Half-Life 2 Walkthrough :
This walkthrough for Half-Life 2 [PC] has been posted at 15 May 2010 by dkgyuayugkvda and is called "Special Secrets/Strategies Guide". If walkthrough is usable don't forgot thumbs up dkgyuayugkvda and share this with your freinds. And most important we have 18 other walkthroughs for Half-Life 2, read them all!
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Walkthrough - Special Secrets/Strategies Guidexxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx FAQ TITLE: The Special Secrets and Strategies Guide for Half-Life 2 (PC version) COPYRIGHT INFO: This FAQ is copyright 2004-2010 by Stanley E. Dunigan (dunigase@yahoo.com). This FAQ may be posted and used anywhere by anyone as long as it's unaltered, but always check one of these official host sites for the latest version: GameFAQs.com (always the first one updated) Neoseeker.com Gamershell.com Supercheats.com Thegenie.net Cheathappens.com Also, check the Universal Hint System website (www.uhs-hints.com) for my complete Half-Life 2 hint file. It's not a FAQ-style walkthru, but it includes a lot more game details than this FAQ does. FAQ DESCRIPTION: This FAQ isn't a walkthru of any sort, but only contains details on super- special secret areas, big shortcuts, and inobvious strategies for tough fights. I thought of making it while playing through the game on Hard difficulty without any cheats, and that's the sort of thing that it's most useful for, since so many parts of the game are significantly harder when played that way. For instance, most gunship fights and all three antlion guard encounters are in here. Hopefully, this FAQ will be useful to those who don't want to use walkthrus but sometimes get stuck in very tough areas. If you have a super-special secret or strategy that I don't (or if you have an improvement for one that I have), send me an e-mail at the address listed above in the copyright section. VERSION 3.3 (7/10/2010) NOTES AND CREDITS: After nearly nearly four years, I *finally* have something new to add to this file, namely Dave's cool tip on skipping the barrel-rolling cop ambush in the Ch. 4 area that's between the high-up secret area and the two-APC area. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx NOTE: In many of these tips, I refer to the quicksave and quickrestore keys. If you're not already intimately familiar with them, get that way at once! To find out (and/or change) what keys are defined for those functions, go under "Options" on the game's main menu, choose the "Keyboard" tab, and scroll down to the "Miscellaneous" section. *** Chapter 3: Route Kanal ^^^ Way to skip four cops at beginning of huge steam pipe Not too long before you reach the secret area that's covered in the next tip, you have to swim through some water and then get out in an area with a huge steam pipe that you need to get up on and walk across to get to the next area with water to swim through. To get onto the pipe, you're supposed to go up onto the grassy hill, kill the four cops that appear, and then get on the pipe from there and go along it. However, you can shortcut the area and skip fighting those four cops if you bring a barrel with you from the area right before you dove into the water and swam here. (In other words, from the area where you got your very first SMG.) When you emerge from the water, don't go toward the grassy hill, but instead take your barrel in the other direction and drop it on the ground next to the wall that the pipe goes into. That way, you can use the barrel to jump onto the wall and then onto the pipe. *** Chapter 3: Route Kanal ^^^ Hard-to-get-to secret area In the big room with all the explosive barrels and manhacks in the fourth chapter section, the manhacks all come out of one certain vent shaft near the top of the room. You can get into that shaft and claim an armor battery if you can manage to carry an item with you up the big ladder and onto the big light- blue pipe. Drop the item on the light-blue pipe next to the large metal beam that's next to the manhacks' shaft opening. Jump onto your item and then the beam, and then across to the shaft opening (not forgetting to hit the Crouch key before you land in the shaft). The best way I've found to handle this whole situation is to not blow up the explosive barrels at all. As soon as you drop into the room, head down the ladder and drop into the shallow water below. It's very hard for manhacks to hack you if you're crouched in the water, and it's easy enough to whack them with the crowbar when they approach. Stay down there and whack manhacks until they're all destroyed, not forgetting to jump up every now and then to get a quick breath of air when you need to. (NOTE: This strategy works with some other manhack attacks earlier in the chapter. If the manhacks don't appear near water, lead them back to water!) Then