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Point Insertion
After an introduction by the G-Man you appear on a train entering the station at
city 17. When the train stops, exit into the station and make a left to pass
through the gates. This is a good area to get a feel for moving around and
handling objects. Try picking up some trash and throwing it using the mouse.
The guards here can be taunted, but will retaliate with a swat from their
nightsticks. Approach other citizens and they will make small talk.
Make another left after going through the turnstile and enter a waiting area
with train schedules on the wall. Continue through the security checkpoint
behind the chain link fence. Here, a Combine officer will slam a gate in front
of you and direct you into a room marked "security". Follow the
officer down the hall and you will be led into an interrogation room.
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The officer removes his mask and it turns out to be Barney Calhoun from Black
Mesa. Barney contacts Dr. Kleiner on the video screen
and they decide that you should meet up with Alex. There is a knock on the door
and Barney will usher you through a door to the left of the video screen. Climb
the ladder in this room, then pick up one of the wooden crates and move it
under the window on the left. Jump onto the crate, and out the window.
In this alleyway, notice that the cinderblocks, bottles, and barrel can be
lifted and moved. Exit through the only door and walk up the metal stairs into
another section of the train station. There is a combine officer blocking the
next area. He will knock a can on to the ground and tell you to pick it up.
Pick up the can and place it in the trash. The officer will now allow you to
pass.
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Walk through the large room where citizens are being issued some food and take
a left under the view screen where Wallace Breen is giving his speech on
instinct. In the smaller hall, go through the double door on the right and exit
into the center of City 17. There is another speech being broadcast in the
center of the courtyard about the suppression of mankind and their current ban
from breeding. Other sections of the city are blocked off, so make a right once
exiting the train station and walk down an alley.
Your destination is a smaller alley on the right, marked by a blue milk crate
and overgrown with plants. Climb the ladder up to the fire escape in this
alley, and walk to the right to hop over the fence. To your left there are a
couple of citizens being detained by the combine. Walk to the right to enter
the playground. Have fun playing on the equipment, it all functions realistically.
Walk through the open door behind the slide to enter the next area.
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Open the door at the end of the hall to enter the ground floor of an apartment
building. The only open pathway leads up the stairs to the second floor where
some combine officers are raiding a room. Walk down that hallway, or take a
detour through the apartment on the right. At the end of the hall, you will be
forced to go up another flight of stairs and at the top; a man will tell you to
enter his apartment. The combine raid on the building is becoming more heated
and you must escape to the rooftop. Keep moving through the apartment until a
man sneaks you into a small room that leads to another staircase up to the
roof.
As you leave the building, the Combine will begin firing on you, so forget the
view and keep moving. Run up the wooden ramp to the next building and take a
left. There is a small ledge behind some cans that you can use to shimmy around
the next building while officers shoot at you from the street. Continue along
the ledge until you reach a set of two open windows. Hope through these and
crash down a set of wooden stairs on the far side of the room. At the base, you
will be overwhelmed by combine until Alyx comes to your rescue.
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A Red Letter Day
Follow Alyx into the elevator and she will lead you down a concrete hall to a
secret passage marked with the orange Lambda. Look out for these markings
throughout the game; they indicate the existence of hidden items nearby. In the
Lab, Dr. Kleiner is waiting to greet you. Barney also
enters the lab and you are given the Mark V Hazardous Environment Suit. You now
have a heads up display indication the suits charge power and the level of your
health. Charge the suit at the other end of the lab across from the bubbling
vats.
There are a number of interesting items in the lab. On the monitor just outside
of the room with the Hazardous Environment Suit, you can change which camera
feed appear on the screen. On one of the settings, the G-Man appears waiting
outside of a gate. To the left of the entrance to the lab there is a small
teleport machine that can be used to zap a plant back and forth between
pedestals. There are also numerous items to be read and looked at on the walls.
Notice that Wallace Breen has been scratched out of the photo of scientists
from Black Mesa.
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Step into the teleport room and watch as Alyx is transferred to her father's
lab. You will have to help by picking up the plug and placing it back into the
socket. Throw the red switch to complete the process. When it is your turn to
make the journey, things do not go as smoothly. The Dr.'s head crab jumps into
the teleporter and some unknown interference
transfers you to a number of places including Wallace Breen's office. You
finally appear outside of the lab in an area filled with electrical conductors.
Hop down to the ground and walk behind the conductors to find a staircase.
Barney calls to you from above and states that you are going to have to escape
City 17 through the canals. He then tosses you the trusty Crowbar (λ). Walk straight ahead and use the crowbar to break
through the pieces of wood blocking the next doorway.
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You now enter the train yard. This is a maze of boxcars, and the goal is a
hallway on the other side of the tracks. You will have stay out of the open
however, because combine officers will be firing at you. When you drop down
into the train yard, make a left and hope into a boxcar filled with crates.
Smash through them with the crowbar, hop through the car and make a quick
right. A train will be coming behind you, so scurry around the next car and
turn back to the left and enter another boxcar. This car has a ladder in it
that leads to the top of the car. Climb the ladder, turn left and jump to the
next car and then jump over the fence.
Quickly head in to the alleyway and walk towards the danger sign. There is a
dark stairway leading down to the left of the sign. Turn on your flashlight and
walk down the stairs. In the hall at the bottom of the steps there is a heath
station, fill up and take a left down the next hall. Here there are two
citizens being attacked by two combine troops. Charge them with the crowbar and
take them out. You now receive your first projectile weapon, the 9 Millimeter Pistol (λ).
Break through the boarded up doorway and walk up the steps. Equip the pistol
and shoot the armed combine officer who will walk toward you down the stairs.
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There is another officer as you turn to the right, and walk back up to ground
level. Notice the red barrels that surround you. These will light on fire when
shot twice, and then explode destroying everything around them. Three shots can
be used to detonate the barrels immediately. Take a left at the top of the
steps and walk through the opening in the fence to the train tracks. Wait for
the train to come, then hop on top of it and use it as a bridge to the ladder
on the other side of the tracks.
Once on the other side, smash through the boarded up door to
enter a room with exposed floorboards. You can find ammo and health in
between the boards. Then go through the door into another room with two red
barrels. There will be officers firing from the other side of the train, so
take cover. Move the barrels by blowing them up, and you will be outside. There
is a crate on the ground that can be smashed with the crowbar to reveal ammo.
Two officers are up on the ledge to your right, shoot the red barrels next to them
for a Combine cookout. Walk around the house, and jump over the bent section of
fence. Then take a right, and use crouch down to crawl into a small vent shaft.
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There is a crate in the vent shaft that contains both health and power cells.
Exit the vent and walk to the right. Jump down onto the tracks and a few things
will happen. A train is coming from behind you, and officers are up ahead. They
will throw an exploding barrel down the stairs at you, but you can detonate it
before they push it to cause them damage. Then take a right up the steps to
avoid the train and shoot remaining officers. There is a health station at the
top of the stairs. The two officers that come around the corner can be killed
using the barrels.
Walk down the hall until you reach a metal catwalk above the tracks. Equip your
crowbar to bash through the crates in your way. When you reach the other side
there will be two officers that attack from behind you. Then there will be a
group of three officers that attack from the right and the left on the tracks.
Take them out before jumping down as you will have the advantage of cover.
Across from the ledge, there is a small alcove where you can smash crates for
ammo and energy. There is also a health station on the wall. Walk out of the
tunnel and jump down into the canal.
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Walkthrough Part 2 - Canals
Part 1
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Swim down the canal until you reach a large red object with a ladder on the
left side. Climb up the object and drop down into the opening on top. Two
members of the resistance are inside where your suit will be recharged. Notice
the G-man on the television screen. Leave the trailer and smash through the
boards in your way. Around the next pile of garbage is the first encounter with
a barnacle. These balls of goo stick to the ceiling
and drop down a sticky line. This line attaches to anything that touches it and
drags it up to the mouth of the barnacle. These enemies can be killed with
about six or seven pistol shots. An easier way to get by them is to throw some
garbage into the line and let them munch on that, instead of your skull.
At the end of this tunnel there are some resistance fighters being shot down.
The best route is to make a right into the open area and hug the wall. Enter
the pipe that the resistance fighter beckoned you from before he was shot. Kill
the two officers ahead and walk down the pipe into a small room that contains a
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Go up the ladder straight ahead. At the top there are two officers; one of them
is manning a gun turret. Sneak to the left and blow up the red barrel behind
them to take them out. Then use the action button to man the turret. A slew of
officers will appear in front of you and to the side. Shoot the barrels on top
of the bridge and on the street to take them out. Also, be sure to shoot the
wooden platform on the right so that if falls and creates a path down the
canal. After all of officers are taken down, get away from the turret to avoid
some missiles will be fired at you from an
At the end of the tunnel take a left and a resistance fighter will lead you
down the next section of the canal. At the end of this tube, stick to the left
wall and jump up to the next pathway which leads to a square room filled with
water. This appears to be a dead end. Jump into the water and smash the crates
for healing items, then Combine officers will drop exploding barrels into the
water from above. Dive under the water to avoid damage and the barrels will
blow open the previously barred path. Swim towards the opening and you will
climb into the next tube.
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At end of the next tube there will be two officers that hop down into the
canal. Take them out, and walk ahead. There is a rickety wooden bridge ahead,
which will soon be overrun with officers. Shoot the barrels at the base of the
bridge to bring the whole structure down, taking the Combine with it. After the
bridge an officer will come from the right and the left, so be ready for them.
Then climb the mound of dirt and move the barrel blocking the small entrance to
the next area.
The next tunnel is filled with slick mud and barnacles. Be sure to grab barrels
and toss them at the barnacles ahead. Around the corner, there are some red
barrel, light one on fire and roll it down the pathway at the large group of
barnacles ahead. The explosion will cause the lot of them to retreat to the
ceiling. Around the corner there is a dead body and some health.
Jump across the wooden platforms in a horseshoe pattern and enter the next
pipe. In this dark room there is a wooden plank positioned on top of a concrete
tube. Pick up the cinder blocks and place them on the high side of the plank to
act as a counter balance. Then use the wood as a ramp to the next area.
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This open area curves around to the left. As you slide down into the lower
area, quickly jump up to the left to reach a ledge as a helicopter fires at
you. Walk across the wooden planks to the blue door. Pick up the barrels that
block the door to gain access to an alley. Take cover under the roof. There is
a barnacle on the left ledge which blocks some health.
Behind the blue door there is a skinny hall. Look down to see a Lambda. Take a
right down the ladder to obtain health packs and some ammo. Take a left and
then a right into the tunnels. Here there are some exploding barrels that
should be lit and thrown down the slippery ramp where there are barnacles
waiting at the bottom. Zigzag back up the ramp and do the same thing at the
next slipper ramp with another red barrel. After this section
there is a door leading outside. Take a left and run down the hall into
the hall on the left before the helicopter fires on you again. You will see a
resistance poster on the wall as you walk down the next hall.
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Hack your way through the crates to a resistance fighter's hide out. He warns
you that manhacks will soon be attacking, which they
do as he talks so you. Smack these slicing bots down with your crow bar. There
are supplies on the platforms in this area, so stack crates to get to them.
Down the next two halls, there are two more groups of three manhacks.
After the second group, go down the hall to the second arched entrance to find
some ammo and health in a small room. Then walk outside and bash through the
crates to another door. Turn around to intercept the swarm of manhacks that come in behind you.
Drop down to the tunnels and some officers will appear ahead of you. The
officer that comes down from the rope is holding an SMG (λ). Shoot the barrels to
cause explosions. In the area where the officer dropped from the ceiling, turn
around and crawl into the vent on the ground to find some health and ammo. Be prepared
for a zombie that appears at the end of the tunnel. When you turn around to
exit the tunnel, another officer will drop from the ceiling.
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Walk down the hall and turn the corner to find an area filled with water and a
spinning set of fences under the surface. There is an under water tunnel on the
bottom of the left side. Don't go under until you are on the far side and the
spinning fence makes it accessible. Then, swim through the tunnel until you
reach an opening where you can pop up and grab some air. Continue ahead and there
is a large pipe leading outside.
In the stairway to the left, watch out for the barnacle and the two officers
that appear at the opening of the tunnel. In front of the barnacle there is a
box containing health and ammo. At the opening there will be two more officers
as well as a manhack. Go outside to climb on top of
the red pipe and then double back over the steaming vents. Wait for breaks in
the steam bursts before you cross. Then jump to the right, to avoid the
barnacles. There are some barrels here that can be used to distract them as you
jump by. There is also health and ammo on the ledge in between the steam
bursts.
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Crawl through the shaft until you drop into a room filled with red barrels.
Destroy the manhacks that flood the room, but be
careful if you decide to go with a pistol, the resulting explosions can be
deadly. In the corner of the room you can climb up a stone incline to reach
some health. Climb the ladder in the center of the room to reach a silver pipe
that leads to the second level. You now enter a vertical room with a long
ladder and a large number of pipes. At the bottom of the ladder is a supply
crate containing full health. The goal of this area is to reach the valve on
the red pipe that raises the water level. Climb to the top of the ladder and
drop down onto the white pipes to get there.
