Half-Life 2 - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Half-Life 2 - Strategy Guide (Page 06).
However, if you go for the Medkits, there's a Piggy
Back Zombie waiting for you. Joy. If you deal with
him, you can continue down the tunnel, past the
LAMBDA symbol, to another cache of supplies and
another LAMBDA symbol. Not too shabby, eh?
Now, on your way back, stop at the first LAMBDA
symbol again. See that hole in the wall? Use your
Gravity Gun to pull out a bunch of ammo. Maybe
things are looking up for you after all.
Retrace your steps to the Ladder I mentioned earlier
and climb it. You'll now be on the opposite side of
the Canal from where you jumped down. There's a
Black Leaper waiting for you - You'll hear it hiss
and chitter as you reach the top of the ladder. Deal
with it. Now, around the corner from you are two more
Black Leapers. You may have killed them earlier, from
the other side of the Canal, but you may not have.
Just be aware. Continue down the Canal and then take
a left. Cross the rubble bridge. Climb up the hill
and use the white pipes to get you up to the next
level. I know it got very quiet all of a sudden, and
yes that is a bad sign, but don't chicken out now.
I mean, you got through Ravenholm. What could be
worse then that?
Make your way over to the Red Shed, but be careful.
As you cross the catwalk, a grenade will drop from
above - Right as you're next to some Explosive
Barrels. Get out of the way, the catwalk will
explode. That's ok, keep going. Soldiers are above
you, but you need to get to that Red Shed. There's
a lever inside to call down a freight lift. Watch
out for the Barnacle that is sitting just above the
opening in the Fence. Then get to the shed. Throw
the lever and wait for the lift to come down. There
is some crossbow ammo in the shed, you may want to
use it. There's also a hole in the roof - Soldiers
may take shots at you through it. Try to snipe them
out of that hole. Oh, and, as if I have to remind
you, use the Chargers on the wall if need be. I also
recommend shooting the Explosive Barrel that is on
the freight lift, as this will open a hole in the
railing for you to pass through. Once it arrives,
throw the lever again, and hop on. Keep checking
your surroundings as the lift ascends, more Soldiers
will pop up.
Exit the lift to the front, and go left. Climb the
ladder on the container/tower there. Combine Assassins
(The white clad Soldiers) will drop from the ceiling
and land on the level above you. Take them out, then
run across the white pipes to your left. Cross to the
rails that the freight lift was using, and walk across
the right hand rail. You'll have to duck under the
catwalk ahead, but you can get up on it when the rail
angles up. Follow the catwalk, and watch for more
Assassins above you. Yes, I know the Soldiers below
you have called the freight lift back down, but you'll
be long gone by the time they get up here. I think.
In any case, climb the ladder on the catwalk. At the
top, deal with the Soldiers and Assassin, and then jump
to the lower catwalk to your right. Trust me, it's
not the same one you just climbed up from. When you
make it across this catwalk, take a detour to your
left. Hug the red container thing, and work your way
around it, along the narrow ledge. Behind it you
will find a LAMBDA symbol, and some ammo, including
an Energy Core. Nice. Backtrack, and jump down to
the platform below you. The one that has the Hopper
on it? (Or had, depending) Yea, that one. Disarm
the Hopper below you, and then another at the bottom
of the stairs you come to. Then proceed.
L) [Chapter 12: "Follow Freeman!"]
You'll encounter some Resistance members just around
the corner. He'll tell you that Barney is pinned
down up ahead. Uh oh!
Gather up your Squad Mates, and get ready for some
intense fighting.
There are snipers, just outside the door! Remember
to use your SHIFT key when running between cover.
This Sniper is too far away for you to hit with a
grenade, and standing out in the open to shoot at
him will only get you shot. You're going to have
to work your way up the street to get close enough.
*Note of Interest: If you have any RPG rounds, you can use
them on the Sniper. Just try not to
stand still.
It would be prudent to have your Squad Mates wait
in some cover, or else you won't have any for very
long. Just keep moving back and forth across the
street, taking cover to let your Auxiliary Power
recharge.
At the T-Intersection up ahead, there will be a
NEW Sniper to your right. Head for the little
V shaped depression in the building that is
ahead and to your right. You may take a shot
from the Sniper on the right, but that should
let you rest for a moment. Then, go to your
left, and take cover behind the crashed Truck.