climb up the ladder and move along the pipe until you get to where you need an item to jump onto. Look down and to the right to see an explosive barrel that's within reach if you crouch down and carefully pick it up. Once you have ahold of it, carefully swing it around the end of the big pipe where it curves downward, then set it gently in the right spot on the pipe, then use it to jump to the vent shaft. CONTRIB NOTE: GoldenWyrm wrote in saying that he found it much easier to blow up the barrels and then use a wooden supply crate to jump onto in order to get into the vent shaft. If you didn't bring an unbroken supply crate with you from the previous area, you can get the one that's floating in the water in the tall pipe room with the valve wheel, but you have to make a lot of long, hard trips up ladders with it. *** Chapter 4: Water Hazard ^^^ Big shortcut at the closed gate that's opened by swinging beams NOTE: This is the first situation you encounter in the second chapter section. You know if you've played through this part before that the gate is opened by a bundle of large metal beams that are attached to the big crane that you can easily see towering up over the gate. Also, the beams are resting on a rather flimsy wooden platform on the side of the canal opposite the crane, and you get the beams to bash open the gate by blowing up some explosive barrels that are near the base of the platform the beams are on. Here's the shortcut, courtesy of contributor Kusanagi: you don't have to go all the way through the building and fight all the soldiers and manhacks to get to where you can blow up the barrels. Instead, stop and exit the airboat somewhere near the gate, then move to where you can lob an SMG grenade high into the air so that it drops near enough to the explosive barrels to detonate them. (Yes, you can have one SMG grenade by now if you got it from a certain lambda-marked secret stash in Route Kanal and didn't use it.) You need to stand in just the right spot and look up just the right amount to get it to work. Quicksave before you try and keep quickrestoring and trying until you get it. Some alternatives that I came up with include using frag grenades and the pistol. You can sneak carefully into the building and fill up on frag grenades from the first infinite grenade crate in there without having to fight anything. Then you can come back out here and toss frag grenades instead of the much rarer SMG grenades to send those metal beams swinging. Or you can walk up near the gate and use the HEV suit's zoom feature to spot the platform the metal beams are resting on, then back up to where you can see the vertical wooden supports for that platform. Use zoom mode to help you decide exactly where to aim, then de-zoom and use the pistol to shoot out the wooden supports. (Note that you'll be shooting through a large hole near the top of the gate.) GoldenWyrm and Brendan wrote in at the *exact* same time with another tip on doing this. If you climb up the ladder that leads to the building's door and then stand on the tiny balcony where you can see the gate and crane off in the distance, you can target the explosive barrels directly with your pistol. As in the above pistol tip, use the HEV zoom feature to see exactly where you need to shoot. (Note that blowing up the nearest barrel won't work -- you need to carefully maneuver to where you can zoom-see the barrel that's behind it, then shoot that one.) If you do it right, you'll only use 2 or 3 bullets instead of the 18 or so needed to shoot out the wooden platform's support beams. NOTE: To get a bit closer to the target, get up on the balcony's rail and make a running jump toward the small semi-circular concrete ledge that's in front of the balcony. *** Chapter 4: Water Hazard ^^^ Big shortcut at Gate 5, including total hunter-chopper avoidance In the third chapter segment, where Gate 5 is closed before you can get through it, look at the structures to the right of the gate to find a white handrail going along a raised cement walkway near the water. Find the small gap in the handrail near the right end of it. You can jump through that gap if you park your airboat next to it, exit the boat, and jump up onto the boat and then through the handrail gap. This is easier now thanks to Josh "Stigma"'s tip, which is to back the airboat up to the rail gap instead of parking parallel to it. It's a bit tricky to get the airboat backed up to the right spot, but it's not too hard, and once it's in position, it's pretty easy to go around to its front and jump on up over the rail. If you can make it, it's just a short jog along the walkway to reach the ladder that leads up to Gate 5's control room. The only problem is that you'll be skipping your first opportunity to get the .357 Magnum and a bunch of ammo for it. NOTE: After you open Gate 5, you