Jun 11, 2001 - Half-Life Blue Shift Walkthrough for PC 1

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Half-Life: Blue Shift GuideHalf-Life Blue Shift on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
For PC
By Raining Metal (Boocatcher5@hotmail.com)

>Table of Contents<

1.0 Introduction
1.1 Version History
1.2 Story

2.0 Basics
2.1 Controls
2.2 Hazard Course
2.3 Puzzles

3.0 In-Game
3.1 Weapons
3.2 Items
3.3 Allies
3.4 Enemies

4.0 Walkthrough
4.1 Insecurity
4.2 Duty Calls
4.3 Captive Freight
4.4 Focal Point
4.5 Power Struggle
4.6 A Leap Of Faith

5.0 Other
5.1 Cheats
5.2 FAQ
5.3 Email Guide

6.0 And The Rest!
6.1 Credits
6.2 Legal Disclaimer

To search for the section wanted in this Guide, Highlight the Number beside the
subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will
activate a finding system to look for the text put in (in this case, a number
with a decimal) and simply click “Next”.

==================
1.0 >Introduction<
==================
Hi everybody! Raining Metal goes on with his guide writing! Half-Life: Blue
Shift takes place in Gordon's trusty ally's shoes, Barney! This game is
unfortunately short, but still interesting nonetheless.

---------------------
1.1 >Version History<
---------------------
Version 1.00

The Complete version.

-----------
1.3 >Story<
-----------
Note that this part has spoilers.

Barney Calhoun, a mid-level Security Guard at Black Mesa, has been sent to fix
anelevator at a vacant area. Unfortunately, Aliens begin to pour in! Unlike the
other protagonists in the other games, Barney just wants to escape alive! He
finds a Scientist, Dr. Rosenburg, to help him with his journey out. First, the
pair must go to a secret lab where they will make a portal to the outer gate...

============
2.0 >Basics<
============
This section teaches the player how to play Half-Life.

--------------
2.1 >Controls<
--------------
These are the default controls of Half-Life. Note that the player can change
the control setup via the options menu.

Mouse: Look around.
W: Move Forward.
A: Move Left.
S: Move Backward.
D: Move Right.
Primary Mouse Button: Primary Fire.
Secondary Mouse Button: Secondary Fire.
Space Bar: Jump.
Ctrl: Crouch (Hold).
E: Action.
F: Use Flashlight.
R: Reload.
Shift: Walk.
1-5: Weapons.
Esc: Pause menu.

-------------------
2.2 >Hazard Course<
-------------------
The Hazard course can teach Barney how to swim, shoot, use objects, interact
with people, solve many puzzles, and much, much more! I highly recommend
players new to this game to go to the hazard course before starting the game.

Area 1: Moving and Jumping.
This area teaches trainees to jump. Through pipes to long gaps, this
exercise will be an important method to learn.
Half-Life Blue Shift on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
Area 2: Using the Enviroment.
This sector teaches guards how to use things around the facility, such as
elevators, first aid stations, wheels, boxes, and more! This also tests players
how to use the crowbar and the flashlight.

Area 3: Combat & Swim.
This target range gives players how to fire weapons and use the secondary
triggers. Also, this area contains a pool which the players will need to swim
across to the next area.

Area 4: Defence capabilities.
The area here represents hazards that the player will likely encounter in the
game. It also makes use of the Armor.

Area 5: Interacting with civilization.
The final place requires the player to use a Scientist to open up a door.
To finish the course, the player must drive a train to the exit.

-------------
2.3 >Puzzles<
-------------
Half-Life: Blue Shift contains many puzzles. Some are hard. To get past them,
read signs and try to find out how they're connected to the problem. Some
objects might be needed for the puzzles.


=============
3.0 >In-Game<
=============
Here's the information about the story mode.

-------------
3.1 >Weapons<
-------------
Here's what Gordon needs to fight against the enemies he encounters.

*********
*Crowbar*
*********

Console Name: crowbar.
Clip Size: N/A.
Carrying Capacity: N/A.
Power: Average.
Accuracy: Very High.
Rate of Fire: Fast.
Range: Melee.
Ammo Type: N/A.
Alternate Fire: None.

This is the second weapon Barney gets. It's useful for breaking boxes and such.

***********
*Glock 9mm*
***********

Console Name: 9mmhandgun.
Clip Size: 17.
Carrying Capacity: 250.
Power: Average.
Accuracy: High/Low.
Rate of Fire: Semi-automatic.
Range: Long/Short.
Ammo Type: 9mm.
Alternate Fire: Fast firing.

This is the first gun Barney gets. It's effective against aliens and for
long ranges.


***************
*.357 Revolver*
***************

Console Name: 357.
Clip Size: 6.
Carrying Capacity: 36.
Power: High.
Accuracy: High.
Rate of Fire: Bolt.
Range: Long.
Ammo Type: .357.
Alternate Fire: Scope (Multi-player only).

The 357 is one of the more useful guns in Half-Life, but its ammunition is less
plentiful around Black Mesa.

*********
*MP5/M16*
*********

Console Name: mp5/9mmAR.
Clip Size: 50.
Carrying Capacity: 250.
Power: Average, Explosive.
Accuracy: Average.
Rate of Fire: Automatic.
Range: Short.
Ammo Type: 9mm, Launcher Grenades.
Alternate Fire: Fire Grenade.

A very versitale weapon, but a bizzare one too. It's grenade launcher is made
up for its low accuracy. But it has the most plentiful ammunition around.

