Million Hooters
Million Pixels - Million Hooters
Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Half-Life 2 - Strategy Guide (Page 03)

Half-Life 2 - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Half-Life 2 - Strategy Guide (Page 03).

	When you surface on the other side, immediately head for
	the left wall - A truck will start dumping explosive 
	barrels into the flood channel and they're aimed at you.

	Quickly dispatch the soldiers that begin jumping 
	down into the flood channel, and the ones hanging out
	on the bridges.  Don't worry, they don't have Man Hacks.
	But, as soon as you move forward into the next tunnel,
	Man Hacks will appear.  Life just isn't fair.  And I 
	don't mean a few Man Hacks, I mean like six.  Remember
	to TIME your Crowbar swings, don't just hold the key
	down.

	Once that nightmare is over, continue into the next room.
	Don't jump straight into the vent, break open those
	supply crates and fill up on needed... supplies.

	Up ahead is worse.  Lots of Man Hacks.  Use your Crowbar
	or pistol at your discretion.  Or whatever.  Just don't
	die.  You may want to try using the Explosive Barrels 
	that litter the room to take out Man Hacks as they come 
	in, but your hands will most likely be full.

	Climb the ladder in the main room once the Man Hacks are
	dealt with, and then turn around and step onto the large
	pipe suspended from the roof.  Follow this over to the
	Elevated area.  Walk over to the far wall, along the 
	catwalk, and then slowly lower yourself down, landing 
	on the exposed pipes as you go.  You'll notice a wheel
	valve below you.  That is your target.  Turn this valve 
	to raise the water level.  Return to the main room and 
	climb down the ladder this time.  Now you will be able 
	to swim through the large openings in the basin.

	You remember how to swim right?  Don't forget to come up
	for air on the other side of the first opening.  After
	you get some air, swim back down to the bottom of this
	basin and whack through the planks to release the 
	boxes.  These will float to the surface and allow you 
	to cross the Basin.  Yay again. 

	Or so you think!  What you really want are the cable
	spool wheels.  The big things that look like two tables
	glued together.  Anyway, use those.  You'll get across
	just fine.  Once you come out of the tunnel, and the 
	map has finished loading, climb the ladder near by and
	use the planks to climb over the fence and drop down 
	into the canal.  Think fast - Man Hacks from both 
	directions, and a Combine Soldier.  You know what to 
	do by now.  Deal with it.
	
	At the end of the canal is a broken ladder.  Use a 
	barrel to climb up to the ledge and then DUCK.  
	Four Man Hacks will come flying out of the tunnel at 
	you, along with a Scanner that will act cute and use
	it's camera flash on you.  Deal with 'em.

	Follow the tunnel forward and don't take the opening 
	on the right just yet.  Instead, use your flashlight 
	and take out the two Barnacles that are in the 
	room at the end of the tunnel.  Take advantage of the
	supplies there before returning to the opening and
	climbing the ladder.  Follow the planks - Don't drop
	down yet.  There are more supplies waiting for you
	in a small alcove at the end of the plank path.  
	After you avail yourself of them, THEN drop down and
	continue through the next passage.

	Don't get too excited when you exit the passage -
	Your suit's geiger counter will start to go off. 
	And yes, the orangeish goo beneath you is bad for 
	your health.  Radioactive sludge.  Try not to step in
	it, K?  Make your way past the pools of sludge to the
	next way station.  The Resistance member there will be 
	fighting off Headcrabs.  Say hello to your new enemy.

	Radio Chatter will quickly come in over the, well,
	Radio, and inform all Resistance members that you are
	on your way.  They're gonna lend you the Air Boat, so
	that's one more reason not to die.

	Up ahead a Mortar round will impact, killing the 	
	Resistance Infantry near by.  The Round will open up
	to allow headcrabs out.  But don't think that 
	horrifying little fact is all.  Headcrabs will also 
	start to dig their way out of the dirt.  Bad times.  

	Try not to dwell on how horrific it is to use 
	Headcrabs as bio weapons.  Don't make my mistake.

	Another mortar, a guy with a headcrab on his head,
	and more Headcrabs coming out of the woodwork.  
	Ugh.  Gets worse!  Zombies are right around the 
	corner.  And watch out, these guys are strong now.
	The first one you see is gonna fling a Barrel at 
	you.  

	Now, just remember what I kept repeating in the 
	Enemies chapter.  MAKE SURE THE HEADCRAB IS DEAD.

