Half-Life 2 Walkthrough :
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Walkthrough - FAQ/Walkthrough|------\ 2222222222222222 | \ 222222222222222222 | \ 22222222222222222222 |--\ \ 222 2222 \ \ 2222 \ \ 2222 \ \ 2222 / \ 2222 / \ 2222 / \ 2222 / /\ \ 2222 / / \ \ 2222 / / \ \ 2222 / / \ \ 2222 / / \ \------| 2222 / / \ | 2222 / / \ | 22222222222222222 /-----/ \----------| 2222222222222222222 Half-Life 2 Guide For PC By Raining Metal Version 1.03 =================== >Table of Contents < =================== 1.0 Introduction 1.1 Version History 1.2 Story 2.0 Basics 2.1 Controls 2.2 Puzzles 2.3 Characters 3.0 In-Game 3.1 Weapons 3.2 Items 3.3 Allies 3.4 Enemies 4.0 Walkthrough 4.01 Point Insertion 4.02 A Red Letter Day 4.03 Route Kanal 4.04 Water Hazard 4.05 Black Mesa East 4.06 We Don't Go To Ravenholm 4.07 Highway 17 4.08 Sand Traps 4.09 Nova Prospekt 4.10 Entangled 4.11 Anticitizen One 4.12 Follow Freeman! 4.13 Our Benefactors 4.14 Dark Energy 4.15 Conclusion 5.0 Other 5.1 Cheats 5.2 G-man Sightings 5.3 Mod List 5.4 Achievements 6.0 And The Rest! 6.1 FAQ 6.2 Email Guide 6.3 Website List 6.4 Credits 6.5 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 3.3) and press Ctrl + C, then F, and then V. This activate a finding system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 > Introduction < ================== Welcome to City 17 honoured guests! Raining Metal is ready, willing, and fully enabled to help our beloved citizens fight to end the tyranny of the Combine Overwatch! I've made this guide as it is a sequel to the critically acclaimed Half-Life. So wake up, Mr. Freeman, wake up and smell the ashes... --------------------- 1.1 > Version History < --------------------- Version 1.03 Added a few tips from Jayelgee. ------------------------------------------------------------------------------- Version 1.02 Added the Achievements. About time Valve! ------------------------------------------------------------------------------- Version 1.01 Added the extra "Entangled" strategy by ZorkFox. ------------------------------------------------------------------------------- Version 1.00 Initial Release. Could use some more Third-Party mod ideas for Half-Life 2. ----------- 1.2 > Story < ----------- Note that this section has spoilers. Skip this part to avoid them. After a decade since he last saw the G-Man, Gordon woke up to see that the G-Man was willing to let him back to Earth. The world has changed since then. Gordon must fight against the Combine Army in order to bring freedom back to humanity. He fights alongside some of his old buddies, such as Barney and Eli Vance, as well as alongside Eli's daughter, Alyx, and with the many citizens of City 17. ============ 2.0 > Basics < ============ This section teaches the player how to play Half-Life 2. -------------- 2.1 > Controls < -------------- These are the default controls of Half-Life. Note that the player can change the control setup via the options menu. Mouse: Look around. W: Move Forward. A: Move Left. S: Move Backward. D: Move Right. Primary Mouse Button: Primary Fire. Secondary Mouse Button: Secondary Fire. Space Bar: Jump. Ctrl: Crouch (Hold). E: Action. F: Use Flashlight. R: Reload. Q: Switch to last-used Weapon. C: Send Squad to location (Press twice to make squad follow). Z: Zoom. Shift: Sprint. Alt: Walk. 1-6: Weapons. Esc: Pause menu. Gordon's Hazard Suit now has the auxilary meter, which is depleted when doing the following actions: -Sprinting. -Going Underwater. -Using the Flashlight. For sending Squads to location, simply look at the location and then press C. To make them follow, press C twice. Gordon is able to pick up objects by pressing E. He can throw it by using the Primary Mouse Button, or he can drop it with the Secondary Mouse Button. ------------- 2.2 > Puzzles < ------------- Half-Life 2 contains many puzzles. Some are hard. To get past them, read signs and try to find out how they're connected to the problem. Some objects might be needed for the puzzles. Try using physics as well. There are also many Supply Caches, there are Lambda Symbols that designate their location. ---------------- 2.3 > Characters < ---------------- Here is the list of characters in the game. Gordon Freeman: The Freeman returns in City 17 in order to bring back freedom to the captive citizens of Earth. Barney Calhoun: Gordon's old Pal. He's a capable fighter, often armed with a Combine Rifle. He's working undercover in the Combine Civil Protection Unit. Eli Vance: Gordon's colleague, Eli is currently the leader of the Resistance that opposes the Combine Army. Alyx Vance: The daughter of Eli, she fights alongside Gordon for much of the Game. She's armed with an automatic Pistol. Isaac Kleiner: Another one of Gordon's colleagues, Kleiner works with Gordon by giving him information of the background of City 17. Dog: Alyx's robotic companion. Judith Mossman: Eli's friend, she once fought with Gordon for a position in Black Mesa. Gordon won. Wallace Breen: The former Administrator of Black Mesa, and now the leader of the Combine Overwatch (and therefore, the main antagonist of the game). He often appears in his "Breencasts" (videos of him speaking for the Combine). Odessa Cubbage: The leader of NLO, an outpost in the outskirts of City 17. Father Grigori: A Priest that endlessly fights in the ravaged city of Ravenholm. The Vortigaunts: Now that Nihilanth is destroyed, the Vortigaunts are freed from his control. They are willing to aid Gordon in any ways possible. The Resistance: The Citizens of City 17 are willing to rebel against the Combine and help Gordon on his quest. The G-Man: So far, really nobody knows who he really is, or what his true intentions are. ============= 3.0 > In-Game < ============= Here's the information about the story mode. ------------- 3.1 > Weapons < ------------- Here's what Gordon needs to fight against the enemies he encounters. ********* *Crowbar* ********* Console Name: crowbar. Clip Size: N/A. Carrying Capacity: N/A. Power: Average. Accuracy: Very High. Rate of Fire: Fast. Range: Melee. Ammo Type: N/A. Alternate Fire: None. The Crowbar is back! It's useful for breaking boxes and such. ********************* *Gravity Manipulator* ********************* Console Name: Gravity Gun. Clip Size: N/A. Carrying Capacity: N/A. Power: Varies. Accuracy: N/A. Rate of Fire: N/A. Range: Medium. Alternate Fire: Grab Object. The Gravity Gun allows Gordon to reach any object and then throw it to great distances. He can punt it with the Primary Mouse Button, or he can Grab it with the Secondary Mouse Button. If he already has an object in hand, he can drop it by pressing the Secondary Mouse Button. Explore the many options the Gravity Gun has to offer. ******** *Pistol* ******** Console Name: 9mmhandgun. Clip Size: 18. Carrying Capacity: 150. Power: Low. Accuracy: Medium. Rate of Fire: Semi-Automatic. Range: Medium. Alternate Fire: None. A relatively weak weapon that's best used on Headcrabs, if Gordon wishes to waste ammo, this should be the gun. *************** *.357 Revolver* *************** Console Name: 357. Clip Size: 6. Carrying Capacity: 12. Power: Very High. Accuracy: High. Rate of Fire: Semi-Automatic. Range: Long. Alternate Fire: None. The Revolver is back too, but with lesser carrying capacity, but with more power! Finding ammunition for this gun is hard, so use its ammunition wisely! ***** *MP7* ***** Console Name: smg. Clip Size: 45. Carrying Capacity: 225. Power: Medium, Explosive. Accuracy: Average. Rate of Fire: Automatic. Range: Short. Alternate Fire: Fire Grenade. The MP5 in Half-Life is replaced by the MP7. Like the MP5, the MP7 has a large clip and can fire Grenades (Gordon can carry up to 3 MP7 Grenades). Unlike the Revolver, finding ammunition for this gun is easy, as it is the most common ammunition in the game. *************** *Combine Rifle* *************** Console Name: AR2. Clip Size: 30. Carrying Capacity: 60. Power: High. Accuracy: Average. Rate of Fire: Automatic. Range: Long. Alternate Fire: Fire Grenade. The Combine Rifle is another powerful automatic weapon (which resembles the British Bren Rifle). This gun is also more accurate and more powerful than the MP7. It can also fire Energy Grenades, which can reflect off any surface and disentigrates any target it hits. *************** *SPAS-12 Gauge* *************** Console Name: shotgun. Clip Size: 6. Carrying Capacity: 30. Power: High. Accuracy: Medium. Rate of Fire: Pump. Range: Very Short. Alternate Fire: Double Shot. At close range, this gun is next to lethal. It is useful in tight areas. Its shells must be reloaded individually. ********** *Crossbow* ********** Console Name: crossbow. Clip Size: 1. Carrying Capacity: 10. Power: Very High. Accuracy: Very High. Rate of Fire: Single. Range: Very Long. Alternate Fire: Scope. The Crossbow can only fire one bolt at a time, be sure to hit the target! It is capable of nailing a target to a nearby surface. At longer ranges, the arrow will droop down a bit. ********** *Grenades* ********** Console Name: grenades. Clip Size: N/A. Carrying Capacity: 5. Power: Explosive. Accuracy: N/A. Rate of Fire: Throw. Range: Short. Alternate Fire: Lob Grenade. Grenades are useful for clearing out Snipers and certain Turrets. They can also clear areas. ********* *Bazooka* ********* Console Name: bazooka. Clip Size: 1. Carrying Capacity: 3. Power: Explosive. Accuracy: High. Rate of Fire: Single. Range: Long. Alternate Fire: None. The Bazooka, like in Half-Life, uses its laser to guide its rocket once fired. It's especially useful against armoured targets such as Gunships and Striders. It can also clear out Snipers. ********* *Bugbait* ********* Console Name: bugbait. Clip Size: N/A. Carrying Capacity: Infinite. Power: None. Accuracy: Medium. Rate of Fire: Throw Range: Short. Alternate Fire: Squeeze Bugbait. A tool that is only used in one and a half chapters, this allows Gordon to commandeer Antlions on his quest in Nova Prospekt. Throwing a Pheropod (the formal name of Bugbait) will make the Antlions move to that location (and attack anything in the way). Squeezing the Pheropod will make the Antlions follow Gordon. ----------- 3.2 > Items < ----------- These are the items Freeman is likeley to encounter during his journey. He cannot carry them, he can only use them. ************* *Health Pack* ************* Console Name: healthkit. Purpose: Gives Gordon health. These Medkits will give Gordon health instantly. **************** *Energy Battery* **************** Console Name: battery. Purpose: Gives Gordon Armour. This is like the health pack, but gives Gordon Armour. ************ *H.E.V Suit* ************ Console Name: suit. Purpose: Everything. This starts the whole game. Without it, Freeman would be dead. ******************* *First Aid Station* ******************* Console Name: N/A. Purpose: Replenishes Gordon's Health. The First Aid Station can be used more than once, but only has a certain amount of health to replenish (depending on difficulty). Once the meter is depleted, the Station cannot be reused. ************************** *Combine Charging Station* ************************** Console Name: N/A. Purpose: Replenishes Gordon's Armour. Like the First Aid Station, but replenishes armour instead. Once the meter is depleted, the Station cannot be reused. ******************** *Turret Emplacement* ******************** Console Name: N/A. Purpose: Weapon. Found mainly at Combine zones, Freeman can use their weapons against them and the aliens. ************* *Hopper Mine* ************* Console Name: N/A. Purpose: Weapon. Hopper Mines are often placed in various areas by the Combine in City 17. Gordon can grab them with the Gravity Gun and place them again, so that they will attack Combine Soldiers instead. ************ *Supply Box* ************ Console Name: N/A. Purpose: Supplies Gordon with Supplies. These Boxes have a distinct shape and logo on it. Break these open to get a bunch of needy supplies. ********* *Thumper* ********* Console