Half-Life 2 - Strategy Guide (Page 02)
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[Leaper Zombie] These things are just muscle and bones. No skin. And they MOVE. They can leap over obstacles, leap at you, climb walls, jump from rooftops, basically everything normal zombies can't do, these CAN. You'll know they're coming when you hear the telltale howling, almost like a monkey being run over very slowly by a steamroller. You want to make these things dead, and fast. Shotgun to the Headcrab is your best bet. Go double shot if you have to. And MAKE SURE THE HEADCRAB IS DEAD. [Piggy Back Zombie] This is what the Black Leapers do. There will never be more then two of these fighting you, and for good reason. The Black Super Leaper that controls the Zombie will be giving about three other Black Super Leapers a ride. The Zombie will, when it sees you, allow the Black Leapers on it's back to jump at you. This is bad news. And even if you manage to take out the carrier zombie, the Black Super Leapers just jump off and run at you. Don't forget about that, you want to have something to take out the passengers. Large objects like fan blades can sometimes kill a Piggy Back Zombie in one hit. Use your Gravity Gun to fling the objects. [Robot Drones] These are Combine drones, and they get annoying. And they all fly! [Scanners] These don't do much, but they will tell Guards where you are. You may or may not see results. If they get in your face, just use your crowbar on them, no need to waste ammo. On the upside, they sometimes drop batteries. [Man Hacks] Flying buzz saws. They whiz around, bouncing off walls, coming in through windows or pipes or air ducts, and then they zero in on you and try to cut you. Use your Crowbar or Gravity Gun. If you get them with the Gravity Gun, Shoot them INTO a wall, don't just chuck them. If you don't break them, they WILL come back. Soldiers will sometimes carry these things, and you can actually watch them being launched by hand. Shoot the guy before the Man Hack comes online. [Flash Bulbs] Think of an intelligent flashbang grenade. That's about what these things are. They blind you, so that Combine Soldiers can have an easy time of picking you off. SHOOT THESE. They stay at a distance, so your only option is to use a gun. You don't want to use the Gravity Gun because if you pull them in close and they go off, you'll be blind for a good while. [Shield Scanners] You encounter these in the Anticitizen One chapter, where they will continually pose a threat by dropping Hoppers on you. Their body consists of a cylindrical part, and then a long, stretching and expanding arm which they use to drop the Hoppers. (I was clued in to the name by Joshua Rodriguez) [Barnacles] They're back. They look different, but they're still the same deal. Just like before, Barnacles hang out on Ceilings. If you get caught by a Barnacle, it will pull you up into it's mouth. Don't let it. Look straight up and unload on the corpulent bastard. It shouldn't take much to kill one, and you're rewarded by it's death animation in which it vomits the remains of it's last meal on you. Yay. (Thanks to Drago for suggesting I place this earlier in the FAQ) You should also be aware that you can feed Barnacles just about anything. They will chew on bits of trash, barrels, even enemies - I've watched happily as a Barnacle has eaten a Headcrab that got caught in mid leap. But perhaps the most useful thing you can feed it is an Explosive Barrel. Give the Barrel to the Barnacle's tendril, then back up and shoot it until it lights on fire (The Barrel, stupid). The resulting explosion will kill the Barnacle and most likely any other Barnacles near by. [Antlions] There are two different types of Antlions, the Drones and the Warriors. The Warriors attack you at predetermined points along the story, but the Antlions show up during "Highway 17" and stick with you all the way through "Nova Prospekt" although by then they are on your side, thanks to the Pheremone Gland. [Antlion Drones] Are annoying. They are attracted to noise, and your little car makes a lot of it. Once they start coming, they won't stop. So keep moving. If you have to deal with them, use the Shotgun or machinegun. But your best bet is to keep moving! During the second half of "Sand Traps" you'll need to stick to the rocks to avoid stirring up angry Antlions. If you happen to fall on the sand, get to a rock before you start attacking the Antlions. That way, you can deal with the ones that pop up, and not an endless wave of them. [Antlion Warriors] These suckers are big. They will knock you around quite a bit if they manage to hit you. Don't stand still when facing a Warrior, keep moving. Circle strafe. And focus as much damage as you can on it. Unlike the Gargantuas from Half Life 1, these enemies seem to be susceptible to all types of weapon fire, though I strongly suggest you use your heaviest weapons first. A few rockets and clips of pulse rifle ammo would be well spent on taking one of these down. When attacking, the warrior will charge you, which is why you keep moving. You can even do a bull fighting maneuver and steer the Warrior into a wall. This will stun it for a few brief seconds, believe it or not, but then it will quickly turn to face you. Just keep up a