	Now, careful up ahead, you'll have to get by a live
	wire, and an electrified container.  Don't touch
	the walls, just crawl through it.  And watch the 
	mortar dead ahead!

	No real puzzles here, just common sense.  I'll catch
	up with you in a moment.  Have fun.

	-= Some time Later =-

	Ok, you got the Air Boat.  Time to move out.
	Take a moment to familiarize yourself with it's
	handling.  Drive around, do some jumps.  But when
	you're ready to move on, head for the flood gate on
	the far side of the radioactive lake.  Hop out on 
	dry land and head for the wheel that controls the 
	gate.  Start turning it, but then turn around 
	quickly!  A headcrab will be sneaking up on you.  

	Once he's dealt with, raise the gate and jet outta
	there.
	

D)	[Chapter Four: Water Hazard]

	So!  You made it.  Through hell.  Well welcome to 
	Hell's olympic sized pool.

*Note of Interest:  Just as you see the barn up ahead, stop.
			You should see a LAMBDA symbol on 
			the canal wall to your right.  Hop
			out of the boat and climb the ladder
			that will be behind you.  You'll find
			two boxes of 9mm ammo.  Not much, but
			every little bit helps.  Also, if you
			use your Zoom function to scope out the
			barn, you can see the G-Man standing out
			side.  I know you're asking "What the hell"
			so let me just save you some time.  Try
			not to think about how he does that.  He
			will keep doing it.  

	Ok, first order of business - Head for Way Station 12.
	You can't miss it.  It's the large Red Barn with a 
	LAMBDA symbol painted on the docks.

	Unfortunately, Station 12 has been hit by a mortar
	round and the inhabitants changed to Zombies.  You
	can grieve later.  Kill now.

	Make your way to the top of the Barn, watch for 
	headcrabs.  All the way to the top, mind you.

	There will be a barrel jamming a Gear that will 
	lower a large crate of supplies down to your boat.
	Go ahead and whack it with your crowbar and the crate
	will fall to the water below.

	Gather up the supplies (And avoid the Helicopters that
	will come by to check out the place), and then saddle
	up.  Lives have been lost, but you've got work to do. 
	
	One jump up the river you'll come to a bridge, where a
	resistance member will throw down some Supply boxes for
	you.  Don't bother thanking him, he lives to serve.

	Now for your first real puzzle of the chapter.  Gather up
	the blue containers and take them one by one beneath the 
	large see-saw platform. You'll see it, it's right under 
	the bridge.  Once you've placed all four containers 
	beneath the see saw, it will level out and make a jump.
	Use it.

	Keep moving through the flood channel.  Don't flinch 	
	about the Drop ships, and just mow down the soldiers.

*Note of Interest: Near where the soldiers are being dropped, you
			can see a LAMBDA symbol on the wall, near
			a sewer entry.  If you use a barrel to
			boost yourself inside, you can swim through
			the flooded tunnel and collect some swag.
			Just watch out for the Zombie.
		(Thanks to Wietze Groenhof for the reminder)

	Keep moving!  I'll check back in with you when something 
	difficult pops up.  Although I will mention that, if you
	want to have some fun, try taking out the support beams
	for any docks you see.  Combine Soldiers can't swim too
	well.  Hehe.

	Alright.  When you arrive at the next Flood Gate, just 
	backtrack a little bit to the docks on the right hand
	shore (If you're facing the flood gate).  Time for some
	leg work.  Don't whine you pansy.  

	Make your way up the ladder and into the complex.  
	You'll be treated to a brief broadcast by the 
	Administrator, detailing how dangerous you are.  Don't
	let it go to your head.

	You'll have to deal with a few soldiers and a quartet
	(that means four) of Man Hacks.  Do your stuff.
	
	Once you've dispatched the enemies, move through the
	room where the Man Hacks came from, and go outside.
	You'll come under immediate fire from a Machine Gun nest,
	but this is the perfect opportunity to use your brand
	spanking new weapon - GRENADES.

	Once you make it across the open yard, lob a few grenades
	into the building behind the Machine Gun nest.  You'll
	be happy you did.  Once you've exhausted your supply,
	Barge on in and deal with the survivors.  Don't worry,
	you can use those Grenade ammo crates you passed earlier
	to replenish your supply on the way out.

	There's also a crate inside the building.  Also, don't
	forget, while you're in there, to climb the Turbines.
	There's a Contact Grenade on the one furthest from the 
	door.

