Full

The players play as terminally ill people that have had jobs at one or more of the best science and military corporations in the world, known as the Prime Sevens. All financed by the Council of the Order of Menace (aka the "Illemonati").

The Prime Sevens are:
 * The 3 mesas: Black Mesa, Yellow Mesa, Momma Mesa
 * The 3 corpos: Aperture Science, Merkwurdig Labs, Bodermart Express
 * And the Team Fortress Industries.
 * All the held in check by earth's secret private mercenary defence force: the Sven Co-op Institute (huge paramilitary force, which oversees global security and looks over the prime sevens).

//Prologue: Recruitment

The story begins with the players meeting the Illemonati at a local unconspicous chinatown very late at night, after receiving an invitation from the Sven Co-op Institute, telling them that they may have a way of curing the players of their fatal fates, previously signing a contract of non-disclosure (and "enslavement" if they survive).

The players attend the meeting wearing "recruit" Sven Co-op robes, that suspiciously look like they are entering a satanic cult, but

are needed for easy identification. Then they are told to make a call at a suspicious public phone.

Immediately, the players are attacked by local chinese mafia and their chinese stereotypical zombies, but are quickly gunned down by Puchi and her band of assassins (elite Sven Co-op members). Then the players are taken to see the Illemonati at a nearby abandoned bar.

Players are introduced to who is who and what is what by the Illemonati, Hezus and Codeman, and invited to a base in the arctic (by using a portable teleporter -that uses Aperture Science tech-) to start the experiment.

Once in the base, players follow Codeman to the test chamber, who clears up what they are going to exactly do and what happens in there alongside his colleagues Butterman, Middleman and head scientist JPolito. Then the players are told they will become property of Sven Co-op and the world must believe they are all dead.

On their way to the chamber, they can see a few scientists talking about Redmetal (a strange new substance) and its implications on chips from Aperture Science that can be used to store human consciousness, specially on an experimental robot suit called "Turrican".

Using chumtoad smoke infusions from a chumtoad called "Chubby" (unknown to anyone that this chumtoad was rather special), the players take part in the experiment as lab rats for an attempt at discovering eternal youth or at least fast regeneration to create better soldiers.

The experiment does not go as planned, and the players are thrown into a deep coma. Sven Viking (commander of Sven Co-op Institute), arrives with Sniper (second in command) and terminates any further experimentation on the matter, sending the failed comatose lab rats and the entire science team involved to the Fail Facilities also known as the Mars Facilities... on Mars... where all the failed experiments end up, so they are far away from humanity.

//MISSION 1: Godmode Timecode

Players wake up on mars after being held in cryogenic pods for 20 years. Codeman, Middleman and Butterman are in distress as the Mars Facilities are under attack by Richard Boderman (from Bodermart Express) and Dr. Merkwurdiglust (from Merkwurdig Labs), traitors of the Prime Sevens.

It seems they have allied with AleKK and his space pirates, and activated an experimental dimensional waygate (made by Turrican), from where they gained lots of allies from alternate dimensions, ranging from furries to anime lolis and even animal people.

Their plan is to take over the world after blowing up the moon, and to do it they have a big Death Station with a huge Ion Cannon, as well as having kidnapped all the Sven Co-op members who wouldn't join them, or those who the brainwashing didn't work on.

Soon everyone discovers the experiment was a success. The players are able to travel back in time after they die, essentially "respawning", making it impossible for them to die.

The players are geared up with new H.E.V. mk IV "Free-To-Wear Edition" suits made in china (not as good as the real deal but more comfy), and loaded up with defibrillator medkits, and then AleKK, JPolito and Hezus appear with Boderman and Merkwurdiglust as they pass by on their way to their escape ship Alba Tor, and clash with the scientists and the players who are forced to flee, not only because of the enemy attack but because the dimensional waygate is extremelly unstable and will collapse space and time on Mars at any moment.

The players and scientists split up. While the scientists go in search for a escape shuttle, the players are tasked to distract the enemy forces destroying everything in their path while gathering more survivors on their way.

//MISSION 2: Moon Platoon

The dimensional waygate on Mars collapses and disintegrates time, leaving Mars at the mercy of all of time and space... and the indigenous martian mole people.

The plan succeeds and the shuttle escapes mars and lands on the USS Darkstar aka "the viking ship". The players, scientists and survivors are ambushed and only a few of them are left alive (one of them called Viger).

The players meet acting commanders Nih and Adambean, who task them to clear the ship from hostiles and restart the security system.

The players are then recruited by the commanders to form the new Secret Assault Crew (S.ASS. crew), the most elite Sven Co-op commandos, effectively replacing an old team that was disbanded years before.

The players aided by Keen, fight Hezus, JPolito and their squad of animal men, but they manage to escape, and the players reactivate the security system, taking back the ship.

Adambean briefs the players, and they commence an assault on Merkwurdiglust's Death Station with limited resources and the players as their only soldiers left alive, uncaptured or brainwashed.

They win, Merkwurdiglust is killed and the Death Station destroyed.

//MISSION 3: Sand Damned

The players are sent to the desert looking for clues leading to the whereabouts of Boderman's hideout. Soon after attacking and defeating the fortress of one of his lieutenants "The King", they discover that they were using spy drones to check for enemy positions and escape accordingly.

//MISSION 4: Boder Bother

During the last clash, a network of enemy spy drones is discovered across the globe by Nih (being the best hacker in the world and part of Unknownymous).

Teams are dispatched to the locations of the drones to capture one, but one of the teams doesn't come back and is pinned down after capturing a drone that supposedly contains Boderman's secret hideout location.

The players are sent to the jungle to recover the drone and if possible save the trapped squad. They succeed after being attacked by tanks, APCs, helicopters, and mechanized infantry from every corner possible.

Boderman's hideout is uncovered, and a full on assault occurs at the jungles of Estonia. The players are sent in head-on first to destroy the frontlines, and after that is done, the rest of the Sven Co-op members join the fight.

A huge confusion ensues, fighting brainwashed members, traitors, creatures from other dimensions, robots, and who else knows what guarding the hostages.

Boderman finds himself sorrounded and in an act of desperation takes a sip from an enhanced battle drug called "Chocolat" mixing it with chubby smoke. He then becomes a superhuman with super strength, speed and resistance, but the ever respawning players end up victorious eventually, and Boderman is no more.

At the end, many of the Sven Co-op members perish during the battle, and some others manage to be rescued (namely Sven Viking and Sniper).

//MISSION 4-2: Shred Fred

After the defeat of Boderman, one of his less known colleagues goes into a psychotic episode, and rages, knowing that they have lost the war, so in a last attempt at a vendetta, this Dr. Frederick working at Black Mesa, unleashes his band of traitors into the facility.

The Sven Co-op team arrives to pacify the intruders and help the facility recover its peace. This was the last of them.

//MISSION 5: Reinstation Station

After the world is safe, after some time, the Sven Co-op Institute starts running normally again, and everything is back on course. But now, it is time to try and replicate the powers of the players, so a big experiment on chumtoads begins.

Since the original "Chubby" chumtoad disappeared during the first experiment with the players, the idea was to understand what made that creature different from the others and try to modify, clone or breed chumtoads to attempt to replicate its properties.

The experiment fails and the chumtoads start replicating, and too damn fast, almost creating a human extinction event. The players are forced to help by destroying all chumtoads, and then the attempts at recreating the player's powers are forever cancelled.

The players are then put in a proper military training program, of which some of it is specifically and dangerously built for them, to hone their skills and become the best strike team history has ever seen.

//MISSION 6: Resistance Assistance

The players are finally graduated from training (not that they needed it but it was protocol), and are sent on their first actual assignment: To help Turrican (now not an enemy, rebuilt and rebooted to delete Boderman's brainwash) and his buddy Slidje, with the daily dirty tasks on his trips through the multiverse.

But, almost as one of the shifts is done, the team is tipped by an unkown source to capture a Gnome that supposedly could control dimensional portals, and could come in handy. But this was a trick, the creature has to be put down, effectively creating a massive dimensional tear that teleports everything and everyone into mixed locations across the multiverse.

Turrican, Keen, Peany, Wolf-Kain and the players with help from some Sven Troopers must find their way out of the strange happenings in this crazy dimension back to base on Earth where Slidje already was.

Upon teleporting back to Earth, Turrican's homebase, the Daedalus labs, is under attack by an unknown enemy force! Friendly forces have been pushed back and lured by the enemy at the surface, while they sabotage the base inside.

The players help Turrican and Slidje stop the enemy, but when cornered they release the Xenophorms (nasty aliens from some dimension) from their cages and now Turrican's friend 60 Megabyte File is in danger!

The players try to defend 60 Megabyte File and his work on redmetal, but 60Mb seeing that the Xenophorms are too many to handle, decides to put on his new redmetal imbued HEV suit, despite Turrican and Slidje telling him not to, since it was still an unknown material.

60Mb becomes powerful enough to destroy all Xenophorms in short time, but then something happens, he loses his mind and the players are forced to kill him.

It seemed to be all a distraction, because a second wave of enemy forces was approaching on the surface, all of them with new experimental weaponry.

Turrican's soldiers are defeated by an unknown massive firepower, and the enemy starts infiltrating again from the surface, so the players take point against the enemy, defeating both alien escapees and enemy soldiers. But then, when all seemed over, a HUGE mech appears, armed with hundreds of machineguns and rocket launchers.

