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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Half-Life 2 - Strategy Guide (Page 05)

Half-Life 2 - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Half-Life 2 - Strategy Guide (Page 05).

	At the top of the stairs, use your Pheremone Glands to send the Antlion 
	Drones out ahead of you.  They will set off the Tripwire Bombs, but that's 
	ok, better them then you.  Just make sure they keep going, and have them 
	take out the Soldiers attacking you.  You have this disposable army for a 
	reason.  Continue to use the Pheremone Glands to clear Tripwire Bombs, and 
	also to take out the Machine Gun nest ahead of you.

	Through the next hallway are a pair of sentry Turrets.  Use your Antlions 
	again as decoys, while you slip over to the right.  Use one of the Radiators 
	as a shield, then throw it at the guns once you're close enough.  More 
	Antlions will join you from behind the now disabled Sentry Guns.  A pair of 
	Man Hacks will ambush you as soon as you walk through the door the Tripods 
	were guarding, so be ready.  Your Drones will help out a little too.

	Continue to climb up the levels, until you reach the fourth floor.  Again, 
	continue to use your Antlions as a meat shield.  Use 'em while you have 'em.
	If you don't want to use them to take out the Tripwire Bombs, a grenade or
	your pistol will sometimes work too.

	When you reach the next control room, you'll be rewarded with two Charging 
	stations, but also an ambush.  You'll see them out the window, coming up 
	the way you just used.  Have your Antlions go to meet them head on.  Once 
	you have dealt with those Soldiers, and flipped the switch, head back 
	through the previously locked Barred Door - Now unlocked.  The map will load.

	Up ahead will first be a group of Soldiers, and then two Tripod Sentry 
	turrets.  Use your Antlions as a distraction once more, while you slip 
	unnoticed to the right.  Get beside the sentry guns and knock them over.  
	Be mindful of the Tripwire Bomb!  It will be waiting for you at the Doorway 
	that gives you the angle you need to knock the Sentries over.  Just don't 
	trip it.

	In the next room are large washing machines.  Try not to get distracted.  
	Use your Antlions as a first wave assault against the Soldiers in the room, 
	and then try firing a few of your Energy Cores at the Sentry Gun and soldiers
	 - you still have some left, right?  It's ok if you don't, try using the 
	Crossbow on the Soldiers farthest from you.

	Just a word of warning - If you jump over the railing to your right and head 
	in to the back of the Laundry Room, you'll find a Piggy Back Zombie waiting 
	for you.  If you can take him out, there's ammo and a Health Console back 
	there.  Nifty.

	Watch the Trip mines as you continue, and KEEP USING YOUR ANTLIONS.  These 
	guys are vital to your success.  In the kitchen up ahead, there will be 
	three Sentry Turrets.  Use a mixture of Grenades and your Antlions to knock 
	them over.  Be careful!  One of your Antlions will knock down a wall that 
	causes a gas leak.  You'll be able to see it if you look for the "Wavy" 
	pattern in the air.  DON'T SHOOT THE PIPE. Unless you like being on fire, 
	I mean.  It will create a large explosion.

	Use grenades, the Gravity Gun, and your Antlions to clear out the next room,
	containing both Soldiers and Sentry Guns.  Ah, but you're proficient now.  
	You can do it.  You should come across another control room up the stairs 
	the Sentries are protecting and to the left.  Use the Chargers in there, you 
	probably need them again.  After that, jump through the broken window to the 
	room below.

	Be prepared for another battle with an Antlion Warrior.  You'll have a few 
	seconds of uncontested fire, as the Warrior's attention is focused completely 
	on the Soldiers he is chasing.  Nice to not be on the menu for once.  But he 
	will quickly come after you once the Soldiers have all fallen.  Remember to 
	take advantage of the Explosive Barrels scattered around the room, and try 
	using your Shotgun and RPG in combination.  That usually works well for me.