Name: N/A. Purpose: Repels Antlions. Antlions will try to avoid these, so use them when the Antlions are hostile. Once the Antlions are friendly, these turn into obstacles. They can be deactivated and activated at will. ******* *Buggy* ******* Console Name: N/A. Purpose: Gives Gordon a ride through Highway 17. Gordon will need this vehicle, as it is the only quick way to ride through city 17. It is armed with the Gauss Cannon in Half-Life, and it doesn't even have the overcharge backfire! It also has a box with an infinite supply of SMG bullets. ********* *Airboat* ********* Console Name: N/A. Purpose: Allows Gordon to ride over water. Gordon will need to use this boat to ride through the Canals to Black Mesa East. It is initially unarmed, but it gets an upgrade that consists of a Machine Gun (it has unlimited ammunition, but it can overheat). ------------ 3.3 > Allies < ------------ These are the allies that will help out Gordon in combat. ************ *Alyx Vance* ************ Weapon: Automatic Pistol. Health: Very High. Special Abilities: Hack into security systems. Alyx is one of the main sidekicks to Gordon in this game. She's very capable of defending herself and can hack into security systems with her trusty tools. **************** *Barney Calhoun* **************** Weapon: Combine Rifle. Health: Very High. Special Abilities: Has Security Clearance. Like Alyx, Barney is an outstanding fighter, and can bypass some security systems. **************** *Father Grigori* **************** Weapon: Annabelle (Shotgun) Health: Very High. Special Abilities: None. Later in Ravenholm, Grigori will help Gordon escape Ravenholm. ******************** *Resistance Militia* ******************** Weapon: MP7, Combine Rifle, Shotgun, Bazooka. Health: Medium. Special Abilities: Can swap weapons. Resistance citizens in City 17 will help out Gordon fight the Combine. Up to four citizens can be controlled by Gordon. They will swap weapons with ones they find on the ground if necessary. ****************** *Resistance Medic* ****************** Weapon: MP7, Combine Rifle, Shotgun, Bazooka. Health: Medium. Special Abilities: Can swap weapons, can heal other resistance members. Medics are much like the militia, but they can also heal other fighters, including Gordon. ------------- 3.4 > Enemies < ------------- There are many hostile forces to encounter, and they are not stupid. Gordon must take these foes out as quickly as possible. ------- Combine ------- Gordon will mainly be fighting against the Combine Overwatch, which consists of many soldiers and armoured vehicles and aircraft. ****************** *Civil Protection* ****************** Weapon: Pistol, MP7. Health: Low. Speed: Medium. Special Abilities: Can spawn a Manhack, Fire Flare. Civil Protection units are less-skilled than the standard Combine Soldier. They often carry Pistols and MP7s, but they can also bring out a Manhack. ***************** *Combine Soldier* ***************** Weapon: MP7, Shotgun, Combine Rifle, Grenades. Health: Medium. Speed: Medium. Special Abilities: None. Combine Soldiers are the basic enemies Gordon encounters. They carry a variety of weapons, including grenades. *************** *Combine Elite* *************** Weapon: Combine Rifle. Health: High. Speed: Medium. Special Abilities: Fire Energy Grenade. The Combine Elites are much more heavily armoured than the standard Soldier, and are also able to fire Energy Grenades from their Rifles. They don't use regular Grenades however. ************ *CP Scanner* ************ Weapon: Flash. Health: Low. Speed: Fast. Special Abilities: Looks Scary. Civil Protection Scanners often try to blind Gordon and try to alert Combine forces nearby. They also look scary looking. *************** *Elite Scanner* *************** Weapon: Flash, Machine Gun (Not on easy). Health: Low. Speed: Fast. Special Abilities: Carry Hoppers. Elite Scanners are able to carry Hopper Mines, and on the harder difficulties, are armed with a gun. ********* *Manhack* ********* Weapon: Blades. Health: Low. Speed: Fast. Special Abilities: None. Manhacks are much like the Scanners, but can hurt Gordon with their blades. These things are extremely scary (or annoying), so destroy them on sight. ************ *Rollermine* ************ Weapon: Explosive. Health: N/A. Speed: Fast. Special Abilities: Attach to target. Rollermines are found in the highways outside of City 17. They often try to attack to Gordon's car in those levels. To get rid of them, use the Gravity Gun to grab them and then throw them into the water. ******** *Sniper* ******** Weapon: Sniper Rifle. Health: N/A. Speed: N/A. Special Abilities: Can only be killed by explosives. Snipers hide in windows, and the only way to clear them out is with explosives. They use a Blue Laser to aim, so try to take cover when encountering Snipers. ************** *Robot Turret* ************** Weapon: Pulse Turret. Health: N/A. Speed: N/A. Special Abilities: Will deactivate when knocked down. Robot Turrets are small emplacements that can attack anything as long as it stays up. Some Robot Turrets can be hacked so that they can attack the enemy. *************** *Ground Turret* *************** Weapon: Pulse Turret. Health: N/A. Speed: N/A. Special Abilities: Can only be destroyed by Grenades. These Turrets are located on the ground level only, and will pop up when Gordon passes a laser grid. The only way to destroy them is to lob a Grenade into them once they are activated. ************ *Helicopter* ************ Weapon: Machine Gun, Bombs. Health: Very High. Speed: Very Fast. Special Abilities: None. Combine Helicopters are heavily armoured, and can only be destroyed through the use of Machine Guns or Explosives (mainly the former). ***** *APC* ***** Weapon: Machine Gun, Rockets. Health: Very High. Speed: Medium. Special Abilities: None. These armoured vehicles are very tough, but they can be destroyed by Machine Guns. ********** *Dropship* ********** Weapon: Pulse Turret. Health: Very