From here (Believe it or not) you can lob a
grenade at the first Sniper. Boom! Ha ha.
Just make sure to pop up AFTER you hear him
fire a shot. That way there's a short pause
in which you can safely throw the grenade.
If you need a few grenades, there are some
in the street next to you, near the body
of a Resistance member who has a huge hole
in his head. ... Don't become him.
Once the Sniper is down, go around the truck
and smash open the Supply Crates underneath
what was the Sniper's window. They all
have medkits in them. Next, head back
to the intersection. Run through the broken
window of the store front that should be ahead
and to your left. Inside is another Resistance
member. She'll give you some more info about
Barney. Try not to let these guys get killed,
they do come in handy.
As you exit the building through the front door,
whip out the Gravity Gun and grab the wooden
Pallet down the street. It won't protect you
for long, but you only need it to ward off ONE
shot, before you reach the rubble blocking the
road, which provides you good cover. From here,
you can lob a grenade into the other Sniper's
window. Once he is down, call your Squad Mates
back and keep moving. Yee haw.
In the next building are a number of Headcrabs.
Your buddies will help you take them out, but
the real danger is from a Leaper Zombie up
ahead. You'll hear it before you see it. Well,
about a split second before you see it. Whatever.
Kill it. Then lead your troop down the ramp
he just ran up, and into a flooded lower level.
Again, don't worry too much about the water.
No Ichthyosaurs in this game. Keep going until
you hear the Resistance member calling for help.
He'll tell you that everyone else went topside
to take their chances with the Snipers. Why?
THE PLACE IS CRAWLING WITH ZOMBIES. They'll
suddenly spring up out of the water. Keep your
Squad, and yourself, inside the wooden barricade
that the wounded man is in. You can easily
take out the Zombies as they approach.
Once the Zombies are dealt with, face the
"entrance" of the barricade (from inside it).
Now, go left. Take the stairs there out of the
basement. Two Leaper Zombies will come tearing
down the stairs as you approach. Use your
Shotgun. Now, climb the stairwell up to the
second floor. You'll notice most of the third
and forth floors have been blown away. Zombies
will suddenly come crawling out of the rubble.
Have your troops take 'em out. Except...
You may notice the blue laser. The Zombies won't.
Apparently the Combine doesn't like Zombies any
more then you do. Or, at least, this particular
Sniper has some kind of beef with them. Whatever.
You should have a good idea of where the Sniper is
after watching him shoot all five of those Zombies.
Now, if you're out of grenades, there's a crate up
here, but you'll have to run by the Sniper in order
to get to them. Yea. Fun. Just remember to use
your SHIFT key to sprint. Once you've dealt with
that, keep moving. Barney is just up ahead.
He'll tell you that he's pinned down, but you
probably won't be able to see any blue lasers from
down below. You'll have to head up top to bait the
Snipers so you can see where they are. YAY.
When you first get to the top floor, a flock of
Ravens will take off. That gives you a second or
so of cover, as the sadistic Snipers will waste
their time shooting the poor birds. Try to
take advantage of it and look at which windows
the two Snipers are in. Then, uh. You know.
Take them out.
Once you rescue Barney, follow him! He'll let
you through the Combine road block up ahead.
Then it's your turn to lead. Make sure you
don't let Barney die. He's sort of, you know,
VITAL to the game.
There are two Black Leapers in the building
ahead of you. One just as you enter, and one
just around the corner from that one. As you
exit the building, a Gunship will make two
passes overhead, then leave. Don't attract
attention. Just ahead of you and up the stairs
you'll see two Soldiers and a Turret. Well,
they'll see you first. Take 'em out!
Barney will inform you of your goal once you
get past those Soldiers. Some sort of
stronghold up ahead. And a weapon that is
keeping the local populace oppressed. That's
about par for the course, in your case. Make
your way up the stairwell, and then you'll
see it, as soon as you reach the floor with
windows. Ominous is a good word to use.
Once Barney opens up the door for you, RUN.
The "Suppression" device will start raining
down fiery death in your general vicinity.