	Now, when you make it through this building you may be
	confused - The Wheel is damaged beyond use.  Don't
	fret!  Let the Physics system take care of this.
	To your right is a fence, behind which is a cluster of
	Explosive Barrels.  Blow those up.  A bundle of I-Beams
	will go flying through the air, swing on the line
	they're attached too, and smash through the Flood Gate.
	Sweet, sweet vindication.  Well, not quite.  You still
	have to fight your way back to the boat.  Use those 
	grenades, you have an unlimited supply - For now.

	Made it?  Good.  Now get motoring.

	And I mean MOTOR.  You're gonna have Troops everywhere, 
	Armored Cars firing barrages of missiles, the works.
	Avoid the Barnacles at all costs, you can't really 
	spare the time it takes to unhook yourself.

	If you make it through that gauntlet, the map will
	load.  Right after that happens, slow down a bit.
	You'll soon pass another LAMBDA symbol.  Pull your
	boat over and take a look.  There's a bunch of stuff
	in a hanging basket, linked to a pulley system.  All
	you need to do to claim the swag is to take the 
	Cinder Blocks out of the basket on the ground.  This
	will cause the hanging basket to drop.  Grab the
	goodies and then mount up.  Still a long river
	to travel.

	Right up ahead is another Flood Gate, and these guys
	know you're coming.  The alarm will sound and the 
	gates will shut.  Time for another incursion on 
	dry land.  Drive off to your right and pull up to the
	docks.  Don't worry about the lock on the door.  
	Just shoot it.

	Inside, you'll find supplies and the Colt Python, .357
	Magnum Revolver.  I make it sound so important cause 
	I love that gun.

	Anyway, you'll have to fight your way past some Soldiers,
	Man Hacks, and a Hunter Helicopter that will be making
	strafing runs.  Fight your way into the main building,
	where you'll have MORE Man Hacks and Soldiers to deal 
	with.  Don't worry, the Colt is an able gun.  Drop 
	those suckers.

	I trust your combat skills are up to snuff by now,
	so unless anything major comes up, I won't hold your
	hand.  Have fun.

	When you do manage to make it to the Control Tower
	go ahead and man the Machine Guns there.  Drive the
	Hunter Helicopter off of you so that you can get back
	to the boat without trouble.

	Once you get through the Flood Gate, things pick up a 
	bit. 

*Note of interest: This will be your first encounter with the 
			mine laying Hunter Helicopters.
			Avoid those mines genius.

	As you drive headlong through danger, you will 
	come to a jump that will land you on a platform with
	a medium sized building on it.  STOP HERE.
	Inside you will find a Medical Console and an 
	Energy Charger.  Something you could sorely use.

	After availing yourself of the chargers, park your
	boat on the large platform inside the building, and
	then use the wheel to lower it back to the water 
	beneath.  Then, exit the building through the door
	near the charger and climb down the ladder to 
	get back to your boat.

	Up ahead Mortar fire will resume, and will blow away
	a Smoke Stack.  Don't panic.  Aim for the point closest
	to the shore and you'll make it through in one piece.

	Shortly after this you'll arrive at the next "Puzzle".
	Park your boat near the soon to be Jump, and back track.
	Climb the ladder on the wall behind you, and then take 
	the somewhat precarious path back across the area to the
	Washing machine.  Yes, the Washing machine.  Use that as a 
	weight in the box below to raise the Jump.  Ta-Dah.

	After that, you can just cruise on down the channel to 
	the next Way Station.  This one, thankfully, hasn't been
	Zombiefied.  You'll acquire the Combine Machine Gun for
	your Air Boat here, and you can take the time to ask
	the Vortigaunt a few questions.  They're fun.

	When you reach the next Flood Gate, the Combine will 
	wait until you are inside before dropping both gates.
	Don't worry.  On the right side of the canal closest 
	to the gate you just came through is a piece of fence.  
	Drive up that piece of fence onto the dock and mow down 
	the combine Soldiers.  Then just keep moving, you're 
	free!

	Now this is a little ways down the line, but when you
	reach the large open area with the Water Tower in the
	distance, it's time for you to go toe to toe with one
	of the Hunter Helicopters.

	The Helicopter will make alternating strafing runs,
	sometimes with the Machine Gun and sometimes with a 
	tri-directional Mine Drop.  Avoid the mines at all
	costs, a direct hit from one of them will do far more
	damage then the Machine Gun on the Chopper will.