High. Speed: Very Fast. Special Abilities: Cannot be destroyed. The Dropships will always transport Combine Reinforcements, be it Infantry or Vehicles. The Dropships themselves can never be destroyed. ********* *Gunship* ********* Weapon: Pulse Turret. Health: Very High. Speed: Very Fast. Special Abilities: Can only be destroyed with Explosives, can shoot down other Rockets. Gunships will often try to shoot down Gordon and his friends. The best weapon to use against these is the Bazooka. They can shoot down Rockets though, so use the Laser guidance to outmaneuver its defences (guide the rocket in a spiral). The amount of Rockets to use will depend on the difficulty. ********* *Strider* ********* Weapon: Pulse Turret, Super Turret, Legs. Health: Very High. Speed: Slow. Special Abilities: Can only be destroyed with Explosives. Striders are huge tripod walkers that terrorize City 17. Like Gunships, they can only be destroyed by explosives, and can take more damage than the former. --- Xen --- Even though the Vortigaunts are now Gordon's allies, there will still be many wildlife Xen beings that Gordon needs to fight. ****************** *Regular Headcrab* ****************** Weapon: Claws. Health: Low. Speed: Slow. Special Abilities: None. The Headcrabs are back, and they are still hiding in corners to ambush Gordon. *************** *Fast Headcrab* *************** Weapon: Claws. Health: Low. Speed: Fast. Special Abilities: None. These Headcrab variants are much faster than the regular ones. They have sharp talons and taller legs. ***************** *Poison Headcrab* ***************** Weapon: Claws. Health: Low. Speed: Medium. Special Abilities: Poisons Target. Poison Headcrabs are black. When they attack Gordon, his health will drop to 1. Fortunatley, his HEV Suit will be able to restore most of his health back to where it used to be. However, Gordon is vulnerable in this state, so try to kill these parasites first. **************** *Regular Zombie* **************** Weapon: Claws. Health: Medium. Speed: Slow. Special Abilities: Can throw objects. Zombies are also back, and they can also throw objects as well as slash their targets. ************* *Fast Zombie* ************* Weapon: Claws. Health: Medium. Speed: Fast. Special Abilities: Can jump and climb. Fast Zombies are skeletal and faster variants of the regular Zombie. They are able to jump to great heights and can climb rain gutters. They are best dealt with close-combat weapons such as the Shotgun. *************** *Poison Zombie* *************** Weapon: Claws, Poison Headcrabs. Health: High. Speed: Very Slow. Special Abilities: Can throw Poison Headcrabs. The final variant of the Zombie is the Poison Zombie, which carries a considerable amount of Poison Headcrabs on its back. If it ever runs out of Headcrabs, it will attack like a Normal Zombie. A good way to deal with these creatures instantly is to use the Energy Grenades. ********* *Antlion* ********* Weapon: Talons. Health: Medium. Speed: Fast. Special Abilities: Will avoid Combine Thumpers. Antlions are often found in the outskirts of City 17 and recently, in the older areas of Nova Prospekt. They will always attack in groups. Once Gordon gets the Bugbait, the Antlions will be Gordon's friends. *************** *Antlion Guard* *************** Weapon: Talons. Health: High. Speed: Fast. Special Abilities: Will not be fooled by Bugbait. Antlion Guards often lead their Antlions into battle. They won't be fooled by Gordon's Bugbait, so they must always be killed. Heavy Weapons and the Gravity Gun are the best weapons to deal with these. ================= 4.0 > Walkthrough < ================= Here's the noticably linear walkthrough for the noticably linear story mode. ---------------------- 4.01 > Point Insertion < ---------------------- The G-Man wakes up Gordon from his sleep, and has a talk with him before teleporting him into a train car. It seems that Gordon is being sent to City 17. Step off the train to encounter some Scanners (they'll only take a photo of Gordon though). After noticing the former Administrator of Black Mesa on the screen, move left and through the revolving door (Chuck Norris might be able to slam it if he were here!). Enter the room with a lot of lockers and talk to the many people there. Move into the line and wait. The Cops will bring Gordon through the fences. Step up to the train going to Nova Prospekt. It doesn't seem that Gordon won't be going there, yet. Another Civil Protection guy wants Gordon to follow him (he has a different voice from the rest of the CPs). Inside the room with the barber chair on it, the CP will be left alone and he will deactivate the cameras. It's Barney Calhoun! He says that he's been working in the Civil Protection Unit undercover. He'll contact Dr. Kleiner and Kleiner will suggest Gordon to go to his lab. Barney escorts Gordon (hastily) to a room with a bunch of boxes in it. Climb the ladder and grab a box (E). Bring it to the window and jump through. Move into the building and up the stairs. Run into a CP and he'll order Gordon to pick up a Can. Do what he says and move on. Ignore the delivery line and move left and out to the plaza. The only way to go is right towards an alley. Climb the ladder and the down to the other side of the fence. Turn right and talk to the two guys on their porch. Move towards the CPs and then left, up the stairs in the building. In the apartment hallway, feel free to talk with the people in the rooms. Then go up the stairs and to the guy at the hallway. Run away from the CPs! Move up the stairs with the cops in pursuit, and a frantic guy orders Gordon to get to the roof. At the attic, climb out of the hole and across the rooftops. Hop into another attic and move down the stairs. Gordon's cornered (or sandwiched, or something)! Fortunatley, a young teenage girl manages to kill the CPs with martial arts. She's Alyx Vance, the girl Kleiner mentioned. Go down the elevator with her and she'll talk things over. Keep following