani) wins the Zonda R.

Such a difference in numbers is a huge gap! Sometimes the case is decided by hundredths, but here the gap is more than two tenths. And the Pagani Zonda R is rear-wheel drive, while the Bugatti is full. This is also reflected in the game. Almost any race in which these two cars participate ends prize place either Pagani or Bugatti. Much more often the first. Imbalanced, so to speak.

Competitions

    Manufacturer Competition - the conditions are the same as at the first and third levels. One of the differences is the limitation to cars of level 4. The maximum number of stars is 24.

    Car Battle - the same as on the third level, but for the cars of the fourth level. The maximum number of stars is 12.

    Works Competition - your personal car, the level is unlimited. The competition consists of two races and three series of races. If you win on all tracks, you will have access to a duel with a strong opponent. The maximum number of stars is 81.

    It is important: the remaining duels will take place with a really strong opponent who practically does not allow himself to make mistakes. In this case, there are two options - either try to knock out the opponent at one of the first turns and thus break away from him for the regular five seconds, or try to go through the entire track as accurately as possible, catching up with the opponent closer to the end of the track.

    Supercars Competition (competition of cars of the fourth class) - the rules are the same as in the competition of factory-modified cars, as well as the duel - the reward for places on the podium. The maximum number of stars is 81.

    Manufacturer Competition - this time you will not be given a car, in order to earn stars and points, you will have to provide the car to start yourself. The class and level of refinement of the car is not important. The competition consists of five races. You will need Posche, Lamborghini, Aston Martin, BMW, Nissan cars. The maximum number of stars is 30.

    Works vs. Supercars Championship (championship of factory-modified cars and cars of the fourth class) - consists of two races and three series of races. Takes place on your car. The maximum number of stars is 78.


Well, that's all, all the series of races are left behind, the necessary experience has been gained, your favorite cars have been determined, there is money, the garage is packed to capacity ... It's time to move to the top league - NFS World Tour .

NFS World Tour

There will be no new cars here, the main task at this stage is to get to the NFS World Championship. To do this, you need to go through two series of races USA and World. In fact, there is nothing new in these races, even the difficulty is not high, we managed to pass them all on the first try. I will not deny that in the previous stages, some of the races had to be started over more than a dozen times.

    NFS Live: USA Series (American Series) - any of your cars of 1-4 levels, a series of races on four tracks with five laps each. The maximum number of stars is 20.

    NFS Live: World Series (World Series) - the rules are the same as in the American series. The only difference is that the series consists of five runs, five laps on four tracks and one full lap on the Nordschleife. The maximum number of stars is 25.

    NFS World Championship - the last race in the storyline. A simple five-lap race. Quite an easy track, rivals are not more difficult than in the previous levels, in general, no difficulties arise. It is not even clear why there was so much pathos. The maximum number of stars is 6.

After we went end credits games, to be honest, it seemed to me that I was not given something. Or I overlooked something. Somehow everything turned out crumpled ... No, in no way is it bad, but it was the feeling of incompleteness that haunted me. It is clear that the strange career building was partly to blame for this, but there was still something else.

A little later, I realized what was the matter. In a multiplayer game.

Having run over a lot with virtual rivals, now you can easily go to the competition with real rivals. What, in fact, am I going to do as soon as this text is finished. Well, maybe not quite right away, first I'll earn the remaining stars. True, why do I need them now, I don’t know yet, apparently, for self-affirmation ...

A few words about the soundtrack ... Of course, basically on the track you need to listen to the sound of the engine so that you can navigate it to change gears. But where in the modern world without a high-quality soundtrack! I remember it always was hallmark games Need series for Speed. This time Electronic Arts included in the list of songs, among which there were even The Prodigy, the Russian group TOKIO with the song "Catch Up". Well, let's be happy for the guys. Quite a dynamic song, quite in the spirit of the game. And on the whole, everything turned out as expected. Nothing superfluous, the ear does not hurt. And even if it cut, nothing prevents you from turning off the music and enjoying the juicy sound of the engine and the squeal of tires. But for me personally the best game series in terms of music so far remains NFS: Underground 2.

Although the taste and color of all markers are different ...

But a large number of cars is not only a plus, but in some ways a minus of the game. If earlier each of a relatively small set of cars was unique in its own way, now it is quite difficult to feel the difference between them. Undoubtedly, there are absolute leaders, as well as absolute outsiders - but now it often boils down to the fact that “ I have a Pagani Zonda R and ten other cars in full body kit, which are simply beautiful».

On the net, some have already called the game a simulator - yet this is not so. Rather, "arcade racing with simulator elements." Yes, precise chassis and steering settings are present (although many will not even get into these settings), a body kit system, improved engine and suspension characteristics, and more are also present. If desired, each player can customize the controls so that it looks very similar to a real car, and it will not be easy to drive it on the track. But the car, even when controlled with the steering wheel (and not on the keyboard), behaves a little "arcade". So the title "simulator" is clearly not deserved by the game.

On the other hand, do we need it? A little bit of simplicity hasn't bothered anyone yet. Would we like Shift if we had to get used to the controls within a week or two?

Before us is the third part of the well-known epic Half-Life - Blue shift ... We played as a scientist (Half-Life), as a Paratrooper - also played (Half-Life - Opposing Force), and now let's play for the one who from time to time helped us in the first two parts - for the Guard of the secret base dressed in a blue bulletproof vest.

So, early in the morning we arrive at the base, although in a slightly different way than the scientific staff. We have a good level of clearance, which is why we work at the 3rd deep level of the base ...

Like the first, this part is included in the plot, which is why we meet both Gordon Freeman and the Man in a Tuxedo. Maybe we meet with the paratrooper, but in this part they behave the same way as in the first one - first they shoot, then they ask questions if anyone remains. Usually - no one.

So, we arrive by train on a cable car to the entrance to the base. If you look back, you can see that the same car is catching up with us and the famous Gordon Freeman gets into it. I would like to pull out the pistol and shoot it in order to crush the entire future mess in the bud. But the gun is gone. It's a pity.

When we played the first part, at the beginning, when we were driving in a trailer, we saw a security guard on a narrow platform who pounded on the door with his fist. This is what we are in the third part. They kick us out of the car onto a narrow track, the car leaves, and we knock on the door, which does not want to open - there is a deaf guard standing there. We look sadly as a carriage with Gordon Freeman passes by us, but we cannot shoot him, so we will have to go through all the circles of hell, which he will arrange literally in half an hour.

If you briefly describe the game, then it is characterized by just a couple of words - short and ... weak. Weak !!! There are no powerful enemies, no strong traps either. In short, the game is clearly weaker than the first parts. And this can be seen from the next section - weapons.