And, while I'm no doctor, I believe fiery
death is unhealthy. (Ha ha... kill me.)
At the bottom of the next stairwell, you'll
find a Hopper, and a Turret that is just out
of sight to your left. Well... pick up the
Hopper with your Gravity Gun, and, uh, throw
it at the Turret. Problem solved. Disarm
the next Hopper, and then head outside.
You'll be shot at by the "Suppression" device
almost right away. You can tell where the
shots are going to land by watching the
pretty golden beams of light. Just don't
touch them, or be anywhere near them.
You're going to want to Sprint (SHIFT key)
for the overturned dumpster. That will
offer you some cover for a moment.
Now, exit the Dumpster to the left (if you
were standing outside the dumpster looking
at it, that left) and run around the burning
debris. Your goal is a house at the end
of the fence. Quickly open the door, and
run inside with guns blazing, as two Soldiers
are waiting for you. You may lose some troops
to the "Suppression" device, but don't fret.
Fill up at the Medical Console (You'll need it)
and then open the door and RUN! Head straight
for the Bunker ahead of you (You'll see it).
There's a lone Soldier inside, take him down.
When you feel ready, run out the other side of
the Bunker and head for the next building.
The door will open before you get there, and
Soldiers will come out. Take them down, and
the other Soldiers waiting inside. Then,
release the prisoner (The other one is dead)
and let him arm himself before you continue.
Run outside, and head to your right. The main
doors to the Bank/Stronghold will open briefly
to allow Assassin(s) and a Soldier(s) out, but
then blue Combine steel doors will slam shut,
blocking that method of entry. Take out the
Soldiers, and then keep running, towards the
end of the Bank/Stronghold. There's a force
field there, but you can use your Gravity Gun
to pull the plug on it.
You're in. Head through the double doors up
the stairs, and then get ready for some 'nade
work.
*Note of Interest: This is your first encounter with
"Pop Up" turrets. I will restate
the method for dealing with them.
First, trip the blue laser beams (Yes, on
purpose) and then get back. The Pop Up Turret
will shine another laser beam that sweeps the
floor. Avoid that. Instead, go to the side of
the turret and lob a grenade INTO the turret.
By which I mean, inside the hole it popped up
out of. This will destroy it, and allow Barney
access to the Combine control console.
A drop ship will come whizzing overhead when
you're in the lobby, and troops will be coming
through the force field across the lobby from you.
You'll have to deal with them, and then negotiate
two Pop Up turrets that are to the right of the
force field.
I'm not sure if there's a trick to dealing with
the turrets yet - I usually get through by the
skin of my teeth. Just lob the grenade at them
and TRY not to get shot to pieces. You'll make
me look bad. Once both turrets are down, go
through the room and up the stairs. There
are more turrets to your right, but instead
go to the room across the hall from you. Inside
are more imprisoned Resistance members. Barney
will let them out and they'll grab guns off the
wall. Try to get them to hang back while you
deal with the Turrets.
Dealing with these turrets is easy. All you
have to do is trip the first set of lasers,
and then quickly go to either the left or right
of the turrets. Their lasers will only sweep
the area in front of them, not to the side, so
you're free to lob grenades into their holes.
In the room you'll find the exposed generator,
a Medical Console, Charging Station, grenades,
and shotgun shells. Use your Gravity Gun's
primary fire to knock the Energy Core out of
the generator. Then load up and keep moving.
Head out through the door to the left of the
generator, then hang a left in the hall, and
a right across the bridge. Don't charge
straight into the blue lasers, instead take
a right. Watch your back, Combine Soldiers
and an Assassin will be coming up behind you.
Once you've taken them out, order your squad
to wait while you go into the room with the
Combine blue steel door. You need to avoid
the trip wires in this room, or you'll get
locked in with some angry Sentry Turrets.
I'll try my best to describe my path through
the room, because without screenshots all I
have to give you is my description. I hope
it helps.
As you enter the room, walk straight forward
and jump up on to the grey machinery. Don't
go to far forward! You'll trip the wires.
Instead, stay on the edge of the machinery
and turn left, moving past the wires below
you. Next, jump across to the raised machine
box thing across from you, then turn right
and jump over the lasers. Now, to your
right should be a rounded bit of Machinery.