It is defeated, but such powerful technology on the hands of unknown enemies is very suspicious, so the Sven Co-op Institute starts investigating.

//MISSION 7: Mech Tech

Some scientists, that knew how to make the battle mech, were kidnapped by terrorists and used to build it. So the players are sent to rescue them.

Despite the outcome of the rescue, the real threat appeared. Blueprints for building the mechs existed. The SCI (Sven Co-op Institute) discovers the terrorist town, and sends the players with some backup to clear it out.

The players are told that an "evil leader" could be behind it all. But when the players find him, he teleports away. The SCI then understands that these terrorists have teleport tech on their hands and must be destroyed, so they send forces to wipe out the terrorist town, and with help from the players they complete the mission, destroy the terrorists, the last mech and the blueprints recovered.

But the terrorists were not acting alone. A group of ninjas were the ones planning it all from the shadows. So, with the terrorist town captured, the whereabouts of the ninjas is discovered, and players are sent to kill them all. They succeed on the mission.

//MISSION 8: Mend Amend

Huge problems! The mechs were all a distraction, something too intricate and too planned to be something so small. What looked like a ninja problem, is now a widespread world revolution!

Laws are being passed worldwide, to destroy the second amendment, take the guns away from stores and all people, but many have not taken this lightly, and a civil war across the globe has started!

The players are tasked to find and kill the leaders of the anti-gun movement, while battling the government's army and anything else in their path, while getting help from the locals and Sven Co-op forces along the way.

The players succeed, and the news spread everywhere. Things start to calm down politically but its still too soon for the war to end.

//MISSION 9: Roswell Gospel

Some cities recover a bit of their civilization. The players are summoned to meet Sven Viking, Sniper and MutantMFM at a local Sven Co-op office.

There, MutantMFM reveals that everything that has been going on was encouraged by the Illemonati and that the conspiracy theories are all true, the reptilians rule the world from the hollow earth and are preparing for the last phase of their plan! To wipe out 90% of human population, and then enslave the rest!

Also reveals that he himself is a reptilian but wants to betray his emperor. since it is the only way to make people believe him. But the SCI is one last problem in their way, so all the military in the world is movilized against the Sven Co-op forces. A big battle rages again across the world.

MutantMFM and Sven Viking decide that SCI will defend itself while the players go into the hollow earth through a portal located at Area 51, and then use a reprogrammed reptilian probe to travel once inside.

But shortly after that, the room is rushed by GeckonCZ, Lemonsoda, Amnizu and Rexywood (former Sven Co-op elite assassins, now revealed as infiltrated reptilians). They are defeated but MutantMFM dies in battle.

The players then are dropped into Area 51 where they battle the military, the men in black, alien greys, apaches and UFOs and make their way to the portal. Then since pure blood reptilians have tech that makes them immune to bullets, the players steal alien weaponry to defeat them.

//MISSION 10: Hollow Hallow

Once in the hollow earth the players travel gathering the seals (keys needed) and defeating their guardians (bosses), to open the portal to the underworld (a dark dimension where the emperor hides). They also meet and defeat the Illemonati, that turn out to be the presidents of the most powerful nations in the world and reptilian shapeshifters as well!

//MISSION 11: Underworld Unfurled

The players defeat lots of reptilians, dragons and strange creatures with egos as big as they are, while stealing their weapons to increase the firepower. Until they defeat the emperor and his mistress in an epic final fight... although something suspicious happened. A man was seen talking to the emperor for a second before disappearing, it was the evil ninja leader that had escaped long ago!

The players are teleported back to earth. The entrance to the hollow earth sealed, and the reptilian menace forgotten forever... Strangely, all the nations in the world start fixing all their problems, and humanity starts evolving slowly but surely towards an utopia.

//MISSION 13: Brawn Pawn

Years pass, the players are relaxing at a Sven Co-op island resort. But the world is suddenly struck by another big problem. Some terrorist group seems to have stolen data from a top security bank and have taken hostages.

With this data, the terrorists made a substance that turns people into aliens!

A mysterious figure many people call the GMan is willing to strike a deal to give away the position of the manufacturing facilities after a job is done for him.

The players are sent to meet the GMan (who looks extremelly suspicious and familiar), who tasks them with retrieving an alien crystal from a mad scientist that calls himself "the leprechaun". But after finding it, GMan double crosses the players and the SCI launch an attack against his forces, but GMan manages to escape with the crystal.

//MISSION 12: Clone Zone

Soon after, an unknown force attacks the viking ship while the players are getting ready (taking a dump).

The players are sent to counter-strike the attack via teleport directly into the enemy base, and soon they discover that there are clones of Sven Co-op members as well as some of them turned into aliens.

The enemy base is successfully raided and destroyed. Important information about the location from where the substance is coming from is captured.

//MISSION 13: Cold Hold

The terrorists were selling the substance to third parties, of which the SCI got a lead from the rubble left at the base.

The players make a surgical strike to a genetics research building in a cold city, where they find out they are making experiments with headcrabs, and terminate the facility immediately.

//MISSION 14: Ancient Agent

Deep in the rainforest, ancient ruins stay dormant. But its all a front for a rogue facility (suspected to be former Boderman's and Merkwurdiglust's armies, since their corporations disbanded) making experiments with Xen aliens, headcrabs, humans, the alien substance and some ancient technology (suspected to be remnants of the reptilians).

//MISSION 15: Sadist Activist

The players storm the facility, and destroy it with a self destruct sequence, but when attempting to escape they are captured by the local police.

//MISSION 16: Filthy Guilty

The local police was not shot by the players since they seemed like innocent civilians, and the SCI could get them to release the players in no time. But, it was more of a sort of "local police" instead. The players were captured by the enemy posing as officers!

The terrorists responsible for the recently destroyed facility now hold the players captive in their jungle base. But unbeknownst to them goons, not knowing what to do with the players until they get the order, they just put them in a jail ignoring their HEV suits. The players then get orders from the SCI, and destroy the entire terrorist operation.

//MISSION 16-2: Insert Alert

The players aided by heavy air support launch an attack on an hostile terrorist infested island full of traps where the alien substance is manufactured. The players are tasked to destroy everything, and they succeed.

//MISSION 17: Ghost Reposte

Not stopping there, the SCI discovers that these third parties were getting the alien substance from a certain individual that reminded them of the evil ninja leader! The GMAN!

The SCI had leads on other 3 rogue scientific facilities experimenting with aliens. But this time it could be worse! They have acquired technology similar to the dimensional waygate and are now experimenting with aliens... from dimensions beyond Xen!

The players are sent to raid one of the facilities and are instantly met by an army of aliens and actual zombies from another dimension. Then, making quick work of the creatures, the players see how the facility is mass producing aliens, turning humans into them, and the evil ninja leader is seen lurking around.

The players fight zombies, ghosts, aliens, robots, mechs and soldiers; they destroy the facility and go back home.

//MISSION 18: INSANE PROPANE

Trempler senior leads the attack. The last of the rogue facilities is raided. This one making experiments with aliens from a dimension only known as "the paranoia dimension".

A huge battle ensues against a very powerful foe and the facility has to be nuked by the SCI.

//MISSION 18-2: UNMASK TASK

The third facility to be experimenting with aliens may be the most dangerous yet. Players are sent to a Japanese base at an island, alone and in secret to prevent war. But soon discover that it was an US facility taken over by Japanese mercenaries, and not only that but the entire island was full of mercenaries from all over the world, a strange occurence.

//MISSION 18-3: OLD ODD

The mercenaries are working on using the last of the alien substance on SA13 missiles to turn the entire world. Sven Co-op then launches a big scale assault on the island aiding the infiltrating players.

It is discovered that a resurrected mummy priest was gathering followers from all over and a dangerous cult was reformed to claim souls through turning them into monsters with the alien substance. This was the plan from the beginning. A huge battle is waged across the island.

The players sabotage the SA13 missiles and use them against the enemy, destroying their plans... or did they?

The cult succeeds in claiming enough souls thanks to this and Cthulhu is summoned! But the SCI was ready for this event happening one day, and so with the help of the players and an ancient artifact now turned into a weapon, they banish Cthulhu back to his reality forever.

//MISSION 19: Home Alone

When things seemed to be calm, a new enemy appears to avenge the rogue facilities, or so the SCI believes. Exceptional weaponry, and several alien experiments, as well as mechanized infantry fill the ranks of the attackers.

The players are now tasked to retaliate, finding the enemy base and destroying it. They never knew that the players were able to respawn, otherwise they would've never attacked.

//MISSION 20: Raided David

The players find the enemy base and the backup arrives. David, the leader behind the attack, is a very mysterious man with an unknown past, that somehow acquired teleport technology and an army of robots. It is suspected he is actually the GMan.

But the army of robots is actually from... V-Ger! an evil resurrected robot version of Viger, who died during the Boderman battle, and now holds the minds of both Boderman and Merkwurdiglust combined (with extra stuff).

The SCI (russian squad and turrican squad) assaults the base with the help of Keen and the players and together destroy David and Goliath (his huge mech). But VGer evades conflict.

David mutters something about the GMan employing him before dying! The brains behind everything since the beginning!

//MISSION 21: Tower Thrower

Now to find GMan and VGer the SCI tracks down the place from where the robots are manufactured.

Not knowing where they are, the SCI instead assaults the big military base where the defeated David's robot army was manufactured.

The base is assaulted by the players, and not only they destroy it but a series of outposts, compounds and underground tunnels lead the players from the base and into the city, where the GMan was waiting at his office, up on a tall skyscraper.