Weapons in the game

If you want to find new types of weapons here, you will be disappointed - not only are there no new types, but also some of the old types have disappeared without a trace.

There are only 2 types of light weapons left. Beretta- 17-round pistol that fires submachine gun cartridges.
Magnum. Returned to us from the first part (disappeared in HL-OF), this pistol retained its 6 rounds and wild lethality. Nothing new was noticed in it, but what is there is just right.

Already known to us Assault Machine and Winchester... There is nothing new in them. But if you installed a Quality Pack, which usually comes with the game on disk in the form of a patch, then the machine is replaced externally by M-16A- a powerful automatic rifle. But in the game nothing of this changes, except that the large dimensions of this machine cover a considerable part of the screen, which did not happen with the old machine.

There is one rocket launcher, also not noticed in anything new. The game is practically useless and little used.

Grenades and mines with a manual detonator. Live bugs-mines (my favorites) and wall mines are absent in the game, as they are not needed.

There are no sniper weapons. In total, instead of 17 types of weapons, there are only 7. A sharp decrease in quality ... Alas.


Passing

So, having passed the carriage with Freeman, we continue to hammer on the door. Finally we were heard and the door opens. We pass a short corridor and see a fork. We will not be allowed to the right yet - this is to our workplace, but for a pass we need to put on a bulletproof vest-uniform and get a service weapon in the form of a seventeen-shot Beretta pistol. So we go to the left. Having passed the first left turn (there is absolutely nothing to do there), we pass further.
At the next fork, we first go to the left - there we take a bulletproof vest in the closet. We return, and we go to the right - we need to get a weapon. Going down the elevator, we first go to Armory - to the right, we talk there with the guard in the booth and he gives us a gun. There is a shooting gallery on the left, but there is no need to waste ammo, although there was a poster on one of the walls "Frequent training can save your life." But it is still worth looking into the shooting range - there are several spare clips that will not interfere with us at all. After that we go to the video surveillance room - to the left. There we poke into all three screens on the walls and "use" them - we are shown some parts of the territory, and we see one of the scientists carrying a cart with a crystal, which Freeman will put into the generator. Alas, we can’t change anything, although we would be happy to shout - don’t stick this crap, it will be worse!

We return on the elevator up and to the beginning - now they will let us in further. After long transitions (do not wait for the carriage - it is not provided for such sixes as we are - climb the stairs immediately) we come to the elevator, in which two eggheads in white coats congratulate us on being late and we, having pressed the buttons to the left of the entrance, go down with them.

During the trip, the inevitable happens - Freeman puts the crystal into the generator, everything shakes around. And as they say in the rules for using the elevator - you cannot ride during an earthquake. The cables do not stand, the elevator falls, the scientists are torn to shreds, and we remain conditionally alive, as we lose consciousness.

The bulletproof vest saved us, so when we wake up, we see how the Ultrasound is eating up our less fortunate brother in arms. Having shot these creatures, we continue to crumble all the boxes (some have cartridges) and reach the farthest corner - there is an electrical panel on the wall, which must be shot - a magnetic lock on the door will open and we can go further.

Finding ourselves in a room with spilled acid, we jump across the tables to the other side, dodging the impudent Brainsuckers. We need to go to the right, but the grate is closed and there are red barrels behind it. They cannot be blown up through the bars. We go to the left, up the stairs and from there we shoot at the barrels - they break the grate with an explosion. At the same time, you can talk to a scientist who knows us. By the way - advice: the Pitlette shoots with secondary fire crookedly, but quickly, but if you shoot at point-blank range, then it knocks well. I soaked the Electroshockers - I quickly ran up to them and fired secondary fire - they didn't even have time to fry me :).

We go down and pass through the gap further, then on a suspended box we move across the abyss (and who dug them up here?). In the next room, on the sparking generator, press the button - the gate opens. We go further to the place where there is a staircase on the right on the wall, cages hang in the air, and on the left there is a remote control with two switches.

We lower the cages so that from a small metal box it is possible to jump onto the left cage (as seen from the remote control), from it - onto the large boxes, and from them - onto the right cage. Then you can jump from it onto the broken off staircase. Tip: During the jump (DURING, not BEFORE the jump - or instead, you can Long jump:) press the button "sit down" - as if we bend our legs and fly to a great height. The cages should hang like the picture on the right.

First we go RIGHT. There is a corridor filled with steam from a broken pipe. But if you look around, then below and above, not far from this place, we will find 2 valves that block this steam, and below there is also a corridor, at the end of which lies a dead scientist with a Winchester - everything is better than a pistol.

Above, we see the already familiar wall drawings - a car healer and a recharging of power armor. And then a cruel bummer awaits us - we can be treated, but we have a regular bulletproof vest, so the nichrome does not charge.

We press the button on the remote control and an elevator with a box of explosives and three Electroshockers arrives at the bottom. ATTENTION!!! IN NO EVENT DO NOT EXPLODE THE BOX !!! We need it later and could ruin the game if we blow it up now.

We return and at the fork at the blades we now go LEFT and climb up the stairs. Jumping into the water, we turn the valve and when the water arrives, we get out of the water. We take the Winchester and cartridges from the dead guard. Let me remind you that the second shot from the Winchester (with two cartridges at once) knocks the Electrocutioner down.

Going further, we see that the bridge breaks under the weight of the fallen stun gun, we jump to the left onto the pipe and go further along it. Actually, you can let the Language pull us up on the other side and pick up the first-aid kits there, but then you still have to go down. By the way, starting from this moment you can't go back - that's why you first need to lower the box with explosives and only then go here. True, it was found that if you jump into the water at the place with the elevator and the box and go against the current, then you can then get out again up at the fork and repeat the walks wherever we want.

After turning on the elevator and going up, we go out to the very platform where our important box of dynamite is. We throw it into the water - it floats away and explodes the blades of the thresher, which would crush us. We jump into the water, swim and when we climb out of the water along the stairs, we see that two paratroopers from above are dumping the body of a guard. It is clear that they will get along with us no better, but there is no choice and we climb the next staircase into the light of day towards the paratroopers.

When we are pushed against the wall, we fight to the last. Well, when still a frail guard can overwhelm a whole herd of commandos? That's right when he has two choices - to die or to kill. I will not say that this is the best idea, but in the game Half-Life - Blue Shift we have no choice. So, we will use my main principle - Live, and help another die :)

So, we climb out of the hatch and SIT IMMEDIATELY. Since right in front of us, near the truck, there are two automatic machine guns behind a concrete shelter. If we crawl up to them while sitting, then we can calmly shoot them without unnecessary losses.

