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Part 19
Half-Life: Blue Shift

Part 19

Detailed walkthrough for Part 19 of Half-Life: Blue Shift, covering the 'A Leap of Faith' and 'Deliverance' chapters, including turret activation, power cell delivery, and escaping the teleportation sequence.

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Detailed walkthrough for Part 19 of Half-Life: Blue Shift, covering the 'A Leap of Faith' and 'Deliverance' chapters, including turret activation, power cell delivery, and escaping the teleportation sequence.

Walkthrough
  1. 1
    Activate the turret past the window to defeat the vortigaunts. Retreat to avoid turret fire.
  2. 2
    Run past the turret window, noting the first aid station and useless HEV station.
  3. 3
    Use a wall panel to open a door, which serves as a shortcut back to the lab's lift.
  4. 4
    Head right to the power cell charging area. Wait for the alive guard to move, then open the fence door.
  5. 5
    Push/pull the power cell into the charging station's tray.
  6. 6
    Press the red button to charge the cell, then wait for ejection.
  7. 7
    Push/pull the charged cell back through the fence door and onto the delivery lift's tray.
  8. 8
    Use the button panel to send the cell to Dr. Rosenberg.
  9. 9
    Return through the door near the first aid station.
  10. 10
    Head right and drop to the lower floor, returning to the lab's lift. Check for any supplies left behind before proceeding.
  11. 11
    Take the lab's lift up to start the "A Leap of Faith" chapter.
  12. 12
    In the main teleporter room, make a regular save. Climb the ladder directly ahead.
  13. 13
    At the top, turn left and run along the upper walkway until you can turn left and drop into the control room.
  14. 14
    Find and use the main power switch to turn on main power.
  15. 15
    Climb the ladder back to the upper walkway.
  16. 16
    Go down the walkway to the system pressure monitor. Quicksave.
  17. 17
    When the primary coolant line ruptures, lean on the "Use item" key on the wheel under the pressure monitor to turn it.
  18. 18
    When you hear a teleporting sound, release the wheel, turn left, and blast the houndeye.
  19. 19
    Turn around and blast the other houndeye.
  20. 20
    As soon as the second houndeye is dead, return to the wheel and crank it again.
  21. 21
    When the alarm stops, release the wheel and run back to the control room.
  22. 22
    Look through the window for the big red button to the right of a green sign.
  23. 23
    As soon as the button lights up, use it to open a teleporter field below.
  24. 24
    Stay at the window and repeat until Dr. Rosenberg teleports out. Quicksave.
  25. 25
    Climb the control room's ladder and throw two C4 satchel bombs against the "CONTROL ACCESS" door.
  26. 26
    Drop back into the control room and listen for the door falling. Detonate the satchels to kill the marines.
  27. 27
    Climb the ladder to check. If unsuccessful, quickrestore and try again.
  28. 28
    Alternative: Wait near the top of the ladder with the assault rifle. Quicksave when the door is about to fall. Try to kill both marines with one AR grenade. If only one dies, shoot the survivor.
  29. 29
    Drop back into the control room if not already there. Switch to the RPG.
  30. 30
    Run for the window. When the red button lights up, quicksave and use it.
  31. 31
    Wait for two marines to enter through the door. Blast each with an RPG rocket.
  32. 32
    Note: If RPG fails, memorize marine positions, restore save, place two C4 satchels where they stop. Use AR grenades for other marines, then detonate satchels after the two run-in marines stop.
  33. 33
    As soon as the two marines are dead, switch to the assault rifle and run for the control room's ladder.
  34. 34
    Quicksave, climb the ladder, and run along the walkway to the ladder leading down.
  35. 35
    Stop near the top of the ladder and toss four or five AR grenades through the railing at the doorway the marines are entering through.
  36. 36
    Hurry down the ladder and run for the teleporter to escape.
  37. 37
    You will materialize outside near an exit gate, then teleport again, ending up in a small room where marines drag an unconscious Gordon Freeman.
  38. 38
    After your Half-Life equivalency index is established, you will appear back in the outdoor area, free of the teleporter.
Tips
  • Use the turret to your advantage by luring vortigaunts into its line of fire.
  • The HEV station near the first aid station is non-functional.
  • Make regular saves and quicksaves frequently, especially before critical events like the coolant line rupture or marine encounters.
  • The C4 satchel bomb method is effective for clearing the "CONTROL ACCESS" door, but requires precise timing for detonation.
  • The AR grenade method is a viable alternative for dealing with the marines behind the "CONTROL ACCESS" door.
  • If using the RPG, aim carefully to ensure both marines are eliminated quickly.
  • Memorizing enemy positions can be crucial if the primary strategy fails and you need to set traps with C4.
  • Tossing AR grenades down the ladder is an effective way to clear incoming marines before reaching the teleporter.

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