	Once you've dealt with the Hunter Helicopter, drive 
	around for a bit and round up any stray supply boxes
	and caches of batteries and medkits you can find.

	When you're fully loaded, head towards the Flood Gate
	at the far end of the area, near the Water Tower.  The
	wheel for this one is on your side so it's a simple 
	matter of just climbing up to it and spinning it.  But
	now you have to work your way over to open up one of
	the overflow gates, which is the way you need to go 
	if you're ever going to get to Dr. Vance's lab.
	Leg Work time.

	The Main building contains a plethora of ammo and 
	Batteries and Medkits.  Come back here if you happen to
	find yourself needing any of those while you're slogging
	to the Overflow Gate controls.  Although, the odds of 
	that happen are ... none.  Anyway.  Once the Overflow
	Gate is open, head back to your boat, jump the logs 
	through the Overflow Gate and DOWN the dam.  Welcome 
	to Black Mesa East.
	

E)	[Chapter Five: Black Mesa East]

	Go ahead and pull your Air Boat up to the dock with 
	the LAMBDA symbol painted near a ladder.  This is 
	Dr. Vance's hideout, Black Mesa East.  This is a 
	mostly story driven part, so I'll catch up with you 
	in about... 15 minutes.

*Note of Interest:  Thanks to Bertel for this very amusing tip.
			You can actually take Dog's "Ball" with
			you to Ravenholm.  You heard me.  Just
			use the Gravity Gun to bring it along.
			It not only attacks Headcrabs, but it
			distracts the Zombies.  It sounds crazy
			but you can't argue with results.
	
	Once you're done playing with Dog, the Combine will
	show up to ruin what was other wise a peaceful 
	evening.  Well, night is falling fast, and so are 
	those mortar shells.  Follow Alyx back inside and 
	make sure you leave room for Dog in the Air Lock.

	Despite Dr. Vance's urgings that you not go through
	Ravenholm, Alyx decides to send you that way when a 
	roof collapse cuts you off from her.  Don't panic.
	Yet.  Follow dog back to the Ravenholm tunnel 
	entrance.  He will lift the door for you, but will not
	follow you through.  Say your goodbyes, and then 
	move on.

	As you walk down the tunnel, trash will block your 
	path - Use your brand spanking new Gravity Gun to
	shove that crap out of the way.  When you reach 
	the bottom of the first stairwell, a large cabinet
	will be blocking your way.  Just use Primary Fire
	on the Gravity Gun and it will obey you.

	Don't get too startled, but a few things will fall 
	down a large mineshaft ahead of you.  Though your
	better judgment may say this is a bad way to go,
	it's your only option.  Either Shoot, Whack, or Pry
	the lock off the ladder, and ascend up the shaft,
	into the heart of Ravenholm.

	Begin panicking now.


F)	[Chapter Six: "We Don't Go to Ravenholm..."]

	*Thanks to Drago for suggesting this:
	Ravenholm does not have a good deal of ammo for 
	your weapons.  When I have gone through it, I 
	have relied mainly on the Gravity Gun to deal
	with Zombies and the like.  There are all kinds
	of hazardous objects; saw blades, gas cans, gas
	cylinders, explosive barrels, etc.  You can fling
	those at Zombies to great effect.  Saw Blades will
	rip them in half, Gas Cans and Cylinders will light
	them on fire.  Explosive Barrels explode.  The point
	is, between the objects you can pick up and the
	traps Father Gregori has laid out for you, you 
	really don't need to shoot all that often.  When you 
	do need to shoot, I generally will tell you.

	As you first exit the wooden structure you find
	yourself in, don't go charging ahead.  There are
	Zombies here, in abundance, and in all three types
	that I have previously listed in the Enemies 
	chapter.  I suggest you review your Headcrab and
	Zombie literature before venturing forth.  What
	you know or don't know will decide how far you
	can make it.

	Now, proceed down the soft incline, towards the 
	tree where you can see a hanging pelvis.  Keep
	checking your surroundings, the welcome wagon
	is on its way.  There will be a Zombie in the 
	shadows to your left, and a great deal more inside
	the building that still has light coming out of 
	it.  Break your way inside and remove the table 
	blocking your path with the gravity gun.  Now,
	Zombies will start to get up off the floor.  Try
	chucking a few fuel canisters at them with the
	Gravity Gun, and Saw Blades too.  Just be careful
	not to ignite a canister too close to yourself.  
	Once the room is clear, continue to your right.
	A Zombie will be coming down the dark stairway,
	so use your flashlight and chuck another Saw
	blade at him.  Be careful - Sometimes the Saw
	won't kill the Headcrab.