Taking mines and grenades from the car, we open the gates farthest from the car and stomp to the car with the dead guard and scientist. I do not recommend going further along the road - around the bend the soldiers will still close the door in front of our nose, but they will have time to give a couple of bursts and throw a grenade towards us. So near the car with corpses we knock down the lock on the latticed doors, open the hatch and again we climb into the dungeons. But what to do, fate ... Do not forget, by the way, to pick up a magnum and cartridges near the corpses.

True, there are not many crossings, although brain suckers and spitters live in them. By the way, where there is steam - there, right after the first jet (you can't do anything, you'll have to fry a little) there is a valve that cuts off the gas and you can go on normally.

After taking the elevator, we find ourselves in the passages of the basement floor, where there is a descent to a secret laboratory. But alas, it is very secret and we have no access to it. So we will look for someone who will open the door for us, and the elevator to the laboratory is still far away. After walking and shooting a bunch of brain suckers and stun guns, we meet a couple of paratroopers who break down the door to the duty room. Having filled them up, we get ... well, there is someone like that - if you installed a High-Quality Pak, which is, most often, on a disc with Blue Shift, then instead of a short-barreled assault rifle, you will see a powerful M-16A rifle, which, however , does not change anything - and there are the same number of cartridges in the clip, and the power is the same. Well, if nothing was installed, then as before - an assault rifle.

Well, okay, he is also interested to see, what for they pounded on the door? And there, it turns out, the scientist is sitting. Man, we yell, do you know the password? He tells us for a long time and tediously about a friend who sits far and long and is just about to give the password, as he throws back his hooves. Pancake. Let's go look for a friend. Then the door opens and more soldiers are piling on us. Well, with a gun, then we quickly. Having passed along the corridor to the first turn, immediately behind it we see a piece of a sort of dismantled wall. Here we break this disassembled piece - here it is, the elevator! And on the side of the wall is the inscription - Prototype Lab, top secret access required. We, alas, do not have this.

So we go to the stairs, we bring down the soldiers at the top, we leave on the first floor and we bring down a small detachment there. After that, a soldier appears in the window of the second floor and we, like in a shooting gallery, bring him down. We climb up the garbage and tires - we are on the second floor. After the transitions, we find ourselves in a large hall, where carriages stand and soldiers run. Having filled up the soldiers, we hear a knock from the right carriage. We poke into the side of the car and it opens. There are a couple of scientists. But no matter how much you suffer, one has already died, and the second does not want to go to the basement. So we go further through the door to the right of the carriage with scientists.

There we find ourselves at an even larger station. Having cleaned it, we again hear a knock - what is the habit of soldiers - to lock up scientists? But before that, on the platform we see a large green box with the inscription "50-mm heavy machine gun". We break it with a crowbar. Excellent, I tell you, a piece - the cartridges are immeasurable and the power is wild. After that, we look - on another platform there are two large coils. They are held by small pieces of wood below. We break them (I just throw a grenade there). The coils roll down and open the end of the car. Eggheads also sit in it. But as soon as we poke at the door, we must immediately rush to the machine gun and grab it - the gates in front open and from there paratroopers climb in a crowd.

The machine gun mows them down like a combine harvester wheat. And if you shoot from hand weapons, you can shoot all the cartridges, and health - government what? In short, we filled them up, but all the same - the scientist whom we saved does not want to go to open any. Let's go look further.

On the next square, a tank and soldiers are waiting for us, so first, without leaning out under the fire of the tank, we will shoot the soldiers. Then, you can run up to the tank, but not too close and throw grenades at it. Then we take a rocket launcher in the truck - a weapon completely useless in further battles.

True, you can immediately jump into the car, grab the rocket launcher and back. But it can hit with a shot from a tank, although not fatally. Then turn off the laser aiming with a secondary shot and jumping out for a second, shoot at the tank. Five rockets - and it flies to shreds.

By the way, there are boxes to the right of the tank on the platform. Break them and you will see a gap in the next container - a kind of secret with armor and ammunition. The further road will lead us to a dead end, with an automatic machine gun on one side and a platform with boxes on the other. breaking the boxes, we see gas cylinders. We shoot from a pistol at them - they fly and knock out a hole in the gate. You can take a magnum and slowly shoot the soldiers through the hole.

Next, we run out and on the left in the booth we activate both switches - the gate opens on the right, where there is a carriage with a locked scientist, which we need - it is he who works in the prototype laboratory and knows the code. But you can't just get into the carriage. We go along it and activate the mini-locomotive, which will drag the car to where we need it.

We go to the scientist ... and we are locked in the carriage - the soldiers imperceptibly crept up and while this idiot hung noodles on our ears, they locked us in the carriage. Horror!

The soldiers quietly locked us in together with a talkative idiot in a white coat. But they did not take into account that this car has a ventilation hatch. And after a long chat, this scientist gives us his hands and we climb up on them. I think the soldiers need to be explained that they did a bad thing by locking us up. After that, we open the door and take the scientist with us.

After that, we stomp forward quite far, just make sure that this fool does not lag behind. As soon as you go down the second staircase (the scientist should also be no more than one staircase further than you - but behind !!!), you must immediately tear further into the basement, before the level transition, otherwise this scientist turns around and runs back. We stomp with him to the elevator and when he also enters the elevator, we go down.

Below we again take it with us (press the button to use on the scientist) and stomp further along the corridor. While this genius opens the armored door, we take our time to take cartridges and armor in the guardhouse opposite.

Talkers! For a very long time we listen to what the scientist tells us how and what to do. At this time, you need to go to the right room (he will open the door there himself) and stand in the center of the launch panel, which is to the left of the entrance. After much chatter and manipulation, this scientist activates the teleportation system and throws us out ... into the enemy dimension. There you need to activate and configure the system.

After quite long transitions, jumps, shootings with small creatures (of course, both Freeman and the Paratrooper came across MUCH more creatures and they were stronger - here we meet many brain suckers, a few stun guns and just a couple or two of spitters) we go out to the square, where there is a pillar system, a cabinet with two tuning dials, and a generator locker. On the right side we see a cave. This is where it will be necessary to retreat.

First, we activate the generator, after which the lid of the box with the tuning discs opens and we can turn both discs. When you turn them, then at one of the moments of rotation, a green light comes on for each disk, and when both turn green, the system is activated. Immediately we rush into the cave - creatures of all sorts begin to appear around, however, stronger animals with a paw from their belly will not appear anyway. But in this game (unlike Serious Sam) we don't get paid for corpses, and we still need bullets, so go straight to the cave.