Jump onto this. Walk on it, to the left.
Now, looking left from here you should see
a white pipe against the wall. Jump to it,
then climb up that pipe to get on top of
the machinery shelves. From there, jump
across the shelves, towards the pipes on the
other side of the room. Climb on the large
one that travels over the last shelf and
you're there. (Make sure you disarm and
replant the Hoppers - You'll need them
later)
Press the button on the raised metal thing
next to the ammo and Medical Console. This
will disarm the security system in the room.
*Note of Interest:
As you leave the room, take a look at the
wall in front of you. Another of those
spray paint things. This one I haven't
deciphered yet. I'm pretty sure I know who
the man in the picture is, but I can't
quite figure out the significance of it.
In any case, turn to your right, and head
down the hallway to the next generator.
Take it out, and then get ready for Soldiers.
Once you've dealt with them, time to back
track.
A few more Soldiers will come as you head
back through the room where the laser beams
were. If you Disarmed those Hoppers, however,
they can help you out here. Move back through
the laser beam room.
When you exit the room, head left. Go down
across the stairs, and up the other side
towards the next Generator. You'll feel the building
shake as another Drop ship touches down. More Soldiers
are on the way. Continue going straight at the top
of the stairs, and turn right. You'll see a hole
in the wall. Continue forward - ignore the bridge
to your right, and instead go left up ahead. Then
make another left into the room. This is a trap!
But you need to get through that door ahead of you,
and the only way to do it is to fall right in to the
trap.
Quickly start shooting back at the Soldiers that will
be peaking in through the holes in the room. There
are supply crates on top of the metal shelves to the
right side of the room, and two Hoppers to on low counter
top things to the left. Place the hoppers in front of the
far door after it locks. They'll cut through it to come
after you, and having a few hoppers there can slow them
down. You'll want to hide behind the Shelves as much as
possible. Grenades will be flying into the room, and
neither you nor Barney can really afford to take that
amount of damage. There are medkits on the lower portion
of the shelves, and more medkits in the supply crates.
Once the far door is blown open, a number of Soldiers and
Assassins (Elites) will come flooding in. Be careful of the
Assassin/Elite Soldiers, they will use their Plasma Rifle's
secondary attack. You need to deal with these enemies
quickly, as more Soldiers will be cutting down the first
door to break in as well. Do whatever seems prudent.
I've found that a well placed RPG round into the thick of
the Soldier's cluster will generally take them out with
room to spare. That's provided, of course, that you still
have any. If not, try lobbing a grenade (Secondary Fire)
at their feet. They may not run away fast enough.
Once you dealt with the Soldiers, exit through the far
door. There are two more Pop Up Turrets waiting for you.
You'll have to take them out. There's a radiator (Water
Heater) on the right hand wall. You might try using that
to ward off the bullets. I'm not too good with it, but a
few of my friends swear by the bullet shields. If you're
like me, you'll have to go back into the trap room to get
those medkits. Once those turrets are down, head into
the room to the left of the Pop Up Turrets. Take out the
third and final Generator with your Gravity Gun, and then
load up on supplies.
More Soldiers will be waiting for you as you head back
down the stairs. Take them out! Once you do, Barney
will lead the way to the roof. Take a moment to disarm
the Hoppers in the hallway he leads you through, and
don't pass up the Charger and Medical Console on the
wall, either! Also be sure to break open the supply crates
at the end of the hallway, before you turn.
Barney will leave you for now (Which means you don't have to
worry about him dying), and three more Resistance Militia
members will join you. Yee haw. Barney will send you up
to the roof to lower the Sky bridge, which is a walk way
between the surrounding building's rooftops. This will
allow Resistance members to bypass the Combine shields.
More friends means more bullets on your side. Hop to!
One of your soldiers will pick up an RPG laying on the
ground. Uh oh.
As you climb the stairs, there is a Turret a few steps
up. Try to lob a grenade into the corner next to it,
to flip it over. If not, you'll have to charge past
it and flip it with the Gravity Gun. Two Combine Soldiers
will be waiting for you at the top of the stairwell. Just
do what you usually do.
As you emerge onto the rooftop, there will be Soldiers
ahead of you, behind the cargo containers, and a crate of
rocket ammo to your right. Don't forget where that is!