As the water rises, return to the room filled with exploding barrels and go
down to the bottom level using the hole where the ladder is located. Jump into
the water to avoid the manhacks. Swim through the red-lit
pipe on the bottom level to reach a small room with a ladder. In order to cross
the gap, you will need to swim to the bottom of the room and break the wooden
planks with your crowbar. This will release some large wooden spools that act
as a bridge to the other side.
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Once you exit this room you will drop into a narrow tunnel. Officers will
approach from one side and a manhack will come from
the other. Walk towards the manhack and take it out,
then deal with the officers. A flow of manhacks will
continue to appear as you jump up onto the ledge where the officers were
standing. Grab the contents of the supply crate and enter the dark hallway.
There's a door to the left and a dark room ahead. Beware of the barnacle in the
dark room and grab the health and ammo.
In the lit entrance, climb up the ladder and grab the supplies at the top.
Notice the lambda on the wall. Make your way across the planks and avoid
falling down to find another lambda and some ammo. Drop down and walk out of
the tunnel into an open area. The crackle emanating from your suit indicates
that nearby water is radioactive and will inflict damage. Jump onto the rusty
pipes and walk to the left to find another supply dump. Then drop down and meet
a citizen who has an infinite stock of
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As you leave the supply area, some citizens ahead will be killed by shells
containing head crabs. These creatures will burrow into the ground and then pop
up when you approach. Advance slowly and prepare to blast them when they
appear. A man is attacked by one of the creatures behind a fence; put him out
of his misery. Up ahead there are two zombies who are controlled by the crabs.
Do not let them get near you, and watch out for the barrels they hurl. As you
navigate the area, stay away from electricity and the metal surfaces
surrounding it. Also, stay away from the radioactive water. After the dangling
power line, a zombie will attack from the left. There is also a supply crate in
the corner. Walk through the storage car without touching the walls, and smash
the crates on the floor. Be prepared for a shell to land at the exit and take
care of the crabs that come out of it. Just because you have a pistol, don't
forget how powerful the crowbar can be against crabs and manhacks.
After the storage car, you will encounter another zombie that rises from the
muck, and another shell will drop from the sky. Use the flaming barrel to your
advantage against these creatures. Then, walk on the wooden planks across the
water to find the airboat. Hop into the boat and take off across the pond until
you reach a dead end. You will need to exit the boat at the concrete block and
open the gate ahead of you. Look out for headcrabs
while doing this, and grab the supply crate next to the crank.
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Walkthrough Part 3 - Canals
Part 2: Water Hazard
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Get back
into the air boat and take off into the canal. Look to the right for a lambda
symbol and a ladder. Climb up the ladder to find some ammo. Smash through the wooden
planks blocking the exit and head towards the lambda symbol on the large
building to your left. The G-Man is standing on top of the docks as you
approach. Enter the building and face two approaching zombies. Look out for the
barrels they toss at you. Climb the ladder at the back of the building and make
your way across the planks on ceiling. Knock the crate out of the way, and look
out for a headcrab that drops from the roof. Then, go
up another ladder and remove the barrel blocking the gear and supplies and ammo
will drop into the river below. Retrieve the supplies and get back into the
boat.
Continue up the river until you reach a ramp. Jump into the next area and take
a right. A citizen will drop some supplies off the bridge ahead, so exit the boat
and obtain it. Then, enter the pipe next to the lambda symbol and follow it to
the blue containers. The object of this area is to swim under the bridge with
the blue containers and let them loose in the cage underneath. This will raise
the bridge enough for you to jump the gap with the airboat.
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In the next area, you will rush down the canal and meet up with some Combine
officers. You can smash through them with the boat, then exit the boat and look
at the lambda symbol on the wall next to the pipes. Use the nearby barrel to
jump into the pipe and swim under the water into an opening. Take down the
zombie and grab the supplies up ahead. Get back into the boat and continue down
river. There are a series of jumps on the left, and some Combine officers on
the right. Smash through the legs of the platform they are standing on to take
them out, then jump into the next area.
Go through the left passage to avoid the barnacles and then go around the bend
to the right. Ahead there is a Combine officer shooting at you from the bridge.
Once again, drive through the support beams holding up the platform he stands
on. Take a right and get out of the boat at the steps to your right. There is a
ladder that leads up to a door.
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Enter the room to find some supplies on the shelf and a message being broadcast
about your deviant activities. Enter the next room to find a torture chamber
containing all sorts of ammo including the
When you open the door to the outside, you will be sprayed by a turret across
the way. Toss a grenade behind the barricade to take out this officer. Run
across the outdoor path and enter the next door. There are a few officers
waiting for you inside, take them down from the top of the steps, then enter the
room and use the health station. On the left side of this room there is a
staircase to a balcony where the switch resides to open the gate to the canal.
The switch is broken, so blast the red barrels to your right and a steel beam
will create an opening for you. This also sets off an alarm. Go back into the
room and climb the steps. When you open the door, dash to the turret and spray
down the officers waiting for you outside.
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The room with the Combine vehicles is also filled with officers, and the turret
near the torture chamber is now manned. Use a grenade to get rid of this
hazard. There are a number of officers waiting for you in the room next to the
turret, so use another grenade through the busted window to clear this area.
Then return to the airboat and continue down stream. There are some floating
supply crates containing health just past the newly opened gate.
The next area is filled with hazards and officers firing at you from above. The
best plan of action is to ignore the officers and swerve to dodge the missiles
launched by the
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Up ahead, the Combine will light the river on fire to stop you. Veer to the
right and take a jump off the embankment to avoid this. Then smash your way
into the tunnel while avoiding the cars that are through down into the canal.
In the tunnel things are quiet again, stick to the right to find a lambda
symbol. Notice the basket of supplies hanging above it. Take the cinder blocks
out of the basket across from it and the items will be within your reach.
Get back into the boat and drive off the embankment ahead. The Combine will
close the gate marked with a 5 ahead, so take a right and drive towards the
dock to your left. Here there is a door with a padlock on it that can be
knocked off with your crowbar. Enter an office and pick up the .357 Magnum (λ) on the desk along with
the other supplies. This gun makes short work of the three officers who enter
the room as you walk towards the door. Break the supply crate to the left of
the door for a power cell.
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When you leave this room, you will head outside and walk up a flight of stairs.
At the top, you will be greeted by a Combine officer and an attack helicopter.
Kill the officer and walk to the left of the red storage car, in between the
car and the wooden crates. Take a right around the corner and take out the
officer and the manhack that he releases. Using the
sprint button (Shift by default) is very helpful in this scenario. Move
quickly, the helicopter is hot on your tail. Duck into open car on the right
and turn around to get your bearings. There is a pile of gravel ahead. Run to
the right of this pile and walk around some more crates. Up ahead you will see
an open storage car with an officer firing from it. Run ahead to this area and
enter the car for cover and supplies. Two officers will storm the car from the
front, so be prepared.
Now, go around the red storage car to your left to find an open warehouse.
There are two officers directly ahead on the balcony. There will also be a few manhacks floating around. The best course of action is to
dash through the open railcar to the corner of the room under the balcony. This
will give you cover from above and behind. Slap down the manhacks
first, and then fire at the two officers that are coming down the stairs on the
other side of the room. Peek out from under the balcony to snipe the officers
above and grab the supplies strewn about the warehouse. There are some crates
in the red rail car as well as near the steps. When you go up the steps, be
prepared for two officers to run in the entrance, and three more to enter from
the balcony across from you. A good strategy is to jump back down into the cars
for cover.
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When the officers are put down, climb the steps and jump across the rail cars
to the next area. The helicopter is still floating outside, so stay away from
the windows. In the next hallway, hug the left wall while crouching and use the
crowbar to clear a path. On the other side of the wooden crates there will be
two officers who run up the steps and one down the hall to your right. At the
bottom of the steps there is a health station, an energy station, and a supply
crate.
Back outside, the helicopter is still tormenting you. If you stick to the right
wall, there is plenty of cover. If you make two rights when exiting the
building there is a crate hidden by some tall stacks of railcars containing
health. Stick to the wall on the right and run under the sign that says gate 5
and take a left. There will be an officer ahead guarding a ladder. Head up the
ladder and use the secondary fire on the
Once through the gate, the path ahead is blocked, so swing to the right and the
attack chopper will be back on your tail. At the bridge ahead, you can exit the
boat and run under the left side of the bridge to find a lambda symbol and some
supplies. Hop back in the boat and enter a zigzagging path ahead. Look out for
the mines dropped by the chopper. Your best bet is to ride up on the slanted
surfaces of this area until you reach the sludge filled tunnel. Speed into the
tunnel to avoid the chopper fire from behind.
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At the end of the tunnel take a left and speed down the river. The chopper will
be dropping mines in front of your, so be quick to swerve out of the way. At
the second sunken ship there is a shortcut over the land to your left. Continue
on until you reach the concrete tube. Before entering the tube you may want to
explore the area with your boat and run over a couple supply crates to the left
and across from the tube. Once inside the tube, keep moving straight and you
will run over a couple of crates containing power cells.
At the end of the tunnel there is a fork to the right and the left. You want
the path to the right. Ride up the logs ahead and stick to the left wall. This
will reward you with a crate. Continue ahead under the bridges and into a basin
with steep walls on both sides. If you come down the wall on the right and speed
up to the middle of the left side, there is an alcove with health and power
cells. When you exit this basin, run over the crate at the exit and make a
left.
To your immediate left is a dead end that contains supplies including magnum
bullets. Look for the lambda symbol near the dark openings in the concrete. At
the bridge ahead, go through the boards on the right side to avoid officers and
barnacles. Zip in between the barnacles under the second bridge or they will
lift you directly off of the boat. After the bridge, stay on the right side to
avoid the piles of junk and ride the ramp up to the warehouse above. Take the
boat inside the building to avoid chopper fire. There is a health and energy
station in the corner for you to use.
Park the boat on the grating in the warehouse and lower it using the wheel near
the health station. Get in the boat and head through the next lock. Two huge
smoke stacks loom in the distance and the helicopter blows up the base of one
of them. Wait for it to fall, and then jump the rounded section of pipe on the
left side. Continue ahead while the chopper fires at you and enter another
tube.
At the end of the tube there is a dead end. To your right there is a lever
system that can raise a ramp over the wall. You will have to fill the square
container next to the chair with heavy items. To do this, walk down the dark
tunnels to the left and kill the zombie. There will be a ladder on the wall
that takes you above the pulley system where you can push a washing machine
into the metal container. Hop back down into the boat and take the jump. Take a
left into a tunnel and taxi into a resistance outpost.
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The members of this outpost outfit your air boat with some fire power. This gun
has infinite ammo but will stop firing when the ammo counter reaches zero, then
you must wait for it to recharge. As you exit the encampment, shoot the
barnacles on the ceiling ahead. As you exit the tunnel, spray down the chopper
ahead until it retreats. Then take the jumps on the right, and make a right into
an area that becomes barricaded. Take out the officers to your left by shooting
the barrel they congregated around, and then take the boat up the section of
fence that acts as a ramp. Plow through the officers on this ledge.
Up ahead there is an armored vehicle firing rockets. Shoot down the rockets and
pump some lead into the vehicle to put it out of commission. Take a right and
use the ramp on the left to grab some air and some health from the supply
crate. Take a sharp left and be ready for a number of guards above and inside
the next tunnel. Be careful not to hit any red barrels if they fall in the
water. These will do a huge amount of damage. At the tunnel exit there is a
crate containing health and an armored vehicle firing rockets.
Blast the rockets and the vehicle, but also look out for the officers on the
left side, below the bridge. Speed past these obstacles and continue through
the tunnel under them. Shoot the barnacles that lie in wait ahead, and keep
watch on the walkway above you, the G Man will make an appearance, and then
exit through a door to your left. Shoot the dropship
as it goes by if you want to, it can't be destroyed. At the exit of the tunnel
there will be a fork to the right and the left. To the right there is an
officer firing at you. Bust a cap in his alien grill and jump out of the craft.
A zombie and a number of head crabs appear at the dead end so chuck a grenade
to take care of the group of them. Then climb the ladder to the left to find a
lambda symbol and some supplies. Return to the boat and take the path on the
left.
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Stay to the right, go up the embankment and take the jump into the tunnel where
you will have to shoot down three zombies and a barnacle. Jump out of the pipe
and go around the corner. Combine officers will attack from the left and the
front and push red barrels at the air boat. The will also set the water on
fire, so scoot around it to the right. The barrels will continuously fall from above
so shoot the ones that get too close, and go around the bend. More officers
appear under the bridge, take them down along with the barnacle hanging here.
Make a right and go though the tunnel, then make another right at the exit.
There is a red storage car ahead to the right of the boat. This contains health
and power cells. Once you round the bend, there will be two APCs
firing rockets at you. Take these out with the boat's gun one at a time. Then
drive to the edge of the area where there are two mangled, red storage
containers. One of them contains health. The other can be reached by getting
out of the boat and walking around the right side. Detonate the red barrels
inside to open the container doors and drive the boat through.
