Navigate Xen and the lab in Half-Life: Blue Shift Part 16. Learn how to defeat marines and escape the teleporter lab.
Walkthrough
- 1Collect the ammo canister near the spiky plant.
- 2Jump back across to the ground left of the whoosh-thing, avoiding the whoosh-thing itself.
- 3Equip the shotgun and run up the curving pathway.
- 4Be ready to double-barrel a vortigaunt that teleports in ahead.
- 5Get the health pack and ammo canister from near the dead HEV suit wearer.
- 6Quicksave (save your game at a checkpoint (an auto-save point you restart from on death)) and move into the second part of the headcrab tunnel.
- 7Proceed cautiously with the pistol or assault rifle out to shoot headcrabs.
- 8After encountering one headcrab, section ba_xen6 will load.
- 9Continue cautiously down the tunnel, encountering three more headcrabs before a drop-down point.
- 10Equip the shotgun, turn on your flashlight, and quicksave.
- 11Drop down and turn right to find a large rock to hide behind as two vortigaunts teleport in ahead.
- 12Wait until the first vortigaunt is in shotgun range, then blast it.
- 13Let the other vortigaunt see you.
- 14Quicksave and run outside.
- 15Double-barrel the vortigaunt that teleports in on the walkway near you.
- 16Immediately turn and jump into the teleporter orb that Dr. Rosenberg's voice is coming from.
- 17If fast enough, you will make it before a nearby alien grunt can hit you with any of its hornets (small projectiles).
- 18You will end up back in the lab in section ba_teleport2.
- 19After appearing in the teleporter lab, listen to Dr. Rosenberg and follow him to a lift.
- 20Get on the lift and quicksave before using its button panel.
- 21There is a small chance the game will glitch and not load the "Power Struggle" chapter as you descend; if this happens, quickrestore (load your last save) and try again.
- 22After the lift stops, use the button panel to the right of the large door to open it.
- 23Stay near the button panel and use the pistol to sneak-shoot the bullsquid just past the door.
- 24Check near the dead guard for bullet ammo and armor items.
- 25Get on the lift past the guard and use its button panel to go up to a higher floor.
- 26Go down the hall past the lift to where you can look through a fence and see a guard and a scientist discussing the power cell the lab needs.
- 27After they are killed by a vortigaunt, go back down the lift (or drop down) and get out the .357 Magnum.
- 28Marines will soon start cutting through the "RESERVE COOLANT BASIN" door.
- 29Stand in the big doorway near the lab's lift so you can only see the right half of the door they are cutting.
- 30Quicksave when the door is almost cut open, then wait until it falls.
- 31As soon as it falls, shoot one of the explosive containers just past the right edge of the doorway.
- 32If done fast enough, both marines will be killed. If one survives, either sneak-shoot him or quickrestore and try again.
- 33There are supplies in the room past the cut-open door.
- 34In the area past the big doorway on the right are three marines who are impossible to sneak up on or sneak-shoot.
- 35After quicksaving, let them see you, then run back to the lab lift's big doorway and stand so you can see part of the cut-open doorway.
- 36Have the assault rifle out and use AR grenades to kill marines as soon as they appear in the cut-open doorway.
- 37Alternatively, let them see you, run back to the lab's lift, and use it to return to the previous section.
- 38If any marines see you as you descend in the lift, quickrestore and try again.
- 39Quicksave once you make it back down unseen, then crouch-walk slowly to see where the marines are.
- 40You should be able to sneak-shoot at least some of them, aiming for the head with .357 slugs for one-shot kills.
- 41If you cannot get them all without being seen, use the lab's lift again.
- 42If you have snarks from Chumtoad's Lair, go up near the doorway to the marines' area without being seen, then toss three or so snarks toward the doorway.
- 43Immediately run back to the lift room and wait for the snarks to explode.
- 44Run into the doorway and toss a couple more snarks toward surviving marines.
- 45They will see you, so quickly retreat to the lift room.
- 46If snarks don't finish them, toss more from the lift room's doorway, or ride the lift up and back down before more snarking or sneak-shooting.
- 47Once all three marines are dealt with, go to the room past the cut-open door and look for health packs and ammo, including two RPG rockets and a C4 satchel bomb.
- 48Past that, go through a fence doorway to a room with a power meter, then go through its other doorway.
- 49Turn right and go through another doorway, then crouch-walk up to the big window on the right.
- 50Get to where you can see part of a marine through the right side of the window, then carefully sneak to take him down with one headshot (a shot that lands on the enemy's head, usually an instant kill) from the .357.
- 51After he is down, bash the small boxes nearby to find two health packs.
- 52A nearby marine will shout "Movement!" when you go through the doorway to the blue-lit room, but he has not really seen you.
- 53Bash the boxes in that room for another health pack.
- 54Crouch-walk up to the right side of its other doorway.
- 55The marine is over to the left, so edge carefully to where you can use the .357 to perform a sneaky headshot.
Tips
- Use the shotgun for close-quarters combat against vortigaunts.
- Conserve pistol or assault rifle ammo for headcrabs in tight tunnels.
- Quicksaving frequently is crucial, especially before engaging enemies or dropping into new areas.
- Utilize cover (press the cover button to crouch behind walls or objects) effectively when engaging multiple enemies.
- The .357 Magnum is effective for headshots against marines.
- AR grenades are useful for clearing doorways.
- Snarks can be a viable alternative for dealing with groups of enemies if available.
- Be mindful of the teleporter orb timing to avoid alien grunt attacks.
- Listen to Dr. Rosenberg's instructions for guidance.
- Check dead guards and HEV suit wearers for ammo and health.
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