Game-Breaker – TV Tropes
This is based on opinion. Please don’t list it on a work’s trope example list.
“The Assyrians were the first people to start using iron weapons instead of bronze which, to put into a modern perspective, is sort of like showing up for a knife fight with the Death Star. Using iron made the Assyrians so near-invincible that, really, the other guys might as well have been swinging around bananas.”
An often controversial element of gameplay that unexpectedly trumps all others, a Game-Breaker is an element of a game that, due to underestimated abilities (whether on its own or when it’s combined with another item/mechanic) or players coming up with creative ways of using it, ends up making the game hugely easy.
For example, in a game where the player’s capabilities are meant to be limited by their access to currency, an easy trick that reaps a lot of money for little effort can become a game breaker. Or a particular gun having extreme firepower, high accuracy, and a high ammo capacity; or a Fighting Game character having a fast, unblockable move with very high priority (the ally equivalent to the SNK Boss). In games with a choice of playable characters, one may be much easier than the others and allow for skipping parts of levels that other characters would have to wade through slowly.
Another example is the potentially convoluted win/make-then-sell exploit, which is common in games with customizable items. A borderline example may be the trick of saving your game before a random item appears and reloading until you get the particular item you want, also known as Save Scumming.
A Game-Breaker can boost a pre-existing strategy or character and make it overwhelmingly powerful against things it would normally be balanced against — Scissors crushing Rock, so to speak. One fan term for it is “cheesing”. Depending upon who you ask, it may or may not be considered cheating. The Meta Game ends up revolving around who can get the Game-Breaker (or use it on the other) first, resulting in Gameplay Derailment.
Patches will often seek to rectify this. However, this often leads to an outcry among players who favored the original tactic. Worse, sometimes the nerfing of one Game-Breaker results in another Game-Breaker being discovered as a result, prompting the developers to consider whether they should apply a patch for the second one, or undo the previous patch so the two Game Breakers will balance each other out as they used to.
Game-Breakers are often controversial and subjective. Rarely do people actually agree on what is and is not game-breaking. Heated debates (or worse) over Game-Breakers spread like wildfire on the Internet, or even around the house. It’s obvious that the extremes of the Munchkin or the Scrub are wrong. However, there are techniques whose power is hard or even impossible to call.
Banning glitches and “unintentional” moves is usually a difficult thing to do. Sometimes it can be hard to tell whether something is a glitch or not, sometimes a glitch happens so often that you’d have to go out of your way to have it not happen, and other times it can be argued that a glitch adds more depth to a game rather than less.
The upshot is that you should probably take most of the below examples of multiplayer games with a kilo of salt. (No, not that kind of salt.)
Unlike video games, many older Tabletop RPGs have a built-in check in the form of the Game Master, who can override published rules for the sake of everyone’s enjoyment; thus, with a good Game Master, no Game-Breaker is possible. However, this naturally carries the corollary that, with a bad Game Master, the game comes pre-broken. Just what is and isn’t game-breaking is, again, controversial, and many GMs have to deal with a limited player base; too heavy or too light a hand may alienate players and destroy the Game Master’s plan.
Compare Disc-One Nuke and Sequence Breaking. A Lethal Joke Character may be one of these, as will the One-Man Party if the game’s balance is easily skewed. Lightning Bruisers are also common candidates. Some Boring, but Practical moves/tactics may border on this. That One Attack, when available un-nerfed to players, usually becomes this, as will any particularly powerful Min Maxers Delight. The Obvious Rule Patch is typically a response (but not necessarily a typical response) to the presence of this trope. Contrast The Computer Is a Cheating Bastard, as well as Skill Gate Characters that appear this way to newbies but can be taken apart by experts. Difficult, but Awesome characters can also be this when they’re so overwhelmingly powerful when mastered that there’s no way to beat a skilled user. Often overlaps with Tier-Induced Scrappy.