	In the hallway up the stairs there are a few 
	explosive barrels.  Try not to set them off, as
	in such a small enclosure you will be hurt as 
	much as the Zombies are.  
	
	Once you've dispatched them, continue outside.  
	Note the spinning fan blade in the middle of 
	the path to your right.  A strange voice will
	filter down to you, ranting on about death
	and how these things have no true life in them.
	Then watch in amusement as a troop of zombies
	marches into the Fan Blade and is hacked to 
	pieces.  When you're sure it's safe to move on,
	crouch down under the blade and shut off the 
	motor powering it.

	When you enter the building the Zombies just 
	came from, go right for the Fan Blade motor
	and turn it on.  Don't go anywhere, just sit
	tight.  You'll know what I mean when you see the
	trio of Zombies that emerge from a previously
	unnoticeable passage and begin to stomp towards
	you.  Just let the fan do the dirty work.
	There will also be another zombie outside, but
	whether you want to wait for him or just kill
	these three and move on is up to you.  If you 
	don't wait, don't be surprised by him when he 
	comes.

	In the next building, don't freak out over the
	number of Zombies, just dive straight for the
	Fan Blade motor and let them get killed by it.
	It's much more satisfying then wasting your 
	ammo.  As you leave this room, shoot the
	Explosive Barrel the apparently dead Zombie is
	leaning on.  Better to make sure it's dead then
	to be surprised by it's resurrection.

	Continue down the alley, to the Town Square, 
	where a large number of Zombified bodies are 
	on fire.  A man will kick open the door of a
	second story balcony and begin shooting at 
	Zombies that are shambling down the alley 
	towards you.  This is Father Gregori.  A bit
	insane, but he is the one who left all those
	Fan Blades for you, and the various other 
	traps you'll see along the way.  He's your 
	only hope of survival in this hellish place.

	More Zombies to your right, inside a boarded
	up building, and one lone Zombie to your left
	behind a large container of some sort.  He'll
	come after you if you move next to the fuel 
	tank that is keeping the fire burning.  Once
	the Zombies in the boarded up building see you
	they'll bust right out and come after you.  
	Mow them down.

	Inside the building you'll find a Zombie in a
	cage.  Don't let him out, instead go to the 
	right and turn the wheel on the fuel tank. 
	This will start gas hissing out inside the
	Zombie's cage.  Go over to the cage door and 
	hit your USE key on the Red Dial.  This will 
	spark the gas and set the poor Zombie on fire.  
	Remember this little tutorial, and use it 
	wherever you see Gas Tanks and Red Dials.

	When you exit this building and continue up
	the pathway, you'll notice another Fuel tank 
	set up that's already burning.  Shut off the
	gas so that the flames go out, and then rush 
	down the little alley way.  You'll run smack
	into a bunch of Zombies.  Don't shoot, just
	turn around and head back to the Fuel Tank.
	Turn the gas back on, and wait until the 
	the first Zombie reaches the gas nozzle 
	closest to you, then turn the Red Dial and
	BAM.  All of them will catch on fire.  Be
	sure to move back as the Zombies will keep
	walking until they actually die, and you
	don't want them touching you while they're
	on fire.

	Now, backtrack to the main bonfire and shut 
	it off.  This will open the way inside what 
	you will realize is the Power Plant.  Zombies
	inside, next to Explosive Barrels - Do your
	thing.  As you make your way upstairs, shoot
	every "Dead" Zombie you see.  They aren't 
	really dead, and will get up to attack you as
	you begin to shoot them.  Make 'em dead for
	good.

*Note of interest: In the top of the building you will
			have your first encounter with
			the "Black Super Leaper" 
			Headcrab variant.  There will
			be a pair of them in the room
			with the power switch, so 
			be careful.  Just don't let 
			them sting you and you'll be
			fine.  If you do get stung,
			WAIT FOR YOUR SUIT TO HEAL YOU
			before you move on.  