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Drive under the dock and go off the jump into the tube on the other side. Once
out of this tube, take a left and then a quick right into a dark tunnel. The
next area is a large open expanse with rocks jutting out of the ground. Explore
to the right to find a supply crate in front of the boat and on the end of the
white tube. Also, look inside the white tube for more items. At this point an
attack helicopter appears on the horizon. This enemy has two modes of assault.
The first is the normal machine gun. Swerve wildly to avoid this fire. The
second form of attack consists of the helicopter dropping three rows of mines
as it flies across the area. Its best to remain stationary, and fire at the
copter as it goes over, and then worry about any mines that have landed close
to the boat. If you run low on health, there are crates scattered about the
area, but look out for the red barrels near the buildings, they will do heavy
damage if you run into them.
Drive to the gate to the left of the water tower and get out of the air boat.
Climb the ladder, open the gate and speed on through. Take the boat up the ramp
to your right and drive up to the warehouse. Two officers will exit through the
door, shoot them down. Inside the warehouse there are two more officers and a
huge assortment of health, energy cells, and ammo. Get back in the boat and
drive around the side of the ware house. Notice the G-Man in the distance as he
walks around the bend. Drive across the rickety bridge and go to the right.
Flick the red switch to drop a ladder to the ground, then on foot, walk across
the dam to a control station. Here, use the switch on the right to open the
damn, return to your boat and take the log jump through the opening.
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Walkthrough Part 4 - Black
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Travel towards the lambda on the left, get out of the boat and walk around the
warehouse. You will enter an airlock that leads to Eli's lab. Follow the other
character's instructions and you will be led down to the bottom floor of the
research facility. Check out the newspaper clippings and the picture of Eli's
family. Follow Alyx to the scrap yard and obtain the gravity gun.
Gravity Gun (λ) - This is one of the most powerful weapons in
the game. Here are just a few techniques for beating down your with this tool.
Be creative with the environment, almost anything can be used as a weapon in
this game.
Your first tutorial with the gun has you stack crates to
reach Alyx up on a ledge. Then, follow her to an open area where you will play
catch with dog. Toss objects back and forth with him until the Combine attacks
the area with missiles. Follow Alyx back to the scrap yard entrance where she
will run back to the facility to be with her father. You will be trapped behind
some rubble and must follow dog to the entrance to Ravenholm.
Use the crowbar to access the ladder next to the corpse.
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Ravenholm
At the top of the ladder, turn on the flashlight and follow the path into an
open courtyard. Walk towards the pair of legs hanging from a tree and a zombie
will appear from inside the building filled with saw blades. Blow up the red
barrels and throw the gas canisters to take out the zombies in the next room.
As a rule, if you see a whole body on the ground with a head crab attached,
expect it to get up. The saw blades make excellent weapons when used with the
gravity gun. Walk through room that is strewn with corpses while cutting down
the zombies. In the next area, toss a barrel or two at the zombies who walk
down the hall.
Once you are back outside, you will come across a whirling blade machine. You
must duck to get past these but they also cut down the enemies. Crawl just far enough
to attract the next two zombies and then back up to the machine. They will walk
directly into the blades but a head crab may survive so have your gun ready. On
the other side of the blade machine is room with a head crab and another blade
machine. Duck down, and turn the machine on, then walk to the dark corner of
the room and three zombies will advance towards you. Let the machine do its
work and continue through the boarded entrance into an alleyway.
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In then next room there are red barrels, a blade machine, and a number of head
crabs and zombies. Either chop down or blow up the
enemies, but make sure to get the supply crates. Outside of this room you will
come across a burning pyre of bodies. A man will appear above the flames with a
gun and shoot down the zombies in your path. He promises to help you on your
way. Look out for zombies in every corner of this area. Two will break through
some boards on right as you go up a ramp. Take them down and grab the health
inside the room. There is also a cage with a zombie trapped inside. There is a
switch on the cage, and a valve on the gas tank. Turn on the gas and then flip
the switch to light the zombie on fire and kill it.
To the left of the pyre, notice the lambda symbol. Turn off the gas feeding the
large fire and enter the doorway behind it. There are a number of zombies in
this room, but there are also red barrels to be thrown at them. At the top of
the steps, use a barrel as a step to climb onto the large machine and into the
vent shaft above it. This will take you to a back alley where you can find a
grenade. Return to the room behind the pyre and this time jump on the second
machine to reach the upper level. There are hoards of zombies and head crabs in
this next area so get your gravity gun ready to hurl large objects at them. The
following rooms lead to an electrical switch that will turn off the power to
the next area.
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Return to the pyre, shooting down the poison crabs as you go. If you are bitten
by a poison crab your health will drop to 1 until your suit can administer
neurotoxins. Squish these annoying enemies with large objects. The next
alleyway is filled with flames that can be turned off. Advance towards the
ladder until you attract three zombies, then back up and turn the flames back
on to cook them all. Climb the ladders to the balcony and jump across towards
the water tower. Your friend with the rifle will show up across the way, and
pick off a head crab behind you. Jump down to the wooden planks below him and
walk towards the open window on the other side.
Before dropping down, take care of the head crabs and the zombie below you.
Smash through the planks to the next room and notice the car hanging above you.
Press the action button at the lever ahead to drop the car on the approaching
zombies. Do the same at the next car but this time hop on the car before it
ascends and use it as an elevator. Notice the lambda
symbol below you and jump from the car over the fence. This will lead you to a
dark room with supplies. Exit the room using the iron beam as a ramp and use
the car to get up to the wooden bridge above you.
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Father Gregory will again speak to you from the roof. It turns out he may not
be completely right in the head. Continue through the window and blast the head
crab through the next door. Father Gregory almost shoots you as you reach the
next rooftop. Before jumping down, set off as many of the barrels below as you
can to blow up the greeting party on the street. On the ground, look in the
dark alleyway across from the burning car to find some items. Climb up the
ladder at the right end of the passage and make your way across the steel
beams. There is a passage on the left guarded by a headcrab
that contains health.
Now, go back to the window that was on the right and enter a room filled with
corpses on tables. A large number of zombies will enter from the stairs below,
use the tables to smash them into the ground. At the bottom of the steps grab
the items and walk outside for your first encounter with a fast moving zombie.
Focus on the head and hit them with some heavy artillery or objects. Enter the
building straight ahead and prepare to fight your way up three flights of
stairs. There are numerous zombies in this building but there are also supplies
and health. Use the radiators as projectile weapons; they are very heavy and
effective against the zombies. At the top of the first stairway, make a right
to blast the two zombies and get the health. Don't bother going in the other
direction, just keep moving up. On the stairs to the attic there are two headcrabs waiting for you.
On the roof, Father Gregory will throw over a Shotgun (λ) right before three
fast moving zombies attack. Like the Father states, aim for the head. Then,
jump into the open water tower across from you, and climb the ladder to the
shotgun ammo. Four more fast moving zombies will attack on this ledge. Shoot
them in the noggin and enter the room. Here there are crates of ammo and a
couple gas tanks. Use these as weapons as the next couple zombies come at you
from outside. Hit the elevator switch, and wait for it to arrive.
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When the elevator reaches the bottom, there is some health in the lit room
behind it. This is also a good place to get your back against the wall and take
on the poisonous head crabs that will attack you from the front. Hop down onto
the car and walk across the planks into the area behind the fence. Down the
next alley there is a room with a corpse, a headcrab,
and some shotgun ammo. As you exit this alley, some red barrels will drop from
above. You will need these in a few seconds when a zombie covered in poison
head crabs and a few normal zombies attack you.
This area is crawling with enemies. The best course of action is to use the
explosive barrels as projectiles and throw grenades into the large groups of
zombies. The Zombies will continuously assault you in this clearing, so make a
bee line downhill to a balcony on the right where there is a lever. Run around
the back of the building, up the steps and hit the lever to move a platform.
Then jump off the balcony and keep going downhill to a grassy area where a
poison zombie lies in wait. Take him down with the shotgun and jump up the
orange boxes onto a ledge. Jump from the ledge to a ladder and walk along the
wooden planks to the red roof where there is a large supply of ammo and health.
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Jump across to the platform you recently moved, then across to the next
building. Father Gregory will yell from a window as fast moving zombies attack.
When you cross to the open window above where you first entered the courtyard,
enter the building quickly because the balcony will collapse as you land on it.
In the following hallway there is a seemingly endless chain of zombies. Be sure
to have a saw blade handy to cut them down. Also, there is a radiator in the
next room that makes an excellent projectile weapon.
Go up the ladder in the next room and kill the two head crabs. Then, open the
door and hop onto the roof where you will meet a fast zombie. Jump across the
planks, over the roof ahead and down into the streets below. Take a left at the
fire and fight the next two poisonous zombies to get to the metal staircase.
Enter the door at the top, and climb the next ladder. This will lead you to the
roof which is stocked with supplies. Father Gregory will scream to you from
behind a fence and he will start the power up for the transport car.
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Jump across to the platform you recently moved, then across to the next
building. Father Gregory will yell from a window as fast moving zombies attack.
When you cross to the open window above where you first entered the courtyard, enter
the building quickly because the balcony will collapse as you land on it. In
the following hallway there is a seemingly endless chain of zombies. Be sure to
have a saw blade handy to cut them down. Also, there is a radiator in the next
room that makes an excellent projectile weapon.
Go up the ladder in the next room and kill the two head crabs. Then, open the
door and hop onto the roof where you will meet a fast zombie. Jump across the
planks, over the roof ahead and down into the streets below. Take a left at the
fire and fight the next two poisonous zombies to get to the metal staircase.
Enter the door at the top, and climb the next ladder. This will lead you to the
roof which is stocked with supplies. Father Gregory will scream to you from
behind a fence and he will start the power up for the transport car.
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Notice the tops of the two gutters peaking over the edge of the roof. When one
of these starts to shake, it means that a fast moving zombie will be rearing
its head in that area. Fight of the groups of zombies until the car is sent
over, then hit the lever and you will join the Father on the other side.
As you follow the father down the path, quick moving zombies will attack. Help
him fend them off with the shotgun, the father can only fire two shots before
he needs to reload, so don't rely on him too heavily for cover. When you make
it to the graveyard there are hoards of zombies waiting for you. In the first
area, aim the saw blades at their heads so you don't have to deal with the head
crabs after they have been knocked down. In the second area, there are red
barrels at your disposal, aim them at large groups for the maximum effect. The
father takes a vantage point under a light in an area filled with ammo and red
barrels. Light one up on the grass on the other side of the gate to start a
fire that will burn the oncoming hoard of zombies.
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Deal with the poison zombie that comes from ahead and the father will open the
gates to the mines. Crouch under the gate and continue into the mine while the
father fights on.
The
Mines
Look down the mine shaft and move around to the side closest to the windows. You must hold the back key when
entering the hole in order to fall against the pieces of wood on your way down.
If you fall correctly, you will be able to jump to a catwalk filled with
health. Then, walk along the catwalk to a storage room containing shotgun ammo.
Remain on the catwalk and use the gravity gun to position and ignite the red
barrels on the ground below you in order to kill all of the crabs before you
drop to the ground.
Run towards the fire behind the fence. Walk up the nearby steps and jump over
the fence onto some planks. Shoot the red barrel below to kill the crabs and
then drop down onto the health packs. Turn the corner, blowing up another
barrel and a crab and you will reach another shaft. Across the way are some
items. Use the Gravity gun to bring them closer, and then jump down into the
water.
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Swim to the next open cavern where there is a barnacle's line dangling in the
water. If you ride this up to the top of the cavern you can grab a large amount
of supplies with the gravity gun before shooting the barnacle and dropping back
down into the hole. Now, swim under the wooden planks making an X and up into a
new area.
There is a mine cart ahead with a spinning blade attached. Start up the blade
and the moving cart by pulling the lever. You can avoid the hazard by ducking
and sticking to the walls. Lure the zombies out of their hiding places by
slowly walking up the tunnel, then let the cart do the killing for you. Soon
you will reach the proverbial light at the end of the tunnel.
In the rail yard there is a supply crate to your right, and some health to the
left next to a dead body. Walk down the tracks to the right and a fast zombie
will jump from the top of the green rail cars. There is a supply crate ahead
containing a grenade. Notice that the zombies ahead are being taken down by
sniper fire from above. Lob the grenade into the open window to route out a
Combine officer. Up ahead you will be faced with another sniper laser. Run to
the alcove on the right while making sure to avoid the red barrels. Then,
crouch and run under the next rail car. The sniper will bring the logs down, so
don't walk on the right side of the car. Stay on the left and run across the
next gap to enter an open car with a dead body inside. From here you can reach
the sniper with another grenade.