Oftentimes, your average Cheese Strategy will use this to grand effect, particularly if the game-breaking aspect of it is something that even the least-skilled or least-knowledgeable player would still be able to figure out, but just because something is a Cheese Strategy doesn’t make it a game-breaker, nor vice-versa. Only if it is a truly-unbalanced mechanic would they intersect.
A power-up that would be a game-breaker, except that it only appears when the game is essentially over, is Purposely Overpowered — note that most examples of these tend to be single-player affairs, where there are no other opponents to become offended over it. For stats that, once boosted to a high enough degree, make the character into a Game-Breaker, see One Stat to Rule Them All.
Note that this is not another word for ‘overpowered’. To be a true game breaker, the ability or character in question must be so hideously unbalanced that it makes people just quit the game in disgust. It’s so powerful that there are only two kinds of people: the ones that use it, and the ones that lose to it. That’s why people quit in disgust: it destroys all semblance of choice, and quite possibly all semblance of fun. Your available tactics are now limited to one—the one that works. And what if you don’t like that tactic? What if it’s a gun in a game where you prefer swordplay? What if it involves Attack! Attack! Attack! when you’re more of a defensive turtler? What if it requires you to play the Mighty Glacier but you’re a Fragile Speedster player? Well, then, it sucks to be you. You can play the game the way you want to, and lose… or you can follow the crowd, and maybe win. Small wonder some players Take a Third Option and Rage Quit instead.
Not to be confused with Game-Breaking Bug, for when you can literally “break” the game by crashing the underlying software or leaving your saved game in an Unwinnable state, or Game Changer. The narrative equivalent of this trope is Story-Breaker Power.
GameBreaker: Protect The Player. Protect The Game.
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Audiobook is not available | Audible.com
Evvie Drake Starts Over
Julia Whelan, Linda Holmes
Length: 9 hrs and 6 mins
In a sleepy seaside town in Maine, recently widowed Eveleth “Evvie” Drake rarely leaves her large, painfully empty house nearly a year after her husband’s death in a car crash. Everyone in town, even her best friend, Andy, thinks grief keeps her locked inside, and Evvie doesn’t correct them. Meanwhile, in New York City, Dean Tenney, former Major League pitcher and Andy’s childhood best friend, is wrestling with what miserable athletes living out their worst nightmares call the “yips”: he can’t throw straight anymore, and, even worse, he can’t figure out why.
3 out of 5 stars
Something made me keep listening….
The game breaker | ChristianToday Australia
In a recent report in the Sydney Morning Herald the Greg Chappell the Head Coach of the Australian Institute of Sport, Cricket Hall of Fame inductee and former Australian cricket team captain went into bat for Steven Smith to be included in the Australian Test Team for the up coming Ashes series in Australia.
Steven Smith’s all-rounder match-winning turn in the Caribbean in the Twenty/20 World Cup series, Chappell says could more closely emulate Richie Benaud than that of Shane Warne with his spinning skills.
Greg Chappell said: “He is [part of the Ashes plans] in my view. In Australia, through the history of cricket, good wrist-spin bowling has been very successful and I think he has the capabilities to do that, and it gives you the opportunity to play two spinners. Remember that Richie Benaud played for three or four years as a batsman predominantly, and bowled the odd over here or there. I can see Steve Smith doing that in the early days of his career.”
Chappell worked with Smith at Cricket Australia’s Centre of Excellence last winter and by batting in the top seven he could co-exist in the Test team with established off-spinner Nathan Hauritz.
He concluded with these words – ”We have got to produce game-breakers.”
“Game breakers” is the name of the game in many team sports, someone who has the ability to go that extra yard in performance, emotion, determination and spirit that can change the course of the match.
The opposition’s “game breaker” is a most dangerous player and every tactic is engendered to counteract whatever the “game breaker” attempts. The “game breaker” is both feared and admired. The “game breaker” is someone whose energy inspires the entire team.