When in the depths of the cave we hit the stun gun, the ceiling collapses from above, we climb up the stones and along the long passages we return to the place where we came from. The teleport ball is already hanging there and we urgently jump there, otherwise it will go out and we will be missin in action - we will go missing during the mission.

Waking up again on the site, we learn that although the energy generator in the parallel dimension works, but for the local teleport to work, it is necessary to charge the battery. The scientist activates the armored door and we take the elevator down to the charger.

First, we go to the right and through the lattice we see how the emerging stun gun knocks down a guard less fortunate than us. This is where we need to get, but the doors around are closed, and even before that, we need to turn on the energy receivers. We return to the elevator and look to the left - AHA !!! Someone is carving the door from the other side. Well, it plays into our hands!

As soon as the door was cut out, we immediately clear out all the soldiers who are trying to hide from us there. Further running around is not particularly difficult until we come to a place with a corpse, a lever for explosives and a broken wire. If the wire were intact, then the explosion would have knocked down the door. We need to go there, since there is a large pool of acid to the right, and although it is behind it that there are activation levers, we cannot swim across it.

However, you first need to route their barrels through the acid. This is done in three stages - we drain the acid, install the barrels, and pour the acid. So.

There is an iron barrel on the right. We drag and place it between the torn wires. We press the detonator and a good hole is made in the door. We go there, there we first spin the wheel and the acid leaves. Two barrels are at the bottom and two more are on the side. You can go back and throw them to the bottom, and then go to the bottom of this pool and place the barrels. We fill the pool again and go upstairs. We jump over the barrels to the other side. By the way, there is a balcony at the top left, from where it is better to jump off than to go back the way we get to it.

After going to the very end, we activate 2 levers and generators started working in the pool. We go back, we reach the top of the long bridge and activate it - the bridge goes up and we go along it to where we saw the guard and the professor through the lattice.

We are waiting for the dying guard to finish talking and lean back. We open the door and push the battery there, which lies on the floor. We poke the button on the right and the battery charges. We push it back and push it to the same loading place opposite - we activate it and the battery goes up.

We leave to the elevator, on which we got here and go back to the professor.

Now you need to act quickly and in exactly this order: We climb up to the second floor and run along the corridor to the left (in the middle of it there is a pressure equalizer wheel - it does not work yet) and then down - there is a button and a lever behind the glass. After a long chatter, the glass opens and we pull the lever. After that, we urgently rush upstairs - the pressure drops and we need to completely equalize it.

After that, you will have to do the same thing several times - press the red button. Each time a teleport is activated and one of the professors goes into it. We are the last to leave. I do not recommend to linger - the teleport goes out and we die. And at the same time a considerable herd of soldiers comes running.

After the jump, the field is unstable for some time and we are thrown to different places, in one of which we see a couple of soldiers dragging Gordon Freeman unconscious - it turns out that he has more than half of the adventures ahead, and we have everything - too short, but alas and oh - the creators of the mod did not have enough imagination for more.

Nevertheless - we are leaving by car together with three professors. Conclusion - the guard is out of range and kill him no way. Everyone, good luck!

Oh, what were the times. Until that time I did not know games with time management when I played TimeShift. There was, of course, a slowdown in the same FEAR or slow motion there in Stranglehold, but to rewind time and stop ... it was cool. after passing, I even put cheats to play with infinite time management. well, almost endless, one way or another, it was impossible to rewind endlessly. but I remember for 5 minutes I stood by the collapsed building and put it back together, that was great.

Hmm ... but for sure, I forgot. Well, well, it was like that. But all the same, TimeShift was especially unusual for me and therefore interesting. So I see, everything is the same. Recently I wanted to shoot CoD MW2, played for 30 minutes, tired. not interested. I am interested in something not ordinary, out of the ordinary, but I have already replayed this a lot and now the games are all similar to what we used to play.

Dishonored also attracted me, the abilities of the GG are interesting, stealth, a lot of all sorts of caches, etc. but I didn’t go through the game, I’m tired, all the caches contain the same items, you get used to the abilities quickly and they become not interesting. I liked MG Rising and did not get bored. despite the fact that there was only one thing that attracted me - cutting, it didn’t bother me.

I want to play here in Singulerity, there are interesting fantastic opportunities, I want to see. And so, for some reason I don’t know games, I haven’t met, with fantastic opportunities. If there is something, tell me.

Cloud_Strife21, I will not name anything straight away)

Singularity, by the way, seems to be an interesting jester and the mechanics of time travel addictive, but all movements are strictly scripted. And those manipulations that go in riddles are too faded against their background.

Well, if you think about it, games using psyker powers. Like Psi-Ops or something like that. I can't imagine anything else, nothing goes into my head> _<

Oh yes, Alpha Prime. This is a joke for you, in which there is the possibility of slowing down ala F.E.A.R. But by itself he is prohodnyakovy (IMHO).

Inversion. The ability to change the battlefield by controlling gravity was declared. I tried to play, but did not get to those opportunities and left the game for a better time. (Especially if someone helps me with a co-op).

Marc Ecko "s Getting Up. Feature about drawing graffiti, few games have this. But for an amateur game (IMHO).

Red Faction. The whole series. Well, maybe except for the second game. Oddly enough, but the best option for changing the landscape was in the very first game. In new parts, you can only smoke buildings.

Project: Snowblind. A shooter where the character has the abilities ala Deus Ex. Once a friend recommended it, but I have never launched it.

Splinter Cell Entire series. Stealth stealth stealth. In addition to Conviction (This is a threshing floor of fields with holy water, burn and scatter the ashes where people will never walk).

Binary Domain. Japanese clone of GoW, but so catchy that it went through a bunch of times in a row, which I do not do with every game. The plot is cool and there is an opportunity to give orders by voice. But I used buttons. For ears curl up from my English)

Deep Black and Hydrophobia. Games where there are levels are almost entirely related to water. Deep Black This is generally GoW only about scuba divers (but a prowler IMHO).

Nuclear Dawn. A strategy, but it is possible to play like a shooter, taking control of a unit.

Sсourge: Outbreak and The Sсourge project. One and the same game, only the first is a new version, and the second is an earlier version. Several heroes. Each has its own ability and the story for each opens separately. Those. ideally you need to go through 4 times to fully learn the plot

Viscera Cleanup Detail. Scrubber simulator. You wanted something unusual)

Vivisector. Jester with half-human beasts as opponents. The voice acting was attended by Dzhigurda and mine Goblin, which is already unusual.

In short, I screwed up the comment, it will be necessary, ask around, but later, otherwise I will not stop gushing like that)

Living quarters outbound.