But the GMan escapes, although the building is seized by the SCI shortly after on that day.

//MISSION 22: Jungle Rumble

Now with the robots destroyed, the SCI follows another lead. Some terrorist group is buying secret nuclear codes and must be stopped. All the clues point towards the GMan being the seller.

The players are sent to a terrorist base in the jungle to recover the codes and destroy the operation while it is happening. The GMan is expected to arrive for another transaction, but he doesn't, he seems to be one step ahead and sends his aliens and black ops to wreak havoc and detonate a nuclear device. The players must escape with the data before the nukes explode.

//MISSION 23: Frozen Cozen

Back at square 1, the SCI is out of leads. The players are relocated to the arctic labs where they got experimented on long ago (because thats where all the experiments go).

But one day the Talon mercenary force attacks the base! The players are forced to fight and find the enemy compound where they are launching their attack from which was a nearby rental bunker, but this was all a distraction to lure the players away from the base to begin the massive assault.

//MISSION 24: Experiment Sentiment

The players get back to base just in time as the attack begins, which is lead by Dr. Douchebag (some random guy nobody knows), H2Whoa (and his team of Team Fortress clones, there to claim revenge on Sven Co-op for keeping them "home arrested" in the base and wanting their cloning juice back) and cold_blooded with his old Sven Co-op commandos (some really tough guys), who all had recently struck a deal with the GMan.

The players are aided by all the Sven Co-op members in the security force, Adambean, Nih, Puchi (now resurrected using the last of the cloning juice) and her assassins, and emTeG with his crazy experiments (who all fail and wreak havoc). And of course Blevo, who remixes the music during the fights.

The players push back the attackers until they reach the underwater back entrance at the alien museum, from where the enemy was infiltrating the base. emTeG and the players take a submarine in an attempt to escape the chaos and reach the ship from where the attack was coming from.

The submarine reaches the enemy ship, infiltrates and blows it up, along with the submarine and emTeG still inside, sadly.

The players as the only survivors are picked up from the ocean by Xirex (who dies in battle shortly after landing) and quickly reach the frontline: a big exit bridge. Then the players make quick work of the enemy forces, and some aliens that happened to teleport as the soldiers sabotage the dampening fields in the Xen experimental area.

The base is secured, the cavalry arrives, and the players get a night of sleep.

//MISSION 25: Frost Cost

A second attack at the base occurs. The SCI decides to execute a risky strategy, letting the enemy inside to let them think they have the upper hand, and then use the players to counter strike and find their base by infiltrating their supply lines. But this becomes chaotic and harder as the dampening fields are deactivated again, and aliens pour in to do their thing.

//MISSION 26: Ice Trice

The players reach the enemy base and destroy them from the inside. The SCI hacks their dampening fields and starts making airstrikes. The players destroy the enemy forces, and the aliens that appeared to make the job easier.

Then, a copy of VGer in a big computer is found to be the culprit of the plan of attack. The players destroy it, and the day is won again.

//MISSION 27: Pain Train

The VGer copy ends up having a lead on the ones that hired the Talon company and that made the copy. The players are sent to a shady hidden alien research base to end it, and recover an experimental gauss gun that was stolen from Black Mesa. In the way, they encounter the GMan again. It seems the SCI is getting closer to his tracks.

The self destruct sequence is activated and the players escape the place on a train...

//MISSION 28: Gauss House

Thanks to the recovery of the stolen gauss gun from Black Mesa, Keen and his buddies invite the players to do dangerous tests that had never been able to be done before: gauss jumping. Since Aperture had the technology to stop falling damage but went bankrupt decades ago, the Black Mesa scientists can only test this using the players, who don't care if they die by fall damage.

//MISSION 29: Dense Defence

Back at base. The players are summoned to oversee an important experiment that is going on with the payment received from Black Mesa: Xenium crystals.

But the problem starts when something unexpected happens. A dimensional breach happens. Soon the enemy approaches from all directions and mercenaries appear to clear the place out. Everything is being teleported, even strange extradimensional creatures beyond Xen. The culprit: GMan, who is suspected to have swapped the crystal sample from a sender to a receiver type.

The players are tasked to defend the base and then meet the science team at the silo teleport room.

//MISSION 30: Hitchhike Counter-Strike

The enemy force is using a teleporter deep inside the SCI base, so the players are told to find it and use it in reverse to invade the enemy base and hopefully kill the GMan if found.

//MISSION 31: Breakout Workout

Bad news, the enemy teleporter was a trap, and now the players have been captured by the GMan!

Most likely he doesn't know that the players can respawn and so he has captured them to lure the SCI into attacking the base, which would be a bad move if not for the players who are released by an undercover scientist, to destroy everything from within while the SCI airstrikes the enemy base!

//MISSION 32: Base Deface

The mission is such a success that the players have to escape the constant airstrikes and the full destruction of the base with help of the self destruct sequence.

//MISSION 33: Center Concenter

Bad luck! The enemy is relentless once again, even after destroying one of their bases, they have followed the players back to the SCI base! The enemy strike begins anew, but now things are getting worse. Some kind of portal storm is starting to develop all around, that was the reason behind all the alien presence! and its source has been identified by the SCI: the enemy airport. It seems they are transporting aliens and one of them may be the reason the storm is forming.

The players defend the base and make their way underground to a teleport room where they use the portal to infiltrate the enemy storage base.

//MISSION 34: Swarm Hailstorm

From the storage to the airport the players make their way around the enemy base, and finally find a huge gargantua that is funneling energy creating the storm.

The mission is a success, the players with little help at some point from the SCI, almost single handedly destroy the enemy opposition.

//MISSION 35: Portal Abortal

The energy being funneled by the huge alien started giving out a very big signal after the alien was destroyed. The players are quickly sent to destroy or shut it down.

A small military outpost from the government is raided by the players and captured by the SCI, effectively shutting down the signal to prevent further portal storms.

//MISSION 36: Annoying Stalling

Afraid that the government is now answering the calls of the GMan, whats left of the Prime Sevens and some of their sub contractors ask the SCI for help in defending their bases from probable attacks.

The players are sent to Momma Mesa and Yellow Mesa to stop enemy infiltrations.

//MISSION 37: Shooter Accouter

The last problem occurs at Arbeit Labs, an experimental weaponry manufacturing sub contractor of the Prime Sevens, who got an infestation of strange alien creatures by the thousands. The problem is solved by the players in one night, sealing the dimensional breach.

//MISSION 38: Headquarters Hindquarters

The attacks continue although are controlled by the SCI. But it is just the calm before the storm. The last of the Prime Sevens left to be attacked is Black Mesa. The players make their way to the SCI HQ to test the basic training facility before being teleported to their next mission: to stop GMan before he acts.

//MISSION 39: Late Infiltrate

The GMan is about to infiltrate Black Mesa, but the players are there to stop it, but trying to do it undercover without raising any suspicions or the GMan could get away.

But the GMan displays his true powers to stop the players, he is revealed not human. Unstoppable, the resonance cascade takes place and the SCI is unable to stop it.

The players are able to stop the rotating machine at the teleport chamber, and see a broken HEV suit helmet on the ground (Freeman's reason to not use a helmet).

//MISSION 40: Backup Breakup

The SCI rescues the players and the military arrive to clean up everything. The two forces clash from now on.

//MISSION 41: Dander Commander

Back at HQ, Sven Viking gathers all of the SCI to stop the most dangerous event yet: the resonance cascade at Black Mesa. Temporarily forgetting about GMan since he is nowhere to be seen, although he will be a KOS target that only the players could be able to deal with if the time comes.

A huge operation is set in motion to rescue key members of Black Mesa that could help create a plan to stop it.

//MISSION 42: Damn Dam

As a first step, the players are sent to clear out the dam that powers Black Mesa, to stop the aliens from reaching the sea or civilization.

//MISSION 43: Duly Duty

Then the rescue operation begins. The players arrive to Black Mesa with a specialists squad to aid them. Their mission is to get close enough to a group of scientists so they can teleport the players to their position and get their help.

//MISSION 44: Help Yelp

Once the players help the scientists, them and the players are rescued by the enemy forces.

//MISSION 45: Wry Ally

The govenment's military, specifically the HECU, have been getting a lot of casualties since the conflict began, and a rogue division arised, helping now the SCI and the players in their future missions.

The players join the HECU and a squad of SCI assassins to try and find Freeman. The mission fails and the players are the only survivors.

On a side note, a second quad is dispatched at the same time but meets their ugly fate. Shephard's squad.

//MISSION 46: Vance Dance

To find Freeman the military will have to resort to using the HEV suit signal code, to be able to pin point his location more precisely. So the mission to find him by the SCI is put on hold since he is just one scientist and when they get the signal code, he will be sorrounded by the enemy instead. A lost cause.

The players are instead now sent to rescue a few survivors of the experiment, Kleiner and Eli Vance. The players find Vance in a cleansuit, and he shows them the way to the test chamber where there is a big surprise.

The players find Kleiner but also vortigaunts that seem to have been freed from their shackles by Eli Vance, and that agree to help the SCI.

Then, the test chamber had become the epicenter for an ever growing dimensional breach. And to stop it from growing further, the players must shut it down with the help of the vortigaunts' powers and Kleiner's weird ugly pet zombie Lamarr.

//MISSION 47: Magnus Sons

The players arrive at a Black Mesa helipad, alongside key members of the SCI. Together they witness that the military have been doing a manhunt for Freeman, who is giving them quite some trouble.