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Pick up the grenades in the supply crate and move down the tracks. Just after the
next dead body you will encounter some Combine soldiers. These enemies carry
heavier weapons than the officers and will use grenades against you. Take them
on with the shotgun, or the grenade launcher on the
Grab the supplies in the next crate and climb the ladder to reach grassy area
with a broken down van. Take the health in the van but look out for Combine
soldiers on the other side of the fence and down the tracks. There are red
barrels near the first two, so toast them. Walk around the fence and get ready
for more soldiers exiting the building. Chuck a barrel at the open door to take
them down. When you enter the building you walk into the middle of a firefight.
Shoot down the Combine from the windows on the side and you will meet up with
some more resistance fighters.
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Walkthrough Part 5 - The Coast
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You are taken inside, where there is a Vortigaunt and
some wounded humans. You are given a buggy with a mounted gun. The buggy is
waiting on the dock, once you are inside it will be lifted up by the magnet.
Unfortunately the magnet fails and the buggy plummets to the ground. Use the
gravity gun to flip it over as your allies take care of the ant lions. Once
inside the buggy you can make quick turns by using the handbrake (default:
spacebar) or get extra speed by boosting (default: shift).
The sandy areas of this section are infested with ant lions. They can be run
down with the buggy or shot with the gun, but hanging around sandy areas is not
recommended. Follow the road to the right of the beached ship and up the steep
incline next to the dock by the water. Note: Do not take the buggy into the
water, it will become stuck and the only way to move it is to blast it out with
the gravity gun. The water is also infested with deadly leeches.
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At the top of the incline, hit the turbo and jump over the embankment to the roadway.
Take a quick right and go up the hill to meet up with the road again. At the
top, there is a shack surrounded by supply crates. Get out of the buggy and
grab everything in the area, then get back in the car and go through the
tunnel.
At the other end, take a right down the rocks and back onto the beach. Head to the left towards the house and the odd tower. This
tower is called a thumper and it repels the ant lions, so stick near it to stay
safe. If you choose to enter the house ahead, go in through the basement storm
door on the right side. There are a few headcrabs
inside that can be smashed with various objects. There is also a grenade ammo
crate in the basement under some boxes. Pile objects near the locker to reach
the second floor where there is a poison zombie and some ammo. Check the
fireplace for an
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There is some health next to the shack outside. Make your way to the house
picking up the gas can as you go. Once in the house, throw the can at the back
of the Combine officer manning the gun, and blast the officer who enters
through the door to your left. A third officer will come from around the side
of the house so take him down too. There are supplies in the house and in the
back room. Use the action button near the scope to see a resistance outpost
where the G-Man can be seen on top of a balcony talking to someone else.
Get back in the buggy and continue down the beach. Use the rock on the inland
side of the path to jump over the small ravine. At the next structure some
Combine soldiers are fighting back ant lions. Shoot them down from the buggy
and enter the structure. Use the gravity gun to grab the supply crate in the
boat and on the ground. Get back in the buggy and drive down the beach until
you reach another ant lion defecting tower, make a left and enter the
resistance outpost. You will be guided by a man into the basement where you
will acquire a RPG.
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RPG (λ)
- Press primary fire to launch the grenade. Then, lock onto the target
with the laser using the secondary fire. A Gunship will shoot down a direct shot,
so fire the grenade away from the ship, and then guide it in with the laser.
As the gunship attacks, head upstairs and enter a doorway. You will have to hit
the ship with five shots before it comes down. Try to make your move after
bursts of fire. If you need ammo, it is inside the small shack, the large
building closer to the beach, and will be handed to you by resistance fighters.
After the battle, return to the basement and the camp's doors will be open.
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Take the buggy down the road into a rock canyon. When you hit the beach, head
to the right and you will see a group of rocks. There are some supply crates
among these rocks, shoot them with the buggy's gun and drive over the items to
pick them up. Ahead there are Combine soldiers fighting with more of the
beasts, shoot them, and hop out of the buggy and turn on the pillar.
Walk up the ramp of planks, and take down the soldiers who meet you up top.
There are supply crates in front of the small building here as well. Go up the
ladder and run down the docks towards the tower. When the surrounding soldiers
have been killed, hurry up the ladder to the top of the tower where one more
soldier is waiting. Then, press the action button in front of the crane's
controls. On the concrete area below a group of soldiers will fire up at you.
Use the magnet to squash them. The movement buttons will swing the magnet side
to side and move it forward and backward. Use the fire and secondary fire
buttons to raise and drop the magnet on the enemies. Then swing it into the
raised bridge to knock the roadway back into place.
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Pick up the buggy with the magnet and place it in front of the ware house.
Climb down, get in the buggy and take out the three officers ahead. In the back
room of the warehouse there is a switch and some supplies. Take the buggy up
the ramp to the next warehouse where there are more soldiers waiting. Run them
down or blast them with the buggy's gun.
In this area, the goal is to pick up speed and take the buggy off of the jump
in the warehouse. As you land on the road ahead, be prepared for an airship to
bob over the horizon and begin firing. Hit the boost and blast over the gap in
the road way. Failure to land this jump results in instant death. At the
roadblock ahead, jump out of the buggy and ready your grenade launcher. There
are some health packs and a grenade ammo crate among the wreckage. The best way
to land hits on the airship is to fire a grenade in an odd direction then guide
it toward the ship with the laser. When you land the first blast, keep them
coming, the ship will be thrown off its strafing and firing routine.
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Stock up on grenades before leaving, then clear the roadway with the gravity gun.
A few yards ahead there is a broken down van on the left side of the road with
more health. Continue through the tunnel and on the other side you will
encounter a gravity mine. These annoying objects will roll towards you and
cause small amounts of damage. The best way to deal with them is to attract
them with the gravity gun and shoot them into the ocean. There are more mines
ahead, drive past them or let them stick to the car and punt them into the
ocean.
At the next road block there is a group of three soldiers who will open fire on
you. Stay in the buggy and hit them with its turret. There are more soldiers
inside the house as well as a ton of supplies. While investigating the house,
four more soldiers will enter the area. Use the attic as cover and hit them as
they come up the stairs. Get back in the buggy and get ready for another
roadblock. There is a landslide and three officers blocking your path. Shoot
the red barrels under the dilapidated truck to kill the soldiers and push the
wreck off the road. Then, go over the smallest section of the landslide while
being careful not to fall over the edge. Once over the
landslide, look back to see two supply crates.
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At the next impasse there is the wreckage of a gas truck. Climb up on the hill
to the right of the truck to get some ammo and the Crossbow (λ). The secondary fire
on this weapon is a scope. Use this to pick off the soldier on the bridge, and perched
on the billboard. There is a barrier ahead, so you are going to have to exit
the vehicle and enter the houses on foot. Ready your gravity gun for gravity
mines.
An army of soldiers will stream from the house. There are health crates in the
garage as well as exploding barrels. If you sneak up on the house, a few
grenades through the window will soften up your enemy. Remember, the buggy has
an infinite supply of
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On the other side of the next bridge a Combine airship will take off over the
hills. Don't attract its attention; just keep moving towards the buildings. A
soldier will step out into the road, run him down and move towards the houses.
You can lure the soldiers out while still in the buggy and cut them down with
the gun. Each of the three large structures contains supplies. Unless you
missed the first crossbow, you may want to avoid the second floor of the house,
there is a poison zombie waiting for you in the living room.
Across the road, near the rocks there is a small wooden structure that is
guarded by two head crabs; this also has some health if you need it. Take the
buggy up the hill to the train tracks and get out. Around the right side of the
bridge there is a door leading under the tracks. Before hopping down to the
path, take out the poison zombie below with a grenade. Then enter the structure
and pick up the power cells on the table. Cross to the next area with the
infinite crate of rocket grenades. Walk upstairs and sprint jump from one side
of the broken catwalk to the other.
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In the next small shack there is health, rocket ammo and a head crab. A train
will pass over as you enter the house, wait for the bridge to stop shaking
before you continue on. Carefully navigate the beams until you can make the
jump to the next platform. Taking the ladder down leads to some health, then
climb up to the shack where there is a dead body, infinite rocket grenades, and
some crossbow bolts. Two officers will fire at you from ahead. Use the crossbow
to snipe them and take care of the barnacle with the pulse rifle. Then, jump
down to the right side of the bridge where there is a broken piece of catwalk
and continue towards the next section.
Pick up the supplies here and take care of the two head crabs. Then go across
the catwalk into the next structure. Walk down the stairs after picking up the
health and get ready for an assault on the next building. There will be two
guards to your right on the platform outside of the building. They will fire
off some shots, but take cover if you return fire. When you enter the
structure, you can shoot the red barrel on the platform to your left to bring
heavy items down on the approaching soldiers. Grab the supplies in the room and
walk out onto the catwalk. Equip the cross bow and look almost straight up in
the direction of the bridge that you have just traversed. Snipe out the soldier
on the platform above you then head up the ladder. There will be about five
soldiers around the next corner to equip the shotgun and let them come to you.
Look out for grenades. Climb the next staircase and wait for an assault by two
more Combine soldiers who are guarded by a shield generator.
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You can turn the shield off by using the gravity gun on the plug on the left
side of the room. Hit the switch to deactivate the bridge, and then fill up on
health and energy at the stations. A gun ship will begin attacking the bridge.
The only sensible place to take on this menace is back at one of the shacks
where there is an infinite supply of grenades. Run down the stairs, and take a
right back into to room where you dropped the shelf on the soldiers. There are
two more Combine members waiting for you in this room, stay up top until you
shoot them down. Then, sprint to the next building. Grab health on the way and
sprint over the next series of catwalks to the shack in the middle of the
bridge which should still have some health in it and an infinite crate of
grenades outside.
The airship will circle around the platform in a counterclockwise pattern. You
can anticipate is appearance on the side of the shack by firing off a grenade
before it arrives and then guide the missile in. Stay crouched during this
encounter and be careful not to hit the bridge near you with the grenades.
After the ship goes down, save your game. If you fall off the bridge on the way
back to the buggy you will have to restart the battle.
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Once outside, there will be a host of ant lions attacking a zombie. Let them
fight it out and take down the winner. There are also a number of Combine
officers battling with ant lions up top. If possible, skirt around the side of
this battle and make it back to your buggy. Then begin your trip across the
bridge. Hit the boost to narrowly escape being plowed down by a train. Take a
left at the end of the bridge and drive up into another tunnel.
There are the remains of a pile up in the center of this tunnel. Your path is
blocked, but don't stray too far from the buggy, a host of zombies and fast
zombies will emerge from the wreckage once you enter into it. Lure them out of
their hiding places, get back in the buggy and hit them with the artillery gun.
Clear the wreckage with the gravity gun and continue through the tunnel.
The next beach house is guarded by two soldiers who can be plowed over when you
arrive. There are valuable supplies inside the house, but lookout for the three
gravity mines on the top floor. Shoot them out of the hole in the ceiling or
through the windows. Leave this area and drive down the highway to the next
roadblock. You will have to remove some gravity mines from the buggy, and then
snipe out the soldiers manning the towers on either side of the road. There are
about six soldiers guarding this area so tread carefully if you decide to
investigate the buildings. There is a health station on the back of the left
tower next to the road.
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The next roadblock is a bit more difficult. A Combine gun ship and personnel
carriers are in the area, so hop out of the buggy and take cover in the house
to your left. There are plenty supplies in this house, so take out the Combine
with the shotgun as they approach. The attack ship will leave after a few
seconds so don't bother fighting with it. After the soldiers have been killed,
you must replace the three missing batteries in the machine near the corpse of
the resistance officer. One is on the counter next to the machine, the other is
next to the bed, and the third is behind the house under the hood of a blue
car. Now that the gate has been opened, drive through the next tunnel.
The next outcropping of buildings is filled with resistance fighters. You will
have to park the car in the garage and help them fight off Combine drop ships.
Don't bother attacking the ships, wait for them to drop off the soldiers and
fly away. Take a cue from the resistance fighters and hide behind a wall while
the ship is landing. If you can flank the soldiers while your allies grab their
attention the fight will go much faster. There are four drop ships in all. The
first sets down behind the garage, the second on the road you came in on, the
third on the path to the lighthouse, and the forth at the base of the
lighthouse. Remember to stay close to your allies for health and ammo.
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After the drop ships are taken care off, a gun ship approaches. Run up to the
top of the lighthouse where there is an infinite supply of rocket grenades and
a few crates of health. Fight the gunship from the top of the lighthouse until
you drop it into the ocean. A resistance fighter will then lead you to the
basement of the lighthouse where there is a Cliffside path.
As you enter the path, you see the buggy being taken away by a Combine ship.
Shoot the soldier above you and sprint down the path. In the next area there is
an injured resistance fighter on the sand. In this area you must stay on the
rocks or other materials. If you touch the sand, five ant lions will rise up
and attack you. Use the gravity gun to pull over the wooden planks and supply
crates. With two wooden platforms, you can create a path through the canyon by
picking up the piece behind you and placing it as the next stepping stone. When
the canyon ends there is a see-saw type puzzle in the next area. Remove the
wooden crate from one side of the broken down bridge and place the other crate
on the other end. This will create a ramp up to the next rock.