Ric Charlesworth, the now Kookaburra (Australian Field Hockey Team) who coached the recent Australian men’s team win at the Hockey World Cup in India, was in his playing era, a game breaker. Renown as doing the most imaginative and creative plays “out of no where”, Charlesworth was the quintessential “game breaker”.
Lauren Jackson of women’s basketball is another of these “game breakers”. Lauren Jackson’s fame in women’s basketball is second to none. Lauren Jackson’s skills are beyond the literature written about her talents, and her years with the Seattle Storm illustrated time and time again how her “game breaking” skills came to the fore.
There is another “game breaker” that has eternal ramifications and that is Jesus Christ, the greatest of all “game breakers”. He broke sin’s grip on every human being. And moreover, on the Cross at his death, he called out, “It is finished”. The classic game breaker! His task had been completed and the victory won.
Moreover he rose again the third day to illustrate that his words had reality to them. I for one. want to be on the same team as this “game breaker” …
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Game Breaker 4
Drilled my GB4 40×4. 75×40: identical to my Omni which is the best ball I have thrown in the past 5 years. The Omni gives me a very Black Widow like ball shape – sufficient traction on medium/heavy oil with a big round arc that keeps coming on the back end. My hope was for the GB4 to give me an option to ball down to when I want to flatten out my angles.
I threw 2 shots with the GB4 before turning the camera on to record my video ball review: https://www.youtube.com/watch?v=fvaDeB9wWO8&t=344s
Out of the box the GB4 was just an absolute monster. 500/1500 grit is a LOT of cover and actually had me deeper than the Omni in order to get the ball down the lane. The softer shape off the friction was good, but I didn’t need a symmetric to be that strong when I already have the Omni and the Zeniths.
What didn’t make the video was my surface adjustment in hitting the GB4 with a 3k pad. This smoother finish gave me a drastically different ball reaction in which I was able to move 5 boards right with my feet yet still get the ball to the same break point. The GB4 at 3k was much cleaner through the front and allowed me to keep my hand further behind the ball to play closer to the track which is exactly what I needed to score on fresh lanes. As fun as it was to wheel the GB4 through the middle of the lane, this finish is much more playable and makes the ball a viable option a wider range of patterns.
Compared to other balls in my bag, the GB4 slots somewhere between my Hero Solid and Knockout. The Hero Solid is a little earlier/flatter than the GB4 which works better on shorter patterns, while the Knockout gets further down the lane and sees the corner a little bit more.
The GB4 with the surface change has me 4/2 right of the Omni with a smoother motion off of the dry boards. I find that these 2 balls really compliment each other well and can see myself bringing these balls to tournaments instead of the Hero/Knockout.
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WHAT IS THE SPIRIT OF THE GAME – Federation of the Fling Disc of Russia
Spirit Of The Game is the guiding principle of all flying disc sports.
The Spirit of the Game says: “Respect for the opponent is paramount” , therefore disc games can be considered the most polite sports.
Ultimate Moral Rules strictly prohibit intentional fouls and rude behavior on the pitch. Flaky behavior can be interpreted as a lack of athletic prowess.It happens that it is extremely beneficial for a player to declare a foul, but this is a “gross insult to the spirit of sports.”
Such a thing as a fine does not exist in the ultimate. According to the Spirit of the Game, it is initially assumed that no player will intentionally break the rules; therefore, there are no harsh penalties for unintentional violations.
Naturally, it is impossible to completely exclude violations, therefore fouls still exist, but they are announced not by the referees, but by the players themselves, with whom, in their opinion, they were treated roughly.
For example, if one player prevented another player from catching the disc by hitting him on the hands, then the first player has the right to call a foul and this is not negotiable, even if the second player does not agree with him. In this case, the game goes back one step and no one is removed from the field.
Since players cannot be excluded from the game, it may seem that such a system is harmless for offenders, but the Spirit of the Game is so important to the players that any other measures are practically unnecessary.
There are no referees in Ultimate, so each player is responsible for his own behavior on the field.
