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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Half-Life 2 - Strategy Guide (Page 02)

Half-Life 2 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Half-Life 2 - Strategy Guide (Page 02).

		[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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