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In the next area there is a small building next to a dock. You can jump to this
building from the crumbling wooden platform to pick up an assortment of ammo
including bullets for the magnum. Use the gravity gun to obtain the supply
crates in the wrecked ship below and past the ship near the rocks. You will
have to create a bridge of garbage using the gravity gun in order to return to
the safety of the rocks. In the next area you will have to use the pieces of
sheet metal and wooden stacking crates to create a bridge to the ramp on the
other side of the next dock.
You can search the buildings in this area for more supplies and an infinite
crate of ammo. Make sure you turn on the generator behind the building to start
up the ant lion deflecting pillar in the middle of the beach. Run across this
area and jump up the rocks to a segment of grassy land. Walk along the
cliff-side path to your right to find more supplies.
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The next section of sand has very few objects that can be used as a bridge so
you will have to jump down onto the sand. A large version of the ant lion will
emerge from the sand, sprint to the other end of the clearing to find a
resistance fighter at a turret. He will help kill the smaller beasts, but the
taking down the large one is up to you. Either use the gravity gun to fling
barrels at it, or use the
Walkthrough Part 6 - Path to Nova Prospekt
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The Vortigaunt
will take the pheropods from the corpse of the large
ant lion and lead you into the base. Follow your new friend through the base
and into a sandy area where you will receive instructions on how to use the pheropods. When equipped, press the alternate fire button
to squeeze the pod and attract ant lions. You can then throw the pod at targets
and the creatures will attack in the designated area.
Continue through the gate, leaving the encampment behind. The next area is
controlled by the Combine and is filled with towers that repel your new ant
lion friends. Climb the ladder on the side of the tower to reach the switch to
turn off these machines. After the second tower, some soldiers will attack from
over a rise. Throw a pod in their direction and they will be mauled by ant
lions. You will have to sneak around the back of the next two Combine gun
turrets. Behind these structures there are supply crates. Take hold of the
turret in the second building and mow down the group of guards that come around
the rocks. Turn off the pillar and continue down the beach.
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The next Combine
encampment is high up on the rocks of the left side. Take cover behind the
rocks closer to the water and focus on the troops ahead. There will be a slight
ravine between the two turret stations, duck into this and sprint away from the
water while throwing pods up ahead. You will have cover from the turret on the
left, allowing you to get at the troops from behind. Enter the red lit cave
behind this turret. Make sure to let the ant lions clear a path in front of
you. These halls are filled with guards and manhacks.
When you emerge from the caverns, be ready to toss the bug bait into two more
gun turrets encampments. There is one directly to the right, and one along the
cliff path to the left. Around the next corner, a group of soldiers will run
down the path to get hold of the next turret station. Hit them with bug bait
and focus on controlling the turret. This area has been sterilized of Combine;
your next goal is the path to the right of the pipes leading up into Nova Prospekt. You must run along the post sticking out of the
ground, and make the jump to the other side of a gap. Missing this jump will
result in instant death.
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At the top of this path
there is a camp fire guarded by two zombies. If you have any ant lions left,
sick them on this menace. Then swipe the legs out from the makeshift roof over
the fire and a ramp is created that leads up the mountain. Follow the cliff to
the first platform containing soldiers. It seems out of reach, but throws a pod
in that direction and the ant lions will find and destroy the Combine. When the
area is clear, climb up the ladder and jump to the next section of the path.
There are two supply crates here.
Nova Prospekt
As you jump up on the rock ledges, throw pods ahead. There is fire from the
Combine above, head crabs on the sides, and a fast moving zombie will tear down
the concrete pipe at the top of the path. At the end of the pipe there is a
chamber filled with water, dead bodies, and a supply crate. When you reach the
top of the ladder, throw a pod at each of the three lookout towers
successively. The ant lions will clear them of guards. As you enter the main
compound be ready for an assault by two Combine gun
ships. The goal in this area is to clear out the soldiers as quickly as
possible and move around the buildings to reach the infinite rocket grenade
crate by the blue storage car. Throw pods onto the balconies to take out the
Combine up top. On your way to the blue crate there is a small, lit room that
houses two Combine soldiers along with a health and energy station. This is a
good midway point to duck down and regroup before dashing to the blue storage
car.
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There is also an
overturned blue storage car and an alcove across from the rocket grenade crate
that is filled with health. After taking down the two Combine gun ships, enter
the hole in the wall that is lit by gas fires. Turn the valve located straight
ahead to put out the first fire and then turn the valve hanging from the
ceiling to put out the second fire. As you enter the basement of the prison,
the walls will collapse, trapping you inside.
Take the ammo from the crates before going through the door. The prison seems
to be deserted, walk down the steps and enter the one lit jail cell to find a
hole in the wall. There is a head crab hanging out in this tunnel so blast him
away before you continue. In the next area there is an automatic turret
shooting some ant lions. Blast the turret away with your gravity gun, then walk
past this area and go up the steps. Two floors up there is a hole in the fence
and a sign reading "A5".
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Walk down this hall and
check out the guard post where there are health and energy stations as well as
a security screen that shows the prison over run with ant lions. Continue down
the hall and enter a stairwell. Take it up to the next level where there are
two rooms ahead of you and two turrets to the left. Knock the turrets over with
the gravity gun and grab the ammo crate in the room to the right.
The next room is flooded with water. Be sure to kill the barnacles before you
advance up the steps into the hall. In the next hallway some glass will fall to
the floor before four headcrabs smash through the
skylight above. Kill them and enter the next cell block. Here you will have to
drop down onto the lower level and cross into the next open room. There are two
turrets guarding this area that can be knocked over using the gravity gun and
any of the assorted trash lying around the room.
Walk up to the second floor and into a room filled with boxes. A solitary head
crab guards this area, so blast him before moving the crates out of the way.
Walk down the long hallway into a white tiled shower area where you will face
one of the huge ant lion guards. Use your
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After the queen has
been put down, clear the barriers in front of the double doors by the sinks. In
the following room you will once again be joined by the smaller friendly ant
lions. Around the bend there is a group of Combine soldiers backed up by some
automated gun turrets. Throw a pod in their direction and cut around to the
left side of the area to knock over the turrets with your gravity gun.
Open the cell block to the left and toss a pod inside. Wait for the antlions to do all of your dirty work before venturing into
this area. At the end of the hall, there is a Vortigaunt
strapped to a chair behind a force field. Pull the plug out of the wall with
the gravity gun and enter the room. Next to this room there is a switch that
will open the barred entrance to the next area and some magnum ammo. Before
heading up the steps, crawl under them to find a supply crate.
Go up the steps and look out for the laser trip wire in the hall. Let an ant
lion go first and then continue into the security room where you can unlock the
gate seen through the window. Soldiers will rush through so toss a pod down to
the lower level to intercept them.
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Across from the open
gates there is an automated gun turret, and two more to your left behind an
energy wall. Use grenades or the radiators on the walls here to knock down
these hazards. Then look for the air vent along the wall to your right and
crawl into it. You will reach a spinning metal fan that can be deadly if
touched. Jam a cinderblock in its path and the fan will short out. The next
vent leads to the area behind the force field. Take the plug out of the wall
using your gravity gun and your ant lion friends will be free to pass. There
are two supply crates to the right of the outlet.
Take a right through another passage and you will reach a set of steps. Throw
some bug bait into the hallway at the top of the steps and onto the upper
levels where more guards are positioned. Take a right at the end of this hall
down into another hall that is guarded by two auto-turrets. Throw a red barrel
at them to knock them down and walk to the following stair well. This area is
guarded by manhacks so let your ant lions lead the
way. There are also more guards on the next two levels so continuously throw
pods up ahead. A good way to deal with the turret at the end of the hall is to
throw a grenade into the area followed by some bug bait. The soldiers will flee
and become trapped by your allies.
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On the third level you
can cross the expanse to a guard room where there is a power and energy
station. There is also a message from Breen playing in the background
reprimanding the human race for their failures. There is a switch near the
video monitor that will open the gate to the next area. Run down the hall to
another control room where there is a health station and a video monitor
showing Combine forces storming the laundry room.
Down the hall from this area there are two more automated guns. Throw a grenade
between the guns to knock them both over. Look out for a laser mine in the room
to the right of where the turrets were placed. Send a group of ant lions into
the laundry room before you enter, then find cover along the wall to the left.
Hug this wall and take down the soldiers to your right while the bugs cause a
distraction. Lob a grenade at the auto-turret on the far end of the room to
disable it. When this room is clear, there are some small halls on the right
side of the room that lead to a dark and bloodied room. There is a poisoned
zombie here, but here is also a large supply of ammo and a health station.
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Climb the steps and
turn the corner. First throw some bug bait down the hall to take care of some
Combine soldiers. Then, sprint to your left avoiding the spray from the
automated turrets. You are approaching the kitchen where there are three
automated turrets to deal with. Use grenades to knock them over and light a
fire near the stoves. There is a hole in the wall to the right of the fire, climb
through and blast a pathway to the far wall. Summon some more ant lions to take
care of the turret at the top of the steps, and the soldier waiting for you
around the corner.
Walk up the steps to another control room that contains some supply crates, a
health station, and an energy station. Use these if needed, then jump through
the hole in the window down to the mess hall below. An ant lion queen will bust
into the room along with Combine soldiers. Allow the two groups to damage each
other as much as possible before getting involved. Use the
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After defeating the
queen, look for a small passage to the right of the window you dropped down
from. This leads to a stairway guarded by a zombie. Walk down the alleyway
between the two Combine harvesters. The ground will shake and segments of the
hall will close behind you. Use the gravity gun to pile an object next to the
hole on your left. Then, jump up into this opening. The penalty for failure is
certain death. There is a head crab waiting in the rock hole, so switch to a
gun and take it out.
Walkthrough Part 7 - Entanglement
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Once in the tunnel, drop down to the
left and grab the supply crate. Then, drop down to the rubble and run under the
train tracks to meet up with Alyx. She will lead you into an elevator that opens
behind three combine soldiers. It is critical that you protect Alyx during this
segment or it will result in an automatic mission failure. Follow her down the
hall and she will locate her father. Alyx disables the next shield and you will
run down the hall towards the steps. Combine troops will attack from the
stairwell, so lob a grenade in that direction. At the top of the steps there
will be two soldiers in the passage to the left and two soldiers behind the
shield on the right. Kill both groups before they do any harm to Alyx.
After speaking to her father, Alyx will stay behind and send you up ahead. The
next area is an empty dead end until Alyx tells you to move the bookshelves in
the office to reveal a vent shaft. Enter the shaft with the crow bar equipped
to fight off head crabs. At the vent's exit there is a laser mine on the floor.
Use the gravity gun to drag a barrel close enough to the mine to set it off.
Blast the head crabs on the floor with the pistol, and hop down.
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Run to the next control
room where there is an infinite crate of grenades. This is helpful against the
five guards that rush into the room outside. These soldiers are armed with
shotguns, so don't get too close to them. The best way to defeat these guards
is to intercept them at the gate with a slew of grenades. Then, restock and
toss two down the hall to knock over the turrets. When you clear that hall,
take the path around the bend and there will be two guards behind a barrier.
Throw another grenade into the corner and back up.
The next room has an energy shield in it as well as more combine soldiers. Lure
them out and back up down the hall. Throwing grenades while retreating should
do the trick. When you reenter the room, you can't unplug the shield through
the window, but you can toss a grenade into the room to destroy the power
source.
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The room after the one
that contained the power source has an auto-turret in the corner. Let a grenade
knock it over before you enter the room. There is a control room ahead guarded
by two combine soldiers. Peg them in the head as you enter. There are two
turrets on the right side of the room and a health station on the left. Alyx
reprograms the turrets to attack the Combine so place one on each side of the
control room on the second level. Do not put them too close to the edge or they
will be knocked over the side. If an enemy manages to knock the turret over,
quickly run to it and pick it up. Look out for manhacks
that make it past your defenses. After the assault, Alyx will drop through a
ceiling vent into the room.
After Alyx makes the disturbing discovery on the view screen, leave the control
room and take a left. Clear the debris is front of the door and walk down the
metal stair case to a small storage room. There are four head crabs waiting
here and there is a supply crate behind the room. Hint: Taking an auto turret
from the previous battle will prove useful later. You can carry these and use
them as a machine gun with unlimited ammo.
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The next room is flooded
and the water is electrified. There are some head crabs wandering the area and
some barnacles to look out for on the ceiling. Jump to the pipes to the left of
the entrance, shoot the barnacle, and jump to the concrete platform on the
other side. Use the various crates and blue containers to create a bridge to
the other side of the room.
In the next room there are four zombies waiting to attack. Hit them in the head
with the shotgun and continue to the stairwell. Take the stairs all the way to
the top to find a pulse rifle shell and some ammo. In the following room there
is a stairway down the hall to your left and some boxes piled in a dark corner
to your right. One of the boxes is filled with supplies. Dash across the two
openings and go for the stairs. Ignore the Combine on the first floor for now.
Once upstairs, switch to your cross bow and pick off the soldiers while
crouching near the edge.
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Hop down to the bottom
floor and enter an area stocked with auto turrets and refueling stations. You
are trapped in this H shaped cell block while a hoard of troops comes at you.