A player can call himself a foul because Frisbee games are based on an honor system. At the same time, it is considered a priori that no one will deliberately cheat.
As in any other sport, the Ultimate Frisbee rules take time to learn. However, they are all reduced to the concept of Spirit of the Game . Mastery is encouraged, but never at the expense of respect between players, adherence to the rules, or simply the enjoyment of the game.
The purpose of the rules is to provide a framework that describes how the game is played.
Spirit of the Game allows you to play without referees, without aggression and without long pauses in the game.
More details about the assessment of the Spirit of the Game HERE
Section with information for players, captains and tournament directors HERE
Half Life 2: 11 Walkthrough
Chapter 11 – Intruder Number One
While Alix sends Dr. Kleiner to safety, you and her Dog will leave the laboratory on the streets of City 17.A dog, when needed, is just a killing machine! The Alliance squad and the armored personnel carrier have no chance. Everything and everyone will be scattered in seconds, clearing our way down the street. While he is dealing with enemies, the Half Life 2 walkthrough advises better not to stick out anywhere – he himself will do a great job. When the Dog finishes, go to the opposite end of the street. There, the robot Alix will push apart the heavy sheets of iron, thereby creating a passage for Gordon. And he himself will pounce on the enemy transporter and fly away with him.
Through the gap in the house you will go out into the alley. Look to the near left corner of the room, where there will be a passage in front of the elevator, along which you will go to the courtyard familiar from the beginning of the game. Half Life 2 passing warns – do not try to climb the stairs or the elevator – we are on the street. Here you will meet the Alliance military scanners – in addition to a brighter flash, they are also equipped with a submachine gun. The first rebel ally will join you. Go out to the very station square where you were at the beginning of the game.And the Resistance fighters are already actively operating in the square – with the help of ropes, they are trying to throw to the ground a huge screen from which Bryn carries his crazy propaganda. Very soon they will succeed, the screen will crash with a crash, and the rebels will go further with you.
Honestly, they are not very helpful. They shoot so-so, damage resistance is also not so great. But they distract the attention of enemies from you, because the passage of the game Half Life 2 recommends protecting them whenever possible. You can also command them (the “C” key by default) – you can either call them behind you, or leave them standing still, or send them to the point you need.Everything is done with one key and aiming the sight. By pressing the “C” key and aiming at a certain point, you will send your soldiers there. Press the squad control key twice to make them come back to us. Sometimes making them stand still is the only way to keep allies alive.
A gate will open in the far right corner, and several opponents will run out from there – deal with them. Again, do not hide behind the backs of your allies – otherwise you will very soon be left without help. After killing opponents, move forward along the lanes.You will reach the grid, behind which is another Resistance fighter, and in front of you is a sheet of metal covering the hole. Several mines lie under the hole on the ground – and then there is an opportunity to see how they work, in the form of a headcrab crawling right towards the mine. It jumps up when someone passes by, and explodes when it falls. But it is not all that bad. Having pulled the mine out of the ground with the help of the gravity cannon, you will have the option to either place it again (now it reacts to opponents, and not to you and your allies), or to throw it at the enemy – it will certainly explode upon impact.
Clear the ground under the hole from six mines, get down. The passage of the game Half Life 2 warns that there on the ground you will see three more mines, and in the next booth made of wood – one. And ahead on the street you will see, perhaps, the most formidable ground enemy in the game – the strider. This biorobot is extremely dangerous. And all because of its height, resistance to damage and powerful weapons, the weakest of which is the rapid-fire machine gun! But, fortunately, you should not be afraid of him here – he will kill the man on the third floor and blow up the car on the street, after which he will go on his three limbs further.
Leaving the alley between the houses, turn left, where there are small Alliance forces ahead and several bouncing mines on the ground. In addition, there will be more of them thanks to flying devices that throw them down. Having dealt with the enemies, the Half Life 2 walkthrough recommends that you remove mines with the help of a gravity cannon out of harm’s way – allies may not notice them and blow up.