her. ----------------------- 4.02 > A Red Letter Day < ----------------------- Again, keep following Alyx and listening to her small talk. She says that Gordon's friends have been helping Citizens get across away from the Combine. Today, they're experimenting with a teleporter. After discovering a secret passage, get into the lab and meet Dr. Kleiner (in person). It seems that his pet is missing. He'll start talking over with Alyx. Pretty soon, Barney will come. Explore the room. After a while, Kleiner will tell Barney to get Gordon's HEV suit ready. It seems that Kleiner's pet, Lamarr (a Headcrab) has been hiding here all along. After Lamarr jumps into the vent, get the HEV Suit. Get it charged at the other end of the room, and move onto the teleporter room. After meeting Eli Vance, Alyx will climb onto the teleporter. In the teleportation process, a plug will pop out. Plug it back in and activate the switch. Alyx will be safely teleported to Black Mesa East. Get onto the teleporter. Gordon's about to be teleported, but Lamarr will suddenly appear out of a vent and teleport Gordon to various places, including Black Mesa East, Breen's Office, and even a nasty encounter with an Ichthyosaur! Later, Gordon will be teleported outside of Kleiner's Lab. After the teleportation sequence is done, run away from the Scanners! Run into the building and up the stairs! Barney will appear on top of the building. Take a look at the Citadel (that big tall tower in the city). Millions of Scanners are going out! Barney tells Gordon to run through the canals to Black Mesa East. He also hands Gordon his trusty Crowbar. Use it to smash through the 2 by 4s blocking the entrances. There's nothing Gordon can do to the CPs, but he can smash the Scanners. Move through the freight cars and hop over the fence and into the dark hallways. ------------------ 4.03 > Route Kanal < ------------------ This chapter, along with Ravenholm, is one of the scarriest, thanks to the dark sewers and the Manhacks! Gordon will be fighting with the CPs here. Use the Health Station in the hallway, then ambush the two CPs attacking a citizen. Grab their Pistol and smash through the wood. Kill the two CPs while going up the stairs. Go down the stairs outside and then back up when Gordon hears a train whistle. Once the train comes to a complete stop, hop onto the tanker and then across the cars to the ladder on the other side. Smash the Scanner in the building, nab the supplies, and shoot the Barrels the CPs are next to above. Move left and then dispatch the CPs on the other side (where Gordon used to be). Go across and crawl through the vent, then drop down on the tracks. Shoot the Barrel that comes down the stairs, then grab anything useful there. Go left and on the catwalk, which will lead to the other side of the tracks that are blocked by the suppresion field. Jump into the water canal, and keep swimming to the boxcar. Hop in and talk with the Citizen and Vortigaunt. The Vortigaunt will give Gordon an armour boost, and the Citizen will tell Gordon that there are many Citiizen Stations throughout the area. Move out and destroy the blockade (whack some of the boards to make the rest of the blockade collapse). Dispatch the Barnacle eating the crow and run into a station being attacked by CP Units. Keep advancing and then once a nasty Machine Gun emplacement is in sight, move into the sewer pipe leading to a room with a radio (and some CPs). Listen to the radio, collect the supplies, and climb the ladder to sneak up on the Cops next to the Machine Gun. Use it to fend off the Combine forces in this area (CPs will appear at the canal's floor, and the bridge. Scanners will come from the sky). An APC will soon drive by and destroy the Gun Emplacement. Before this happens, use it to destroy the barrel to the right, which will make a platform collapse on the walkway on the right, allowing Gordon to cross to the other side of the rubble on the opposite end of the canal. Explore the cars for supplies, then advance. There is a Station survivor, who says that there's more stations up ahead (much like the real Underground Railroad). Run through the pipe and look up to find two CP officers talking. Jump up to the next pipe (Gordon will get spotted by the cops) and jump into the water. The CPs will toss in some explosive barrels. Stay away from the barrels, and then shoot the two CPs from above. After climbing up the pipe, turn right and shoot down the CPs. There is some explosive barrels under the bridge; blow it up to neutralize an entire squad of CPs. Once all enemies are dead, crawl through the pipe. The floor is slippery. Be sure not to run into the tongues of the Barnacles up above. Ahead is an entire cluster of Barnacles. Throw an explosive barrel at one of their tongues, and then blow it up when it gets close enough to the ceiling. Slide over to the outdoors and avoid the gunfire. The CPs will throw more explosive barrels. Get to the opposite side of the water (there's a ladder that will allow Gordon to get to the other side of the underwater fence). Once there, go up the ramp, eliminating any CPs on the way. Jump across the platforms to the pipe on the end. In this room, stack the concrete blocks on the see-saw on the side opposite of the tunnel. Jump on that side, then run to the other side and jump to the next tunnel (Gordon can also stack the blocks to make a flight of stairs). Outside, turn left and keep going down. Shoot down the Scanner. Go down the path to the left. While the Helicopter is trying to gun Gordon down, get into cover before it fires. Go up the ramp and into the sewers. Go down the ladder for some supplies. Climb the ladder up again and face the fence. Turn left. Step forward and turn right. Throw an explosive barrel to the Barnacles, then kill them. Keep heading through the sewers. Outside, turn left and keep running across the path. Move through the hallways, and meet up with a lonely Citizen (after breaking a wooden barricade). He