	After that, head out through the semi-blocked hallway near the Blue Metal 
	structure that has broken into the room.  You'll find yourself wedged 
	between more of this Blue Metal very quickly.  Keep moving.  You're going 
	to need some fast reflexes to get through this next part.  There's a Zombie 
	underneath the blown out stairs, so don't let him surprise you.  Up ahead 
	on your left will be a hole in a wall.  Quickly grab a Crate, either with 
	your Use key or your Gravity Gun, and stack it so that you can climb up into 
	that hole.  If you hesitate, or wait too long, you'll be crushed by the Blue 
	Metal walls - They move and grow!  The Citadel is constantly expanding itself, 
	like some sort of living building.  Watch out for the Headcrab, and then jump 
	on down through the next hole.


J)	[Chapter Ten: Entanglement]

	As you continue through the rubble, you'll come to some train tracks and...
	by gosh, it's Alyx.  Follow her for now.

	There's a lot of story involved in this chapter, so I'll only jump in when
	you find yourself alone - The rest of the time, just do what Alyx tells you
	to do and you'll be fine.

	Alright, Alyx has gone off to do her own thing.  I've got your back.
	In the room to your left is some ammo for the Pulse Rifle and two Leaper 
	Crabs.  Deal with them, and then bash your way through the crates ahead
	of you.  Alyx will come on the Monitor you see in the next room, and will
	give you more information.  She'll also start unlocking doors for you.
	Just do as she says.

	There are a pair of Headcrabs in the vent she instructs you to climb
	through, so just be aware.  Then one more Crab at the end of the vent.
	Alyx warns you about sensors up ahead - Those are the Tripwire Bombs again.
	Sit in the vent and take out the Leaper Crabs below you, then use the
	secondary fire on your Grenades to drop one just outside the vent.  That
	should take care of the Tripwire Bomb.

	As soon as you drop down, turn to your right.  You'll see a pair of sentry
	guns through a bullet proof window, but the top of the window is broken.
	Lob another grenade through the hole in the window and knock those guns
	over.  You'll thank me later.

	Deal with the Combine Soldiers that Alyx warns you about in the next room,
	and the Sentry Turrets that are in the hall behind them.  This is pretty
	straight forward, no puzzles as of yet.  

	Ok, when you get to the next shield, take out the Soldiers, then go to the
	left side of the shield.  Turn to face the office, and lob a grenade inside.
	That will destroy the plug and shut off the Shield.

	Now, just through the office is another Sentry Gun on your right, in a
	little corner.  But further down the hall are the two Sentry Guns I had you
	knock over earlier.  See?  You can trust me.

	Now, you'll come up to another control room.  Alyx will instruct you to deploy
	two Sentry Guns to defend it.  You will need the help these things provide.
	Take them out of the locker they're in (You have to press the red button
	first) and set them up just outside the left and right entry ways.
                       
                         __________    _________
			|	   {  }		|
		     X				   X
							
			|			|
			|			|
			|			|
			|_______________________|

	{ } = Door you just came out of
	  X = Sentry Gun Placement

	*Note: I've also received a suggestion that you can place the 
		turrets near the windows, inside the control room,
		and that they will fire on the Combine Soldiers before
		they even make it to the stairs.  (Thanks to Pete Starr)

	Now, you'll have to keep an eye on those turrets.  The Soldiers will try
	to knock them over.  If they do, kill the Soldiers that get through, then 
	quickly pick up the Sentry Turret and stand it back up.  You'll need the
	suppression fire these Turrets can deliver.

	After about the Third wave, start looking for Man Hacks.  They'll come in
	through the windows.  You'll also want to check the balcony across from
	you around this time, as a Pulse Rifle Soldier will start shooting at
	you from there.  Alyx will show up fairly soon after.  More story.

	Ok, now, head down the stairs, then make a left in the lobby below the
	control room.  Continue down the hall, and clear all the crap away from
	the door.  At the bottom of the stair well you'll find a number of 
	Headcrabs.  Just a warning.  You deal with 'em.

	Careful in the next area, where it is flooded - The water is electrified.
	You'll need to use the blue air containers to make a bridge to the next
	area.  Walk on the pipes that are just to your left as you enter the
	flood room.  Watch out for a Headcrab, and a Barnacle that will be
	to your right.

	Once you get past the electrified water, be prepared for Zombies.  
	One or two of them might throw things at you, but for the most part it's
	a shooting gallery.  Once you're done, continue on up the next stairwell.