could move on past the gate control tower to get to some of the areas you were supposed to come through from the other way and get stuff without having to worry about the helicopter showing up (just a few cops). NOTE: If you avoid "activating" the chopper here, you won't have to deal with it again until the next chapter section loads. That'll make the canal run that immediately follows Gate 5 nice and easy! CONTRIB NOTE: GoldenWyrm wrote in with another good shortcut for this area. Instead of messing with the rail-hopping routine, go through the padlocked door that you're "supposed" to go through, get the .357 Magnum and shoot up the cops, and then head up the stairs that lead to the large outdoor crate storage area. Shoot the cop who's out there, then find the nearby spot where you can use several wooden crates to hop up onto a large blue storage container. Once on top of it, you can run across and jump over the fence and land in the same spot that my rail-jumping tip gets you to. Unfortunately, you'll be under chopper fire as you do this, and the chopper will be active in the area past Gate 5, too. But you do at least get to skip a lot of combat in the container area and large warehouse. (And you can go for the nearby health and armor rechargers after scaring the chopper off with the control tower's window guns.) *** Chapter 4: Water Hazard ^^^ High-up secret area near Gate 5 I never thought it was possible to get up onto the upper dock structures that you can see near Gate 5, but DarkLordSkippy wrote in with a tip that helped me figure out how you can. After you go through the padlocked door and get the .357 Magnum, move on until you're outside again, but don't go up the steps that trigger the appearance of the enemy chopper. Instead, look for a spot near the doorway that leads back into the building where the dock structure is right above you. To get up to it and over the chain-link fence, push the nearby large crate over to the fence under the walkway you're trying to get to, then stack the boxes from the .357 Magnum's room on top of it so you can climb the boxes and jump over the top of the fence. (If you destroyed some of the boxes, such as the supply boxes, you can use barrels instead, but it's harder.) The thing that makes this a secret area instead of just a tricky place to get to is the large blue trash bin in the back corner past a small ramp. You'll have to carry over and stack up some barrels to get into the bin. Inside it, you'll find a watermelon to slush with the crowbar (what fun!) and a frag grenade. Of course, you're probably all full up on fraggies from the infinite grenade crates earlier, so you figure "Why bother?" I'll tell you why! It's because you can easily bypass the chopper-activating stairs from here. Just take one upright barrel and carry it up the ramp with you, then turn left and set the barrel down near the edge of the concrete so that you can use it to jump up onto the nearby wooden beam structure. From there, you can easily jump over the nearby fence and end up in the warehouse's freight container yard. Sure, you'll still have to deal with all the soldiers in and around the warehouse, but the chopper won't make an appearance until you've passed Gate 5 and moved on to the next chapter section. (Some people may find this a bit easier to do than the above chopper- avoiding method.) *** Chapter 4: Water Hazard ^^^ Way to ensnare the chopper at Gate 5 if you didn't avoid activating it As you may have noticed, the chopper appears and Gate 5 closes behind you soon after you go through the gate. However, those two things don't happen at the same time -- the chopper appears first. The instant it does, zoom back through the gate and on a ways. The chopper will try to follow you, but if you were fast enough, it'll instead get caught in an invisible snare that's right above the gate. It won't be able to follow you, fire at you, or drop any bombs no matter what you do from then on! If the chopper misses the snare, it'll start firing at you and dropping bombs. You can then either restore a save and try to get back through the gate faster so the chopper gets ensnared, or you can go back through the whole warehouse area again to reach the gate control tower and use the window guns to destroy the chopper. (That's fun, but it's a real pain to run all the way back there while under chopper fire.) *** Chapter 4: Water Hazard ^^^ Another high-up secret area This secret area is near the beginning of the seventh chapter section. It's in the small side alley that's just past the two covered bridges (one of which has a G-Man sighting on it). The alley has a cop that shoots at you from behind a pitiful tire blockade at its entrance, a windmill up high on the right, and a zombie in the back plus a bunch of headcrabs that drop down and attack. Found it? Good! Locate the white