says that the Combine have released their Manhacks. It seems that the Manhacks have made their way here. Use the Pistol or the Crowbar and destroy all of the Manhacks. Grab all the supplies in this room afterwards. Move foreward to find more Manhacks advancing through a hallway full of boxes. Shoot them beyond the fence. The next hallway has some explosive barrels. Detonate the barrels to destroy the Manhacks nearby. Keep advancing through the hallways, and head outside. Push the debris out of Gordon's way so he can get through the door. Barricade the door so the Manhacks behind can't get through. Climb into the vent to find more supplies (and a Manhack). In the area prior to the vent, hop down to the water. Some CPs armed with MP7s jump down from above! Dispatch them and gnab their MP7s. In the little hole in the wall, there's a Zombie and a Grenade. Run across the hallways and jump into the water. To the left is a hole where Gordon can swim to the next area. This area has a pipe. Run perpedicular to the pipe and up the stairs so that Gordon can hop onto the next level. He can now jump onto the pipe from here! on the pipe, walk to the other end. Wait for the steam to stop, then run across. At the end of the pipe, destroy the Manhack. Smash the wood, then hop down. Underneath the pipe is some supplies. There is also a hole that leads downward. Jump in the water near the hole and resurface outdoors. Shoot the barrels ahead when they are in sight, ASAP. Kill the CPs on the bridge. To the right is a narrow corridor that has a door. Behind that door are more Manhacks! Use a Grenade and throw it beyond the door. Destroy any surviving Manhacks. Advance through the door, collect the supplies, then crawl through the vent. Oh noes! Gordon is now in a dark, smelly room full of Explosive Barrels and Manhacks! Shoot the barrels, and deal with any Manhacks. Once the place is completley Manhack-free, climb the ladder, and hop onto the pipe. Walk across the pipe to the upper areas of the room, which lead to the next area. In this area, at the bottom in the water, there are some Medkits. Among the many pipes is a Valve. Climb down the pipes and turn the Valve. This will make the water level rise. Head back to the previous room. More Manhacks will come through the vents! Destroy them, then head down underwater and through the large pipe. Right now, there's no way to get to the exit. Swim down and break the pieces of wood to release an object that will float to the top. Jump across the water to the object once at water-level and then jump to the exit. Jump down into the canal and shoot any Scanners or Manhacks. Some CPs will also drop down. Head towards the CPs after dispatching them, then climb up left. Collect the supplies and head through the hallway. More Manhacks will chop through the boxes. Destroy them at once! Climb up the ladder in the next place and then drop down at the end. Head outdoors AGAIN. Be sure to avoid the liquidy part of the radioactive waste below. Climb up the pipe to find more supplies. Meet up with the resistance fighter fighting off some headcrabs. Give him a helping hand. Alyx's voice comes on the radio soon after and mentions an Airboat. Leave the citizen behind after collecting the SMG ammo. Run across the path, avoiding the waste. A Headcrab missile will kill the escaping citizens. Kill any Headcrabs that pop out of it. More Headcrabs will pop out of the ground throughout this area. Behind the fence is a citizen who has recently been attacked by a Headcrab. More Headcrabs will pop out of the missile in the ground. Head towards the liquidy area (but don't step ON it). The Zombies will awaken, so kill them. Keep advancing through the rubble, killing any Headcrabs and Zombies, and avoiding any obstacles in the way. Here's a tip from Jayelgee: "It IS possible (as an alternatative) to simply run through the yard, staying one step ahead of all enemies and avoiding any electrified wires or surfaces. Hanging around to fight enemies as they come exposes you to more background radioactivity, possibly depleting your health." Eventually, Gordon will meet up with another Citizen who has geared up an Airboat. She will also mention a Red Barn. Grab the Airboat's bars and drive in the open! Open the gate up ahead. Another thing Jayelgee wanted to mention: "Upon leaving the yard, you need to follow the boards on the ground to the LEFT, DO NOT HEAD TO THE RIGHT, or you could waste a lot of time roaming around the next area on foot, only to wind up stranded at the canal gate, with no Airboat to carry you further." ------------------- 4.04 > Water Hazard < ------------------- Gordon's only hope of crossing the Canals now is to use an Airboat through the many Combine Outposts. DO NOT DITCH IT. It is vital throughout the entire chapter. After going through the gate, keep an eye out for a Lambda symbol. Climb up the ladder to find a Supply Box. Return to the Airboat and to the Barn. The G-Man can be seen at the top of the Barn. A visit to the Barn is completley optional. Inside the barn, kill any Zombies there (it's been destroyed). Climb up to the attic and kill the Headcrab. At the top of the Barn, break the plank of wood blocking the crane's control. This will drop the supplies the crane was carrying. Go back down to the Airboat. Continue driving until Gordon reaches a bridge (its arches that is). A Citizen will drop more supplies before being spied on by a Scanner. Shoot the Scanner (it will come towards Gordon). There's another puzzle ahead. Jump into the pipe and Gordon will end up above the pool. Drop the air barrels into the water. Put them underneath the box underwater that's attatched to the lever thingy. This will elevate the lever so that it will be level to the ground and the other end will point up to the higher level (the next area). Jump into the Airboat and speed on the lever and up to the next area! There will be Combine Dropships dropping off Civil Protection Officers. Shoot them and drive