Finally nearing escape, Calhoun helps operate the simpler parts of the teleporter to get all the scientists through.
Once the scientists escape, he faces some HECU resistance before finally teleporting to the other scientists.
Sorry, none for this chapter
- Open the field from downstairs
- Kill all 4 human grunts
- Turn the pressure valve completely before killing the houndeyes
- Find the snarks
- Count 9 coolant barrels
None for this chapter – sorry.
None for this chapter – sorry
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WARNING: The screenshots contain spoilers.
This post is part of the The Replay Experience Experiment event. This is a chance to replay all the Half-Life games and discuss them based on our experiences since we first played them.
All text taken from the CombineOverWiki, a fan-supported, editable wiki covering the Half-Life series of games.
On the left is a complete text walkthrough for Half-Life: Blue Shift.
It has been written by Stanley E. Dunigan and updated with all the tricks and tips from PlanetPhillip.Com readers.
It is in PDF format, meaning you can open it directly in modern browsers or download it and print it.
(Left-click to open and right-click to save)
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Hardly anything to this chapter really, just push a button a few times and turn a valve. Perhaps because I have played them with too much time between each chapter but this felt finsihed before it got even started.
Considering this we the final fighting sequence it was pretty weak.
It’s easy to critize and say how things could be improved but clearly this needed something a little more satisfiying.
I’m pretty sure I killed all 6 grunts; two through the door, two wating downstairs and two in the other room.
– Open the field from downstairs
– Kill all 4 human grunts
– Turn the pressure valve completely before killing the houndeyes
– Find the snarks
– Count 9 coolant barrels
I didn’t trust him!
3 minutes
0
Pretty cool chapter, THE great escape. I think that there should have been a little action between the teleportation sequences, it was getting pretty boring.
I just wrote on the wall xD
The first time that I played this, I actually expected Rosenberg to abandon me there to save himself, and I thought the action would continue. Not a big deal I guess.
Challenges:
– Open the field from downstairs
I could have done this one to save some time, but I didn’t think of it until after I played this. I did a few tries after that, and I happy that I didn’t try it in the real video, because it seems like it’s very hard to do, and most of the time I fail miserably, then need to rush upstairs to do it manually and I lose a LOT of time.
– Kill all 4 human grunts
Killed two.
– Turn the pressure valve completely before killing the houndeyes
didn’t do it, I didn’t know how much hp I needed for the final grenade jump, so I didn’t take any chances.
– Find the snarks
dafuq?
– Count 9 coolant barrels
dafuq?
Five words or Less Review:
Too long to be fun
Deaths:
I’ll let you guess….
*puts on party hat*
Playtime:
4 minutes 30 seconds 792 milliseconds
I would be interested to see how did Phillip get 3 minutes for this chapter considering the fact that the world record is 4 minutes 15 seconds 930 milliseconds
I admit to just posting anything because I was in a hurry. I’ll fix that soon.
Wow that was a really lousy chapter, I could have sworn there was something bigger at the end of Blue Shift than this. Surely it would not have been difficult to throw together a more exciting fight – a couple of houndeyes and some grunts?? That’s hardly a game ending boss is it?
On the bright side, it did allow me to succeed in some of the challenges for once!
Open the field from downstairs
Kill all 4 human grunts
Turn the pressure valve completely before killing the houndeyes
Find the snarks
Where on earth would there be snarks?
Count 9 coolant barrels
Ditto…
None disappointingly for an endgame.
Playtime: About 4 minutes.
i think we screwed up here somewhere. the final 2 challenges aremeant for power struggle. sorry boit that pp community!
That seemed pretty weird xD
I thought “maybe there are snarks in a vent in the room that the grunts come out of or something” but I really had no idea where to find some coolant barrels
To be honest, I liked this chapter. Not all games need to have a final boss. I thought this wrapped the story up nicely.
– Like in Captive Freight, the teleportation sequence must of been hell to map
– I never knew that if you wait to long to push the button, the place will start blowing up and you’ll get a game over
– I bet not a lot of people even go into the Control Access room
– The teleportation flux sequence was simple yet effective
– The place in Xen you get teleported to is from OP4
– In a nice nod to HL1, you get to see Gordon being dragged to the “interrogation” room
– Open the field from downstairs
I spent way too long trying to do this, but I did it.
– Kill all 4 human grunts
The 2 grunts on the bottom floor actually took me by surprise.
– Turn the pressure valve completely before killing the houndeyes
I took some damage from it, but I did it.
Playtime:
14 minutes (well that was unexpected)
5 words or less:
Physics is Beautiful
My images for this chapter:
http://imgur.com/a/sVGoE
This had so much potential, but ends up being the weakest chapter in all of Blue Shift. Gearbox really missed an opportunity to put a nice lid on a fairly tight experience, but instead it just leaves you disappointed and it likely colored many players” overall feelings about Blue Shift in the process.
I did like the nice buildup of tension when you hear the soldiers getting closer and then cutting through the door. But again, the actual fight is such a letdown. I thought it had great potential for a standoff against waves of grunts while the portal reset itself. Ah well, not to be.
Playtime: 7 minutes (waited to see what would happen if I didn’t go into the portal)
Probably the easiest chapter of the game, except intro and final of course. Leap of Faith is fully scripted and you must do the right thing at the right time to success.
I remember in my first play, I took too much time to open the valve and failed. This with the houndeyes trap and the grunts behind the doors are elements used to stress the player. In fact this is a good use of an escaping scenario.
After Rosenberg is escaped and while teleporter is charging, (it can do alone!) Barney must fight the soldiers quickly in order to open portal and escape. If he’s too slow, that’s again a failure in a blow up.
-Open the field from downstairs
-Kill all 4 human grunts I killed 5 but spared one
-Turn the pressure valve completely before killing the houndeyes
-Find the snarks
-Count 9 coolant barrels
I suspect the two last to be about the previous chapter.
Why Barney’s buttons are upstairs and not on main console.
5 minutes
Open the field from downstairs
Kill all 4 human grunts
Turn the pressure valve completely before killing the houndeyes
Find the snarks
Count 9 coolant barrels
No boss fight?
Playtime: 8 minutes