	*Note:  A number of people have suggested to me that you can take
		turrets with you from the first control room, and use them
		to help you in this next area.  Now, that will require you
		to make a few trips back and forth, but
		it's probably worth the effort to have the extra turrets.

	Really, people, it all comes down to experimentation.  People are
	getting very creative with this puzzle, and I may have to give
	all the different suggestions their own section, just to prevent
	a huge break in my FAQ.

	Climb to the second level of the cell block you find yourself in, and
	jump over the railing on the second floor, making sure to take out the
	Soldiers.  You're going to have to duck into the control room you find
	and set up the turrets quickly.  I'm still working out which deployment
	of turrets is the best, but currently I have two turrets on the left
	side (If you're facing the lockers the turrets are in) and one turret
	on the right.  You have to be especially vigilant about picking up 
	the turrets or you'll get over run.

	There is a Medical Console, and a Charger Station in the control room,
	make good use of both of them.

	Man Hacks will begin showing up fairly quickly, try to balance fighting
	them with keeping an eye on your turrets.  If it's a choice between
	whacking the Man Hack or picking up your fallen turret, go for the 
	turret first.

	I've tried switching up the turret placement, but nothing really seems
	to give you complete protection.  You may have to experiment a bit.

	*Note:  Mark Trombino has suggested a different way to deal with 
		this puzzle.  He took all three turrets and barricaded himself
		inside one of the lit jail cells.  He said that with two
		turrets in front, and one turret behind those two, all he had
		to worry about was using the Gravity Gun to move Grenades and
		Man Hacks away from the Turrets.  And, of course, occasionally
		having to pick the Turrets up.  You may want to give this
		a try if you're stuck.

	*Note:  Another suggestion that I've received is that you leave 
		the turrets in their lockers.  First, block one side of
		the control room with crates and barrels, then pick up 
		each Turret and put it back down, inside the locker.
		This turns them on.  Then, Pete has told me, you hide
		in the empty locker, and use your Gravity gun to deal
		with Man Hacks.  (Pete Starr)

	*Note:  Yet ANOTHER suggestion that I have received is that you
		block three of the four entrances and use the Turrets to
		guard the fourth.  Apparently, the AI is not willing to 
		break objects it conceives of as cover, and so shouldn't
		even bother trying to bust through the shield doors you
		block with trash. (Jackson "M" Dang)  ASCII Map is as
		follows:    


	  (S)                            (S)
      --------------------------------------------
      |    #   |                     |    #      |
      |        |                     |           |
      |        |                     |           |
  |---         |---------------------|           |
  |   X        |    |ammo|           |           |
  |---                                           |
      |                                          |
      |        |                     |           |
      |        |---------------------|           |
      |        |                     |           |
      |        |                     |           |
      |        |                     |           |
      |        |                     |           |
      |        |                     |           |
      |        |                     |          /|
   |---        |                     |          ||
   |  X        |                     |          ||  (Jackson "M" Dang)
   |---        |---------------------|          \|
      |        |   |*  *|   |*   | $ |        X  |
      |                                      |---|
      |                                      |   |
      |        |        +   O        |   #   |   |
      --------------------------------------------
         (S)                            (S)

* = Turret Storage
+ = Health Box
O = Shield Box
X = Turret Placement
$ = Hide here
# = Block Point
|ammo| = ammo box

	In any case, Alyx will show up eventually.  Phew.  Follow her.  Make
	sure to use the Medical Console and the Charging Station that you
	pass - You definitely need them after that gauntlet of Soldiers.

	The next underground passage you come to will be plunged into darkness
	as Soldiers cut the power.  They will then shoot flares into the room
	and ambush you.  There will be several Soldiers ahead of you and one
	that sneaks around to the alcove to your right.  You have guns, use
	them.

	After following Alyx through another Story encounter, you'll reach
	the Teleporter room.  Get ready to Deploy turrets again.  First, 
	though, use the Charger and Med Station to your left as you enter 
	the Teleporter room.  You may need to use them again later, but
	most likely you'll drain the Charger.