steady stream of fire while dodging it's charges and you'll be fine. [Roller Mines] Usualy buried in the ground waiting to spring up at you, these annoying, magnetic enemies can also be dropped from passing Combine dropships. These are quite prolific along "Highway 17", but are surprisingly easy to deal with. Simply use your Gravity Gun's secondary fire to grab a hold of the Roller Mine, and then turn and throw them into the ocean or off a cliff. And trust me, there will be a cliff near by, or the ocean, or both. [Striders] Striders are literally gigantic. They tower over you, standing at least 3 stories in height, and it takes a lot of fire power to bring down one of these bastards. A Strider takes at least six rocket hits before going down, and this will require you to find an ammo crate so that you'll have enough rockets to do the job. Resistance rocket infantry can also help you, but you can't always count on having one near by. The best advice I can give you is to stay the hell away from Striders whenever possible. When you must fight them, try to do so from as far away as possible, or from an elevated position. I say this because Striders can not only shoot at you, but also step on you, resulting in instant death. Striders are also equipped with some kind of blue Combine energy beam that disintegrates anything caught in a direct blast. Normally you'll get hit by the splash damage, and it's damn hard to avoid, but that's just one more reason to take Striders down as quickly as possible. [Hunter Helicopters] One of the less alien vehicles used against you, the Hunter Helicopters are most prolific during your Air Boat ride. Most of them will do diving attacks at you, spraying machine gun fire all over the place. You have to simply avoid them as best you can until you acquire the Combine Machine Gun for your air boat. Once you have the gun, you'll be able to take out the Helicopters. You should also be wary of the mine laying helicopters - These helicopters will fly back and forth above you, dropping row after row of magnetic floater mines. Keep moving, and dodge the mines as best you can. If you do get hit, don't panic, just adjust your steering to compensate for the blast. [Armored Cars] You'll see a lot of these through out the game, but for the most part they'll be stationary. The only time you really have to worry about them is during "Water Hazard". They will be parked on the various docks along the canal and will fire barrages of rockets at you. At first, you can only dodge the rockets. But once you have acquired the Combine Machine Gun, you'll be able to blow them up. Do so. [Sentry Guns] There are a few varieties of Sentry guns, and different ways to deal with each of them. [Tripod Sentries] *Special thanks to Silvio for pointing out that the Gravity Gun is more proficient at knocking these things over then regular gunfire. These freestanding sentry guns are fairly annoying, and different then their Half Life 1 counterparts. In order to disable these guns you will either need to get on the side of them and knock them over with gun fire, or throw a well placed grenade and hope the blast knocks them over. Don't be too quick to run by them if you do manage to knock them over, as they will continue to fire erratically for a few moments. At a later point in the game you will have to set these guns up yourself and use them to defend key points in the "Entanglement" level. To do so, simply open the locker they are stored in, and then hit your USE key to pick them up. Carry them to a spot that offers them a good field of fire, and hit your USE key again to drop them. If they are knocked over by enemy fire, just run over and hit your USE key again to pick them up. You may have to shake your view around a bit to get the sentry gun up right, but once it is just drop it so it can resume firing. [Pop up Sentries] These guys are hidden beneath floor tiles, and will only pop up once you trip their laser sensor. When they do pop up, a second laser will begin sweeping the floor in front of them. If you trip this laser, they will open fire so do your best to avoid it. The only way to deal with these annoyances is to lob a grenade INTO their cavity. Once the grenade is inside the sentry gun, just get out of the way and wait for the boom. [Gunships] These bio-mechanical, aerial enemies are quite dangerous. Despite their large size they are incredibly maneuverable, and will perform all sorts of acrobatic tricks to keep you in sight of their machine gun nose. Gunships can only be taken out with RPGs, and it takes a total of five to six rockets to bring one down. You have to weave the rocket around the Gunship, however, as a direct attack will allow the Gunship to shoot the rocket down easily. Try firing away from the Gunship, and then bringing the rocket back towards the Gunship from a different direction. Don't forget that your Rockets are MUCH more responsive in this game, and any movement you make with the laser sight will be followed by the rocket, even barrel rolls and loops. If you miss with one of your rockets, don't fret - There WILL be a supply crate or ammo box near by to keep you loaded up during any of the Gunship fights. [Hoppers] Hoppers are semi intelligent land mines. They can distinguish between friend and