They won't start the assault until you set up the last of three turrets that
are located near the refueling stations, so take time to alter the environment
to your favor until then.
There are a few ways to go about this area. One trick is to bring an auto
turret from the last time you fended off troops. That way you have four
turrets, two looking down the middle hallways and two on the cell entrances on
your side. When placing the turrets towards the cell entrances, place them
about three character steps away from the bars. The trick is to get them close
enough that the spray of bullets is more effects, but not so close that the
soldiers can punch them over before they die. The beauty of having these
weapons in the center hallway is that it bottle necks troops into more
concentrated fire. With a little luck, the turrets will do all of the work in
this area. To completely avoid confrontation, stack crates and barrels and
climb up the balcony on the right side to enter a hall on the second floor. The
difficulty of this maneuver is placing the last turret after you have ascended
to the second floor, or placing the turret and then scurrying up items and
making it over the ledge before your steps are destroyed.
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Another trick is to
create a barricade of barrels and boxes in one of the center hallways. This
will cut down on the number of directions that the soldiers will enter from.
However, don't be surprised if the Combine uses grenades to knock down your
makeshift wall and storm through.
There are a few waves of troops, but they are almost depleted when Alyx states
"we must have hit the mother load of troops". When the last wave is
finished, Alyx will hop over the banister on the right side and apologize for
not joining in the fray. She will open a door on the right side which leads to
a much needed energy and health station. Follow her down the steps and through
a pair of double doors.
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The lights ahead will
begin to shut off and some red flares will be thrown into the room. Prepare for
and assault by three groups of four combine troops. They swarm from the front,
so a few well placed grenades or secondary assault rifle attacks will clear a
few at a time. Look out for grenades thrown down the hall, and do not let Alyx
take too much damage. There is another health station directly after this
battle. Follow Alyx through to the next area where you meet up with Dr.
Mossman. They enter the teleport room of the Combine and after Mossman and
Alyx's father are whisked away to parts unknown you must defend against
incoming troops one last time.
This section is much easier than the previous cell block. There are three
turrets in the rear corner of the room where you entered, along with a health
and energy station. The combine will enter the room from the doors to the right
and the left of the teleport platform, and the doorway across from where the
turrets were stored. Set up the turrets in each of the doorways down the hall
from where the troops will enter. Alyx is also there to provide some cover in
this battle. Glass covered power conduits in the floor will light up with
energy as the machine readies itself. When the last one charges, hop onto the
platform with Alyx just as some Combine elites storm the room.
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Walkthrough Part 8 - Anticitizen One
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You arrive with Alyx
back in Dr. Kleiner's Lab a week after the teleport.
Barney is leading the resistance forces in city 17 and is happy to accept your
and dog's help in the battle. Before leaving the lab, check the desk where the
bubbling water tanks once stood for some health. Dr. Kleiner's
shotgun can be searched for ammo and the energy station on the wall should be
used. Then, climb up the ladder to the windows to find some more ammo and head
out of the door. Here there is an infinite crate of
Across from the supplies there is a doorway leading to a pit. Drop down the
hold and dog will follow. In the next area, your basic objective is to stay the
hell out of your robotic friend's way. Troops will attack from the front, and a
combine
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Welcome back to the
playground. Help a fellow resistance fighter take down two surveillance drones
and walk around the corner back to the town square. More members of the
resistance are taking down the view screen in front of the train station. They
join up with you and can be sent to a location by pointing the reticule in a
direction and pressing the command button. Two combine soldiers will come
through the doorway next to the souvenir shop. Use your allies to take them
down and head down the alley the troops came from.
At the end of the alley there is a fenced in area with a hole in the concrete
covered by a piece of metal. Move the metal and then peer into the hole. The
ground has been covered by hopper mines. These weapons will activate when you
approach them, then hop towards the target and explode. Red hoppers have been
set by the Combine and are dangerous. Green hoppers have been set by the
resistance and can be ignored, even walked on. To reset a mine, suck it up with
the gravity gun and it will turn blue and then green. Mines that are fired by
the gravity gun will explode.
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Shoot the head crabs
waiting on the other side of the fence, then disable the hoppers at the bottom
of the hole and jump down. Continue to be weary of mines in the area; they are
hidden behind and under objects. There is a supply shed at the top of the steps
with a TV playing Breen's latest propaganda. Grab the ammo and health and walk
to the right through the next alley. As the car explodes, turn to the left and
pick off the Combine sniper on the ledge. Then shoot down the drones as they
drop more hoppers onto the field. Suck up the mines and use them against the headcrabs that advance.
Take a right at the Combine defense wall to find an alley blocked with objects.
Look out, there are mines hidden amongst the barrier. Pick one up and fire it
at the window ahead to take out another Combine troop. Turn to the left to find
a lambda symbol next to a red barrel. Move the barrel and the piece of
metal behind it to find a grenade, a power cell, and an
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Look out for mines as
you enter this area and approach the medic in your group if needed. Down the
hall of the next building there is a stairwell leading up which makes for a
grisly detour. At the top of the steps there are some decaying humans and two
zombies. There is revolver ammo in the room across from the steps. To advance,
walk back down the steps and go outside. Shoot the surveillance drones above
and look out for the hoppers they drop. Take a right towards the fire to find
some more resistance fighters who join the group. Walk down the alleyway near
the fire and enter another building. The exit is blocked, so walk up the steps
and prepare to enter a Combine stronghold. Troops can be seen approaching
through the glass doors ahead, take a right and cut them off.
This apartment contains crossbow ammo, health, and supplies for other weapons.
In the room with a gaping hole facing outside, equip the crossbow and snipe the
two soldiers on the ground. Look down the hole to see a red barrel, blow it up
to knock over the two auto turrets next to it. Drop down to the street and turn
towards the blockade where combine troops are firing down at you. Enemies will
continuously spawn behind this barrier so move towards it and to the left where
the red barrel is to enter a building that takes you around the dead end. In
the building, there is a troop guarding the entrance, and one up top, shooting
down from the second floor. Disable the hopper on the ground and throw it at
the troop who advances from the next room. Grab the supplies in each room until
you drop down through two holes in the floor.
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As you walk back
outside, look up and take out the sniper on the building. Then quickly attack
the Combine that were previously safe behind the
barrier. Climb up the steps and use the health station, and then enter the
second floor of the next building. There is a soldier in each of the two rooms
ahead to cut them down before using the energy station and grabbing the ammo.
Don't bother walking up the steps in the next area; there is nothing there but
an auto turret waiting to hit your team. Walk down the steps and grab the
supply crates. In the next hall there is a Combine officer hiding in each of
the rooms ahead so enter a room with guns blazing.
At the end of the hall, walk down the steps and fire at the desk in the corner
to flush out another soldier. There will be a barrage of soldiers and manhacks down the next hallway, so ready some close range
heavy weaponry. Go down the next flight of stairs and reach
the basement where there are three auto turrets waiting in ambush. The
obvious ones are straight ahead, but there is also a turret hidden in a dark
corner to the left behind you. Ready the gravity gun to knock them over. There
is a zombie waiting on the floor in the pit in front of the two gravity guns.
Jump down and introduce his face to your shotgun.
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In the next area, first
walk up the steps to find a small outdoor area with some supply crates behind a
fence. Use the gravity gun to grab these boxes filled with power cells, health,
and ammo. Return to the bottom of the steps and walk down the long hall to the
next area.
Walk down the steps and enter a large garage type room. Swarms of manhacks will enter from above so ready the gravity gun and
blast them at the walls. Head to the crashed gas truck ahead and run around the
side of it. Then, climb up the rubble to the top of the gated hallway, drop
down and use the crowbar to open the gate and let your allies through. There is
also a supply crate here. Continue through to the next room. Manhacks will attack from the right and combine troops from
ahead. At the far end of the area more troops will fire at you. Take care of
the close threats, then ready the crossbow and hit the troops from across the
room. There are bolts in the corridor across from the windows. Also, look to
the right towards a fire to find health, a grenade, and ammo.
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Walk towards the
turrets on the other side of the area and speak to the resistance fighter
looking through a hole in the rubble. He will clear the debris as you grab one
of the gun turrets and fend off a huge wave of troops and manhacks.
Fight until there are no more enemies left and then turn back around to find
that the path has been cleared. Crouch through the tunnel that leads to some
radioactive fluid. The car ahead seems like a good stepping stone, but it will
sink into the ooze. Instead, use the crates and spools in the truck to the right
to make a bridge to the van on the left. Kill the zombies that rise out of the
muck with your shotgun.
As an alternative, you can begin this section by jumping across the crates to
the right and jump into the truck with the spools in it. Notice that there are
also saw blades in the back of this vehicle that can be used against the
zombies. From the island in the middle, quickly jump to the small section of
land on the right, then up onto the next vehicle. The goal is to reach the
white car on the far end and climb up the pipes to the ceiling. This will lead
to some vent shafts that can be broken open with the crowbar.
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Hop down into the hall,
grab the crates of health and energy and open the door at the far end for your
allies. Walk out into the street and a shell will fall. Shoot the headcrabs that emerge and enter the alley to the left of
it. A member of the resistance will tell you to keep moving. Crack open the
crate of supplies in front of him. Walk up the steps and enter a series of
apartments. The streets outside are filled with the sounds of battle, but focus
on the area indoors. Walk through the apartment until you can drop down through
the floor to some more supplies. There is a member of the resistance consoling
a woman, look in the kitchen for some grenades.
Outside, a rebel will run to the door on your right and yell out the
"password" to get into the next building. A combine soldier will
chase a citizen through the next hall. Shoot him down and then enter the dark
area the citizen was trying to reach to find some supplies. As you walk up the
steps there will be three combine soldiers blocking the way. At the top of the
steps you come to a hole in the ground, a soldier waits at the bottom so first
shoot him, then jump down.
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Grab the supplies and run across the draw bridge that lowers. A soldier will
cross behind you so let him have it. Around the corner you will enter a
stairwell. Take note of the flaming shell that has landed in this area, at the
top of the steps there are a group of headcrabs and a
fast moving zombie. After killing the zombie, take the health in the bathroom
on the right, and then drop down the hole on the left. A flaming zombie will
pop up; have the shotgun ready to put it down.
Avoid another zombie on the lower level and take care of the head crabs. At the
base of the stairs there are many supply crates filled with ammo. There is a
door that can be opened to your right which leads back to the building on the
other side of the drawbridge. Going straight ahead will lead to some Combine soldiers
and the rubble of the next building you must scale. Climb the rubble to reach
the second level while picking off soldiers on the surrounding rooftops and in
the next building. Hit the lever for another drawbridge and run across. If you
fall into the courtyard below, look out for the hopper mine.
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In the next building be
prepared for two Combine soldiers in the room, and two more in the room below
you. Grab the health before dropping down the hole and fighting. There are more
officers in the room seen through the blocked hole in the wall. Fire a grenade
through the squares or pick them off with the pulse rifle. Go around the
hallway to the right to surprise some more troops and find a stairwell that
leads above the room. Look out for the barnacle and the fast moving zombie that
wait at the top of the steps, and then jump down the hold into the room below.
Look down the hall to see a fast moving zombie on fire and some Combine
soldiers. At the end of this hall there is another hole in the ground where a
number of Combine soldiers are fighting zombies and headcrabs.
Stay out of the room until one side of the warring factions is killed off.
Throw some grenades down the hole to finish off remaining threats and head
down. Use the flashlight to enter the next hallway that doesn't contain a fire.
There is a lambda symbol against the wall which indicates that there are some
supply crates to the left. Use the gravity gun to suck up the items, then turn
around and walk up the stairs in the previous hall.
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At the top of the
steps, get the supplies and take a right to look into a room with a hole in the
floor. There are auto turrets in this area, so toss down grenades to knock them
over. Jump down and use the health and energy stations and Alyx will bust into
the room and lead you down the hall.
Get ready to engage some more soldiers in the next series of rooms. Take the
hall to the left to get around the side of some troops and lay into them. There
is another troop at the far end of these rooms and one more before you reach
another station. The last area has two doors, and leads to a control station.
Position your allies at one door and bust through the other to ambush one last
group of enemies. Alyx will move to the controls and instruct you to hit the
generator outside with a blast from the gravity gun when she gives the signal.
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Alyx will be working
from behind a control panel in the center of the courtyard with her back to the
generator. The Allies that have joined you will fire from the center of the
triangle shaped area. Troops will advance from the two streets that are blocked
by force shields. The first thing to do in this area is to set up the hoppers
in the middle of the triangle at the entrance of the two streets. This will
take out any troops that advance towards the middle. There are healing stations
near Alyx, so run there if you become low on life or energy. Troops will
continuously spawn and enter this area, so you may want to find a good cover
position and protect Alyx until she gives the signal. When she shouts "The
core is exposed" run to the glowing ball behind her and give
it a blast with the gravity gun. Look out for the combine elites that run down
the street at the same time. It may be best to save a secondary attack from the
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Walkthrough Part 9 - Sewers
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Once on the other side
of the gate, Alyx will look for an alternate route across a gap in the road but
become side tracked by an attack. Head down into the pit and pick up the crates
to the left and in the back of a truck before proceeding down a hall. At the
end of the hall there is a hole and a gate. Use the gravity gun to remove the
metal bar which locks the gate shut and proceed into a grassy alley. Manhacks will come from the left so have the gravity gun
ready to blast them into a wall. Then, on the right, remove the barrels from
under a platform to create a ramp up to some pipes. Follow the pipes to a vent
shaft and continue on.