	Turret Deployment - Don't worry about the door you came through,
	instead deploy a turret near the door across from where you 
	entered, another turret near the Force Field that is to your
	right as you enter the room, and another opposite that turret
	on the other side of the platform.  That should keep you
	relatively secure.  Just remember to keep an eye on your turrets
	while the teleporter powers up.

	Once you're through, you'll be back in Kleiner's lab (That's not
	a spoiler, you'd know that anyway).  Don't forget to use the 
	Charger here - It's refilled now.

	Anyhow, team up with Dog and head on out to help Barney.  


K)	[Chapter Eleven: Anticitizen One]

	First order of business?  Let Dog get down to business.
	I told you he would show you how much ass he can kick.  Just
	watch.

	Well, after you're amazed by Dog's sheer kick ass factor,
	time to keep moving.  Turn to your right (Or left, depending)
	and head for the bent over fence.  Work your way through the
	apartment building.

*Note of Interest:  When entering the first building, go straight 
			ahead.  You'll see an elevator to your left
			with a broken doll and a briefcase in it.
			Just past this elevator and to the right is
			a room filled with rubble and a television.
			On this television is the G-Man.  You can 
			only see him for a brief moment before the
			TV goes dead.  If you pick up the television,
			you'll notice it's not plugged in.  (If you
			have picked up other televisions you found
			in the game, you'll notice that they WERE
			plugged in).  Very creepy, yes?  Move on.

	Pick up your first Squad mate after you help him fight off some
	Shield Scanners, a new type of Drone.  Head on out to the square.  
	Look familiar?  You've come full circle.

	You'll pick up three more Squad mates after they're done pulling
	down the video screen that Dr. Breen (The Administrator) is yaking
	on.  After that, look up and to your right.  You'll see a Resistance
	member on one of the Combine's look out towers.  Go beneath him, and
	he'll toss down some supplies - Machine Gun ammo and a Contact Grenade.
	What a guy.

	After that, some Civil Protection flunkies will come barging out of 
	a blocked alley way - the Combine Door will open to let them out,
	and will stay open once they're dead.  Head that way.

*Note of Interest: This will be your first encounter with "Hoppers", which are
	basically intelligent land mines.  They can distinguish between friend
	and foe.  Except for one thing - If you use the Gravity Gun to yank 
	a Hopper out of the ground, it will reset, and become friendly to you.
	Then, you can just drop it (Don't fling it, it will explode) and you'll
	have your own land mine.  Nifty, huh?

	Disarm the Hoppers that are underneath the metal sheet up ahead.  Then
	drop down and work your way through the yard - Make sure you disarm
	any hoppers you come across.  Don't want your buddies to set them off.

	Once you get back to the street, keep an eye on the skies - Shield
	Scanners will dive bomb you, dropping more Hoppers.  Blow them away 
	and then disarm the Hoppers.  You can ignore the Strider for the moment, 
	it's busy elsewhere.

	Continue, it's very straight forward here.  Just remember to disarm
	those Hoppers!  Your Squad mates will most likely set one off if you
	don't disarm it quickly.  Morons.

	When you get into the back alley with the red shed, be alert for
	more Hoppers and the Combine Soldiers deploying them.  Once you're
	finished killing them and disarming the Hoppers, the exit is by 
	the red shed.  You may have to turn around to see it.

	Once you're back on the street, Shield Scanners with Hoppers come
	flying down to greet you.  Blow them away, and then disarm the
	Hoppers (I know this is getting old.  But forget to do it just 
	once, I dare you.  Boom!).

	Once that's done with, head under the overpass.  You'll see a fire
	up on the dirt mound there, and you'll pick up another Soldier for 
	your squad.  Yay.  Continue down the small corridor to your left,
	if you're facing the fire.

	Work your way through the apartment building.  Be careful, it's 
	crawling with Soldiers.  You'll pass through various observation,
	interrogation and torture chambers.  When you get to the room
	that looks out onto the street, don't jump straight down.  Instead,
	lean over the edge of the hole in the floor and shoot the explosive
	barrel.  Just light it on fire!  You don't want to be looking at it
	when it blows up.  In any case, once it does, you'll hear the 
	unmistakable sound of a Tripod Turret going haywire.  See?  You knocked
	it over.  Trust me.  NOW you can hop down through the hole.  Your
	Squad will follow you, don't worry.