foe. If you get too close to one, it will literally hop into the air and try to land on your head, where it will then explode. Regardless of whether it hits you or not, it will explode. The best way to deal with Hoppers is to use your Gravity Gun's secondary fire to yank them out of the ground. This will reset a Hopper, making it friendly to you. You can then either throw it at someone or drop it gently with secondary fire to make your own land mine. The best way to tell if a Hopper is around is to listen. They will click and chitter if anyone gets close enough to them. Whenever you hear that noise, freeze, and look around. You'll find it if you just use some observational skills. -= HL2 =- 7) Walkthrough The big one. Finally Finished! As requested, Chapter List: A) Point Insertion B) A Red Letter Day C) Route Kanal D) Water Hazard E) Black Mesa East F) "We don't go to Ravenholm..." G) Highway 17 H) Sandtraps I) Nova Prospekt J) Entanglement K) Anticitizen One L) "Follow Freeman!" M) Our Benefactors N) Dark Energy A) [Chapter One: Point Insertion] You will begin this chapter with a visit from the G-Man. That's for you to enjoy. Suffice it to say that the game doesn't really start yet, so take the time to orient yourself with your new surroundings. Talk to people, pick things up with your USE key (Yes, you can pick things up without the Gravity Gun). Take in the sights and sounds of the oppressed populace. But do so while working your way through the customs gate. *Note of Interest: As you first exit the train, follow the two gentlemen who are in front of you. When they turn left, you turn right. Go to the fence there and get your first look at a Vortigaunt that is still enslaved by the Combine. There's nothing you can do for him now, so give him a little wave and move on. After looking at the poor Vortigaunt, do a 180 and head past the baggage cart, and through the Turnstyle. Welcome to City 17. *Note of Interest: Try making a phone call with your USE key. You'll find that all communication with the outside has been cut off by Civil Protection. Continue moving through the train station, weaving through the fences erected around the guard checkpoint. The guards will wave through the people in front of you, but ask you to stop. They will direct you towards an ominous train marked "Nova Prospekt", but thankfully you won't make it that far. You will be trapped in a small enclosure, and a side door will open. A guard will step out and order you to follow him. Do so. Follow him down the corridor, past what appears to be an interrogation room (The guard inside will slam the eye slit on you if you try to look in), and will stop outside an empty interrogation room. You'll be ordered inside, and you have no choice but to obey. Don't get too excited though. The guard will put on a show like he's going to beat the crap out of you, but it's not really a guard... *Note of Interest: It's really Barney Calhoun, your security guard buddy from Black Mesa. After some more story chatter which I again leave for you to enjoy, a knock will come at the door. Barney will panic, and shove you into a back room. He tells you to pile up some boxes to escape out the window, and to make your way to the plaza. Use that USE key and get stacking. In case you didn't notice, the window is on the second floor loft, so climb the ladder first and THEN use a box to get out the upper window. Don't worry about the fall, the box outside will break it for you. Continue through the door to your right and up a flight of stairs. Use your USE key to open the door, and then turn left. You find yourself now in what must have been the ticket area of the Train Station. A guard will confront you here, knocking a can onto the floor and ordering you to pick it up. Do so, and then throw it into the trash can. The guard will get a hoot out of that and leave you alone. Feel free to throw some garbage at the Guard if you don't mind getting a few whacks from the Stun Baton. Continue forward past the guard, and through the opening on the far left. There will be a large double door. Open it with your USE key and behold the square. There's a lot going on out there, but don't neglect to view the large blue building in the distance - The Citadel. It is an ever present symbol of oppression, and the source of all Combine incursions into the city. After you're done looking around, head down the alley way to the right of the Train Station entrance. Any other way is blocked by force fields. Down this alley, you'll see a door to your left that is blocked by a Guard - Ignore it, you ain't going that way. Farther down the street is a roadblock - Not going that way. Instead, turn right again into a smaller alley, and use a dumpster to boost yourself up to a Fire Escape. Go up the ladder and then turn to your right and drop through the hole there, which will deposit you on the other side of the fence that was previously blocking your way. Down this alley you'll see a bust going down to your left - Avoid that. Go to your right instead and talk to the civilians that are watching a pair of Civil Protection soldiers break into an apartment. Things could get dicey. *Note of Interest: You can play with all the playground equipment. Use your body, and your USE key to flip X's and O's, spin the