Hop down to the ground and some manhacks will come
from the left. At the end of this hall there is health and energy. Return to
the grassy area and notice the raised platform containing cardboard boxes.
There is a supply crate hidden amongst them, so suck it down with the gravity
gun. Take a right into a large vertical room with catwalks lining the outside.
There will be combine soldiers firing from above onto a zombie below. Let them
kill it, and then shoot them from the cover of the catwalk. There is also a
supply crate on their level which can be sucked down with the gravity gun.
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Travel down the broken
steps to the lowest level of catwalks and ready the
Go around the right side of this window and watch as barnacles suck up another
soldier and head crabs. Feed the barnacles some bait and walk around to the
right and up some steps to find another dead body and a supply drop. Return to
the watery canal and this time drop down into it. There is a small hallway that
leads to a ramp leading down. Look out for a poison zombie and the headcrabs it dispenses, and check the right side of a
divided concrete hall for a lambda and a small cubby hole. This hole contains
rare ammo and grenades. Use the gravity gun to empty it. Follow the hall to a
series of pipes that leads to another lambda symbol and some more supply
crates.
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Return to the area
before the ramp to find a ladder. Climb up and ready the shotgun for two poison
crabs at the top. Walk down the hall to the left and kill another poison crab
guarding some crates. There is some health before you enter the basement of a
large warehouse. Climb up the ramps until you reach the platform on the far
side. Look across a catwalk to notice a red metal room. As you walk across the
bridge, a grenade detonates which lights some barrels and brings the structure
down. Prepare to back up from the explosion and then run on the inclined
surface to the right and across the gap. There is a barnacle waiting at the end
of the path so ready a gun to shoot it as you jump over the fence.
In the red shack there are bolts for the crossbow. First, shoot the red barrel
across the chasm and on the next level. This may take out some of the troops
firing down at you. Then, hit the switch in the shack to bring down a platform,
zoom in with the crossbow, and take out the soldiers on the far side. When the
platform reaches the shack, hit the switch again and hop on for the ride. More
soldiers will fire at you from above as you approach the next level.
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Run towards the large white
silos to the left and as you climb the ladder, two Combine Elite will drop
through the roof. Hit them with the magnum and walk to the middle of the white
pipes. From here you can see a lambda symbol to the left of the red container.
The gravity gun can be used to pull the supply crate down from this area. In
the middle of the white pipes there is a small metal beam which can be walked
across to the other end of the warehouse. A combine soldier will attack from
the red shack below.
Duck under the catwalk and the hop up onto it. Look out for another
Elite up above. Walk along the platform to another ladder, take it to the top
level and turn around for two more elites. Then, grab the supplies and climb
down one level to a supply crate. Two soldiers will fire at you from across the
warehouse. Kill them and cross over to that side. Get the supplies on either
side of the large red structure if you haven't yet, then disarm the hopper mine
lying where the troops were standing. Drop down to
that level and proceed through the door.
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As you exit the
warehouse, a resistance fighter exclaims that Barney is held down by sniper
fire. Take a right on the street to find some supplies before they are crushed
by a Combine wall. Look for the blue laser that signals where the sniper is
aiming. Strafe from one side of the street to the other to stay out of his line
of fire. On your third strafe, there is a pile of grenades that will prove
valuable later. At the intersection where there is a blue truck, find cover
from both streets, as another sniper lay in wait to the right. Dash ahead under
the window and lob a grenade into it, then grab the supplies underneath.
Return to the street that branched off to the right. Using the same strafing
technique, enter the storefront window to find some resistance fighters. Weave
across the street to an open door. In this building there are some headcrabs and a zombie. Take the ramp downstairs to find a
watery area and a wounded man. He warns that the area is infested just as
zombies pop up from the ground. Mow them down with the shotgun and prepare for
the two fast moving zombies who come from the area in front of the stairwell.
Take the stairs up to the second floor to see some zombies hit by a combine
sniper. Throw a grenade across the way to take him out and then move forward to
see Barney on the roof. He is being held down by another sniper, so take a trip
to the infinite grenade container.
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There is a sniper
behind Barney, and one to the left of window the zombies where being tagged
from. After clearing these windows, Barney will come down to the street and
open the Combine gate. Look out for the hoppers in front of it. In the
following hall, look out for two "head humpers".
When entering the outdoor area, have a grenade ready to throw on top of the
steps. This will clear an auto turret and two soldiers who come through the
door. Head into the building and Barney will begin to describe where the center
of Combine activities is located. Peer out the window to see the center of the
action as Combine troops swarm from the building. Barney opens a door and as
you enter the next room a blast rocks the windows to the right.
Run down the steps as Barney screams about "forgetting stealth". At
the exit to the building, the ground will glow white before a blast comes down
from the sky. Take a right and sprint to the overturned dumpster containing
health. Run around the dumpster continuing towards the building and a door.
Behind the door there are two combine soldiers and a health station.
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From the next door you
can see a bunker straight ahead. Run to the bunker while killing the soldier
who waits inside. There are some supplies in this midway point and a view of
the next door straight ahead. Burst into this door with weapons ready to take
out the troops who wait inside. Kill them and fill up on ammo at the gun rack
and item stashes.
The next door leads to the front of the building where doors will burst open
and Combine Elites will run through. The energy blasts from above have stopped
but the Elites are tough enemies so some
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Head to the left and go
through the double doors. There is an ammo supply room immediately to the right
containing an infinite grenade box. The vent ahead of the laser trip wires is a
ground turret. Activate it by walking through the lasers, and then toss a
grenade into the opening that appears. Be quick, or the ground turret will open
fire and make short work of you and your allies. Barney opens the door to the
next area which is filled with shields. Walk ahead to the exit sign but first
stock up on grenades. Combine will appear at the end of the hall behind the
shield. A grenade takes care of them. Turn to the right and deal with the two
ground turrets in the next room. You may want to grenade the first one, then
back out of the room, send the team away and get close to the second one before
letting the team hit the sensor. When the second one is destroyed, two Combine
soldiers will rush the room.
Walk up the steps and straight across the hall at the top. Here, there are some
humans trapped behind a gate and Barney sets them free. Grab the supplies in
the room and help yourself to any medics that are still on the team. There are
two more ground turrets outside of this room guarding the first of three
generators. Keep the team back and drop a grenade into the holes to get rid of
this menace. Enter the central room and blast the generator with the gravity
gun. Facing the generator, head to the right down a hall that
will take you to a large open room with holes in the wall.
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The doors will slam
shut and Combine will appear outside, firing in through the holes. Get the
hoppers in the middle and activate them just outside of the steal doors. When
the troops rush in they will be met with a nasty surprise. Be sure to grab the
supply crates on top of the bookshelf and enter the next hall where there are
two more ground turrets. The strategy involving these turrets is simple. Send
the team back into the previous room and dash across the lasers with Barney,
but stay behind the walls before reaching the turrets. Then, approach the vents
in the floor and your team will set off the sensors giving you a much better
attack position.
Enter the next room, stock up on supplies and destroy the next generator.
Return to the center of the building and this time run to the left. Ignore the
turret sensors for now and instead take the hallway to the right to find a room
filled with red laser trip wires. There is a ledge leading over the lasers on
the left. Then, hop onto the piece of metal next to the picture on the wall and
jump into the center of the triangle of lasers. There is then room on the
circular piece of metal to hop up onto the second circle and walk around it.
Make sure to reset the hopper mines on the other side. Duck under the next
laser and make a right. Inch onto the ledge across from the
sloped pipe and then jump to this pipe to reach the other side. Pick up
the pulse rifle grenades and shut down the security system.
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To the right of this
room is the third generator so take it out. Pick up the ammo in this room and
Barney says to head for the roof. Walk back to the beginning of the room that
was filled with lasers to pick up the rest of the allies and help them take
care of two Combine soldiers. Remember the two ground turrets you skipped?
These have been shut down and you are free to grab the crates near them. As you
walk towards the center of the building a group of Combine soldiers and elites
enter into the area. Chuck grenades down from the balcony to thin out their
numbers, then snipe the rest of them from the top of the steps.
The hall marked with the exit sign is now open and contains a health and energy
station. Look out for the remaining hoppers in the area. Barney opens the door
to the roof and stays to man the controls. Pick up the RPG and walk up into the
stairwell. Two Combine soldiers and an auto turret await so switch from the
gravity gun to the pulse rifle to beat them into submission. Your next stop is
the rooftop and a city ravaged by striders.
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Walkthrough Part 10 - Striders
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Run up to the roof
where there are two soldiers waiting and many more around the corner. Keep an
eye on the infinite rocket crate because a gunship will soon appear over the horizon.
Take this down, then restock rockets and use them against the elites that round
the corner. Around the dome of the building there is an energy and health
station. To the left of this, run up the steps and guide a rocket to the gun
turret on the next roof. Head over to the supply crates and push the red button
to connect the bridge to the building on the other side.
Fire an
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The striders are large
tripods with deadly spiked legs and mounted gun turrets. Dash across the steps
to the museum and run down into the glowing pit. There is a tunnel that leads
to the other side where there is a hill of rubble to be climbed. Use the same
structures as cover that were used when entering the building and slowly
advance across the area in front of the building.
In the center bunker there is some more RPG ammo, grab this, fire off some
shots and run across the open area to the overturned dumpster. Here there is an
infinite ammo crate for the RPG and a good vantage point for taking down the
striders. Kill both of them and then turn to the left to find a small opening
in the building. This leads to a health station. Come back outside and sprint
towards the combine stronghold on the other side of the area. A few rockets
clean take care of their advantage in positioning, head to this area and go
down the steps to grab a boat load of supplies.
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The stairs open into a
large deserted roadway guarded by a solitary combine soldier. Kill him and the
Take the ramp up to the roof and a strider will knock down a concrete beam that
allows you to reach the next level. Zigzag across the pathway and jump into the
stairwell where there is an infinite supply of RPG ammo. Down the hall there is
a lambda symbol along with some energy and health. Take a left and fall down the
hole.
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There is a resistance
fighter through the next door who says that you are close to the Citadel. Run
outside and down the slope underground. Check the back of a white van for power
cells and look for supply crates in the small room around the bend. There are
crossbow bolts here which are handy for one-hit kills on the three Elites that
run down the incline from the street. The next section is spent avoiding the
strider outside. Sprint up the incline and then down into the tunnel under the
roadway where there are two soldiers. Pause, then run into Café Baltic and pick
up supplies.
From the café, take a right and duck into the alcove while cars are thrown
about the street by an oncoming strider. Hiding under the roof to the right
should allow you to completely avoid this menace. Take a right and jump down
into the cavern in the middle of the street. The floor in this area will
collapse and leave you to fight three combine soldiers ahead. There are two
crates in this area containing supplies. When you pop back up to street level there
are soldiers on the second level of all the surrounding buildings. Pick them
off before they surround you. Before you run forward and up the steps, grab the
supplies in the small room at the bottom. At the top of the
steps there some small areas of cover from the soldiers and striders ahead.
Do not advance too quickly, as a strider will blast away the floor in front of
you.
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Wait for the explosion,
and then pick off surrounding troops with the crossbow. Jump down to the next
room and make a left. There are two more soldiers that can be hit with bolts in
the distance and to the left a small room containing all sorts of supplies.
There are two Elites up ahead that need to be shot down, cross over to where
they came from to find two health recharge stations and an energy station.
Remember this area because the next section involves fighting numerous striders
and you will have to return to stay alive. At the top of the flight of steps
across from the stations there is a soldier and an infinite crate of RPG ammo.
This is the vantage point where you will take on the striders.
Ignore the drop ship that flies over and focus on the strider in the immediate
vicinity. Take down one monster at a time in order to avoid being double
teamed. Also, remember to use the medics on the team to heal. When the last
strider goes down, the human troops will rejoice and its time to move on. To
the right, when facing the RPG crate, there are some metal beams that remain.
Walk across these and hop down to the street to meet back up with Barney and Dog.
They make short work of the Combine ahead and Dog opens up a path to the
Citadel.
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Walkthrough Part 11 - Citadel
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Walk down the long
underground tunnel, pick up the health at the end, and take a left to a rock
path. Stick to the wall and continue around the side. Slide down a steep slope
and then make a sprint jump to the next ledge. There is a head crab and health in
a crevice after this jump. Then, fall down to the pipe protruding out of the
rocks and sprint jump to the triangle entrance into the citadel. Upon entering,
take a left and follow the constantly turning hallway into the structure.