	With the Power off, you can now head back down
	to the fence where the corpse was being 
	electrocuted, and climb the now safe ladder.
	On your way out of the power plant, however, a
	Black Super Leaper will be waiting for you on 
	the stairs near the Turbines.  Surprise him by
	taking the second floor Catwalk and blowing him
	away.  Two more Black Leapers will be waiting 
	for you in the exit - Don't get stung, just 
	shoot the little punks.  You hear them chitter
	even before you see them leap down from a small
	gap in the ceiling.

	Make your way back to the fence and climb up to
	the fire escape.  I like to turn the bonfire in 
	front of the Power Plant back on, but I'm a pansy.  
	You do what you want.  In any case, leap to the 
	neighboring building (You can tell because it has
	a couple of planks tacked on the side for you to 
	land on), and listen to Father Gregori.  He will
	save you from a Leaper Headcrab, and remind you
	that it is best to be Vigilant in Ravenholm.

	Yea.  That or don't come here in the first place.

	Anyway, after he's done talking to you, look 
	towards where he was, then down and to the left.
	You'll notice a plank bridge.  Jump on down there.
	There are Headcrabs in the house the planks lead
	you too, but nothing you can't handle.  Once 
	they're dead, hop on down (Inside the house).

	Now, in the house's garage you will find a motor 
	with a lever attached, a large car floating off
	the ground, and a HORDE of Zombies closing in.
	Watch the shadow on the ground beneath the car.
	When a good number of Zombies have stepped on it
	PULL THE LEVER.  SQUISH.  Repeat as needed.  When
	the Zombies are gone, you'll need to drop one of
	the cars, then hop ON TO it and ride it back up
	as the trap resets.  This will take you to another
	plank bridge.  Follow it towards the House with 
	the Spot Light on it.  Father Gregori will finally
	introduce himself, and clue you in to just how 
	insane he is.  His Congregation, as he calls it,
	are the Zombies of his former townsfolk.  Shame.
	Continue into the building through the window.

	Take out the Leaper you will see immediately after
	opening the second door.  On the right ahead of 
	you, Father Gregori will be sniping zombies and 
	one will smash through the window when he scores
	a kill shot on it.  Don't get too comfy, two
	Black Leapers are patrolling a ledge in front of
	and below you, and a Zombie pretending to be dead
	is just to your left.  Quickly dispatch all of 
	them.

	On the ledge outside are three more Zombies.  
	Father Gregori will take out one or two, but you'd
	best take them down yourself.  Now, looking beneath
	you, you'll notice chaos.  Show Chaos those Explosive
	Barrels littered about the place.  But don't drop
	down just yet.  Check on both sides of you and blow up
	all the barrels.  Better to use them now.

	Once you're sure everything is dead, hop down and head 
	right.  You'll see some Steel Supports running overhead.
	These should lead you to a ladder.  Climb it.  Follow 
	the steel beams to a house that will be on your right.
	Father Gregori will be ahead of you, blowing Zombies out
	through windows.  Fun stuff.  Watch out on your right,
	though, as a torso Zombie will come crawling out of a 
	window to meet you.  Take him out.

	Go through the window he came out of and take a look
	around.  Nasty stuff.  Pick up the Saw Blade with your
	Gravity Gun and head down the stairs at the far end of
	the room.  You'll have a reason to use it right away -	
	a whole crowd of Zombies.  Try to cut as many as you 
	can, and then blow the rest away with whatever weapon
	you still have ammo for.

	When you leave this building You'll get introduced to the
	Leaper Zombies.  And one will quickly come charging up 
	the path at you.  Take him down, aim for the head.
	This area is Zombie Central, but the puzzles aren't really
	stopping you.  I'll catch up with you when things get
	tricky. 
	
	Ok, when you reach the top of the building, things get 
	tricky.  Father Gregori will appear to give you the 
	Shotgun (Huh-zah).  Quickly turn around and grab the
	box of shells, then get ready, because Leapers are
	coming.  Don't worry about Father Gregori - He won't
	die.  You need to be more concerned with yourself.
	Once you've dispatched the Leapers, make a running
	jump into the Water Tower across the way from you.

	Deal with the Two Leapers that climb up the rain gutters,
	but for the love of twinkies, don't fall down.  You won't
	have much fun, trust me.  Then, turn and head inside the 
	building and take the lift.  You'll have to call it up to
	you, but a Leaper may ride up with it.  Be careful. 
	Take it down.  You'll have to deal with a Piggy Back Zombie
	(Those are the ones with Black Leapers that it throws at
	you), then you can hop up on the car with the plank and 
	go over the fence.  Duck into the first building you
	see to grab some ammo and medkits, and watch out for the
	lone headcrab inside.  Then continue.