	The turret directly to your left as you land may not have been 
	knocked over (This has happened to me twice) and 
	if so, use your Gravity Gun to chuck it out a window.

	Now, head out onto the street.  Up ahead of you is a roadblock and
	a number of Soldiers will come flooding out of an apartment behind
	it.  Lead your Squad up the street - Don't forget to fling a few
	of the Hoppers behind you towards the Soldiers.  Your Squad can't
	really climb out of the crater in the road ahead of you, so instead
	go crashing through the storefront windows to your right.  This leads
	you AROUND the car blocking the way, and lets your Squad keep up.

	Quickly run out through the window on the other side of the car,
	and lead your Squad towards the building on fire.  Shoot the
	Explosive Barrel while you are out of range - That way it won't go
	off when you are in range.  Lead your Squad through the bombed 
	out building.  Be mindful of the Soldiers and Hoppers inside it, 
	however.

	Climb the first set of stairs, off to your left, and then lead
	your guys and gals down through a series of holes.  This will
	put you at the Apartment Building's front door, and on the 
	other side of the Road Block.  It will be to your right
	as you exit the building.  Mow down the Soldiers, and fight
	your way up the Combine Blue Steel fire escape leading into
	the yellow apartment building.  Don't forget to use the 
	Medical Console if you need it!
	
	Be careful about charging into the room with the... Charger. 
	There's a Soldier holed up in there, and another one in the
	adjoining room.  Cowards!  At the stairwell to your left
	don't go up.  There's a turret and a locked door waiting for
	you if you do.  Not exactly great prizes.  Head down instead.

	When you reach the hallway at the bottom, check each room 
	carefully.  There are a number of Soldiers down here, and not
	all of them will just give away their position.  You'll go down
	another flight of stairs at the end of the hallway, into...
	Another hallway.  Ha.  Same procedure, be careful.  And watch
	out, the gents at the end of this hallway will launch Man Hacks.
	Three of them.  Merry Christmas.

	Anyway, down the stairs and into the basement.  Use the Medical
	Console if you need it, and make sure to toss a Grenade at the
	Turret you can see through the door way.  Best to take it out
	before it sees you.  Careful, don't run in just yet.  There's
	one more turret, around the bend just as you enter and to your
	left.  You may want to swoop on this one with the Gravity Gun.
	Once that's taken care of, proceed.  When you reach the hole
	in the wall that the far turret was guarding, be ready.
	There's a Zombie down below you and behind that's waiting to 
	greet you.

	Drop a grenade on him.  (Secondary Fire)  Then head up the 
	stairs.  This isn't the way to go, but there are some supply
	crates waiting for you, under the LAMBDA symbol.  
	I don't know if there's a "Correct" way to grab the crates,
	but I used the Gravity Gun.  I grabbed one with Secondary Fire,
	and then I sort of had to look "Up" and jump, and pull back
	all at the same time, to ease the crates over the top of the
	fence.  For all I know, you could just bust the gate down,
	but I did it MY way damnit.  And that's the way I like it.

*Note of Interest:  Or you can just break the crates and drag their
			contents to you with the Gravity Gun.  That
			works just as well.	

	Load up, and then head back down stairs, and down the hallway.
	You'll come out in a tunnel, or a parking garage, I can't
	really be sure of which.  A new Squad Mate is waiting for you
	near a trashcan fire.  Hobo Militia, yee haw.

	Ok, at this point, its time to run.  There will be a never 
	ending supply of Man Hacks coming from a hole in the 
	parking garage/tunnel up ahead.  Run past them.  I hope
	your Squad Mates are smarter then mine, and follow you,
	but I can make no promises.  I repeat:  It is pointless
	to stay and fight the Man Hacks, they keep coming!

	Once you reach the other side of the tunnel/garage, make
	your way through the debris mounds and to the fenced in
	enclosure.  You'll have to shoot off the Lock on the gate,
	Crowbar won't work since it's on the other side of the door.
	Once it's open, GO!