When you reach the middle of the roof, a Gunship will
appear (Complete with some kick ass music). Use your
rockets to take it down! Once that's done, continue along
the rooftop. You'll come to a Combine door, and a pair
of chargers. Use those, and wait for Soldiers to open
the door to come after you. That's your only way in.
There are a pair of hoppers to your left. You may want
to deploy them to stop any advancing troops. Just a
thought.
A Drop ship will land shortly after you avail yourself of
the chargers. Stay out of sight or it will mow you down
with it's machine guns. There will be Soldiers across
the gap in the roof from you now. You may want to snipe
a few, especially the one in the look out tower. As soon
as you get past those troops, head for the far side of
the roof. You'll find a drawbridge there. Press the
button to lower it. I know there are Soldiers over there
but you need to go that way, and back up is right behind
you. Four more Resistance Militia.
Once across the bridge, take a right inside the building
and start dropping down. Your Resistance friends will
follow you. Make your way to the bottom of the stairs,
where another Resistance member will tell you that they
dropped a crate of rockets crossing the square. You'll
need to get to that crate if you want to have any chance
of taking out the Striders up ahead.
Now, this is a pretty intense battle sequence, so all I
can really give you is rough directions. You're going
to have to head straight from the door you exit, across
the grounds. Keep the bank to your right for now. And
for pity's sake, keep your head down! Once you make it
past the armored cars, a second Strider will pop up, to
your left. You're gonna want to head towards that monster
and drop down into a crater. Head through the narrow pipe
that is exposed inside the crater. But don't be too quick
to exit it on the other side - that Strider you just saw
might step on you. When the coast seems clear, head out
of the pipe and make a sharp left. Climb up the dirt
mound, onto the undamaged portion of the square, and
then make a quick right. Head for the Bunker! You'll find
some spare rocket ammo there, so it might be a good time
to start shooting. Make sure you've used up all your ammo
BEFORE you pick up the spare launchers. This will get tight
in there, as the Striders are quick to notice where you are,
and their machine guns pack a punch. Use cover until you're
SURE it's safe, and then pop up and fire an RPG round at
them. You should have enough rockets on the ground inside
the Bunker to take out both Striders. But if for some reason
you don't have enough, or don't think you do, make sure you
take out the Strider that is blocking your path forward first.
You'll get a chance at the other one later. As soon as those
two are down, make a dash out the Bunker. Turn right at your
first opportunity - you want to head behind the large pile
of rubble dead ahead of you now. That's where the rocket
crate is, and you'll need it too. Another Strider shows up
right about now. Supplies will drop from above. Use 'em.
And then take out that Strider! Another Strider will come
from the opposite end of the area - You'll see it. Take
him down too. If you need health at any time, follow the
building you're taking shelter under to a hole in the wall.
There's a Medical Console inside, along with a battery.
Continue down the street, heading in the direction that the
third strider came from (same direction as the Medical Console
I just mentioned). Head for the Combine road block. Take out
anything in your path. Head for the stairs at the rear of the
roadblock. Break open the supply crates at the bottom, and
continue. You'll come out into a collapsed tunnel. Don't
worry, the other end is still open. Unfortunately a Soldier
spots you and opens fire. Return the favor. Keep moving though.
As soon as you're a good distance towards the opening, the rubble
behind you will explode and a Strider will come crawling out.
Run to the end of the tunnel and go left. You'll see a hole in
a building ahead of you. Go in there. Don't feel relieved yet.
There are Soldiers and a Flash Bulb down here. Use the Explosive
Barrels to your advantage. Once you're clear, head up the stairs.
On the next floor, more Soldiers and more Flash Bulbs. Do
your stuff. There are supplies somewhat hidden in the bathroom.
Work your way to the upper floor of the building, and run across
the rubble. Down the stairs ahead of you, with the big blood
stain, you'll find a pair of medkits. When you turn around to
go back to the previous floor, the Strider will open fire with
it's blue disintegration beam, and will knock down a girder
that you can use to climb to the next level. How thoughtful.
You may want to wait for it to get distracted by something, or
it will mow you down. And be mindful of the Flash Bulbs, they
just keep popping up. If you can keep yourself on the girders,
using the Sprint ability right now would be a good idea.
