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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