We play a security guard named B. Calhoun.
On the monorail we leave the village on the surface, go down into the underground inside the Black Mesa slope.
We drive up to the first stop, the chief distributes us to sector 3.
We reach the sector and exit.

Insecurity

From the site we are trying to go through the doors, but they are jammed, we are waiting for the guard to open them from the other side. At this time, a monorail cabin with Gordon Freeman in the clothes of a scientist is passing by.
We enter the hall, we learn from a colleague that lately, all the electronics around are quickly failing. Our workplace is behind the right door, but the guard does not let us in, first you need to put on a uniform and take a service weapon.
We go along the corridors to the left, go down the elevator, turn left again. In the locker room we find an open locker with our last name, we take away the bulletproof vest. We go into the right corridor, in the armory we get our pistol.
We can go to the shooting range, collect additional clips there and shoot. In another room, you can look at the security cameras, in one of them you can see Freeman coming out of the elevator to the laboratory.
We return to the top by the elevator, now they let us through to the right.

We pass through the working rooms, here the technicians are repairing the control panel. We go out to the large area of ​​the monorail. But the scientist sitting next to him says that it is pointless to wait for the train, something was also being said here.
We find the stairs down, we go down to the utility rooms. We find a shield behind the lattice door, turn on the switch. On the left we move the barrels and boxes, we pass into a dark room, on the wall we can turn on the light. We climb the stairs.
We leave to another site. The bridge closes right in front of us. A carriage with a mysterious civilian in a suit and a suitcase - G-man is passing along the monorail. When the cabin passes, we press the button, the bridge will be restored, we pass along it.

We pass several more corridors, we enter the large open elevator together with the scientist. During the descent, the elevator stops several times, and then completely stands in the middle of the path. Through the windows we see how alien beings began to appear at the station, they disrupted all work and began to attack people. Our elevator fell down with a squeal, the scientist died, and we miraculously survived.

Duty calls.

We leave the elevator, pick up a crowbar, shoot two alien animals. We destroy boxes, looking for cartridges and first-aid kits in them. We go down the left corridor, there is a door locked with an electromagnetic lock.
We return to the fork, we go along the right corridor from above, in a dead end we find a shield, we shoot at it. As a result, the light will disappear, but the lock on the door will also turn off. Turning on the flashlight, we make our way into the lower corridor.

We enter the room where acid is spilled on the floor. In order not to receive damage, we jump on the tables. On the left there are explosive barrels behind the bars, but for some reason the bullets do not fly through the bars. We climb the stairs to the ventilation under the ceiling, we find the surviving scientist. From this height we shoot at the barrels below, the fence does not interfere now. After the explosion, a path will appear in the corridor, we go down and go there.
We leave on the site. There is an abyss ahead, a suspended platform above it. We press the button, we sit down on the platform, it transports us to the other side. On a wide bridge we are attacked by 2 Vortigaunts. We go into the side door, we press the only working button. From this, a large gate will rise on the bridge, we crawl under them.

We pass along the narrow path between the boxes, kill several monsters. We climb under another gate.
We find ourselves in a room with two suspended platforms. On the left is the control panel, where you can change the height of both platforms. It is necessary to arrange the platforms so as to climb the stairs from the side. We exhibit items:
1. Move the small metal box to the central area.
2. We put the central lift at such a height that you can jump from the box, and then onto a large container.
3. We put the side elevator in height just above the container, but so that you can jump to the stairs.
We start jumping: box - central lift - container - side lift - stairs. In each jump, bend our legs so that we can jump higher (space, Ctrl).
Climbing upstairs, we fight with 4 electric monsters. After the victory, we go to the right, we go down the stairs.

We pass along the path between the two mechanisms in the water. There is a fork on the bridge, first we go to the door on the right.
We jump onto the stairs to the right, turn the valve at the top (this will turn off the steam from below). We go down the other stairs, turn the second valve (this will turn off the steam at the top). Below we pass into a dark dead end, near the scientist's corpse we find a new weapon - a shotgun. We return upstairs, the steam is off, we can pass.
We enter the control room. There are health and armor devices on the wall. On the panel in front of the window we press the button, we see how the freight elevator goes down in front, on it there is an explosive box and 3 Vortigaunts. We kill monsters right from here.
We jump through the window into the stream of water. Grinding gears upstream, avoid them. There is a lift on the side to the top, but it doesn't work, there is no electricity. We go against the stream, we return to the bridge.
Now from the initial bridge we go to the left side, there is an inconspicuous staircase around the corner, along it we rise to the floor above.

We come to the hall with the pool, ceiling monsters - barnacles - hang above it. We dive into the water, examine the grates on the side wall, the farthest grate is broken, we swim through it. Turn the valve in a separate container, and the water level will rise from this. We swim back into the pool, now we can jump over the floating barrels to the other side.
We go along the corridors, we kill three electric monsters. Ahead in front of us the bridge collapses, we jump over to the large pipe on the left, we pass along it.
Then we go along the narrow path, in front we see how the zombies tear apart the guard. We reach this place and kill the zombies. We go down into the half-flooded premises, here we kill many Vortigaunts and crocodile monsters. We find a shield on the wall, turn on the switch. Electricity is on, we take the nearest elevator.

The elevator takes us to the landing that we saw from the control room. From the cargo inclined elevator we push the box into the water, it will swim up to the gears and blow them up. We ourselves jump into the water, we swim to the left past the destroyed gear.
We climb the stairs into a large well. We see how the soldiers from above throw off the bodies of the killed guards. In the conversation, they mention Officer Shepard (the protagonist of the next expansion, Half Life: Opposing Force). We pass into the adjacent well, it has a staircase to the surface.

Captive freight.

Getting out into the fresh air. On the left, a military truck is left in a dead end, protected by two automatic turrets placed behind cover. Sitting down, we can crawl to the turrets and turn them over with shots from a shotgun. In the back of the truck there are grenades, explosives, a first aid kit.
We go to the right side, click on the panel on the right, open the lifting gate. There is a wrecked car inside the tunnel, inside a killed scientist and a security guard. We examine the bodies, find a bulletproof vest and a magnum revolver. We find cartridges in the back of the car. Further, the tunnel is blocked by the military, so we go to the side branch, knock down the padlock from the gate, go inside. We turn the valve, it will open the hatch down.

We go down the stairs, we go along monotonous straight corridors. On the way, we turn the valves to turn off the steam jets. We enter the half-flooded corridors, turn the valve under the water, we pass further. At the end we take the elevator.