***************
*SPAS-12 Gauge*
***************

Console Name: shotgun.
Clip Size: 8.
Carrying Capacity: 125.
Power: High.
Accuracy: Medium.
Rate of Fire: Pump.
Range: Very Short.
Ammo Type: Shotgun Shell.
Alternate Fire: Double Shot.

This is one of the stronger weapons. At close range, this weapon is very
deadly. It is useful in tight areas.

*********
*Bazooka*
*********

Console Name: rpg.
Clip Size: 1.
Carrying Capacity: 5.
Power: Explosive.
Accuracy: High.
Rate of Fire: Single.
Range: Long.
Ammo Type: Rockets.
Alternate Fire: Laser guidance.

This is the main anti-air weapon. Good for taking down aircraft and armored
foes.

**********
*Grenades*
**********

Console Name: handgrenade.
Clip Size: N/A.
Carrying Capacity: 10.
Power: Explosive.
Accuracy: Low.
Rate of Fire: Throw.
Range: Short.
Ammo Type: Hand Grenades.
Alternate Fire: None.

I rarely use these. For the best results, throw them to a lower level.

**********
*Detpacks*
**********

Console Name: satchel.
Clip Size: N/A.
Carrying Capacity: 5.
Power: Explosive.
Accuracy: N/A.
Rate of Fire: Throw.
Range: N/A.
Ammo Type: Detpacks.
Alternate Fire: Detonate.

These go perfectly well with certain enviroments. Plan ahead, and these will be
fun to use.

********
*Snarks*
********

Console Name: snarks.
Clip Size: N/A.
Carrying Capacity: 15.
Power: High, Explosive.
Accuracy: N/A.
Rate of Fire: Deploy.
Range: N/A.
Ammo Type: Snarks.
Alternate Fire: None.

Heh, heh. These adorable creatures are good for arena-like areas. They will
refuse to attack other aliens however, and should be used on military-only
sectors. If they don't find any other targets, they might attack the user!

-----------
3.2 >Items<
-----------
These are the items Freeman is likeley to encounter during his journey. He
cannot carry them, he can only use them.

*************
*Health Pack*
*************

Console Name: healthkit.
Purpose: Gives Barney Health.

To be honest, I play with Godmode on most of the time. But these items can help
Barney if he is injured.

************
*Armor Vest*
************

Console Name: vest.
Purpose: Gives Barney Armor.

Barney does not have the use of electrical Armor, unlike Gordon and Adrian, but
he can pick up Armored Security assets to fill his Armor quantity.

********
*Helmet*
********

Console Name: helmet.
Purpose: Gives Barney Armor.

This give less armor than the Vest, but they are more common.

*******************
*First Aid Station*
*******************

Console Name: N/A.
Purpose: Replenishes Gordon's Health.

The First Aid Station can be used more than once, but only has a certain amount
of health to replenish (depending on difficulty). Once the light goes out, the
Station can not be reused.

********
*Turret*
********

Console Name: N/A.
Purpose: Weapon.

Found mainly at Military zones, Barney can use their weapons against them and
the aliens. There are more convinent ways to use the many turrets though, such
as breaking down walls and doors.

**************
*Healing Pool*
**************

Console Name: N/A.
Purpose: Replenishes Barney's Health.

Found only in Xen, these won't heal as fast as the first-aid stations, but have
an infinite supply of wound-fixing.

**********
*Jump Pad*
**********

Console Name: N/A.
Purpose: Gives Gordon a high jump.

Found in infested areas of Black Mesa, Barney might need these to get to
certain spots.

------------
3.3 >Allies<
------------
These are the few allies Barney will get help from. Some of them will need to
survive in order to do their task.

***********
*Scientist*
***********

Weapon: None.
Health: Low.
Speed: Medium.
Special Abilities: Healing, High Security Clearance.

These lowly fellows are mainly the civilians of the game. However, they can be
allies when Barney's health is below 50, and can open doors for him. They
should not be attacked by Gordon, because if he does so, then they will run
away from him. There's few of them in the Train Yard, and one of them needs to
be rescued in order to escape!

*****************
*Security Guards*
*****************

Weapon: Glock 9mm.
Health: Medium.
Speed: Medium.
Special Abilities: High Security Clearance.

Not many of Barney's colleagues are met after the disaster. Barney will only
find most of them as corpses, or unable to help him in combat.

-------------
3.4 >Enemies<
-------------
There are many hostile forces to encounter, and they are not stupid. Barney
must take these foes out as quickly as possible.

-----
Human
-----
The military are not at all friendly to Black Mesa, and are very hostile to
Barney. They are very smart and will do everything they can to flush him out!
The soldiers can use radio communication to send alert to any of their nearby
squad. There are also some mechanical technologies that the humans use.

*********
*Trooper*
*********

Weapon: MP5/M16, Grenades.
Health: Medium.
Speed: Medium.
Special Abilities: None.

These are the standard soldier Barney will encounter. They are very numerous
and a threat. The Troopers wear gas masks.

***************
*Shotgun Grunt*
***************

Weapon: SPAS-12 Gauge, Grenades.
Health: Medium.
Speed: Medium.
Special Abilities: None.

These soldiers only carry the SPAS-12, so they are more dangerous when up
close. Take them down from afar. The Grunts wielding shotguns wear
balaclavas.

***********
*Grenadier*
***********

Weapon: MP5/M16 with Grenade Launcher, Grenades.
Health: Medium.
Speed: Medium.
Special Abilities: None.

Apparently only African-American, the Grenadiers are very dangerous due to
their skill with explosives. They also have a cigar in the normal version, a
beret with the high-definition pack.

 

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