	Even MORE Man Hacks will bust through the windows up ahead,
	keep moving.  Forget your Squad if you have to.  (I know,
	I'm heartless)  Be mindful of the Explosive Barrel to your
	left as you exit the next door.  You might as well use the
	Gravity Gun and fling it at the Soldier down the way.
	Careful approaching this end of the tunnel, there is a Machine
	Gun Nest.  You need to take out those Soldiers, however, and
	make it to the next collapsed wall.  A Resistance Member on
	the other side will offer to plant charges to blow a hole 
	for you and your squad, but you'll have to turn around and
	man the Machine Gun in the mean time, as more Soldiers
	are coming.  You may want to use the Gravity Gun to push the
	cars back, so that the Soldiers don't have so much cover
	up close to you.  (I recommend it)  Then sit tight and wait
	for your buddy to blow that hole.  Oh, and uh, defend
	yourself.

	As soon as the explosion is heard, MOVE.  Retreat back through
	the new hole.  A medic will be waiting inside to assist you
	and any of your injured comrades.  A few Man Hacks will
	probably follow you, but deal with them once you're safely
	inside the collapsed room.

	You'll have to leave your squad for the moment, to find a way
	around the locked door.  There's a hole you can crawl through
	on the wall to the right of and behind you if you're facing
	the door.  Be prepared for nasty stuff.  

	Your Geiger Counter will start going off.  Bad news, usually.
	And this is no exception.  Beneath that radioactive sludge
	are numerous Zombies waiting to get'cha.  Ready to go out 
	there?  

	You'll have to move quickly over the car and crates that
	are your first stepping stones - they might sink.  
	Don't bother going for the blue truck to your right - It's
	a trap.  Instead, grab those crates with the Gravity Gun
	and build a bridge to the red truck ahead of you.  Once
	there, jump to the white van, and then start shooting at
	any explosive barrels you can see.  That will either kill
	or wake up a few of the Zombies in the ooze.  Which then
	gives you the chance to kill them.

*Note of Interest: On the right hand wall of this tunnel is a 
			Spray painted logo that appears to have
			used stencils.  Now, I've figured out 
			what it means (And it does mean something)
			but I won't ruin it for you.  Just keep
			it in mind.  And no, I'm not talking about
			the graffiti with the bombs and fruit.
			That's just weird.

	In any case, if you try to use crates to get from the white
	van to the center island, you'll again be attacked by Zombies.
	And even if you get to the Center Island without using crates,
	you'll STILL get attacked by Zombies.  On all sides, so stay
	alert.  Remember what you learned in Ravenholm - Aim for the
	head.
	
	Jump from the middle island to the concrete just beneath the
	spray paint I pointed out.  Deal with the Zombies that get up
	(And there will be a few).  Then, jump from there to the Spool,
	and from there to the flaming truck.  Then quickly get OFF the 
	flaming truck, to a small piece of concrete on the other side.  
	There's a medkit waiting for you there along with a corpse.
	Don't worry, this one won't get up.  However, there are a 
	few out in the ooze to your left that WILL get up.  Take
	them out.  (Unless they got up earlier, in which case... 
	you're ok for the moment.)

	Use the blue barrels to work your way across the ooze to
	the side with the white car on it.  From the white car, 
	climb the three rusted pipes that run up the wall.  You'll 
	find a vent there.  Go in!  Then, drop down to the hallway
	below you.  This will lead you back to your buddies at the
	locked door.  You're a hero.  Sort of.  Lead them up the
	stairs behind you.

	As soon as you hit the surface, Mortars will begin to fall.
	one will hit near you, off loading some Leaper Headcrabs.
	You and your buddies can take care of these pipsqueaks.

	Work your way up into the apartment buildings and get ready
	for some rather odd battles.  Apartment to apartment, as it
	were.  Ignore the enemies you see through the barred windows,
	you just need to keep moving.  You'll reach a room with a 
	hole in the floor - Jump on down, your Squad will follow, 
	if a bit slowly.  Head outside.  Chaos will be everywhere
	for a few moments.  A bridge will drop between the roofs 
	of two apartments, over you, but one of the last Resistance
	members over the bridge will get hit by a shell and plummet 
	to their death.  (I think he's dead before he hits the
	ground, personally)  One of your Squad Mates will then bang
	on a door to your right and have the person inside open 
	it.  Head on in.  Combine are coming down the stairs towards
	you, take 'em out.