van near the alley's entrance that's been turned on its side and set an upright barrel next to its underside so you can easily jump up onto it. (You could park the airboat next to the van and jump onto it that way, but using the barrel is easier.) Now you need to stack stuff up on top of the van so that you can jump up onto the concrete ledge that's next to it. The easiest way is to get the two large wooden crates that are small enough to carry up there and stack one on top of the other, then set an upright barrel next to them. That's not quite tall enough, so get something small to set on top of the top wooden crate. I usually use either the basket or the small shelf item that's in the room you have to climb a short ladder to get to. Set your chosen item on the left side of the top crate while standing on the van, then jump up onto the barrel, then the top crate, then the item that's on the crate, and then onto the ledge. Running along it, you'll find a box of Magnum .357 ammo setting next to a single boot (the significance of which eludes me). *** Chapter 4: Water Hazard ^^^ Shortcut through the barrel-rolling ambush Past the above high-up secret area and a tunnel with zombies in it is yet another cop ambush. This one isn't too much trouble, but Dave wrote in with a cool way to skip the whole ambush, so I decided to add it in. As you exit the tunnel, move forward very slowly until you can see into the ambush area. Shoot down the two cops you can see on a cement ledge, then run the airboat up onto that ledge. It may take a couple of tries, but it isn't hard. Once you're on it, you've skipped the ambush, and can move on to the next area. *** Chapter 4: Water Hazard ^^^ Safe way to destroy the two APCs in one area Right before you get to the area where you can shoot down the chopper once and for all, you'll come to a place where there are two elevated APCs (black rocket- firing tanks) near a ramp you have to take. There's a way to carefully shoot both of the APCs without them being able to fire one rocket at you. Notice that to get to where you can see either of them, you have to pass a huge red-and-brown beached boat to your left. Get up on the narrow slanty bit of land between the boat and the water and slowly edge forward until you can see a small part of the first APC to the right of the wooden plank ramp that's just past the boat. If you do it just right, you can shoot that APC into scrap without it even seeing you, then reposition yourself carefully for the next one. For the second APC, back up and then approach slowly on the land to the right of the water (the side opposite the one you were on before). Slowly sneak forward until you can see a small part of the APC above the wood ramp and to the right of the ship's big rudder, then blast it! NOTE: It's hard to slowly maneuver the airboat into just the right position, and even harder to make it stay exactly there while you shoot. You'll have to quickly retreat behind the big red-and-brown boat (or quickrestore) if you accidentally go out too far and start taking fire from the APCs. *** Chapter 4: Water Hazard ^^^ Another way to handle the APCs in the same area Brecht Claeys wrote in again to tell me that once you get the gauss gun on the airboat, the APCs start acting a little funny. If you can't see them, they can't (usually) see you! Dumb, but true. So approach them while driving backward (or looking off to the side) so that you can pass them without seeing them. You can start doing this with the first APC in the seventh chapter section, but even if the APC isn't firing at you as you go toward the bridge backwards, the cop on the side will, and it's way too easy to back up into something that you can't get past without slow and careful maneuvering before you can get under the bridge. However, if you're familiar enough with the terrain there that you can back all the way up to the bridge without hitting anything, you can quickly blast the cop, turn around, and head on down the "road." The APC will start firing at you after you pass under its bridge, but it'll be very easy to zoom around the corner before it can hit you with much (or you can carefully move back out to where you can see a part of the APC and shoot it without it shooting you). A similar no-look technique can be used with the two APCs in one area mentioned in the previous Chapter 4 tip. You can drive into their area going forward as long as you keep looking to the right so they never come into your view. Drive all the way to the back and then make your way along until you're right along- side the vertical logs that hold up the ledge that the first APC is on. While facing away from the second one, slowly maneuver to where you can see a small part of the first one and shoot it to pieces. Then back up until you're against the bottom of the ledge that the second one is