The players split up from the group and search for Magnusson underground while the SCI takes another route. In the end they manage to rescue Magnusson and meet the pick up team at the surface.

//MISSION 48: Brave Save

While the SCI takes the scientists back to base, the players take another osprey to Black Mesa. They have to infiltrate the underground to keep looking for important science personnel.

//MISSION 49: Hostage Sewage

The players make their way through endless Black Mesa sewage systems to rescue a few scientists using a teleport machine before continuing on their mission.

//MISSION 49: Rescue Venue

The players keep rescuing scientists, and they reach a dead end where they must defend them until rescue arrives.

//MISSION 50: Great Escape

The mission is a failure and the escape osprey is shot down. The players have to escape the disaster but the CIA appears and stall them with some nerve gas.

//MISSION 51: Gordon Warden

The players are stranded nearby Freeman's location, so they are tasked to rescue him. The problem is that when they find him... it is not really him but some sort of evil clone! Must be the work of the GMan.

//MISSION 52: Freeman Plan

The plan was a failure, Freeman is still not going to be rescued anytime soon (even if the vortigaunts tell the SCI that he is on an important mission).

The players current mission is to stop mind controlling aliens in an underground chamber. Then make their way to a teleport chamber where scientists are in need of rescue.

The players are quite late, the SCI is with its hands full and the players had to reach the chamber on foot. The problem is that the escape teleport fails and the players are sent into oblivion.

//MISSION 53: Nostalgic Frantic

The players are rescued by Gus, a black mesa worker, from the portal failure. They now find themselves trapped inside the old Black Mesa sector, where everything is decomissioned, that has been sealed. There they are told to look for the head scientist to help them get out of the place.

When they find the head scientist, Azian, Dr. Eli Vance's wife, and her daughter Alyx, at the Comms Center, they are told to get to the satellite dish and alert the scientists there to input their half of the all clear codes at the same time as Azian, to unlock the sealed doors.

Azian tricks the players and there was never some sort of half codes. She instead calls the CIA on the players, but they defeat them and kill Azian using an experimental sound bomb room where she was hiding in. Only then Gus with help from the SCI repair an old teleport machine to get the players out of there.

//MISSION 54: Link Sync

A big problem begins. The scientists want to launch a rocket to orchestrate a resonance cascade reversal and they need help from everyone: the SCI, the players, Freeman, the Lambda team and Gamma labs. But it will take quite some time to organize and get it done, all parties must work together.

The players are now tasked to reach the satellite dish so the scientists can send the all clear signal so the doors open for them to get to safety. The players help, and succeed. The all clear signal unlocks many doors around Black Mesa, and unseals many sectors, creating a safe passage for the rescue operation, but the signal is met by another failsafe. Someone is hacking the Black Mesa systems, and the signal cannot get out.

Meanwhile the scientists that have sent the signal are dead now, and Gamma labs will have to take care of that part of the plan later.

The players are set to find the one responsible for sabotaging the Black Mesa teleports that led the players into the trap at the Comms Center, since if he is not stopped the things could get worse; but they are caught off guard in an explosive mine, and an idiot vortigaunt explodes the entire place.

//MISSION 55: Mesa Mess

The players are set off-course, but stay determined to find the culprit of the hacking. Until they get strategically taken out and thrown into an underground pit.

//MISSION 56: Ferocious Unconscious

It seemed that the reason behind the players getting trapped is that VGer has been hacking the Black Mesa teleport systems trying to trap the players. It seems he knows that they cannot die, or at the very least he thinks they are hard to kill, and a trap would be the best bet!

The players now must destroy VGer before he escapes and with help from the SCI they follow his tracks.

//MISSION 57: Lost Host

In an attempt at following VGer, the players are caught into his trap again and are teleported all around Black Mesa.

The players are tasked to deviate from their current mission and find VGer's hacking station, located in Xen, and destroy it.

//MISSION 58: Bot Plot

Without the hacking station, Black Mesa's teleport coordinates stop being hacked, and the players get back to finding VGer, but he escapes. On the plus side, a group of armed scientists help the players get to the evac zone for pickup.

//MISSION 59: Swift Resist

The HECU are struggling. The SCI launches a secondary mission to stop them from launching rockets that would stop the satellite launch in the future.

The players have to infiltrate high security Black Mesa rocket launch systems and comm office to sabotage the rocket ramps and destroy the comms to stop the HECU from locating Freeman, who will launch the satellite manually.

During the battle, the most important members of Sven Co-op perish as Keen makes a deal with the GMan and becomes CryoKeen, with incredible powers. The players are also attacked by a strange group of GMen from another dimension.

Then upon completing the mission they are tasked to use a portable teleporter to get together with some scientists that need their help with finding the satellite research file codes to overcome the new military failsafe so the all clear signal can be launched again and get through.

//MISSION 60: Slave Aid

Upon arriving, the scientists are attacked by aliens and the plan goes awry. The players find themselves lost but the friendly vortigaunts help them get back on track teleporting them to where they need to be.

//MISSION 61: Steal Zeal

The players after a few teleports finally find the research files and steal them, then they get on their way to safety, but the power on the sector is shut down, so the SCI hacks onto the nearby teleportation machine to target the engine room, that the players must clear out because when the power is turned back on, everyone in the room will get teleported.

//MISSION 62: Fly Bye

The players make their way with the research files to the escape shuttle. And reach the Viking ship safely.

//MISSION 63: Satellite Smite

The battle in space begins. The military have weaponized space too, and will have to be shut down to prevent them from shooting down the resonance reversal satellite.

The players are sent to a nearby planet to sabotage an enemy ion cannon and destroy the military's weaponized satellite!

//MISSION 64: Space Disgrace

But the aliens are rampant and extremelly agressive. They invade the SCI extraplanetary base, and even if the players manage to stop the main invasion, the place is lost forever to the ever increasing portal storms ravaging the planet, and the place is evacuated. The players are rescued through a portal.

//MISSION 65: Science Defiance

The players are teleported to earth again, but it was a slow teleport, sending them a few moments after the base was overrun by aliens and enemy soldiers. Now they must get back on the Viking ship soon, so they set off to find a dropship.

But the dropship is shot down! And the SCI must send an osprey to pick up the team.

Back at the viking ship, the players help defend the Black Mesa scientists with the help of vortigaunts, from an incoming huge attack while a space battle occurs. The enemies are lured and funneled towards the players to get slaughtered.

The scientists in the meantime prepare the research codes for the next phase in the plan.

//MISSION 66: Hack in Black

Back at base on earth, the players are sent to hack a military computer to lift the failsafe by using the research codes, and let the all clear codes be safe to be sent again. But the GMan meets the players halfway and sends his goons to kill them!

Only after much combat, the players finally hack the computer and get picked up by a crazy scientist Carlingford.

The players hack the computer just in time, and the rocket is launched, while gamma labs starts working on the resonance cascade reversal.

//MISSION 67: Carling Darling

Carlingford knows the whereabouts of the GMan, but a huge enemy force attacks to stop him from telling. The players must defend the scientist aided by the SCI while also destroy the invading force.

//MISSION 68: G-Man Hit-Man

The players are sent to take on the GMan at his hideout in Black Mesa, but he is expecting them and launches a sector wide self destruct. The players manage to escape the explosion with enough time.

//MISSION 69: Rocket Racket

The players can't go back to base still, instead they are redirected to help with a big problem. Deep inside Black Mesa's Gamma labs, a huge portal is opened to send a nuclear rocket at the alien Race X planet, to stop them from invading. The problem is that the aliens are fighting back fiercely and the SCI needs the players' help.

Upon arriving, the players catch a glimpse at GMan again, and Freeman, before they go on their own ways.

The players find the nuke and launch it.

//MISSION 70: Whirled World

The explosion mixed with the power from the portal created a vacuum that sucked the entire Gamma labs into Xen! and most of its inhabitants are lost or dead.

//MISSION 71: Strange Exchange

The players find Gina Cross, Colette Green and Dr. Keller trying to think of a way of getting back to earth.

The players help the scientists charge up the power in the sectors with crystals to be able to use a teleporter, but after much combat against Xen elite forces, Race X, grey aliens and who knows what else lands on Xen, the GMan appears! with Dr. Breen at his side.

It seems that Dr. Keller had made a deal with the GMan, and he gets his legs working again (no more wheelchair). But Gina and Colette are angry, scared and suspicious of them all, and when they get on the bad side of the deal, the GMan gibs Colette and teleports Gina to drown in an alien underground sewer.

The players, unable to do anything since the doors to the room were closed, at least manage to shoot Keller after he is abandoned by Breen and GMan to his fate, breaking the deal.

Then everyone takes the teleporter back home again.

//MISSION 72: Run Done

The players find themselves back at Black Mesa again, and make their way to the nearest escape possibility to get back to any SCI base.

//MISSION 73: Android Exploit

The SCI couldn't send a rescue team to pickup the players since they are being attacked by VGer and his forces.

The fight ramps up, and the viking ship is captured!

The players make their way to a dropship and reach the viking ship.

//MISSION 74: Team Beam

Inside the viking ship, the players are aided by the Pally Rangers (from Paladin), and fight legions of VGer robots, while rescuing the Black Mesa scientists and reactivating the navigational laser for the drop pods to land safely on earth.

The systems in the entire ship are being hacked. VGer appears and is defeated but he was only a servant of the true mastermind behind the attack: Richard Boderbot!! now resurrected as a cyborg by the GMan!

