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.
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