We leave into the corridors with half-disassembled walls. On the way there will be a destroyed section, where electricity is constantly hitting. We pass on the right side, while the electric shocks hit the left.
On the way there is a blockage of laboratory equipment. To get through, we move the box, climb into the inclined air duct along it.

We go along the second half of the corridors. On the left we find the weapons depot. On the right, 2 military men are trying to knock out the doors, we kill them, we take the assault rifle. We enter the room, we speak with the scientist, dying, he asks to find Dr. Rosenberg. The doctor knows a way to quickly leave Black Mesa. We examine the room, find cartridges in the lockers. Go ahead.

We leave on the interfloor staircase. We reach the 3rd floor, there we kill two military men. All doors are locked, you can only go to the 1st floor - to the street.
Outside there are 3 military men at the car, we can throw a grenade at them. 2 more special forces will approach from the side. After we approach the dump of tires under the window, we climb through it through the window into the building.
2nd floor. We kill several more soldiers inside, we pass through the offices, we open the door to the staircase. We go to the warehouse along another corridor.

There are two wagons in the warehouse, and there are many boxes around. First aid kits and ammo are hidden only in small military boxes with a green top. On the right is a separate dark room, we turn on the light, there are killed scientists and two first-aid kits. We examine the cars, two electric monsters are sitting in the left one, scientists are locked in the right one, but Rosenberg is not among them.
After we open the cars, the military will rush in from the side room, we kill them, we pass through the knocked-out doors.

There are two containers in the yard, the blue one does not open, and the red one is littered with two coils of cable. To remove the coils, shoot at the wooden supports below, they will roll off the platform. Inside the red container, we free a couple more scientists, but the necessary one is not among them.
When we open the container, after a while the entrance gates will be blown up, and more than 10 military men will burst into the courtyard. It is better to immediately put explosives in the place of the breakthrough and blow up more than half of the enemies in time. After the victory, we examine all the green boxes. We can go out into the punched tunnel.
In the next courtyard, there are platforms with military equipment. Directly in front of us is a truck with a bazooka and missiles, and to the left in front is a tank that starts shooting at us. With the taken rocket launcher we shoot at the turret of the tank, during his shots we crouch. After 4 hits, the tank will be destroyed. We enter the door with the inscription "Maintenance Access".

In the tunnel on the right, we neutralize the turret. Ahead we climb onto the platform, shoot at the covers of the gas cylinders, they will fly forward and make a hole in the gate.
We go out into the courtyard, where there is a round turntable of the railway. We enter the control room by the wall, press the lever once, this will turn the central circle, press the button, this will open the side gates.
We pass through the gate, past the carriage, at a dead end we sit down in an electric trolley, turn on the reverse gear. We jump out of the trolley, wait for the car to reach the unloading platform on the left. There we open the container, inside we finally find Dr. Rosenberg.
The doctor offers to leave this lost place with the help of a teleport, and promises to lead us to him. In the course of the conversation, we notice that the military closed the door behind us, now we are also bans in the carriage. The doctor puts us upstairs, through the hatch we get out onto the roof of the carriage, outside we kill 2 military men, we release the scientist into the wild. The military came from the door of the "Freight Warehouse", now the door is open, we go there together with the professor.

The corridor leads us to a multi-storey building, where we have already been. We reach the stairs, we go down to the basement. We reach the room with the killed scientist, we pass a little further. On a flat area between two turns, the scientist approaches a plywood wall and says that the passage to the teleport is here. We break through the wall, get into the elevator, go to the underground laboratory.
Two more scientists have taken refuge in the secret laboratory. The three of them begin a long preparation of the teleporter for switching on. It turns out that the teleport is tuned to the alien world "Xen", you need to enter this world in order to reconfigure the evacuation point to a safer place. When the installation is launched, we enter the yellow ball and teleport.

Focal point.

We get into the world of Xen, gravity is slightly less here, so we can jump higher. In front of us is a glade, in the center there is a puddle of healing water, several small monsters are running around. The bottom cannot go anywhere. We turn back, climb the stepped rocks to the semicircular bridge from above. We go along the bridge, we kill alien sheep, we enter the cave.

We enter a small cave. On the left there is a hole into the next tunnel, but it is guarded by a tentacle plant, so it is better to take a safe path, it is hidden behind a stone on the right. In both tunnels there are lateral dead ends, where killed scientists and their ammunition lie in separate glades. And both tunnels open into the next cave.
We fall into a cave-intersection. Two tunnels lead back. The lower manhole in front leads into the water of the lake, it is useless to go there. The way forward is on a slight rise. Inside the tunnel there is a dead end on the left, on the right is the path to the lake.
In front of us is a cave with a lake in the middle, on the ceiling there are several barnacles, on the side there is a puddle of healing water. We find a large tunnel, along it we get out of the dungeon.

We jump on small levitating islands. There is only one correct path here, we jump to the islands that are closest both in distance and in height, we will not jump to the rest. In the middle of the way, 3 electric enemies teleport to the islands, kill them and jump further.
We pass through the cave to the next islets. We jump to a large island with a healing puddle. 3 Vortigaunts reappear.
Secret. From the big island, we jump to the left, we get to the cave. We collect ammunition inside. We enter the local teleport, we return to the big island.
Alien ships will be fired from above the island, and a plant-column will drop with one explosion. Along the fallen column, we go to the distant platform, behind the rock we examine the ground, we find a penetrable place, we jump there.

The stream carries us into a large well with water, we float to the surface. We float out of the cave, along the waterfall we fall into the gorge with the river.
This is the end of the river, further along the river there are rocks, you cannot climb them. In the center of the reservoir we climb onto the island, there is a trampoline plant on it. We jump from the trampoline to the top of the waterfall on the other side.
We pass through the cave of the second waterfall, inside there are barnacles and a healing puddle. We go along another stream, it takes us to a place higher along the river. Now we go along the river, on its left and right banks we climb up the rocks-stairs.
We get to the source of the river. Here we find a trampoline, we jump on it to the upper balcony, we enter the cave.

We go out into the open area, here in the center there is a large round installation with a yellow crystal inside, two devices are connected next to it. On the blue device, turn on the power button. The second device will open, in it we turn two toggle switches so that on the screen we put arrows in the selected sectors. Thus, we focused the portal device on the evacuation point on Earth. We can go back.
But monsters begin to appear around the device: electric, flying, with cannons-flies. Either we fight with them, or we immediately run away from them into the cave on the side. There are 3 first aid kits inside the cave. We carefully approach the dead end of the cave, having heard an earthquake, we immediately run back, there will be a collapse. We climb up the fallen rocks, climb into the next cave. We are recovering in a healing puddle, we go along the corridor.