If you can make it across the support beams, you'll arrive at
the stairwell again, only one floor up this time. There's a
crate of rockets there but don't bother with the Strider. Just
continue through the building. You'll eventually come to a door
that is boarded up. You can see a Resistance member on the other
side, so break those boards down.
Your ultimate goal, for the moment, is the Horse statue towards
the middle of the area you're in.
Now, head outside. You'll drop down into what's left of a
parking garage. There are a number of Soldiers behind the burned
out cars. You can use your Gravity Gun to shove the cars around,
or you can just kick ass with whatever you're holding.
Regardless, work your way around the cars, and pick up the ammo
waiting for you. Once you do, three Assassins will come down the
rubble to your right. The Strider is still out there! Try to
take out the Assassins as fast as you can, so as not to expose
yourself to the tripod any more then you have to. When the Assassins
are dead, you'll need to run up to the street using the same path
they just did, and dodge the Strider. There's a depression in the
road covered by rubble, making a small tunnel that you can hide in.
Most likely, your team will die on the way here.
The Shop straight ahead of you has medkits and batteries in it.
Wait for the Strider to leave you alone and go the opposite
direction, then head into the shop. Stock up. Next, head out
of the shop and continue down the street - Another Strider will
come bursting out of the pile of rubble. Retreat to the shop,
and wait for some reinforcements to distract it. Head for the
hole that the second Strider popped out of.
*Note of interest: It's a trap! ... But you have no choice.
The floor will get blown out from under you as you advance into
this car garage. Don't panic. Just make sure none of the cars
fall on you. Take out the quartet of Soldiers, and then climb out
of the pit. Keep moving.
New Squad mates will be coming behind you, and this next place is
crawling - CRAWLING - with Soldiers. As you exit the car garage,
they will be everywhere. Try to navigate the ruins as best you
can - there's only one way through, you won't get lost. When you
arrive at the building with the three chargers in it, it's time
to face the Striders. Climb to the roof - There's a rocket crate
there waiting for you, along with two Soldiers. Don't hesitate
to climb back down and use the chargers during the fight. You'll
probably need them. Just keep throwing rockets at the Striders.
Once both of the Striders are down, grab whatever ammo and health
is left over, if any, and head back to the roof. During the
battle, one of the Striders will have blown away the wall on the
right side of the roof. That opened up a path you can now take,
across a series of i-beams. Do so. Once across, jump down to the
street below. There will be a fire fight going on between Resistance
and Soldiers, so help them out. Then...
Dog will appear out of nowhere. You'll notice he's arrived by the
flying corpses. And then a car will come flying by and knock over
the Horse statue. That's Dog... He'll let you down into a hole
beneath the Citadel's ever expanding walls. Say farewell to Barney
and Dog. You won't be seeing them again any time soon.
M) [Chapter Thirteen: Our Benefactors]
When you reach the mouth of the tunnel you're walking through, you'll
find yourself at the base of the Citadel. It towers above you, a
monolithic reminder of just how powerful your enemies are. Don't get
shaken.
Instead, turn to the left, and begin hopping down the stones that jut
out from the walls beneath you. Continue along the ledges, jumping
from rock to rock as need be. You'll eventually come to a broken
pipe that is sticking out of the rock. You'll need to carefully go
out to the end of this pipe and then drop to another pipe below you.
From here, you can leap to the large piston like object that keeps
pounding the ground ahead of you. Wait for it to drop all the way,
and then leap. Once it reaches the top of it's arc, you'll need
to jump to a small ledge on your right, that is part of the Citadel
itself. Crawl through the small hole here.
Now, I admit it's a bit easy to get turned around. Just be sure not
to get crushed by any of the Citadel's machinery. That would suck.
You'll have to work your way through the outer edge of the Citadel
and dodge the expanding machinery. Don't fall. You'll eventually
come to a small trench. Hop down, and head to the right. You'll
see bright "light" panels leading the way. Follow them. Next you
will come to a framework type construction. Over your head will
pass the containers the Combine uses to store prisoners. Head in
the general direction that they are going until you are across the
narrow ledges. When it looks safe, drop down to the left. Or
which ever direction you hear the "Zapper" in. That's the way you
want to go. Just make sure there's ground where you are jumping to!