The street is closed ahead, so turn right into the arch, scattering the furniture, blocking the passage of allies with a grav-cannon.Also eliminate the enemy. We need to go from this courtyard to the left to go to the next one, where a group of GO fighters is waiting for us. In the far left corner is the entrance to the building – go there. Half Life 2 the passage informs that there is no point in going up, since on the top floor there are only a couple of zombies and a TV with Brin’s already annoying mug. There is also a watermelon, which amusingly shatters into chips when damaged. But it’s not worth it – just go outside. Our goal is its end on the left side, but we will not be able to walk along the track.Let’s go around – turn right, where the fire is burning, go into the corner, in which you will find a passage to the middle of the building.
Go upstairs, turn right, then left, where you will find a hole in the floor. And under it there are two turrets at once, which can be knocked to one side either with a grenade or by an explosion of a barrel standing nearby. You will reach the end of the street, where you need to turn into a room on the left, in which you will again have to go up, and then go down, but already behind the barricade. Passage of the game Half Life 2 warns – There are a considerable number of opponents, but it is much easier to kill them from here. After climbing the barricade, continue climbing the beams until you reach a building. There will be a suit charger in the room opposite you. The building is teeming with Alliance soldiers, so be careful and cover your allies. You will reach the stairs, where you need to go down – at the top there is only a turret and a dead end, there is nothing to do there. Below there will be a high concentration of opponents.
Having cleared the rooms from enemies, get down still down. So wind up and down the building, gradually descending from floor to floor below, not forgetting to destroy all enemies.Get to the basement itself. There are as many as three turrets, two of which can be seen directly from your position. Passage of the game Half Life 2 advises to throw a grenade there, it can also hook a hidden zombie. More precisely, half a zombie, no legs. Jumping down, where the turrets were, first go up the street, where behind one of the gratings you will see boxes with ammunition – to get it, use the gravity gun. After that, get down back to the underground track. Here the main threat will be manhecks. They will attack you and your people in huge numbers, and it is important to keep allies alive – they will be very useful against flying small pieces of iron.One barrel is good, but a few are better. So don’t be selfish, help brothers in arms.
At the end of the section there will be a net on the left and a door with a padlock on the other side – climb behind it and knock down the lock with a crowbar so that the allies can continue to follow them. If, of course, they are still alive. On the next section of the path, besides the annoying manhacks, there will also be Alliance fighters. At the very end of the tunnel there will be two stationary machine guns, so break through to them, that you have the strength to keep the defense from massive attacks of enemies.Both live and manhacks. Having repulsed, approach the rubble behind the machine guns. There will be a medic who will blow up the blockage so you can get through. Meanwhile, another wave of enemy forces will rush in. When you beat it off, enter the gap formed by the explosion. The medic who organized it for your benefit will join our team.
There is a door on the left that does not open. The same medic will assume that it is overwhelmed on the other side. We’ll have to get there an alternative way to open it on the other side for the allies.In the next blockage there is a passage to the right. Ahead you will see water terribly contaminated with radioactive particles, here is a paradise for zombies who have nothing against radiation. The depth of these puddles is very serious, to wade is suicide. Even with 100% armor and health, you will only last a few seconds. Therefore, contact with water must be avoided. And look around very carefully – zombies will rise from the depths of the polluted and opaque water. In large quantities. You will need accuracy and quick reaction – they come from all directions.You will have to navigate through the polluted water along the cars standing in it (it is better not to linger on the first one, as it will go to the bottom under your weight) and along scattered wooden boxes and huge coils for wires. They will have to be moved with the help of the gravity gun. The process resembles actions in the sands, where you had to move all sorts of objects with you in order to ask them for your path in order not to step on the sand. It’s the same here. Only zombies will attack, even if you don’t touch the water.
We need to go to the far left corner. There you can get through the pipes to the ventilation, from which you jump into the corridor. The corridor leads to the very closed door, because of which we almost became a zombie breakfast. Open it so that the medic who blew up the blockage for you and the rest of the team will continue with you. Go up the street.