on. Gordon will soon encounter a Combine Base. There's a CP on the dock. Drive through the dock's supports (the ones that look like they could break) and then park on the concrete area with the ladder. Climb the ladder and head indoors. It looks like Breen is now aware of Gordon's presence. After watching his Breencast, head into the garage and search the rooms for supplies. In the garage, throw a Grenade through the glass to dispatch the CP and the many Manhacks. Use the First Aid Station. Go outdoors to encounter a mean squad of CPs, one using a Machine Gun. Dispatch them and check the dumpster for another Supply Box. Head through the door and shoot down the CPs there. Climb the other flight of stairs and though the third door. Shoot the Barrels to open the door (only doing this in the game will explain how this will happen). Head back to the Airboat, dispatching any resistance on the way. Drive through the gate, and over the Supply Boxes (Gordon will somehow collect the goodies) and under the bridge, avoiding the CPs. Turn right to find some more CPs attempting to block Gordon by putting the roadblock on fire. To the right is a ramp. Drive the Airboat on the ramp to make it over the fire safely. Turn right again and drive through the path, avoiding the cars and other obstacles. Continue through the tunnel. The supplies in the tunnel can be grabbed by placing the concrete blocks on the platform opposite of the one that's carrying the supplies. There's another Combine checkpoint ahead. Park the Airboat at the indoor dock with the door on it. Break the lock on the door and get inside. There's a Revolver in this room; use it on the CPs that barge through the next door. Collect the other supplies and head through the door and upstairs outdoors. There's a Chopper outside! There's also many CPs too. Dispatch them (and any Manhacks they bring out). Climb up the stairs and hop on top of the boxes. On the boxes, hop to the other side of the warehouse. Gordon should now be encountering another CP behind a box. Dispatch him and two other CPs that come up the stairs. Go down the stairs, use the Stations to replenish Health and Armour, then head back outside. Stick to the right. This path leads to the control tower. Throw a Grenade up there and then take a Machine Gun to take down that Chopper! Once the Chopper is in full retreat, use the switch to open the gate. Head back to the Airboat and drive through the gate. Another Helicopter will start dropping Bombs on Gordon, so keep moving! Head up the ramp and down to the other side of the wall. Drive into the pipe. Outside, Gordon will have to race the Helicopter, avoiding the bombs on the way! Head through more pipes. The only way Gordon can pass through this indoor area is to drive over the pipes below to the other side. After heading outside again, turn right at the intersection and up the logs and up to the high area. Drive down off the elevation and turn right towards the tunnel. Drive towards the left wall in order to get up into the tunnel. Keep driving and then turn left at the water intersection towards the bridges. Drive under them, driving into any CPs that grapple down. After going under the bridges, turn right. Drive up the ramp and inside the building. Collect the supplies and use the Stations. Then hop back into the Airboat and drive off the dock towards the door. After going through the gate, turn left and see a missile cause a tower to collapse in Gordon's way. Drive over or under the rubble, then hit the gas towards the pipe, avoiding the APC's missiles on the way. Steer right. The way forward is blocked by a wall. Use the lever near the flat ramp to activate an elevator that causes the ramp to angle upward. Find a ladder and climb it. Jump across towards the area above the elevator. There is a Laundry Machine here, so push it to the elevator. This will give the ramp enough elevation for Gordon to drive his Airboat over the wall. Turn left and meet some friendly folk. They'll open the gate. Hop on the dock and talk with the male Rebel. He'll show Gordon a map. He's not too far from Eli's place, but it will be difficult for Gordon to get there with the Helicopter in livid pursuit. Therefore, the Rebel and his mates will give Gordon's Airboat a Machine Gun. Hop back onto the Airboat and drive through the gate, shooting the Barnacles on the way. Drive through the rubble and shoot the Helicopter once spotted. Gordon will come across more docks. Instead of heading straight towards the gate, drive up the fence onto the dock, and drive up beyond the gate. Keep driving across the river, killing any CPs on the way. Head into the tunnel. Drive through the linear canal. Shoot down the APC's Rockets when driving off the ramp. Keep driving and shoot down the APC the Dropship is carrying. Turn right and shoot the Barnacles on the ceiling. At this intersection, go left and up the dirt towards the tunnel. The next notable area has many explosive Barrels and CPs. The Combine will attempt to stop Gordon with a fire wall. Drive past it and dodge the Barrels the CPs drop in Gordon's path. Make a U-turn and then turn right once Gordon is on the dock. Go in and out the tunnel, then turn right. Gordon should now be in an area full of Boats and docks (the water level is very low here). Shoot the two APCs on the docks and then move under the docks. Inside the red box (it's in between the legs of the docks) are some explosive barrels. Shoot them to open the box and allow access via the Airboat. Drive through the box and under the docks, then drive on the ramp over the gap towards yet another pipe! Turn left then right. Drive to an outdoor area full of rocks. Collect any supplies in this area before heading towards the gate. Soon, a Helicopter will be summoned, and it's Gordon's job to bring it down! Use the Machine Gun to shoot the Chopper once it's close enough. Once the Aircraft is damaged enough, it will start dropping countless bombs (and a Combine Soldier)! Eventually, it