Eventually, you will see one of the containers that the professor was trapped
in earlier. Follow it to an assembly line where a row of the holsters travels
to the left and the right. Run up to one of the people movers on the right side
and press the action button to enter it. If you get in the one going towards
the bolt of light it leads to instant death. The contraption travels towards a
bright white light. Enjoy the creepy tour of the facility until the machine
stops and you are lowered to the ground.
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Every weapon will be
stripped from your body and annihilated, except for the gravity gun. For some
reason it shorts out the Combine machines and is given the new capability of
working on organic life as well as inanimate objects. Now you can either zap
enemies using the primary fire or throw them like toys using the secondary
fire. Walk down the hall to hear from Dr. Breen. Notice that the energy station
now charges up both health and the suit, and that the suit now reaches 200%
capacity.
Continue down the winding halls while laying waste to the Combine forces. Use
soldiers as shields and then blast them into oncoming enemies. There is another
view screen where Dr. Breen again spouts some nonsense regarding your lack of
compliance. Move into the next chamber where there is a large energy field.
Throw Combine into this cylinder of light to witness a beautiful display of
destruction.
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Take the path to the
right and you will approach three vertical energy beams. White balls of plasma
can be sucked from these beams and used as weapons against oncoming troops.
They ricochet off walls exactly like the secondary fire on the pulse rifle.
Remove shields blocking your path by sucking out the plasma ball from the
generators and continue past more view screens to another refueling station.
In the next area there is another set of view screens where Dr. Breen furthers
his point regarding your misbehavior. Move to the large room ahead and run to
the button in the center. Troops will come from all sides of this area as you
wait for an elevator to slowly descend to your level. There is a refueling
station that should definitely be used before boarding the elevator as you will
suffer constant attacks during the long ride to the top.
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Constantly check the
walls while riding up the elevator, troops will attack from all directions.
When you stop at the top of the tower, listen to Dr. Breen once more before
charging up at the next station. Continue down the hall into another generator
room and throw your enemies into the cylinder. Take the path on the right while
dealing with groups of soldiers from every other direction. There is one more
recharging station before another rant by Breen on a view screen.
Turn to the left and view the army that awaits your presence down the hall. Use
the pods as shields as you approach, then launch them at the troops ahead. Hide
behind the stacks of pods and use the energy balls on the sides as missiles
against the strider ahead. Bounce them off of walls in order to stay in an area
with good cover.
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Walk over the wreckage
of the strider and listen to Breen's comments from the view screen above. Then
suck out the three plasma spheres from behind the next shield, jump down, and
use the energy station. Enter into another container using the action button
and take a ride even higher into the tower.
You are rendered helpless, so enjoy the story as it unfolds. When Breen flees
to the elevator, follow Alyx and listen to her instructions. Fill up on energy
and chase Breen to the teleport room. After troops show up, a path will open to
the right allowing you up the ramp. Continue to battle troops until you reach
the generators. Suck out the three orbs from each of the three generators and
the move ahead and ride up the pillar to the next level.
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On this level, walk
ahead while blasting the troops that come out of the shielded door. Walk around
to a small ledge and jump to the rising pillar that appears in front of you.
Alyx yells to hurry before Breen escapes. You rise to level three where there
is a charger. Use this and take the next elevator to level two. Battle the
troops ahead and walk to the left to take another pillar up to the final level.
The reactor is straight ahead and there are two columns of energy balls next to
you. Fire the energy balls at the reactor to destroy it. Metal shields will
rise to protect the structure, but these will break off when struck. It is best
to do this from the far right or left side where you can huge a pillar and
avoid some of the fire from the gun ships. After a few direct hits the reactor
detonates and Alyx joins you in celebration.
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Congratulations! You
have completed your task, the G-Man would be proud. Enjoy his final thoughts on
the matter before the credits role.
_________________________________________________________________________________
Crowbar
The trusty crowbar can be used to destroy wooden crates and boarded up doorways.
It is especially powerful against headcrabs,
scanners, and manhacks. Take out this weapon while
traveling through vents. The weapon is almost made obsolete once you obtain the
gravity gun.
9 Millimeter Pistol
Clip: 18
Maximum Ammunition: 150
This is a quick and accurate weapon that inflicts
small amounts of damage. In order to get the most out of this pistol you will
have to perfect the headshot. On a normal difficulty setting, 9MM ammo is
plentiful so feel free to let off bursts of fire.
Clip: 45
Maximum Ammunition: 225 bullets, 3 Grenades
The
Grenade
Maximum Ammunition: 5
Grenades are explosive devices that are useful for flushing enemies out from behind
cover or turrets. The primary fire will throw a grenade through the air and the
secondary fire will roll it on the ground. When combating grenades, use the
gravity gun to suck them up and throw them back at the enemy before they
explode.
.357 Magnum
Chamber: Level 6
Maximum Ammunition: 12
The Magnum is a cannon of a handgun. A headshot with this weapon is sure to
kill any combine officer. Unfortunately, it has a lengthy reload animation and
ammo is scarce. This is a great last resort weapon to take out when you
absolutely have to kill the next thing that attacks.
Shotgun
Chamber: 6
Maximum Ammunition: 30
The shotgun becomes the close range weapon of choice
once it is obtained. The secondary fire uses two shells and inflicts twice the
damage on a target. Switch to this weapon when you want to get up close and
personal. It will also guarantee a kill with a direct hit to any headcrab.
Pulse Rifle
Clip: 30
Maximum Ammunition: 60
The pulse rifle inflicts more damage than the
Gravity Gun
This is one of the most powerful weapons in the game. Here are just a few
techniques for beating down your with this tool. Be creative with the
environment, almost anything can be used as a weapon in this game.
Organic Gravity Gun
Eventually the gravity gun is modified to work on organic material. This makes
it effective against combine soldiers. Use them in the same way you would use
barrels or crates. The Combines make for great shields and missiles.
Crossbow
Chamber: 1
Maximum Ammunition: 10
This crossbow fires red hot bolts that will instantly
kill enemies who are hit anywhere on their body. The secondary fire is a
zooming scope that allows you to snipe out unsuspecting enemies from a
distance. Aim slightly higher than necessary when shooting
over a long distance, the bolt will fall slightly due to gravity.
RPG
Chamber: 1
Maximum Ammunition: 3
This weapon is mainly used against Combine Gunships.
Because you can only carry three grenades at a time, it is wise to locate an
infinite ammo crate before engaging one of the gunships
in battle. The primary fire will launch the rocket, and the secondary fire
guides the missile using a laser site. Because the target can be designated
after firing, feel free to shoot a missile straight up in the air and then
guide it to its final destination.
Bugbait
This "weapon" is obtained after taking down the Antlion
Guard. The pods make you immune to Antlion attack and
allow you to control their movement and behavior. Primary fire throws a pod
that will explode and create a cloud of pheromones. Antlions
will then swarm this area and attack anyone within range. The secondary attack
squeezes the pod and brings antlions to your side.
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Scanners
First seen in chapter one, scanners are metallic orbs that float around the
city observing its citizens. When a scanner gets in your face it will blind you
with a white flash. These annoyances do not inflict any damage and can be taken
town easily with a crowbar or a few shots from a pistol.
Combine Metro Police
These Combine officers are waiting as you step off of the train into City 17.
At first they will carry a truncheon and give you a nudge if you step out of
line. Later, they attack with pistols and
Manhack
Automated attack machines that first appear in the canals. The Combine Police
will throw these machines into the air and they will incessantly pursue you. Their
blades tear apart wooden structures and human flesh. It takes two crowbar
attacks to bring down a manhack. Once you obtain the
gravity gun, you can suck in a Manhack and use it as
a melee weapon against troops or fire it into a wall to destroy it.
Headcrab
These parasites will hop at your head with the
intention of converting you to a soulless zombie. The crowbar is the most
effect weapon against these weak creatures. Later in the game, they can be
crushed with objects tossed by the gravity gun. Headcrabs
hang out in vents, sewer areas, and are launched in rockets by the combine.
Barnacle
Barnacles first appear in the canals. They are globs of goo
that hang from ceilings and wait for unsuspecting people to walk underneath.
Their long tongues grab you around the neck and drag you up towards their
mouth. Barnacles can be killed with a couple of shots, or distracted by being
fed an inanimate object. A flaming barrel is good for clearing out barnacles
that are grouped together. Remember, damage is only inflicted when you reach a
barnacle's mouth, and in some areas the tongue can be used as a makeshift
elevator.
Zombie
Zombies are humans that have been attacked by headcrabs
and are now walking corpses. Like the Combine, its best to shoot these enemies
in the head. Attacks to the body will put down the human section of the beast,
but the headcrab will still be ready to switch hosts.
When approaching a headcrab controlled zombe, get up close with the shot gun to take them out
quickly. Look out for objects in a zombie's path; they will smack barrels and
boxes out in front of them.
Poison Headcrabs
These pests appear in the cursed town of
Fast Zombies
These skeletal enemies move incredibly quickly and pop up from dark corners.
They are agile, can scale buildings, and sport a jumping attack that can be
landed from a distance. The shotgun is the premiere way to attack these
horrors. Or a flaming barrel to the face will do nicely.
Combine Soldier and Prison Guards
These troopers are more intelligent and better armed
than the Combine officers first seen in City 17. They wield the shotgun,
Antlion
Large, insect like creatures that burrow in the sand. Vibrations from something
as slight as walking can bring them to the surface. These enemies are very
quick and are capable of flying onto ledges more than two stories high. Large
pillars, known as thumpers can be found on the beaches near highway 17. When
activated, they drive the Antlions away from the
immediate area. A double barrel blast from the shot gun will quickly kill these
beasts; however they will continuously spawn from the sand so it’s pointless to
try to kill them all.
Before the assault on Nova Prospekt, you will gain
the ability to control the Antlions through the use
of pherapods. This is covered in the weapons section
of the guide.
Antlion Guard
A larger version of the sand dwelling animal, this
huge creature attacks with a charging head-but. In order to take them down you
will need to rely on heavier artillery. The
Roller Mine
These machines are placed around highway 17. They
react to movement, roll towards you, and inflict electrical damage. The mines
also attach to the sides of the buggy. Use the gravity gun to blast them into
the ocean where they will short out or grab them to throw at enemies.
Combine Elite
The toughest version of Combine troops are clad in
white and take more damage than police or soldiers. They carry pulse rifles and
will use the plasma orb secondary attack without hesitation. This orb is not
only damaging, it also knocks you back a few feet. Take down the elite as
quickly as possible.
The motorized ground vehicles used by the combine has a mounted machine gun and
fires rockets that home in on your position. Fortunately, when you first
encounter these vehicles you are equipped with the limitless supply of ammo on
the front of the air boat.
Automatic Turrets
Auto turrets are preprogrammed machine guns mounted on tripods that react to
movement. Their fire is deadly, but they are not very stable and can be knocked
over with a medium sized object, the gravity gun, or a grenade. Once the turret
falls, it will spray bullets wildly and then shut down.
In Nova Prospect, Alyx will reprogram some auto turrets to attack the Combine.
They can then be placed at strategic locations to cut down waves of enemy
guards. You can also hold the turret with the gravity gun and use it as a
machine gun with infinite ammo.
Ground Turrets
This automated defense systems appear as small vents in the ground. However,
once you set off the laser trip wires that surround them they will rise from
the ground and spray machine gun fire in the direction of movement. The only
way to destroy a ground turret is to activate it and then toss a grenade into
the hole under it. The secondary attack with a grenade works well.
Hopper Mines
These weapons will activate when you approach them, then hop towards the target
and explode. Red hoppers have been set by the Combine and are dangerous. Green
hoppers have been set by the resistance and can be ignored or moved. To reset
an enemy mine, suck it up with the gravity gun and it will turn blue and then
green. When fired forward with the gravity gun, hoppers will explode like a
grenade.
Gunship
These Combine attack craft can only be taken down with the RPG. There is a
machine gun attached to the nose of the craft that will shoot down direct
shots. Shoot the rockets away from the ships, and then guide them in with the
laser site. Five hits from the RPG (on normal difficulty) will take the ship down.
If you see a gunship and you are without RPG ammo, find cover or run away.
Strider
This massive enemy easily controls the city streets.
Each leg is razor sharp and will kill anything it lands on. There is also a
machine gun mounted on its nose that locks in on, and follows targets. The most
devastating attack from the striders is a white laser that will quickly kill
whatever it touches. The methods for bringing down a strider are the same as
those used on the Gunship. However, pulse rifle secondary attacks, and
_________________________________________________________________________________
Cheat Codes (λ)
Cheat: Refill Health
While
playing, input UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, RED, GREEN.
While
playing, input YELLOW, RED, GREEN,
This will
refill ammo for the currently equipped weapon.
_________________________________________________________________________________
Walkthrough
http://guides.ign.com/guides/552580/page_5.html
Weapons
http://guides.ign.com/guides/552580/page_3.html
Enemies
http://guides.ign.com/guides/552580/page_4.html
Cheat Codes
http://cheats.ign.com/ob2/068/552/552580.html
MMVII