	Continue up the stairs, taking out two more Soldiers, and 
	then head into another room with a hole in the floor.
	Don't get too frustrated, it's the only way your Squad
	can follow you.  There's a Soldier in the hole beneath
	you - take him out before dropping down.  Next, you'll
	find a room with a Soldier trading fire with Resistance
	members across the span between apartment buildings.
	Take him out (Upside the head) and then the Resistance 
	member will drop the bridge for you.  Head across.
	As soon as your Squad makes it over, retract the bridge.
	You might lose some guys to a surprise ambush behind 
	you as you cross, but try not to get too emotional.

	Continue through the building - Don't forget to pick up
	the Contact Grenade in the small room to your left.
	As soon as you step outside, there's Headcrabs everywhere,
	Standard and Leapers.  And also a Leaper Zombie off to
	your right.  Ick.  After you've swept the area, head 
	down the hole in the floor.  A flaming Leaper Zombie will
	come up from the next hole, blow him away before he sets
	your buddies on fire.  On the ground floor is a 
	Standard Zombie and a few Headcrabs.  Deal with them.

	Head around the corner, and open the door ahead of you.
	You'll get a few replacement Squad Members for any you
	have lost.  Then, go back in the door, break open all
	the Supply crates, and head out through the other door.
	Hopper to your left, and a grenade will come whizzing
	down from the ledge above.  Combine Soldiers.  There's
	another Hopper on the landing above you, and two more
	combine Soldiers.  And more Leaper Crabs are back in
	the building, in the flaming rubble.  
	
	I'm sorry, you're not having a very good day.

	Anyway, climb the rubble, and at the top, you'll find
	medkits, a battery, a contact grenade, and three 
	able bodied Resistance Militia members.  Yee haw.

	Soldiers will be on all the buildings around you as
	you exit, throwing grenades and shooting.  Drop 
	the bridge to your right, and fight your way 
	across.  A few Contact Grenades might help thin out
	the cluster of Soldiers just across the bridge from
	you.  Once inside, there will be a Soldier above
	and below you.  The one above will drop down to 
	shoot at you, the other will just sort of look
	stupid for a while.  Take out both of them, then
	hop on down.  More Soldiers are waiting for you!
	Deal with 'em.  Continue to move through the ruins,
	but watch out for Barnacles after you climb the 
	stairs, and a Leaper Zombie as well.

	Ah, I'm sorry.  This is just... a lot of crap
	getting thrown at you.  Slog on through it.

	Once you've dealt with the Leaper Zombie and the
	Barnacles, drop on down to the floor below.
	That metal bookcase that was blocking your path
	will be behind you.  As you continue, you'll 
	be attacked by Leaper Zombies on fire.

	Yea.  I know.  Geeze.

	Up ahead, down through the hole in the floor,
	are a lot of Leaper and Standard Zombies.

	Uh.  Toss some grenades down there.  Don't be 
	stupid and jump down yourself.  Once the 
	dust has settled, jump on down yourself.  Head
	down the stairs.  You'll see a LAMBDA symbol
	ahead of you - Signs of a supply cache.  Head
	through that door, and turn to your left.
	You'll see the crates stacked up behind a gate.
	Use your Gravity Gun to draw the crates to you,
	then break them.  Then use your Gravity Gun to
	grab the contents of those supply crates.  Then
	continue.

	Up ahead, you'll come to another hole in the
	floor.  Don't be too quick to knock over the 
	Sentry Turrets below, as they're busy killing Zombies.
	When they stop firing, lob a few grenades down there
	to take out the Turrets.  Then hop down.

	Use the Chargers on the wall and then... BAM!
	It's Alyx.  Heh.  You should be used to this by now.

	Down the next hallway, you'll see two more Chargers.
	Don't get too excited, there's a bunch of Soldiers
	in the rooms around you.  I don't have to hold your
	hand while you dispense indiscriminate justice.
	You're a big Gordon now.