merry go round, and smack the swings. Fun. Head towards the pair of guards, but duck into a building to the left. Follow the hallway until you reach a spiral staircase going around an elevator. Take the stairs up. Work your way through the apartment building, it's not difficult, just avoid the guards. They will "Herd" you towards where you're supposed to go anyway. Things will get a bit heated as Civil Protection rushes the building, and all you really need to do is not go in the direction of the guards. Wherever there's an open path, go. Eventually, you meet a gentlemen holding a door open for you, who asks you to come inside. He'll slam the door shut and hold off the guards while you get to the roof. Once on the roof, MOVE. Combine Soldiers with pistols are now on your tail and they are going to shoot at you. Follow the roof up and then to the left. You'll drop down onto a ledge on your right, and hug the building until you reach a pair of open windows. Go down the stairs, and then you'll be cornered. Don't worry though, they will knock you out, but someone comes to your rescue. When you come to, all the guards are dead and the only one in sight is... a girl. That should tell you immediately how dangerous she is. Despite that, follow her through a series of secret passages... B) [Chapter Two: A Red Letter Day] Follow Alyx to Dr. Kleiner's lab. And then enjoy the show. *Notes of Interest: Take a look around the good doctor's lab, especially the far wall with the bulletin board. There are a few interesting pictures there. You'll see. I'll catch up with you after the lab. *Note of Interest: If you take a look at the monitor that Barney activates when he first enters the lab, you can change it's channel to get a good look at the G-Man. He only stands still briefly before noticing the camera on him and walking away. Hrm... Well, following those incidents, you will find yourself outside the lab, unarmed, and under the intrusive eyes of a pair of Scanners. Time to move. Jump down and move through the Transformers (The large power things) and under the overhang. You'll come out on the other side where your path will be blocked by a few planks across an opening. Don't worry, Barney to the rescue. He'll be behind and above you, and will toss you a Crowbar. Once you have it, move forward, bashing through those planks. Go forward into the somewhat dark passage ahead, and then you'll drop down into a train yard. Immediately turn left after you drop down, and use the plastic boxes on the ground to boost yourself into the open train car. Bash your way through the boxes and debris, and then kick open the doors on the other side of the car. When you drop down, immediately back up against the car and crouch down. A train will come blowing by, and if you're not out of the way it will crush you. When the train has passed, turn to the right and move along the parked train car that was across from you. When you reach the end of it, turn left and then left again. You'll see another car with open doors now, and you want to get inside it. Did I mention that combine soldiers are shooting at you the whole time? In any case, climb the ladder inside the train car, then turn to your left. Jump from the roof of that train car to the train car that should now be in front of you, then jump again over the fence in front of you, and hit the ground running. Break through the planks blocking your path, and then head down the dimly lit tunnel. After the map loads, you'll head down another hall way. C) [Chapter Three: Route Kanal] Take the opportunity to use the Medical Console on the left hand wall if you took some bad hits back in the train yard. As soon as you reach the end of the hallway, a woman will scream. Turn to your left, and you'll see her and a man being beaten by Combine Soldiers. Well, you've got a Crowbar, you know what to do. Smack 'em. *Note of Interest: This is where you get the USP Match 9mm. You'll only have the bullets in the clip for the moment, but now is definitely the time to start using a ranged weapon. It's also interesting to note that the Pistol and the Machinegun no longer share ammo. Feel free to go back and use the Medical Console again if the guards do too much damage to you. Better to use it while you have it. After that, head back to the women and go past her. Head up the stairs, but be watchful. Two guards are waiting for you, one at the top of the interior stairs, and one outside. Now's a good chance to work on your headshots. They actually work with the new hit system. Once you reach the top of the exterior stairs, pause for a moment and look around. There's a Hunter Helicopter in the distance, but it hasn't seen you yet, so don't worry about it. Head down to the train tracks below you instead. But make sure you don't go all the way down - you'll hear a train whistle coming, and that's your cue to stay off the tracks. The train will come to a stop, allowing you to use the roofs of the cars to make your way to a ladder that is near the mouth of the tunnel to your right. Immediately turn around to face where you just came from. You'll see two combine soldiers opening fire on you. Don't waste time shooting at them, instead focus your attack on the explosive barrels they are standing next to. This will take out both