He is partly defeated, because he has copied himself and he is now the viking ship! The players are then forcibly teleported by him to a prison... but Sniper manages to unlock the prison's cells.

//MISSION 75: Hiking on the Viking

With almost all the personel dead, missing or in a escape pod towards earth, the players must fight the alien infested ship and activate the self destruct sequence to wipe out Boderbot from existance once and for all. A great sacrifice. The SCI takes a big blow with this, and the players manage to escape using a escape pod.

//MISSION 76: Mars Wars

The escape pod is caught in the huge explosion and with the navigational laser missing, the pod loses control and crashlands on mars, where the dimensional waygate has made the planet extremelly confusing and hostile.

The players meet android DNIO071, who helps them defeat RNG the mole people leader to stop them from hunting the players down (basically to stop bothering).

The players are mixed into time and space in the abandoned installations of mars and fight many strange things on the way, until they are met by mutant vortigaunts and some SCI scientists that rescue them using the captured Alba Tor space pirate ship.

//MISSION 77: Expected Dejected

The players return at the same moment that the viking ship was captured and the comms with command were lost. Meaning that at that moment there were two versions of themselves running around.

Without comms from command, the players take the help from the Alba Tor crew, and the only thing in their minds is revenge. They set course with a dropship to find and destroy GMan once and for all.

The players find him after a long journey, but are tricked into following him though a portal instead!

//MISSION 78: Lambda Propaganda

The players were expected to be there, and teleported into a moving train that crashes deep inside Black Mesa!

Without that being enough, the players then get abducted by an alien ship.

//MISSION 79: Xen Zen

On Xen the players are captured, but then released by xenian allies. There they are told to wage war against the Nihilanth's endless clone troops with the help from the Race X rogue soldiers and some SCI stranded grunts. This way, the players would divert all the attention from Freeman while he smoothly approaches the Nihilanth's lair.

//MISSION 80: Xen Zen

The Nihilanth is defeated by Freeman. But then he is captured by the GMan.

The players witness this, and then set to destroy Nihilanth's lieutenants who are holding most of the Xenians still in shackles with their powers.

//MISSION 81: Elusive Explosive

The players are teleported back to earth, but are captured by the GMan, who sets their goons to lock them up in Black Mesa so they can blow up with it when the Black ops nuke goes off.

But the players manage to escape and call for help. A few SCI soldiers arrive to make trouble and pick them up, but the escape plan goes wrong. The players end up stealing an helicopter... but then as they flee...

Black Mesa explodes! and even worse, a huge worldwide portal storm begins.

Being that close to the explosion, the chopper is caught in the portal anomalies in the sky and the players get teleported far away...

//MISSION 82: Sven Pen

The players find themselves at the other side of the world nearby a jungle SCI outpost. The portal storms ravage the earth, aliens everywhere. Meanwhile soldiers still under the orders from GMan try to keep the peace while hunting down any Black Mesa survivors including the players.

Sven Viking is captured, and the players come to his aid but Sven Viking does not agree to the GMan's deal (whatever it was) and he is killed by him. The players arrive a second too late, and start chasing the GMan, but he escapes once again and the players are misteriously teleported far away... again.

//MISSION 83: Invasion Evasion

The players are teleported to a city, where they help take down a Xenian mothership holding the last military forces from Xen and the Race X, and stop a huge invasion from happening.

Walter Bennet, a survivor from Black Mesa (seen several times through the game, once in the viking ship) had found his way out of the facility with some colleagues shortly after the resonance cascade happened, and then met the SCI who took them in. He contacts the players through their suits and asks for their help.

//MISSION 84: Backdoor Gore

The SCI is in disarray, riots are happening in all the Sven Discound Stores, many SCI members are going rogue since Sven Viking died and Sniper took over command, and the players arrive at the nearest store to stop the troublemakers.

The players then reach the SCI HQ, but the place has been evacuated and overrun. Nevertheless, they call for help and a few SCI survivors comes to pick them up.

The new plan is to make their way to the airport where Walter is waiting with an airplane. But during flight the plane is attacked several times and destroyed.

//MISSION 85: Hope Grope

The players crash land nearby some experimental facility full of aliens and soldiers where they help talking bullsquids, and find out the whereabouts of some of the alien toxic substance that was being sold by terrorists long ago.

The plan Walter had needed to be carried out no matter the cost. An experimental device had been set but failed to be activated before the SCI was overrun by zombies. The device would kill zombies by the millions with an experimental signal.

The players get some help from survivors and find the device, successfully activating and defending it.

Then they set off to find more SCI survivors to try and regroup.

//MISSION 86: Gritty City

The players are contacted by a rogue Poke 646 scientist who believes he is talking to his buddy. They are tasked to stop the military from using a nuke to destroy a city to fix the alien problem (although that would mean everyone will die too).

//MISSION 87: Nuke Fluke

The players reach the Poke 646 main base and sabotage the plan blowing up the entire building.

//MISSION 88: Hunter Punter

Nearby SCI forces are under attack and sorrounded. The players attempt to help.

//MISSION 89: Past Recast

The players reach jefferson base and try to help to no avail, and then the players are teleported by an alien UFO.

//MISSION 90: Jail Bail

A new old enemy appears and is the reason behind all the soldiers attacking the players up to this point!

The alien greys, now without the reptilians to rule over them, they are seizing the moment and attempting to enslave human kind with their great technology.

The players "free" the mind controlled soldiers and then board an alien ship towards space.

//MISSION 91: Grey Day

The players with help from some captured Xen aliens and Einstein the scientist, manage to destroy the grey aliens mothership but they are also caught in the explosion. The device used: a void monolith. It is said it has a mind of its own.

The players are captured in a strange dimension but eventually the monolith is captured by the GMan and he ejects the players out, to their fate.

//MISSION 92: Combine Deadline

The players find themselves in a city being evacuated. The portal storms are starting to be controlled, and they are diminishing in intensity. Many small towns have been secured, free from alien presence. But the hope is short lived.

The players are met by a vortigaunt called Bluespark who warns them of the danger that is coming: The Universal Union, aka the Combine.

The Combine arrive too soon. The 7 hour war begins. Anyone that fights the Combine are labelled as rebels in the eyes of the empire.

A prototype alien tech based helicopter is activated to help destroy the combine, but it turns on the rebels, and the players must destroy it.

//MISSION 93: Sour Hours

Sniper and his team finally find the players, and together alongside the survivors from Black Mesa, devise a plan of action against the combine amidst the war.

The Black Mesa survivors teleport to Russia where Black Mesa East was being built (but now was abandoned). There they could prepare for an extinction event and plan ahead a worlwide resistance.

Meanwhile, the players and the rest of the SCI team teleport to Captain Vance's bunker (Father of Aleph Latham, the second best hacker in SCI, after Nih) where there are two nukes that have to be secured for use against the combine invasion.

During the battles they all face up to the point they reach the teleporter, many casualties take place. Dr. Simmons, Otis Laurey, Dr. Rosenberg and almost all the SCI members left perish at the hands of the combine.

In a desperate action to fulfill the plan to reach the teleporter, the vortigaunt Bluespark and his brothers make a sacrifice (one of them dies) to bring a strange hero from another universe to fight for a moment and help them all to defeat a combine mothership.

//MISSION 94: Odd Abroad

Something had gone wrong, the place explodes just as the players teleport and they end up at the strangest dimensions. Making their way they finally find some kind of exit, or thats what it seems...

//MISSION 97: Bunker Spelunker

The players appear at Captain Vance's bunker... but something is wrong. An holographic recording from some Dr. Cohrt explains that they must reach a teleporter down at the sewers and use them.

The combine start pouring in from everywhere, the bunker seems to have been evacuated, but the dead bodies laying around are dressed quite a bit strange...

//MISSION 98: Swayed Decade

The players appear iniside a very dark room. Its a house full of traps and secrets, made specifically for them to overcome, and only them. A recording from Dr. Cohrt explains that 10 years have passed and every western resistance member has been waiting for their arrival. A slow teleport (or so they thought, they don't know what went on with the redmetal dimension for sure, which could be that in there time moved slower which also explains how Turrican was still alive back then. For him and the players only hour passed. For earth, years).

The Combine had defeated humanity in 7 hours and taken over the world. The players are tasked to travel with two experimental nukes (the ones from the vance bunker that were recovered by the resistance and tinkered with for 10 years), and use them to destroy the Air Exchange and the Weather Control, that will spark a revolution in the western cities, and pave the way for the Freeman to arrive. (made popular by the vorts as a relentless hero with immortal powers.)

Gordon Freeman became a quantum anomaly since the resonance cascade hit him point blank as patient zero. With powers beyond the capabilities of the players, he is able to view the infinite possibilities of the future and act accordingly modifying events around him. Making him impossible to kill as well. The perfect weapon.

The players are told to use a railcar to get themselves onboard a subway train to City 49, if the resistance members were not found (which are not, everyone had become a zombie, including metrocops, since Cohrt's safehouse was just outside the wall of City 40).

//MISSION 99: Subway Prey

The players board the citizen train, and suddenly another train appears on the paralel tracks, a metrocop train.

I.A. Latham (Aleph Latham now resurrected as a cyborg) contacts the players and tells them to find help athe station as well as killing the metrocops at the train so the subway station security is not alerted too soon when they arrive.