	Ok.  Once you get through there, you'll head down
	stairs, into a control room.  Take out the Soldiers
	inside, and Alyx will take a look at the security
	monitors.  There's a Generator outside that she's
	gonna have you assist her with.  Gonna take it down.
	You're going to have to defend her while she's hacking
	the Generator.  There are a few Hoppers in the 
	courtyard you can use, but not many.  You'll have to
	be vigilant to keep her safe.

	You'll want to grab the ammo crates stacked up, and
	deploy the Hoppers as you see fit.  Also take a moment,
	once you've dealt with the Man Hack, to snipe the 
	Soldier that is on a watch tower - the tower is above
	and to your right, as you exit the building.  You'll
	also want to watch the Balcony of the building you
	leave.  Several Soldiers will take the time to snipe
	at you from there, and launch more Man Hacks.  If you
	need Health or Energy, there are two chargers in the
	generator control station that Alyx will be hacking.

	As soon as Alyx tells you the core is exposed, switch
	to your Gravity Gun and use Primary fire on the core.
	The orb will go flying off in odd directions, so you
	may have to duck.  Next, head through the now open
	Combine Road Block that is just behind the Generator.

	The Bridge up ahead will be blown out, but Alyx, after
	shutting the roadblock, will climb a building to scout
	out a new path for you to take.  She'll instruct you
	to go through the Canals (Joy).

	As much as you may not want to, jump down in to the
	canal, and follow it to the left.  The door you're
	looking for is on the right hand wall.  You'll come
	to a gate, and a small pit.  Jump down on to the 
	boxes below.  The next gate you come to will be 
	jammed.  Use your Gravity Gun to pick up the plank
	and fire it away from the gate, thus opening it.

	Up ahead you'll come into another corridor, and 
	there will be Man Hacks to your left.  I know, 
	it's getting late, and you're sick and tired of 
	Man Hacks.  I feel your pain, friend.  I really do.

	Once you've dealt with the Man Hacks, turn around.
	There's an odd construction behind you.  First,
	pull out one of the barrels to knock the ramp down.
	Then Climb it, and jump up to the large pipes running 
	overhead.  That is how you'll get past the gate at the 
	other end of the room.  As you climb along the pipes, 
	more Man Hacks will bust in through the windows to your 
	left.  Beat them or use the Gravity Gun on them, and
	continue to the vent at the end of the pipes.

	Get ready for A LOT of Man Hacks.  Some through the
	windows, and more down the corridor to your left as
	you drop down from the pipe.  I suggest using the
	Gravity Gun to quickly grab them and throw them into
	the wall.  If you do this properly, it's faster then
	your crowbar.  Then continue.
	
	You'll enter a cavernous room, with platforms running
	around the room at various heights.  You'll have
	Soldiers above and below you.  You want to move down.

	When you reach the lowest level, go to the locked 
	double door.  Take the door just to the right of it
	and go inside.  Use your Gravity Gun to pull the 
	board locking the Double Doors off.  Yes, your
	Gravity Gun works through the glass.  Then, 
	head out and bust through those doors!

	Down the stairs there will be Black Leapers in the
	shadows ahead of you, and a bunch of Zombies and 
	Soldiers fighting in the canal to your left.  Deal
	with the Black Leapers first - The guys in the Canal
	will soften themselves up for you to deal with in 
	a minute.

	If you follow the path past the Black Leaper, and
	past the Barnacles, and up a short stair case,
	you'll be presented with something a problem.
	There are two medkits and a battery behind the
	large wooden beam to your left, as you reach the
	top of the stairs.  However, if you break that
	beam to get at the items, a panel above will
	come crashing down with SIX Black Leapers.  Now,
	the way I usually handle this is to break the 
	beam, but then quickly back down the stairs.  
	Then, I lob a grenade up into the little alcove
	and kill all six Black Leapers in one swoop.
	Or you can just totally ignore that.

*Note of interest:  There's a possibility the Black Leapers may
			already be dead.  I'm usualy pretty 
			skitish around them.

	In any case, you'll want to backtrack from there
	and jump down into the Canal.  Head for the passage
	way that is visible below and ahead of you, from 
	where the fence is broken down.  Watch out for the
	Headcrabs here.  Down the tunnel a little ways are
	a ladder to your right, and Medkits dead ahead.

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