On the street to the right of the blue RAF minibus, a rocket will fall, from which fast headcrabs will jump out. And inside RAFIK there is armor. A Resistance fighter behind bars will report that the Alliance has staged a serious shelling.Turn left and enter the house, where go up the stairs. While there is no one on your way – just run, it makes no sense to linger here, you will still have time to clear everyone. It’s just not very convenient to shoot from the window. Climb up, then jump into the hole in the floor. Then get down and return to fresh air. Here is the same tactic – it is better not to stop, if someone interferes – eliminate on the go, but you will still get to them all very soon. Our path lies through the house on the right, go upstairs again.Now, point-blank destroy all opponents. The main thing is to act quickly. You will reach the already traditional hole in the floor. Jump down. The Resistance fighter in the house opposite will lower the bridge over which we can get there – move. First go down, then go up a little ahead, you will see a bunch of headcrabs. A fast and disgusting screaming zombie is hiding around the corner on the right side. Destroy it, jump into the gap to the left.
We have to descend three floors at once, go into the open opening on the left side, after which you will again find yourself on the street, in the courtyard, in which there will be another group of Alliance soldiers. There is also an entrance to another building. Climb to the very top, eliminating all threats to your own health, where you will find a raised bridge. By switching the lever, you lower it and thereby open your way to the house opposite. Half Life 2 walkthrough advises to eliminate enemy soldiers on the go. In the room in which you find yourself, there will be a hole in the floor again – jump down. There are many enemy soldiers below, eliminate them all, and then go up one floor up the stairs. And from there, through another hole in the floor, jump down into a room inaccessible to penetration from the lower floor.
Ahead on the floor, which is even lower than yours, there is a battle between several enemy soldiers and zombies. There is no sweeter sight. It’s a shame it doesn’t last long. And the winner of the duel will have to be killed. You can help someone you like more. But then get rid of it anyway. Below, a little further, you will see turrets that fire at zombies. Shoot them down with a grenade, you can play it safe by throwing the second one. Then jump off. Near the screen on the right, there is a first aid kit and a suit charger. After a few seconds, an explosion will be heard from the door to the right, which will drop the door.It’s Alix!
It is pleasant to work with her as a team. One of the smartest allies in the game. Follow her through the corridors. You will reach the control room with several opponents inside. We will storm from different sides – Alix is responsible for the door on the right, we are for the one on the left. Eliminate anyone who gets in the way. After that, the girl will say that it is necessary to disable the Alliance generator in the square near the station, where you have already been twice during the game. Just to do this, Alix will take some time.We go there for her. The Alliance fighters will appear very inappropriately – they will land both on the right side of the square and on the left. We will have to run back and forth, getting rid of them, while Alix breaks the defense. After a painful defense, Alix will call us (Half Life 2 walkthrough warns – enemy attacks become no less massed!), And asks to shoot at the core (a kind of energy ball) of an open generator from a gravel cannon. It is best to do this as soon as possible. If you have time, you can replenish ammunition from the boxes in the square.Health and armor can be repaired from special machine guns where Alix broke the protection of the generator.
After disembarking the core from the generator, run behind the opened gates to escape from the numerous Alliance soldiers. The gate will close right in front of them. And in front there will be a moat in the place where the bridge used to be. Alix will climb to the roof to scout the path. But that was her mistake – the enemy soldiers who had come running stunned her and took her prisoner. Further we make our way without a charming girlfriend. She managed to shout from the house that you can go to the bottom left.So we will do it. Jump down, turn left. There will be an entrance to the sewer. If the first door opens easily, then the second is closed on the other side with a bolt. Luckily, we have a gravity cannon. It is easy for her to lift the bolt and toss it to the side. The next obstacle is four wooden planks, which can either be broken with a crowbar or reused with the gravity cannon.