The players arrive, but Latham cannot join them. Instead they meet an undercover resistance metrocop named Jay Stelly aka Jaytest, that tells the players to find samuel around the back of the station.

Security is alerted and the players have to barefist their way to Samuel to escape. (weapons are forbidden in the city and hard to get)

Upon meeting Samuel, Jaytest appears again and gets the players some fire extinguishers to bash some skulls. Together they decide that Samuel would lead the players to the sewers where they would meet Latham again and be on their way to the wasteland to find Maxwell, a crazy engineer.

But the combine ambush the players and Samuel dies.

//MISSION 94: Forty-nine Line

The players get lost in the city, fighting the combine and becoming anticitizens. The Consul tricks the population into thinking they are crazed experimental cremators. They stumble upon the industrial sector, and try to free some vortigaunts from vorticells and people in stenographs fruitlessly.

//MISSION 95: Arcade Raid

The players reach the manhack arcade, following the directions that Jaytest gave them. A manhack event is announced by the consul and hundreds of manhacks start chasing the players through the streets and then throughout the sewers, leading the manhacks into a refugee camp. IA Latham meets the players and sends them towars the right tunnel into the canals.

//MISSION 96: Canal Pascal

Players reach the canals, which go under the outter walls of City 49.

//MISSION 97: Apocalypse Eclipse

The players find the surface, the outter city 49, the ruins of the old civilization. Alien grub soldiers are patrolling the streets and get into a fight with the players. The sound attracts hundreds of zombies from every corner in the ruined buildings and cars.

A huge battle rages, and the players find a way into an old bunker where they finally get geared up full of weapons and ammo. Then they leave the bunker and head for a stroll in the wasteland.

//MISSION 98: Gory Quarry

The players reach the quarry, infested with zombies, and find some help in a mysterious wasteland citizen.

//MISSION 99: Junkyard Guard

The junkyard is found. The wasteland citizen presents himself and the players meet again with Latham, who is with Maxwell and Gary (this dimension's gary from aperture science).

The players get the thing they are there for, a bioscan dummy for hev suits, fooling the combine weapons bioscanner so the players can use them (like the immolator, incendiary rifle, guard gun, plasma minigun, etc).

But shortly after the combine attack! Somehow they were following the players footsteps. The team is forced to divert attention and blow up the junkyard instead of running away with a car (which could get exploded by gunships). Junkaroo and the players set up bombs while defending from the attack and then they sacrifice everyone present (but players and latham survive).

The combine deems the anticitizens dead and retreat. The players are forced to take an underground route while Latham runs across the wasteland.

//MISSION 100: King Thing

The underground caves are more of an abandoned mining facility that antlions made their home in. The players do make a lot of trouble for the antlions to reach the surface again. And when they do, their king is not very happy at all.

They fight a 20 man tall Antlion King that comes out from the ground creating an earthquake. And win.

The players then must make their way to the nearest razortrain station on foot. It's going to be a long ride.

//MISSION 101: Wasteland Stand

The wasteland is a big place. The players are lost but find an abandoned campsite. There they get clues at where to find an APC and some fuel from some notes from seemingly dead people.

They set on the task to find the fuel first as it is nearest, but a zombie horde sorrounds them twice. Bluespark, the vortigaunt, appears again and sacrifices his last brother to summon another hero that helps the players get rid of the horde quickly, since they must not waste any more time.

Using a pair of binoculars to watch the horizon the players manage to guide themselves towards the next objective.

//MISSION 102: Town Beat Down

Next step is the players reaching a ruined town full of zombies to look for the working APC. There they learn the ill fate of the ones that wrote the notes. Then they take a ride towards the nearest train station.

//MISSION 103: Razor Blazer

In the train station, the players must destroy the thumpers to activate the alarm and close the station, forcing the razortrain to stop, but also summoning several combine forces that answer the call.

Then manually reactivating the razortrain they set off through the desert, but are met by another train and several gunships and hunter choppers.

The train is off the rails and does a multi track drifting until it crashes.

//MISSION 104: Depot Repo

The train crashes at a depot, where prisoners are taken. Then the players are ambushed and pinned down. But the cavalry arrives and they are met by rebel forces on their way to the air exchange. The players set the prisoners free.

//MISSION 105: Bay Pay

The players must board another train below another depot but they agree with the prisoners that the gunship bay between the depots must be destroyed or they would have big trouble in the battle to come. There they destroy several dormant gunships but not all of them are happy and a battle begins.

The players as sole survivors get onboard a subway train and drive it towards the Air Exchange.

//MISSION 106: Engage Exchange

The players meet with IA Latham, Captain Vance, Jaytest and the conscripts in a huge battle to reach the Air Exchange control tower top and detonate one of the nukes.

While one nuke is sent away to not be caught in the explosion, the players carry the other one, but first they must deactivate the tower's shields and steal an alien ship to fly to the top.

The mission... is not what it seems. After taking down the shields and reaching the alien ship, it explodes and time stops. The GMan is not happy with what is going on and decides to take matters into his hands attempting to destroy the players.

He is temporarily stopped by the vortigaunts, but they are not enough and are obliterated. But before even trying to destroy the players he suspects something is amiss... so he tests the players and finds out that they can indeed respawn. So he tests them further against Corporal Shephard, and later he himself...

GMan is amazed, but before he recruits the players for his employers who are interested in the matter now... the Borealis appears, alongside one of his employers, Mr. Gearbox.

The Gman is then swayed into instead letting the players go and fulfill their mission, effectively breaking his contract and betraying the rest of his employers.

The Gman sets course to do his new assignments and teleports the players. Time starts again.

//MISSION 107: Top Pop

The players are teleported at the bottom of the control tower, and a conscript breaching squad helps them take down the elevator doors.

They take the elevators up while the conscripts evacuate and retreat. Then they fight the combine at the top, arm the nuke and defend it until it explodes.

///MISSION 108: Crater Gaiter

The Air Exchange is gone forever, and in its place a huge crater. The players respawn underground and make their way through fire and lava finally reaching a somewhat safe underground place.

On the other side, at the surface, they find a vehicle. Some brave rebel had waited for them but died from radiation poisoning.

//MISSION 109: Underground Playground

The players take the vehicle through the wasteland and into the cliffs that sorround the coastline. The only way to reach the docks is through the cliff's dangerous underground entrance full of zombies.

//MISSION 110: Coast Boast

The players are found by a couple of rebels that help them get out from the underground. In exchange the players seal the tunnel since the zombies had been pouring out lately.

Now at the docks, the players meet with MacDiver and the fisherman who claims to have seen Freeman take out a combine cannon that was shooting at something and his dear Saint Olga was going to be next.

MacDiver gives the players the last nuke safe and sound, and tells them to make their way to the conscripts HQ in the ocean with help from Odell's tugboat to deliver the players to the Hyperborea who is well equiped to make the trip to the cold north. But he gets a call from Helena Mossman who asks for them to meet her crew at Kraken base for something important.

But before they leave, the combine arrive with lots of gunships and soldiers. The players defend the first wave but are forced to flee before their plans are compromised, leaving in Odell's tugboat while the combine destroy the docks.

But! the combine manage to follow the players and attack them using an aircraft carrier! The players barely manage to destroy the gunships and choppers, and the carrier as well, using heavy weaponry that was being shipped in the tugboat for the Hyperborea.

//MISSION 111: Hyper Wiper

The tugboat reaches the Hyperborea, but something is very wrong. Alongside Odell, the players find out the combine cannon was shooting at the Hyperborea.

Captain Johanson is turned into an elite gonome, and the players must destroy all the aliens before continuing. They take a chopper to Kraken base. And Odell clearly dies.

//MISSION 112: Sub Club

The players arrive at Kraken base, and are met by Helena Mossman and Dr. Cohrt, who were suspicious of the Hyperborea's fate, but now confirmed.

Kraken base is willing to conduct an experiment with the help of the players. A group effort from the east and west resistance (with Barney and Dr. Kleiner's resurrected teleport). Kraken's top of the line teleporter has never been used and needs calibration as well as a first test. It will be used to transport the troops from HQ directly into the Weather Control to destroy it.

But the test goes wrong upon throwing a cat as a test subject. The cat implodes, and Barney has to turn it right side out again to make sure it is a cat, while a portal storm occurs inside Kraken base. Helena Mossman had betrayed them all, she was working for the Consul all along and escapes with a minisub.

The players fight their way through underwater sinking Kraken base, while making their way with the nuke to a minisub and reach the conscript HQ (which's coordinates are only sent once the players are in the minisub and activate long range antennae).

//MISSION 113: Hardy Army

In the conscript HQ, the players meet Captain Vance, IA Latham and Sniper! (now resurrected as a cyborg using combine tech). Together they plan the next move: to blow up the Weather Control deep in the arctic regions.

The players are tasked to take the nuke at a designated landing zone, while the combine are distracted by most of the conscript forces at the beach.

The players take flight with a squad of helicopters, escorted by choppers and harriers. They fight several gunships in the air, and then split up at the landing zone, hopping up on a squad of chinooks that paradrop the players and troops, while the air support aids the beach battle afterwards.

//MISSION 114: Weather Tether

The players take point infiltrating with the nuke, helped by Captain Vance and Sniper, some air support and tanks. A huge battle ensues against the combine.

The players finally reach the huge dome sucking air from the planet, and enter its core with Sniper, where the security system cannot deactivate the nuke (thats why it has to be armed there). But the nuke's timer is busted, and Sniper is left behind on a dead man's switch while the players flee to the airport as planned.