We leave on the initial clearing. There are many flying monsters and one flycatcher. We hear Rosenberg's voice, he says that he opened the portal back to the laboratory, but it is unstable and will close soon. We do not pay attention to the monsters, we jump to the center of the clearing into the yellow ball of the teleport.

Power struggle.

We appear in the laboratory. The scientist informs us that the battery powering the teleportation unit has run out. You need to go down and restore energy. We pass into the opened corridor, we go down on the elevator.

On the left is a closed door, we go to the right, we rise along the open elevator. There are two more doors here, they are also closed. Through the window we see that this is a room with a battery, inside the monster kills the guard. We go downstairs, wait for it to be cut out by autogen from the other side. We kill the bursting military.
We leave on a wide bridge, on the side there are two waterfalls of blue liquid. There is a corridor on the right to the bridge, a turret is installed there and this path leads back. We pass along the bridge, kill the military, climb the stairs to the second floor.
Secret. Above the stairs we see an open ventilation hatch. We get up on the railing, jump over to the lowered lattice, climb up along it. In the ventilation we find a new weapon - alien crickets. We return downstairs.

At the exit from the corridor we see a mined door, there is a detonator next to it, but the cord from it is cut off. We pass into the next hall, there is a destroyed bridge over a container with a blue liquid - a refrigerant. Do not go further.
We return to explosives. The cord can be closed with something metallic. In the far corner, we break the boxes so that one barrel remains. We push the barrel in the direction of the cord, put it right in the place of the break. We push the detonator, the door will explode.
Behind the door we find ourselves in the control room. We turn the valve, the cooler is pumped out of the room. There is an elevator nearby, we go down to the hall.
We walk along the bottom of an empty reservoir. So you can't get to the other side, you need to build a bridge. There are 2 barrels at the bottom. We climb the stairs, probably, on the side platform we find 2 more barrels, push them to the bottom. We place all 4 barrels in a line in the center of the hall so that we get the missing bridge. We return to the valve, spin it back, the refrigerant will fill the hall, the barrels will float up and form a bridge. We go back through the blown up door, we come to the hall, we jump over the barrels to the other side. In the process of crossing, monsters will begin to teleport, we shoot them.

We pass through a small warehouse, there are boxes and overturned barrels of refrigerant. We climb the overturned barrel to the top of the boxes, climb them. We enter the corridor, we jump over the places with fire from the pipes. We enter the control room, lower both switches, from this two power generators will turn on in the central hall.
We go back along the corridors. We jump from the balcony onto the boxes (you cannot climb onto them from this side from below). We jump over the bridge from the barrels again. We return to the wide bridge.

We reach the stairs, but do not go down, but go out to the balcony of the 2nd floor. Here on the balcony we see a remote control with a button, press it, this will raise a wide bridge. Now we can cross the bridge to the other side of the 2nd floor.
We enter the room with the battery. At the door on the floor sits a guard who has suffered from a monster that we saw through the window. He tells us to finish charging the battery. The battery itself lies in the center, we push it through the gate, we put it on the pallet in front of the red panel. Press the button, the battery will drive inside, charge, and return to its place. After that we push the battery to the elevator on the opposite wall, we also press the button. The battery will go upstairs to the laboratory.
We run to the initial elevator, we return to the laboratory.

A leap of faith.

Energy restored. Rosenberg repeats the activation of the teleporter, but this time asks for help. We take away to the upper platform, we enter the glass room and wait for further scientist's rooms. Switching sequence:
1. We lower the switch on the right wall.
2. We rise to the upper bridge, turn the valve.
3. We return to the cockpit, press the button. The teleport was activated, the first scientist entered it.
4. We are waiting for re-charging, press the button again. The second scientist teleports.
5. Press the button for Rosenberg a third time.
6. We were left alone. The last time we press the button for ourselves.
A yellow portal ball appears, we still need to go down to it. But at that moment, the military burst into the laboratory: 3 from above, 2 more from below. Firing back from the soldiers, we run along the upper bridge, we go down. If we stay for a long time, we may not have time to enter the teleport, so we do not pay attention to the enemies, but immediately run into the yellow ball.

Deliverance.

We appear on the surface, near the checkpoint at the exit from Black Mesa. Scientists have already found a car, break open the doors, and are preparing to leave this place. But during teleportation, something strange happens to us, we alternately teleport to a couple more places.
We appear in the world of Xen on several islands in the dark.
We appear in the utility room, through the window under the ceiling we see how the soldiers are dragging Freeman's body to dump it into the industrial press (events from the plot of the original Half Life game).
Once again we teleport to the checkpoint. Together with the scientists, we are evacuating from the Black Mesa complex.

Thanks for attention!

Part one

Large construction site

We are watching a video (pretty nicely filmed) about some experiment. We appear in the room. A man in camouflage asks us to follow him. We leave. We go up the stairs to the hall where a bunch of rebels hang out ... Oops! The room is attacked by a huge spider-like Sentinel. You must run!

We run upstairs, jump over the knocked down searchlight, then go downstairs and find the rebel behind the door (at the barricades). We go up the fire escape, we get the first weapon - the KM 2103 Carbine. A little further on the stairs we find the KM pistol. It is more powerful than a carbine, but it shoots much less quickly.

We go to the roof, we pass along the iron stairs to another building, on the way we kill several soldiers. We go into the gap in the wall, go further and find the signal of the fugitive scientist Aiden Kron. We jump down into the hole, kill two soldiers, move on.

We fall into the courtyard with a bunch of enemies. We shoot them, we jump down. We blow up barrels on the bridge, thereby sending soldiers standing on it to the forefathers.

We go into the sewer, we see a bunch of rebels fighting with the Guardian. We see a video about a failure in the ALT system. Loading.

We see the beating of a prisoner. We use the chronoshift and put the bastards down. We go out into the street, we immediately find ourselves in a fiery mess. We go into the passage next to the rebels and climb up the fire escape. We break the glass, we find ourselves in a room with a rebel who jumps down. We jump to the same place. The first difficult moment in the Timeshift game - you need to cross the corridor, but an explosion occurs. It is necessary to start the time inversion (ahead of events) in time and run the corridor before the explosion.

We go into the door, we see electrical discharges, beating into the water. We use time dilation, run through water with electricity. We see a brigade of rebels holding fortifications at a construction site. We climb along the wooden scaffolding to the concrete pipe dangling on the crane, jump into it and, using a temporary inversion, run to the opposite side. Watch out for the sniper on the tower!