When you can actually see the "Zapper", look down. You should notice
another ledge below you. Jump down to that. Follow it to a bridge
where the harnesses stop for a moment and open up to allow you in.
TAKE THE HARNESS THAT DOES NOT LEAD TO THE ZAPPER. Don't make me call
you dumbass. If you have trouble understanding, it's the harness that
stops farthest from you. On the other side of the bridge. Get it?
Enjoy the ride.
-= Some time later =-
Oh? Lost all your weapons have you? Don't fret. The Gravity Gun has
just undergone some strange infusion of Dark Energy, the Combine's main
source of power. The Gravity Gun can now do all those things you saw it
do in the E3 demo. Bodies, computer consoles, Energy Cores. They are
all your play things.
*Note of Interest: Old toys are new again. Pay attention and read!
____________________________________________________
| [Weapon Change] - Gravity Gun (Dark Energy Version)|
|Range: Long |
|Ammo: N/A |
|____________________________________________________|
Primary fire now shoots a beam of Dark Energy. This will utterly destroy
anyone caught in the blast. Your Secondary fire now grabs bodies. And
Energy Cores. Don't forget this, you will need to use Energy Cores to
defeat larger enemies, like Striders and Gunships. Just grab a Core with
Secondary fire and shoot it with Primary.
_________________________________________________________
| [Equipment Change] - HEV Suit Mk 5 (Dark Energy Version)|
|_________________________________________________________|
Your suit, through some strange happenstance involving the Gravity Gun, can
now convert Dark Energy (from Combine Chargers) into both Health AND suit
power. As an added bonus, the suit can hold twice the normal charge, upping
your armor to 200. All other suit functions are normal.
You're confronted with Soldiers immediately. Grab a hold of one of them
and shoot his body at the other Soldiers. They will be exposed to Dark
Energy, and their bodies will disintegrate. Good fun! Don't forget
the Charger. It's to the left of the consoles that Dr. Breen talks to
you on.
Essentially, this is where you kick ass and take names. I'll offer advice
as needed, but you're the BMC for now.
When you reach the first shield for which there is no alternative path,
simply use the Gravity Gun to pull the Energy Core out of the blue beam.
The shield will shut off. Move through it quickly, I've had it turn back
on before I've gone through on at least one occasion. You'll find another
charger just down the hall to your right. Keep moving, the big showdown
is fast approaching. Polish those Gravity Gun skills, boy! (Or girl!)
Again, make with the ass kicking.
You'll arrive at an elevator shaft. This is the part where Dr. Breen
mentions something about how you may have had no choice in the actions you
took. That part. You'll need to call the elevator and then wait for it
to arrive. Don't forget that you can use just about anything as a weapon.
Yes, even Man Hacks. (Which show up, by the way)
If you need health, there's a charger on the opposite side of the elevator
shaft from where you entered the room.
Now kick ass!
Ride the elevator up, defending yourself as needed. Remember that you can
use the Energy Cores in the power beams as weapons. Just don't hold them
for too long. They explode. When you reach the top, a Generator will be
preventing you from exiting the elevator platform. Use your Gravity Gun
to yank out the Energy Core. Duh. Kick ass some more, ok?
When you come to the very large room with all the containers, you're about
ready to face a Strider. Don't worry. All you need to do is use the Energy
Cores to blow it away. Just don't stand still while you are fighting it.
Use whatever containers are left as cover, and pop up to fire Energy Cores
at the Strider. Once you've blown him apart (Literally), keep moving.
You'll find another charger right after the map loads. Then it's time for
another ride!
Enjoy.
N) [Chapter Fourteen: Dark Energy]
This chapter begins with story. I'll catch up with you in a minute.
-= Some time later =-
Ah. Breen is getting away. Can't have that, can we? Follow Alyx.
Make sure you scoop up the Gravity Gun when Breen runs from you.
I won't beat around the bush - This is it. If you hadn't already
figured out that this is the final showdown, well, it is.
Ride the elevator down as Alyx instructs you. I'll do my best to
guide you through this, but for the most part it's pretty obvious
what you're supposed to do, and where you're supposed to go. Up.
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