of them in a very satisfactory manner. Next, turn towards the skeletal house behind you and bash through the planks boarding up it's door. Take a moment to grab the ammo under the floor boards to your left, then head out of the house to the right of where you entered. Hit your USE key to open the fence door, then turn right and look up at two more soldiers firing at you. Again, aim at the explosive barrels they seem to be oblivious about. Boom. Continue through the small yard, turning left and using the bend in the fence to move through. Continue along the fence, turning right when you reach some shipping crates. There will be a spray painted LAMBDA symbol above a pried open grate. Go ahead and climb through it. You'll exit on the other side of the fence that was preventing you from continuing, and now you can follow that fence until it ends at the mouth of the next tunnel. You'll be able to get past the Force Field below, and continue down the railroad. You'll reach a stair on the right eventually, but watch out for soldiers there. They'll roll a flaming barrel of explosives down the stairs, get out of the way quickly and wait for it to blow. Then you can charge up the stairs and take out the jerk who did it. Continue along the path, being sure to watch out for the glass windows - as soon as a train has gone past, soldiers will be down on the tracks firing at you through the windows. The point to all of this slinking around, if you haven't figured it out, is to get past those force fields. Once you break through the boxes blocking your path across the catwalk, you'll exit back on to the railroad. A few boxes of supplies and a Med Console are waiting for you across the track. Go for them, but be wary - You have Three soldiers coming at you in both directions, for a total of six, plus one more up on the path you just jumped down from. Take them out and use the small depression in the wall with the Med Console for cover. As soon as the coast is clear, Head left from the depression in the wall, and down onto another cat walk, this one above a canal. You'll want to jump down into the water, as the door in front of you is locked. Don't worry about the water - There are no Ichthyosaurs or blind worms in this area. Continue forward until you reach a train car stranded in the Canal. Climb up the ladder on it's left side, and then drop inside through the hole in the roof. Say hello to one of the first way stations on the underground railroad. *Note of interest: The Vortigaunt you meet here is actually powering the Television that both he and the Human Resistance member are watching. But that's not all these nifty guys can do. He'll also give your suit a small charge. After the Vortigaunt charges you up, head out of the train car and make your way through the Debris field. You'll have to destroy the wooden framework that seems to be holding up a tanker car. Don't worry, just crouch. The car will fall a bit once the support beams are gone, but it won't fall on you, and you'll be able to proceed. Just around the next debris mound, however, is your introduction to a new enemy. *Note of interest: This is where you'll meet the new Barnacle for the first time. Watch it eat the bird. Then kill it. Continue to thread your way through the debris field until you arrive at a battle in progress. You'll hear a resistance member pleading for help from a grated storm drain to your right. You can save him from the soldier sneaking up behind him, but he'll just run out of the side of the pipe and get mowed down by a machine gun nest. You should quickly scoot around to the exit the resistance member just used and get into the storm drain without being mowed down in a similar fashion. You'll enjoy the game more if you don't die. Inside the pipe you'll find what's left of an Underground Railroad Way Station. The radio there is alive with chatter, and I advise you to listen. Things are going to hell since you showed up. Once you're done listening to the doom falling down on everyone's heads, climb up the ladder and take out the Machine Gunner and his guard. Quickly man the Machine Gun and start mowing down the incoming soldiers. You'll only have a minute or so before an Armored car pulls up out of your firing arc and starts launching missiles. That's your cue to bolt. Drop the machine gun and follow the elevated path on the right hand wall. There are a number of barnacles beneath the bridge you travel under, so keep your eyes open and your flashlight on. Once you reach the other side you can turn it off. A woman will call out to you from a small piece of pipe, telling you where to go next. She elects to remain there to help any one else who manages to make it through. Continue on through the flood channel, until you reach a room filled with water. Jump in, and get ready to hold your breath. A large explosion will blow the storm grate off the roof of the sewer room, and flaming barrels will begin to fall on you. Duck underwater and only surface for air between explosions. Once the barrels stop, the two Soldiers up above will begin to take pot shots at you. Do them a favor and end their lives with the pistol. Once you've dealt with those two, you can turn to the next pipe and "Jump" out of the water onto it's ledge, and continue down the flood