Passage of the game Half Life 2 informs – after entering the corridor, get ready for several attacks of manhacks. After beating off, turn right from the place where you left.Pull out the barrels under the shield with some boxes with the grav-cannon. On the fallen shield, climb up to the pipes. Follow them further into the ventilation. And on the left side, another swarm of manhacks will fly out of the corridor. In the same corridor there is a first aid kit and armor, and our path lies to the right. On the upper tier, you will see three soldiers shooting at the only zombie on the lower tier. There is also an ammo box at the top that can be pulled towards you with a gravity gun. Go down two tiers, exit from here are double doors, locked on the other side with a bolt.The bolt can be pulled out with the same gravity gun from the next room through the barred window. There is a poisonous headcrab in the same room – be careful. After removing the bolt, go through that door further
You will see a soldier in front, shooting at several zombies that roam the lower left. Half Life 2’s walkthrough recommends waiting for him to destroy them, and then getting rid of him. After that, two more opponents will appear in the same place below. Jump down to where the zombies went. There is a staircase to the right around the bend.Go straight, then you will see a poisonous headcrab and further – a hulk zombie carrying several more of the same creatures. To the right in front of that zombie there is a niche in the wall, in which precious ammunition, including those for rare weapons, lie. Then run again to the stairs in the corridor, where there were zombies, along which go upstairs. As soon as you get up, you will see a poisonous headcrab. Get rid of it, go to the large room behind the barrel. First, go to the right corner in front, then to the left corner, from where to the red booth, which contains a decent supply of arrows for a crossbow and some cartridges for a revolver. If you have all the arrows, a complete set – you can take them with you to the funicular platform, where we will go up. True, in order for her to come, you still have to switch the lever in the booth. When she arrives, press the lever again and on the go, jump onto the funicular going up. It is better to throw off an explosive barrel from it immediately. Don’t forget to get rid of opponents.
At the level where the lift will take us, there is a staircase in the corner, along which you can climb up. From there – to the old pipes, along them – to the opposite side of this room.When you get there, jump onto the bridges. Opposite you there will be a balcony, onto which a couple of opponents will run out – this is where we need to. The best way to get there is via the stairs, which are slightly higher, then jump down to the balcony. You will enter the corridor, where a new chapter will begin.
Half Life 2 – 11 Walkthrough – Number One Intruder in Screenshots
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90,000 The participants of the city competition “Student of the Year – 2018” have tried on the role of a doctor, a leader and even a lawbreaker for one evening
The next stage of the annual city competition “Student of the Year” was held at the site of the Youth Center “GOR. SOM 35 “. Representatives of 20 schools in the city are being tested, competing for the honorary title of the best student. In the penultimate stage, the contestants “tried on” the positive and negative roles of society.
Let us remind you that the sixth competition “Apprentice of the Year” started on April 12. The participants have already passed the qualifying stage and the “Intellectual Game”, and also held a volunteer action “Day of Good Deeds” within the walls of their school. As part of this test, the participants once again spoke about themselves through their name – correlated its meaning with their character.They also remembered famous people – their “namesakes”, and told how they are similar to this or that figure.
Further, the guys named the positive and negative “heroes” of our time – 10 collective images each. Among them are doctors, teachers, rescuers, and people who break the law. Then the participants tried on these images, and each of them wrote a story of the formation of their “new” personality on the fly. This is necessary in order for the jury to see how the guys will behave in an unusual situation, outside the comfort zone.So that the participants independently understand what factors negatively affect a person’s life and how to resist it.
“I am very interested in the idea of this competition, and I was waiting for the moment when I could take part in it. It is very exciting to communicate with the guys, even though they are my rivals. I hope I can show all my qualities and become the best “,
– shared her impressions of the participant of the competition “Student of the Year – 2018” pupil of school number 41 Iliana Dymchenko.
The teachers of the Department of Pedagogy and Psychology of VoSU took part in the development of the “Business Game” stage.They developed criteria especially for this game. Based on how the participants prove themselves, the points scored in the game will affect their final ranking. The commission assesses not only the merits of schoolchildren, but also the ability to “present themselves”, as well as their creativity and leadership qualities.