	Don't bother with the next fan machine you see, it will 
	break.  But be ready if you do, a Piggy Back Zombie will
	come lumbering out of the shadows after you.  Deal with 
	him first, then worry about the Normal Zombies.  After
	they are killed, head down the alley where you can see
	two Explosive Barrels.  Climb the stairs back there and
	up into a control tower.  Throw the switch to send a 
	platform out into the street.  You'll need that in a 
	moment, trust me.

	After throwing the switch, turn to your right and leap
	off the balcony.  Continue forward and immediately make
	another right.  Watch for Zombies.  Quickly climb the 
	stack of boxes in the alley and get ready - A leaper 
	and TWO Piggy Back Zombies will attack you.  The Piggy
	Backers from behind and below you, and the Leaper 
	from dead ahead.  Shotgun the Leaper, and then take out
	the Black Leapers as they are thrown at you.  Then
	Turn so that the roof is on your left side, and then 
	jump the gap ahead of you.

	Continue to follow the planks around the central building
	Don't bother trying to jump over to the items yet, you'll
	just fall!  You can get to them in just a moment.

	Circle around the plank bridge, grab the shotguns and
	medkits, and then continue along the bridge.  Now do 
	you see why you needed that platform?  Eh?  Eh?
	You can trust me.

	As soon as you cross the floating platform, get ready for
	the thunder.  Leapers will start coming, at least five,
	I lost count, and below you, should you happen to fall,
	are TWO MORE PIGGY BACK ZOMBIES.  So don't fall.  I know
	you'll be hurting for Shotgun ammo at this point, but use
	it if you have it.  It's your best defense against the
	leaper Zombies.  Unfortunately, what looks like safety 
	up ahead is not.  Father Gregori will greet you, but the
	catwalk you jump too will fall.  That's ok.  Just get back
	up.  Hop into the window there and collect the Medkit.

	Get ready to mow through some zombies.  Blast away at the 
	first group, then use the fuel canisters on the ground to 
	deal with the group that's ambling up the stairs.  Fire
	is your friend.  As soon as you move past them, climb the
	ladder dead ahead.  There's a trio of headcrabs in this 
	room, use your pistol on them.  Once you take care of them
	and open the door, you'll have another Leaper Zombie on 
	you.  I've noticed that sometimes he will miss his leap 
	and land in the small vacant lot behind and below you.  
	If this happens, hit him with a Contact Grenade fast.  
	That way he won't try to come back up after you.  Or move
	ever again, for that matter.

	Dead ahead of you is the stairwell you need to climb.
	Stay on the roof for now, and deal with yet another leaper,
	and one more Piggy Back Zombie beneath you.  Don't drop 
	down until all the Black Leapers have been dealt with.
	You'll be happier that way.  When you enter the building,
	you'll find some ammo that you're sorely in need of, but 
	turn around!  Another leaper is coming from behind you.
	Drop him like a bad habit!  (Ha - HA!  Classic.)  Then
	continue your climb, reloading weapons as you find ammo
	for them.  Climb the ladder to the roof, grab the box of
	shotgun shells and the Medkits, and get ready for a tense
	stand off.  Father Gregori is across the way from you behind
	a very large fence.  He will send a gondola for you, but 
	you'll have to fend off Leapers while he does.  Get ready.
	
	Best bet is, as the Leapers are climbing up the rain gutters,
	lean over the side just a bit and shoot them in the headcrab
	with the Magnum.  That will drop them in one hit.  Just keep
	your wits about you and don't let them make it up the rain
	pipes.  When the Gondola arrives, get in it, then pull the 
	Hand Brake.  I usually have to stand on the lip of the 
	Gondola to make it work, but once you've pulled the hand brake
	take a breather.  You're in the clear for the moment.

	Once you're loaded up and Father Gregori has talked to you, 
	it's time to follow him to the Mines, the only way out of 
	Ravenholm.  Stay alert, there will be Leapers, but you don't
	have to baby sit Father Gregori, just keep an eye on him.  
	Use the Saw Blades in the Grave Yard when you find them, 
	but for the most part you can just follow Father Gregori 
	and you'll be fine.  See you on the other side of the Grave 
	Yard.  Whistle.

« Previous PageNext Page »