channel. When you exit the pipe this time you'll be back in the canal. To your right are a bunch of soldiers, but don't go trigger happy on them just yet. Instead, juke around the debris obscuring your view of the bridge dead ahead, and shoot the explosive barrels beneath it. You'll kill all the Combine Foot Soldiers on the bridge and open up the next part of your route. Charge! Two more soldiers will drop down into the Canal when you pass under the bridge - Dispatch them. Once you've done that, head up the right most mound of debris and knock away the barrels blocking your path. Back into the sewers. The floor here is slippery, and you've got two Barnacles dead ahead. Take it slow, and try to avoid being snagged by them. If you do get caught, just aim straight up and blow them away. In fact, if you have the chance, blow them away period. Better to have them dead. The slippery ground continues around the corner and to the right, where a whole room full of Barnacles is waiting for you. But, there's something you can do. Behind you are a pair of explosive barrels. And, unlike the Barnacles in Half Life 1, these Barnacles will at least CHEW on anything they catch. So why not give them something spicy. If you catch my drift. (Boom). Just remember you have to wait for them to catch the barrel, then shoot it a few times to light it on fire. Don't blow it up! Just light it on fire. If you time it right, it should take out most of them, and give you the breathing room you need to shoot down the last one or two. As you emerge from the Barnacle sewer room, immediately dive into the water. Flaming barrels will rain down on you, but if you stay submerged you won't take the hits. As soon as you come up against the grating blocking your way underwater, turn to your right and you'll see a ladder. Quickly climb this and slide over the metal grating and back into the water on the other side. Swim to the far left end of this pool, then turn around. A partially submerged platform gives you the ramp you need to get up and out of the water. Follow the platforms around the pool, shooting soldiers as needed, until you reach the open sewer grate. Once inside, it's time for a bit of a puzzle. Fairly simple. You have a see saw, and you have a bunch of cinder blocks. All you need to do is scoop up the cinder blocks one by one with your USE key, and pile them on the side of the seesaw opposite the way out of the room. Then, you can just run and jump from the elevated side and on to freedom (Relative). *Note of Interest: This is your first encounter, up close, with a Hunter Helicopter. Don't be a hero. Leave it alone. Nothing in your arsenal right now could even put a dent in that thing. Immediately head to the left after the Helicopter makes it's inspection pass, and again make another left turn. You will take fire, but don't fret about it. As you head to the far left, there will be a Barnacle in sight that will be blocking your path in a few seconds. Take it out on the run, jump up on to the platform it was protecting, and run across it to the other side. There will be a pile of barrels blocking a door. Move them. Either with your crowbar or your USE key. But move them so that you can get at the door handle. Then quickly get inside and away from that Hunter Helicopter. Once inside, take a breather. Up ahead of you, you will see another LAMBDA symbol on the wall. This usually denotes a cache of Resistance supplies. This is no exception. Slide down the recessed ladder to your right and collect the medkits and ammo. Then return up top and continue past the LAMBDA symbol. You will reach a slightly elevated area. To your left is a corpse, to your right is another slippery hill that leads to some Barnacles. But, as luck would have it, there's another Explosive Barrel mixed in with some regular ones. Boom any one? Now, you might think, but wait, there's another row of Barnacles behind that, and I'm out of barrels! Wrong. Head back over to where the corpse is lying, follow the wall and duck down. You'll find another Explosive Barrel floating next to even more medkits. Just drag it on out of there, and repeat the trick. Now, once the second row of Barnacles has been cleared, slide down to the end of the chute, and then make a left. The path is a bit obscured, but if you follow the left wall back up you'll just walk right into it. When you get to the top of this side, there's another ramp with Barnacles again. Only this time there's just the one barrel. Do the trick anyway, to clear out the first row of Barnacles. Now, hug the left wall as you slide down, and jump the railing as soon as you can. That way you don't have to even deal with the second row of Barnacles. When you exit through the next door, turn to your left and follow the path. You'll go back into the sewer like rooms, and then down a short tunnel with piping up and to the right of you, then the map changes. You'll travel past a bunch of barricades and explosive barrels - You might as well shoot the barrels to blow up the barricades. You meet another Underground Railroad conductor, who tells you that he's getting ready to close everything off. The tunnels ahead, he says, are filling up with Man Hacks. He then looks through an eye slit in the door he's standing next to and curses. "Oh