We run this section in slow motion, we go along the construction ditch, methodically shooting soldiers. We see the rebel, we follow him into the room. We sit down at the machine gun, we lay down a wave of attackers (about 20 people), however, when we see a huge Guardian Robot, we run along with the rebels down into the tunnel. Loading.

After loading, we follow the rebels and find ourselves in a picturesque courtyard of some huge Administrative building. They are already waiting for us here. We lay down all the enemies. The rebels climb over the bars and unwind. Another path is destined for us.

We go down, we go into the pipe. We turn the wheel, a grid opens, which we pass, using the time inversion. In the same place, with the help of time dilation, we bypass the burning gas from the pipes. We get out into a beautiful city park and find a solemn meeting of a dozen soldiers, led by a machine gunner.

We kill the machine gunner with an underbarrel grenade. A tank appears at the gate where we need to go. We use time dilation, leave the park, dodge tank shells and run into the subway.

We use time dilation, run through electrified water (like dry!) ​​To the other side of the metro and see the inscription Loading.

We leave the station through a hole in which an electric discharge rushes. We find ourselves on the construction site, kill the machine gunner, go left and turn into a nook. We go down to the pipes in the construction ditch, we go into the room, we see the rebel, afraid to stick out his nose because of the iron Guard behind the wall.

We slow down time and, fleeing the shots of the Guardian, we run into the gap to the right of the room. We run the stairs, we run into the hole in the wall, then we jump down and meet with the commander of the rebels.

We go out into the street. A wedge heel arrives with a machine gunner on the roof. We kill him, sit down at the captured weapons and mow the ranks of enemies. Next to the wedge, the entrance to the garage opens. We go there, press the switch and, using time dilation, we penetrate the first force field. After turning off the second field, we go out into the street and fall under the dense fire of the enemy.

We climb into the back of the van on the street and methodically kill all the soldiers. We go to the beacon signal and go to the Military Administration Building. Loading.

Military Administration Building

We open the door with the button, we will deal with the protection. In the room we press the button. We knead the people around the cart, sit down at the machine gun and knock out everyone who wants it. Go ahead.

Press the button, the crane starts to work. We are waiting for the crane platform to drive up, jump onto the platform and activate the time inversion. We climb into the hole, find ourselves in another room.

We go through the warehouse, knead the soldiers. We see a platform with boxes, which moves from the push of a button. Behind the nearest boxes there is a hole into which you need to get. We use time dilation, we get into a narrow hole.

We go along the pipes, we leave into the room with a laser trap. Slowing down time, we run through the trap. We turn off the protective systems, we get into the boiler room. There we use a swinging piece of iron (with time dilation), we jump along the pipes into the hole near the ceiling.

We see a fan. We pass it using the Iversion. We see the prisoner. We go through the ventilation and jump down into the prison. Loading.

We kill the guards, go to the protection room and turn off the alarm. We deactivate the machine guns, open the door, go inside, then turn on the machine guns again, run them through the boxes with time dilation. We go into the ventilation, with a slowdown in time, we jump into the security room and wipe out all the enemies there.

We press the computer button, we run to the door upstairs and through the wires and hoses we go to the second floor. We go through the rooms, we kill all enemies. In one of the rooms, behind a large armchair, we press the button, after that we go to the next room for evacuation.

We sit down in the elevator, it falls. At the end there will be a span to which you need to jump using the slowdown. The elevator explodes. We transfer to the adjacent elevator. Loading.

We leave on the roof. To go further, you need to kill four anti-aircraft gunners. We take a sniper gun from a killed enemy and shoot at the first anti-aircraft gun, or rather, at the barrels that stand next to it. The barrels explode. The huge structure, having fallen off from the explosion, crushes three anti-aircraft guns.

We go along the corridor to the burning gas from the pipe. We use the slowdown, go further, destroy the last anti-aircraft gun. Now you need to go up to the roof and turn on the beacon. A flying plane breaks the fence, and a hole appears in the wall. We go through it into the building, we pass several doors to the elevator, we sit down in it.

We leave on the roof. There are many enemies, including those with jetpacks. We shoot them down, we find the switch, we activate the beacon. We see a video with a flying airship. Loading.

Airship

We see the video, after which the airship machine gun is given to our control. We shoot at the balloons, trying to hit the bombs under them, which they launch into the airship. The balls explode. Don't forget about time dilation. We fly up to the point of our path. The fighters are beginning to annoy us. We also shoot fighters with deceleration. We fly to the destination. Loading.

We appear on the ground and immediately fall under massive fire. You can grab a machine gun on a wheelbarrow and shoot all enemies with it. We sit down in an ATV, go in search of the Delta group. On the bridge, we use the time dilation, we fly over the swinging section. We deal with a small ambush on the road, we go further, crushing enemies with our wheels.

We see a train with security. We kill everyone, we sit down on the ATV again. In the field camp of the enemy we meet the resistance of soldiers with jetpacks and machine gunners. We put them in a pile, we take away explosives. You can take a new weapon - the Stormbreaker crossbow. True, cartridges are rare for him, so I advise you to leave the Carbine.

We install explosives, run off. The tunnel door explodes. We get on the train. Ahead - a collapse of the path, so you need to jump to the side in time.

Weak place

On a quadrocycle we drive straight to the checkpoint, after which we dismount and take off 3 arrows. We move on, load into the truck, take a ballet (a very handy thing). I suggest to wait in the truck and remove the opponents one by one as they appear.

We leave the truck and remove the truck on the left (if you stand facing the truck), then go to the truck and remove the machine gunner on the tank. We go to the left to the tower, climb it, take a sniper rifle and start cleaning the terrain (start from the towers !!!).

Having shot, we go down, we go along the fence (to the left), we pass by the truck, inside we jump into the hole in the floor, we pass along the tunnel, we turn the valve and stop the time.

We jump down to the ledge, we move to the right. We stop time and jump off the ledge. We continue to move straight. We leave on a large area. We clean the territory, moving in parallel to the direction of the pilot, turn to the left, go straight, press the lever, walk along the platform, kill 3 arrows.

We take the defensive position and beat off the attack. To the left of the elevator, turn the valve, climb the elevator and turn back time. We leave on the platform, go to the left, jump onto the boxes, climb the stairs, go straight and to the left until it stops. We jump through the boxes, fall one floor below, go straight to the box and to the left. We jump into the hole in the floor, go straight and to the left.

We go up the stairs to the left, go straight ahead and with the help of a machine gun we cut off the rope on which the "bridge" is held.

We pass along it to the tower, go down and detach ourselves from the attackers. We pass directly and to the right, then we go through the pallet to the conductor. We rise up the stairs and immediately to the left into the hole in the wall.