Detailed walkthrough for Part 19 of Half-Life: Opposing Force, covering the BIG SHAFT AND MARINE CAMP and MARINE HQ AND POWER GENERATOR sections. Includes strategies for headcrabs, vortigaunts, and marines.
Walkthrough
- 1Crouch-drop down to the floor below the broken walkway, breaking crates to find a tripmine and assault rifle (AR) grenades.
- 2Proceed down the hallway, ready your assault rifle for a vortigaunt, and strafe to dodge its fire.
- 3As rubble falls ahead due to a gargantua stomp, move slowly towards it with your flashlight on. Sneak-shoot a headcrab near a ceiling hole or use a hand grenade.
- 4Past that, two more headcrabs will drop; shoot them and move to section c2a1b.
- 5Section c2a1b: BIG SHAFT AND MARINE CAMP
- 6In the next room, strafe to let vortigaunts blow themselves up. Use the door-opening wheel to open the nearby doors.
- 7Climb the first ladder, turn left, and move halfway to the next ladder. Look up to find a marine on the walkway above and shoot him with the .357. If he escapes, try shooting from the base of the next ladder or finish him later.
- 8Enter the side room, grab both pairs of AR grenades (totaling six).
- 9Climb the ladder to the top walkway and crouch-walk to the marines' area.
- 10Take down the turret by crouch-strafing to shoot one of its legs.
- 11Get out the .357 and sneak to shoot the marine near the first aid station. If he moves, pursue and shoot him again.
- 12Bash boxes and tables for ammo, including a crossbow clip. Head down the corridor to section c2a1a.
- 13Section c2a1a: MARINE HQ AND POWER GENERATOR
- 14When rounding the next corner, note the explosive crates ahead.
- 15Edge forward with your pistol and shoot the explosive crates next to a sandbag wall to blow them up, luring two other marines. Stay hidden or let them come for shotgun blasts.
- 16In the underground bunker-style room near the sandbag wall, find a first aid station and hand grenades.
- 17Past the sandbag wall, find a spare tripmine on the floor near a ramp.
- 18Optional Shortcut: Jump over the railing onto a moving fan below, then take the power-restoring steps and ride the lift up. This allows a quick run for the exit using AR grenades, but you won't be safe until returning to the room with the self-detonating vortigaunts.
- 19Recommended Path: Get out the .357 and quicksave. Back onto the first ramp, face the red-railed balcony. Kill the marine that appears there before he escapes.
- 20Listen for an explosion, indicating another marine was killed by a tripmine. If both events occur, quicksave. Otherwise, quickrestore and retry.
- 21Crouch-walk up the ramps. Set a tripmine on the wall to the right of the doorway.
- 22Crouching near the tripmine, turn on your flashlight and look through the doorway. Shoot the vent grating on the ceiling twice with the pistol to let headcrabs drop.
- 23Immediately run to the bottom of the top ramp and crouch with your shotgun ready.
Tips
- Save AR grenades for tough fights.
- Use the environment to your advantage, like letting enemies trigger explosives.
- Quicksave frequently, especially before engaging difficult enemies or attempting tricky maneuvers.
- The crossbow ammo found is for a weapon you won't get for a couple more chapters.
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