shit, too late!" He grabs a piece of pipe (And you should pull out your crowbar) as Man Hacks burst through the door. Don't panic. Just hit the damn things. You'll be fine. Once they're destroyed, take a moment to climb the ladder in the back of the room and collect the batteries and supply boxes near the man's bed. Once you've geared up, continue through the door the Man Hacks broke down. Around the next bend you run into a fence door, and another group of Man Hacks. Once more, let me remind you not to panic. Man Hacks are not as scary as they sound, and your crowbar will deal with them quite nicely. Once you've dealt with that group, there's yet another trio of Man Hacks around the next corner, but these bastards will set off a series of explosive barrels. Whack them away from you if you must, but back up and wait for the explosions to subside before you continue. Head down that corridor now, and make a right at the end. Don't take the first left, instead continue forward to the next opening in the wall. Duck into this small room to scoop up the ammo and Medkit, if you need them. Then return to the first door, and proceed outside. Be prepared for an ambush. Two soldiers will run along a ledge across from you, and about six Man Hacks will come flying in through the plank roof of the fence enclosure you're in. You may want to use your pistol on the Man Hacks here, just to get rid of them quickly. Once those are dealt with, continue on into the next room. Here, you'll have to watch out for a lone Man Hack flying through a vent. You'll hear him coming - the vent is ahead and to your left on the same level that you enter the room on. *Note of Interest: The Vent the Man Hack is in leads to a stash of health kits and a few batteries. After that last encounter with the horde of Man Hacks, you need it! Be careful though. When you exit the vent, a Soldier will be standing in the doorway ahead of you. That's ok, just shoot the Explosive Barrel to his left and you'll take him out. After the Man Hack is dealt with, drop down and keep moving! *Note of interest: This is your first encounter with Soldiers using the rappelling maneuver - He might surprise you. But don't fret, you also get the Machine Gun here too. Shoot the soldier that rappels down in front of you and scoop up his Machine Gun. Use it to blow away the other two soldiers that are farther down the sewer. *Note of Interest: If you look to your right after the soldier rapels down in front of you, you'll see an explosive barrel blocking a vent. Once you've dealt with the Soldiers, move that barrel (Or blow it up, just don't stand close) and crawl into the vent. At the end, you'll find a Medkit and a crate. Grab the medkit, but have a gun ready, as a torso Zombie will come bursting out from behind the crate. Shoot him, and then grab the Battery and Grenade (Earlier then you would have gotten it normally). Continue past their corpses to the Mixing Room. Dive into the water, and head for the left wall. Swim into the opening there. Just a little ways up, there will be a vertical tube. Shoot up that and break the surface so you can get your O2 back. You'll need it. Finish the swim through the submerged tunnel and come up for air at the end. You will be facing a dead end when you surface, but if you turn around you'll see the way to go. You'll immediately be accosted by a Scanner. Show him what you do to rude robots. (I mean kill it). Be careful moving along in this room. A Barnacle is waiting for you on the left right where the wall turns into a staircase. He may also surprise you. Soldiers will ambush you from the large pipe above and to your right. Also, at the end of that pipe is the room you just left before diving into the Mixer - the fence enclosure, remember? Well, two soldiers there will launch a pair of Man Hacks to come get you before opening fire on you themselves. Be careful here, you can get cut up pretty bad. once you've dealt with those enemies, jump up onto the big pipe yourself and follow it back through the previous room. Watch out for the steam that shoots up, it will hurt you. As soon as there is a break in the steam, hug the right wall and scoot through the gap. Don't let the Barnacle get you. Instead, feed him the Explosive Barrel that is now next to you. Wait for him to hoist it up a bit, then light it on fire. DUCK. When the Barrel explodes, it will take out all three Barnacles in the room. Fun. Grab the Medkit that is across from you, then continue on down the pipe. While avoiding the steam, don't miss the Man Hack that will come shooting through the metal grating ahead of you. Shoot this one down, the steam will make Melee difficult. Once you make it past the steam, turn to your right and whack away at a pair of planks that are next to another LAMBDA symbol. Drop down off the pipe, and then turn around and go back UNDER it. You'll find batteries, medkits, and a Contact Grenade for your Machine Gun. Once you've scooped up the gear, go back to where you dropped down and crawl into the opening in the wall. It is dark, so you may need to use your flashlight to find it, but make sure you turn it off and allow your Auxiliary Power Unit to recharge before going into the water. Oxygen is good for you.
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