will be destroyed (avoid or shoot the Barrels on the ground during this process). Take a look at the dead Soldier, then head towards the gate. Climb the ladder and use the wheel to open the gate. Drive the Airboat up the angled dock towards the Barracks. Shoot down the CPs inside, then collect the ammo (Gordon will need this). Drive to the dock over the river and then climb down the ladder towards the wall. Use the controls to open another gate, then return to the Airboat, drive down, and through the gate (by driving over the log). ---------------------- 4.05 > Black Mesa East < ---------------------- This is mainly a non-combat chapter. It also introduces new characters and a new weapon... Park the Airboat at the dock and hop onto the concrete. Head through the barrels and into the airlock (don't worry, the area inside is not flooded). Gordon will go through some security examinations, and will have a conversation with a female. This female, however, happens to be Dr. Mossman, Eli's associate (she was first seen when Gordon was in a teleportation malfunction). After the security check, follow Mossman into the elevator. Welcome to Black Mesa East! Once the elevator has come to a complete stop, head towards Eli. After having more chit-chat, feel free to examine the room. The mentionable items in the room are: -Eli's Family Picture. -Judith Mossman (she's in the surveilance room). -The jar with the head in it (it's actually deleted content). -The bulletin. -The Teleporter (Gordon could have skipped the Canals if it weren't for Lamarr!). -The Xen sample. Moments later, Alyx will enter the room. After a while (and an argument), Eli will suggest that Alyx and Gordon to head out to test "The Gravity Gun". Follow Alyx. Now it is revealed that Alyx has a rivalry with Dr. Mossman. Also, she introduces a shadowy place named "Ravenholm". Follow her to the airlock and outside. Alyx will hand Gordon the Gravity Gun. On the top balcony to the left is some Revolver Ammo. Use the Gravity gun to stack some stuff to get up there. After testing the Gravity Gun, follow Alyx (she'll take care of the walkthrough in this chapter). Meet Alyx's companion, Dog (not a mammal). Play some Gravity-Frizbee for a bit. After some games, some Scanners will come by! Run with Alyx to escape. In the airlock, Eli reveals that the Combine is attacking Black Mesa East! Follow Alyx until she and Gordon is separated by a chunk of ceiling that fell down to the floor. Dog will open the door leading to Ravenholm to allow Gordon to escape from there. Use the Gravity Gun to push the locker blocking the hallway. Use the Crowbar to break the lock blocking the ladder (ignore the dead Headcrab). Climb up and into some horror... ------------------------------- 4.06 > We Don't Go To Ravenholm< ------------------------------- Unlike the other chapters, Gordon will rarely encounter any Combine forces in here. Instead are endless swarms of Zombies, so Ammunition is scarce in this abandoned town. Gordon will need to utilize the Gravity Gun in order to survive through chopping Zombies and lighting them on fire. Gordon finds himself in a backyard. Search the yard for Zombies, then head towards the building to the left. Smash through the wooden planks and observe the items here. Gas Containers and Razor Blades; two lethal Anti-Zombie countermeasures. To the left is a room full of Zombies. Use the Blades and Containers to take them out. Go to the corridor on the right, then turn left. Make the Barrels explode, then head outdoors. Gordon will start hearing human voices. Duck under the spinning blade and wait for some Zombies to meet an ignoble fate. Go up the stairs and knock the wooden thingy off the doorway. Kill the Zombies in this room, and go out the doorway (after getting those stupid planks off of it). Turn right, and toss a Barrel at the Zombie. In the next room, make the barrels explode, then take care of any remaining Zombies. Go out into the firey plaza. In the lighted room above, a bald man starts shooting at the Zombies at the plaza. Turn right and kill the zombies in this room. It looks like someone was up to some Zombie autopsies. Turn on the gas silo in this room to light a Zombie on fire. Head back out and turn off the gas silo to extinguish the fire. There's an electrified fence here. Kill the Zombies in this location and then return to the plaza. There's another gas silo that's blocking Gordon's way. Turn it off and go into the building with turbines. Dispatch the Zombies in this area, then go into the stairway to the left (break the objects obscuring the stairs). Run up the stairs and turn left to see some seemingly dead Zombies. Attack any that has a Headcrab on it. Smash the cabinet blocking the doorway. The next area has some Poison headcrabs. Take them out, then use the switch to deactivate the electric fence. Return to the electric fence (there will be many Poisonous Headcrabs on the way back), climb up the ladders and onto the catwalks. Jump over to the roof and have another talk with the bald guy. Hop onto the planks of wood towards the window. Hop through the window and toss a grenade down below to take care of most of the Zombies in this room (or use the gas Container). Jump down and break the pieces of wood. Outside, Gordon should be seeing a lever and a suspended car, as well as a swarm of Zombies headed towards his direction! Use the lever to bring down the car onto the Zombies. Search this area for Zombies. There's another car on strings that's initially on the ground. Use the lever to bring it up. At this moment, jump onto the car as it's being levitated. Jump on the plank and talk with Father Grigori, the bald man. Jump through the window. Open the door and whack the Fast Headcrab with the Crowbar. Walk up the stairs and go through the door to the right. Father Grigori's in the building on the other side of the street. Secure this room. Climb over the window and kill all |
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