//MISSION 115: Snow Blow

The players don't manage to reach the airport in time and are caught in a snowy explosion blast.

Wandering around the nearby town covered in tons of snow, the GMan appears again to help the players get back on course and teleports them right inside the airport.

IA Latham is waiting for them with the last plane, and the players must flee the increasing combine opposition closing behind them. Then they take flight in a C-130 alongside Latham.

But when entering City 49's airspace, the plane is attacked by several gunships. The players attempt to defend it until they can reach a safe landing, but the plane is shot down anyways, crashing in a skyscraper.

//MISSION 116: Vertigo Row

Latham is hurt in the crash, and is captured by the combine. The players make their way down the destructed skyscraper and find a surviving conscript rigging a bomb that is used for them to make a hole and reach the street below (they just make a hole in the wall and jump to the street below).

//MISSION 117: Free TeeVee

The bombing conscript doesn't survive the fall, but the players respawn after hard landing.

The players help the revolution in the streets while advancing towards the citadel. But they quickly run out of weapons and ammunition, and so they are forced to flee through the rooftops, until Jaytest finds them and rescues the players with a truck.

//MISSION 118: Conscript Conflict

The truck stops at some sort of train station storage depot where the players fight and gather more weapons and ammo. Jaytest goes off to find a new vehicle. Then back on the streets the players help fight against combine snipers, until Jaytest finds them again with an APC.

//MISSION 119: Bridge Abridge

The APC reaches one of Vance's bunkers nearby the inner gates, just outside the bridge that connects the city with the citadel. The players make their way to the bridge where the conscript forces are amassing for a final assault at the Consul.

The battle begins, and the bridge is war. The combine meet the conscripts with an overwhelming force, and the players are the only survivors to make it through.

//MISSION 120: Cancel Consul

The players make their way to the top of the citadel, where the Consul's seat is. He is revealed to be AleKK the space pirate, who struck a deal with the GMan long ago on Mars.

The Consul tries to convince the players to join him and his employers, but they let Latham (hostage) die at the hands of Helena Mossman who is also there.

But the GMan appears and makes it clear that his part of the bargain is revoked, summoning several weapons to help the players, and gibbing Helena Mossman, then leaves the place. Upon Mossman's remains, her experimental Arbeit labs modular weapon is left for the taking.

The Consul tries killing the players by throwing lots of combine at them, even his own personal elite team of super fabulous metrocops, but all fails.

Angry, the Consul shows his true forms in an epic battle (also angry because the players' weapons are ugly), first using his dual Consul Casuls (revolvers), and then transforming into his first and then final form. But he is defeated, and as his lifeforce was linked to the control crystal of the citadel core, the core becomes unstable.

The GMan appears to take the players away just as the citadel explodes, taking City 49 with it.

//MISSION 121: East Beasts

The players are sent by the GMan to their next mission. Back in time to when the combine rule started. The Black Mesa survivors sent by the SCI to Russia finally find Black Mesa East, but it has been infested by aliens.

The players are tasked to clean up most of the aliens, but then combine gunships arrive to investigate. The rebel convoy's leader Odessa Cubbage down below at the entrance, and the players up above in the mesa work together to take them out.

After its done, the convoy enters Black Mesa East to begin building the resistance. The players on the other hand are taken by the GMan again.

//MISSION 122: East Lease

The players are teleported forward in time, at the time when Black Mesa East was being built.

GMan stops time again, to make the players presence unseen. Rebel Jacob escorts the players and takes their modular Mossman weapon with him, they meet up with Eli Vance, who gets his daughter back (the GMan was keeping her until everything was secure). Then the players are sent to clear out the zombies and combines (sent to clear the infestation) that are approaching the Ravenholm entrances, and by using a radio jammer the combine assume the zombies killed their troops instead.

This way, Ravenholm is free from combines and zombies, serving as a refugee camp.

//MISSION 123: Mine Dine

Players are sent forward in time again, to the last moments of Ravenholm, to help Alyx Vance get to safety with her new gizmo: the gravity gun.

The combine have discovered that Ravenholm is a refugee camp and began shelling the town, while also reinforcing with combine troops and some synths.

The players meet with rebel Winston and Alyx, who are told by Eli to expect the players' arrival. Together they find Father Grigori, Sister Annabelle and Brother Dociu, the church family, who help all the survivors safe passage to City 17 through the mines.

But the mines have been taken by the combine and a few bioweapons have been unleashed. The players must force their way to create a safe path to the exit by using their guns and a digger vehicle. Along the way, sister annabelle and brother dociu die, leaving Father Grigori crazier than he was.

Winston and Alyx make their way safely out of the mines.

//MISSION 124: Suit Brute

Forward in time again. The players are at the train stations just outside City 17. GMan and Odessa are there, and so is Tor (GMan's slave). Now on the side of good will, Tor is tasked to carry Gordon Freeman's HEV mk IV suit on his back to Dr. Kleiner's lab while the players protect him. Odessa is there to give the players plenty of weapons and rebel support.

But an illegal transaction between some nearby citizens alerts the overwatch that the place hides rebels, and the players are discovered. Now, they must make their way through even heavier gunfire than expected, leaving behind Odessa who is ordered to flee as he is needed alive in the future.

The players reach a dead end, but Dr. Kleiner opens a portal. Tor is rescued by the GMan and the players take the portal to Kleiner's lab with Freeman's suit. They cannot believe it. Then the players are taken back by the GMan.

Kleiner started work on modifying the HEV mk IV short after using Gina Cross' HEV mk V prototype manual.

//MISSION 125: Ocean Remotion

Now, the players, GMan and Tor, find themselves in the middle of the ocean, and above them a huge dimensional breach sucking earth's water.

From the breach the employer's threaten GMan, promising that he will be held accountable. And then lots of gunships, and Xenian tentacle monsters appear.

The players and Tor must defend GMan while he channels his powers to close the breach forever and stop the draining of the seas. And they succeed.

//MISSION 126: Malice Borealis

One last piece of the puzzle. The Borealis. The players enter the fray where everything is confusion. Enemies coming in and out of reality, appearing from anywhere anytime.

The players are tasked to find a crystal called the dreamspark or the source of life. The physical embodiment of all time and space, somewhere within the ship.

In their journey they witness another version of GMan from the past taking Alyx. And at the same time witness the destruction of Dog by the hands of Breengrub, who they then defeat alongside Gordon and Alyx (even if them couldnt see the players).

In the end, the players hand the crystal to GMan, but... the employers find them all! (at least their voices do) And try to stop him from taking the source by sending strange creatures from alternate realities to destroy them all. But the players are aided by the Leather Suit Resistance Force from the future, a task force born from the GMan's new assignments.

Seeing as their forces were defeated, the employers instead send GMan and the source to the void, while also taking the players for themselves.

//MISSION 127: Boss Gloss

The players have been taken by the employers and teleported to the combine overworld Aleph. There, they are told that now they are property of the Valve and will do their bidding.

Then, the players are teleported to a strange dimension where they meet the employer's finest scientists (some weird and giant creatures), who will be testing their powers.

//MISSION 128: Vile Trial

The players go through several dangerous tests throughout time and space.

//MISSION 129: Test Arrest

Now that the testing is over, a trial run has to be accomplished. The players are forced to help the employers' goons with several tasks, like aiding a trading ship against space rebels, or destroying a planet's wildlife.

//MISSION 130: Past Blast

Now that the players have proven their worth, they are sent through time to Earth, to change some of the storyline. Who knows what this could mean in the future.

//MISSION 131: Cruel Tool

Now through time and space, but not just on Earth, the players must do several tasks to find and destroy rogue aliens, and attack SCI bases.

//MISSION 132: Stargate Freight

The players finally find and destroy the leader of the alien rogues. Then they are met by Tor, who now works for the employers in exchange of incredible powers, but decides to kill the players to please them. He fails miserably as the players are saved by the GMan.

//MISSION 133: Citadel Shell

The players are sent through time to aid the combine in destroying rebel bases, and then solving a little problem with a very crazed employee at one of the citadels.

Lastly, GMan's new replacement to oversee the players arrives, the A-Man, who tasks the players to clear a mysterious hedge maze that holds some rogue elements inside.

//MISSION 134: Sadistic Mystic

Now that the players' tasks have been completed fully. The employers toss them inside the half-quake, a dark pocket dimension for prisoners inside a hypercube (a sort of reality mixing computer prison cell), so they can never escape.

But the few last surviving reptilians from Earth hack the cube and start letting the players out!

//MISSION 135: Abnormal Informal

The hacking continues. The players are out of the dark setting of constant dying, and appear at a bright maze like place. They look for the exit.

//MISSION 136: Random Tandem

The reptilian hacker starts using odd stuff... he connects the hypercube to the internet! The setting around the players start becoming increasingly stupid, odd and annoying, until they fight their way out to even more silly settings!

//MISSION 137: Rage Engage

Cryokeen appears, it seems that the hypercube's reality has reached his interest and uses the players to help him do some strange stuff only he knows what it is about (like helping a gordon clone through halls full of deadly aliens). Now, he promises he is on the player's side of the story and no longer working for anyone by himself.

Only after this first trial, the players enter the true land of the tryhards. Impossible puzzles and jumping feats the players must overcome to let the hacker keep working (because if they dont beat the levels, the hacker can't overcome the firewalls).