“This stage is designed to reveal leadership qualities, creative and communicative abilities in the children-participants outside the walls of their school”, – said the curator of the “Student of the Year – 2018” project Ilya Krepov.
20 contestants entered the home stretch. The final of the city competition will be held on April 25. On the stage of the Lenkom cinema, the students will present a “business card”. The jury will evaluate not only the creative component, but also the number of points scored for all the passed stages of the competition, as well as the quality of the portfolio of each participant. We add that in parallel in the Internet voting Vologda residents will choose the “People’s student”.
Roofs of Lytkarinsky houses are not a place for games: violators will be fined
02 Aug2020 3:25 PM
Children and adolescents cannot always correctly assess the consequences of their actions. Some of them think that if they climb on the roof of a multi-storey building, their peers will begin to respect them. But fatal accidents prove that the roof is not a place for entertainment.
A resident of Lytkarina noticed how several young adolescents climbed onto the roof of a neighboring house. The vigilant Lytkarin photographed the violators and asked to close such a dangerous place for games.
“The management company will check the apartment buildings for open access to the roof: all exits will be sealed. We draw the attention of parents that it is necessary to explain to children how dangerous it is to go out on the roofs of houses. If you know about the address of a residential building with free access to the roof, report it to the Criminal Code of the house or contact the administration, ”the Lytkarin administration said in an official response.
We remind residents of the city that access to the roof is prohibited for everyone, except for specialists performing work duties.Responsibility for the violation will be borne by both adult Lytkarians and their parents if the child has not reached the age of 18. And for the fact that children can freely climb to the roof, the Criminal Code or other housing organizations will be responsible. All perpetrators will be fined.
If you notice:
– that children are walking on the roof of your house or a neighboring house, report this to the police station at 8 (495) 552-04-18. Take a photo or video of what is happening, because by the time the police arrive, the children can run away.
– that the door leading to the attic or roof is open, inform your UK, HOA, ZhK, or ZhSK about this. You can also call the Lytkarin emergency dispatch service by phone: 8 (495) 555-24-24.
90,000 Fair play: fighting offenders – BAN
We remind you that our game is open to modifications that comply with the Fair Play Policy. At the same time, we continue to protect World of Tanks from unwanted, dishonest and malware that interfere with the gameplay and provide unintended benefits. Breaking the rules is unacceptable and fair play will always be one of our top priorities. Want to create a new account? Here you can register with bonuses.
News for those who saw the inscription when entering the game: Your account is blocked until such and such a day of the month in 2021 at such and such time.Reason: Use of prohibited modifications.
Today we are once again carrying out a large-scale blocking of the accounts of violators. As part of this campaign, 41,491 accounts were blocked in the RU region. 33 198 of them received the first warning, 8293 were blocked forever.
We count on your support in the fight against foul play and will continue to punish those who use prohibited modifications. Similar blocking campaigns will continue in the future.
Contents of Article
What You Need to Know About Violations
- If you would like to understand in full detail what constitutes a violation or exploitation of vulnerabilities in World of Tanks, read the detailed Fair Play Policy.
- If you are in doubt whether a modification is prohibited, visit the mod portal to see all tested and new mods for World of Tanks. The Mod Portal is the safest place to download various game modifications officially approved by Wargaming.Using these mods, you don’t have to worry about breaking the Game Rules.
Let’s play fair and enjoy the game!
We have checked all players who participated in the “Age of Renaissance” for the use of prohibited modifications.
According to the results of the check, 3,275 participants of the Walk of Fame were blocked.
Of these, 2,562 players received the first warning and a ban for 7 days, and 713 received a second one, which means a permanent ban (forever).
In addition, the participants of the event were checked for violation of the “License Agreement”, “Game Rules” and “Clan Rules”.
As a result of the check, 660 accounts and 10 clans were identified, where violations were massive.