//MISSION 138: Arg Lag

The real unkown begins when the hacker pulls the south american card, and the setting of the hypercube becomes a strange trip through Argentina's politics in the 2000'sabotage

But this does work in the end, and a final level is reached. The grid to the hypercube's control rooms is starting to be revealed.

The players defeat the dangers, and make it through.

//MISSION 139: Hax Hex

The hacker wins. The players are outside of the influence of the hypercube's computer, and find themselves inside the control room. They meet Sence, the operator, and destroy the computer (a giant ugly deformed creature with really powerful reality bending abilities... that have been hacked so it is just a useless blob now)

//MISSION 140: Noob Cube

Upon the destruction of the creature, the players are free. And the true nature of the hypercube is revealed.

The players traverse the everchanging rooms of the hypercube's prison cell and make it outside to the hypercube world, where thousands of cubes that form the hypercube float in perfect harmony.

There, the Kingpin is revealed as the warden of the hypercube, and sends all of his forces to crush the players, to no avail. So he fights them alongside his servant dogs, but fails as well, so he flees using a portal to the outside of the hypercube.

//MISSION 141: Reptile Defile

The players finally get out of the hypercube, and find themselves aboard an alien ship full of dangers and strange things.

The reptilians board the ship and help the players escape. They tell them that only them can stop the employers, and that they must use a portal waygate to a dimension called the Library, where Aleph Latham has been turned into a talking scroll called Prospero or the Librarian, and that it knows how the players can get to the employers to defeat them.

The players do this and begin their last journey.

//MISSION 142: Dead Dread

With the help from the librarian, the players are guided towards the dark dimensions, that they must overcome to reach the epicenter of reality where the employers hide.

First the dimension of the undead, the halloween planet. A place discovered by Black Mesa once, but extremelly hostile, full of brain eating zombies and shady corporations.

The players find themselves in deep trouble upon taking a rocket towards the Halloween planet and waking up years later from cryogenic sleep. Cryokeen contacts them and promises he is their ally and needs their help. But after collecting many picard coins (which angers captain picard but lets the players be anyways because they save him once), and killing many zombies, the players are betrayed by Cryokeen and alternate dimension version of Nih!

They are defeated, never to be seen again, but the presence of picard and his coins lures the Borg into nearby space and capture the players

//MISSION 143: Borg Morgue

The Borg hold the players prisoners, but not for long, and they destroy their cube ship!

//MISSION 144: Hunger Sunder

During the explosion, the players are teleported towards the Halloween planet again, and they begin a tedious task of killing zombies, and helping survivors.

//MISSION 145: Evil Reprieval

During the players' aimless exploring, and endless shooting, they are contacted by a corporation that seemed hell bent on destroying the zombies, and the players agree to help in exchange of transport.

//MISSION 146: Stalker Rocker

But the players are betrayed! The corporation used them to do their bidding, and now has sent their forces to wipe them out. But of course they fail.

//MISSION 147: Nasty Rusty

The players set themselves to find a way to be teleported, and so the scroll of wisdom, the librarian, tells them what to do next. After killing bosses and minibosses, the players find the final boss to defeat, the Halloween Pumpkin, which grants them and explosion of teleportation upon defeat!

//MISSION 148: Employer Disobeyer

Now at the underworld, dimension of the dead, the players seek to find and destroy the god of egypt who guards the entrance to the threshold dimension where the portal to the next dimension is.

In the way they help some crazy barney that also kind of betrays them (but probably also dies in the process)

//MISSION 149: Gate Fate

The threshold dimension, the timeless warp. A needed boundary that separates the lesser dark dimensions from the really dark dimensions.

//MISSION 150: Hell Bell

The hellmouth. A dimension that guards the rest of existence from the existence of the non existence. It guards not that anything goes in, but that nothing gets out...

The players fight legions of hell demons, and travel through several portals meeting many worlds full of the same blood thirsty creatures, all of them guarding jealously the next key in the next room.

Until they find the megaportal... guarded by a Lava Lord from the land of Quake (who is rather slow with the rockets by the way and of course is defeated).

//MISSION 95: Secret Sequence

A place of confusion, where time and space mean less than what they are supposed to, full of deadly traps, and warped rooms. The dimension that the players where helping Turrican explore long ago, where the redmetal was discovered. It is actually a one way trip. A dimension blocked by Hell itself because of how dangerous it is. Only a mad robot like Turrican could've discovered a way to get in and out. But.. these backroom of dimensions are just a step away from the real danger.

The players find some worker dead, with a message from Turrican and a portable teleporter leads the players to him. Turrican had promised to chase Cryokeen throughout the multiverse to stop him... but things didn't go as planned.

//MISSION 96: Red Dread

Turrican is found and needs to repair his transdimensional ship to get out of that dimension.

The players help repair the ship, but they now must use it to travel to Nomble's lair and defeat him. Only that way the dimension will collapse and they will all be able to go home.

The players and Turrican reach Nomble's lair, and defeat him with help from CryoKeen who now is freed from his evil half Neek. But the ship is destroyed, and Turrican, being a robot with a chip made from redmetal ends up transforming into Turrible, controlled by Nomble now, the players have to put him down, but he is too powerful. CryoKeen makes the final sacrifice and finally, the dimension collapses into itself. The players being able to respawn withstand this event and get ejected from the implosion towards their next destination...

//MISSION 151: Nightmare Stare

The players enter the Dark Zone, the void, the dimension of the damned. The deepest hole in existence, where everything is the stuff of nightmares. Nomble was just the guard to the locked door. A door that was unleashed open when the red dimension collapsed.

Or so the scroll says. To the players, everything looks fine and dandy, just a little bit similar to Black Mesa. Until... things start warping around them, using their own fears against them. Nightmarish creatures stalk at every corner, darkness beyond anything possible replaces light sources, and sick mind games start tricking them.

//MISSION 152: Mother Gutter

To be able to get out of the void, the scroll tells the players that they have to defeat enough important creatures to get the attention of the void lord and his dark demons.

The first mission is to overcome the "mother". Easy, the players slay the creature in her lair.

//MISSION 153: Bleak Street

Things get a little lost, as the players try to find their way out of a very dark city.

//MISSION 154: Dark Park

The same thing happens but in the woods. And in the end, the players defeat "the son"

//MISSION 155: Nemesis Menaces

Finally, the players find the Kingpin, in his dark throne, but he is not the Lord of the Void... he dies anyways. And the attention of the true Lord of the Void is given! A dark portal appears.

//MISSION 156: Vortal Immortals

The players teleport to the final void, the dark dimension of the Lord of the Void. He who holds the source of life hostage now! The one that took the throne after Cthulhu was vanished by the players long ago. SENCE!

The players are not equipped to deal with the dark demons, that is why the scroll tells them to find the Megasword, the only capable item to deal massive damage to demons, forged by the employers themselves...as a pocket knife.

The players fight their way and kill many humongously powerful and huge demon lords, until they find the Lord of the Void SENCE and defeat him, taking the source of life with them.

//FINAL CHAPTER: Infinite Finality

Using the pieces of the source of life, the players reforge it and use it to cast the darkness away forever. But all was already destroyed... except one single place full of life that the darkness had not touched.

The players appear on green pastures. They walk for miles until night comes and finally they find a single, but very big, house. That looks like a factory of sorts. The only way in is through the windows.

Inside, they meet Mr. Valve, Mr. Gearbox and Mr. Steam, and they are sorrounded by all the employees, that look like gman. All the gmen!

Suddenly gman appears as a traitor to the employers, and teleports in the cavalry: Alyx Vance, Barney, Mel and Chell with the Leather Armor World Resistance Force from the future earth after the combine were defeated.

Then, the vortigaunts teleport in with Gordon Freeman, right from the time after the borealis.

Together they fight the employers and the employees to stop them from resetting the game again, and keep playing a story that has no ending. They fight together to give this story an ending.

Mr. Gearbox is the one behind all the planning of the betrayal and sacrifices to defeat Mr. Valve. Then uses the source to power up everyone else so they can defeat the gmen.

The rest are up against Mr. Steam. The gmen are defeated, but Mr. Steam is still too powerful. Even if with the power of the source he can't delete the main characters and players, he can defeat them old school. After GMan is defeated, he is able to take away the power of the source and delete the spawn points, leaving only Alyx and Gordon left to fight him.

In a desperate attempt at winning, and after Gordon is deleted, Alyx drives the crowbar through the source of life but something happens...

Time stops, stopping alyx from destroying the source. But before Alyx and Mr.Steam are destroyed, he powers up the players with the source to make them avatars of themselves, integrating their reality and the game's, bringing back the spawn points and turning them into the real versions of themselves: info_players

Mr. Steam does this because he realizes that Mr. Gearbox was right about Valve and they would never make a third game. So he sends the power of the source and his own to the players who are the only ones who can defeat LORD GABEN.

Lord Gaben appears. Mr. Steam and Alyx blow up.

Gaben fights the players for as long as he wants until he realizes that they keep respawning so its quite unfair. Then he unleashes his minions at full force with the help of artifact cards, but the ghost of Marc Laidlaw appears and gibs all the minions. Then gives the players the ultimate weapon: the carve tool.

With it, the players have to carve Epistle 3 in the fabric of reality, which is a big number 3. The players are then attacked by hundreds of number 1s and 2s, But using the carve tool instantly destroy EVERYTHING.

And as said by Laidlaw, it was not the ending anyone wanted, but we must let his dream go. Half Life is destroyed forever.

Or is it? Gaben just tells you to Alt F4. Will you forget what he has done?