on and maneuver to get a shot at it. If you're careful, you can pull it off without ever coming under fire. (However, I still think my other way of using the big boat for cover is easier, just because I can always see where I'm going!) *** Chapter 4: Water Hazard ^^^ Safe and easy way to finish off the hunter-chopper In the final chapter segment, where you're supposed to fight the chopper to the death in a big arena-like area near the dam, there's a great alternative way to do it. First, do *not* take the airboat out of the tunnel you go through to enter the large area where you fight the chopper. See all those logs strewn about the tunnel exit? They make it very difficult (though not impossible) to get the airboat back into the tunnel later. (If you want to do this, you need to hit the logs just right on their left side and keep pressing forward.) Park the airboat a ways back in the tunnel, then head out to the outdoor arena on foot. Go over to the right where you see a large red-and-brown boat lying around and find the partially buried concrete pipe near it. Crawl into the pipe's open end to find two health kits and an armor battery. What the nearby supply crates have depends on what your health and armor values are. If either is low, you'll get recharging items -- otherwise, just ammo. (Thanks to Fang Xianfu for confirming this.) Anyhow, pick up and carry every health pack and armor battery that you can't use now back to your hidey-hole one at a time. It's a good idea to drop the items on dry ground a ways back from the tunnel exit. This is so you can heal up if you take damage later without having to leave the safety of the tunnel. (Note that this step can be slow and time-consuming, and isn't really necessary if you're careful later on. But better safe than sorry!) Now walk out toward the dam area until the alarm sounds, alerting the chopper to your presence. Immediately turn around and sprint back for the tunnel. Your auxiliary power will deplete very rapidly on this run, so seek cover (like inside the big cement pipe and next to the larger rock formations) to use while waiting for auxiliary power to recharge. When you're nearing the tunnel entrance, use the cement ledge along the right to get in more quickly and easily than log-hopping. Get back into your airboat and start shooting that chopper. Note that if you're sitting in the tunnel entrance, the chopper will often hover nearby and shoot you with its cannon, so you'll want to move back to just out of its range so you'll be safe while it's doing that. As soon as it stops, move forward to where you can shoot it as it flies by dropping mines (but be careful not to go over the logs, since it'll be a pain to get back into the tunnel if you do). Keep shooting the chopper as it flies by (and retreating when it shoots back) until it goes down. Nice and easy, huh? NOTE: Sometimes the chopper will hover and fire its cannon continuously at the tunnel entrance for a very long time. When this happens, try moving way back in the tunnel and then forward again. If that doesn't work, just wait it out. *** Chapter 5: Black Mesa East ^^^ How to use your new gravity gun to set fallen-over things upright Before you get the gravity gun, the best way to set things (like a fallen-over barrel) upright is to grab the item while looking down at one end of it, then lift it up and drop it so that its top hits the edge of a table or railing and its bottom falls all the way to the floor. Then you sometimes have to pick it up and hold it against a wall and drop it in order to get it fully upright again. After you get the gravity gun, there's an easier way. Use the gravity gun to pick the item up from the bottom as before, but then look straight up in order to hold the item almost directly above your head -- this will straighten it out, with its top side up. Release the item from the gravity gun's hold, then quickly grab it again (preferably with the Use key) before it hits the floor. It should now be upright and easy to set down without it falling over. This can be very useful with overturned barrels and enemy sentry guns. (Remember that all you have to do with friendly sentry guns is pick them up and give them a shake or two, and they'll automatically right themselves.) *** Chapter 6: "We Don't Go to Ravenholm..." ^^^ Fun tip for using Dog's ball in Ravenholm Skys_end wrote in with a fun thing you can do with Dog's ball. After Alyx tells Dog to throw something bigger when you're still in the Chapter 5 outdoor scrapyard area, pick up the rollermine ball with the gravity gun and start for the exit. Keep ahold of it as the Combine attacks and you are sent down the tunnel to Ravenholm. It's a bit of a pain to climb the long ladder with, and I advise you to drop the mine, start up the ladder, then turn around and face down and suck it in with the gravity gun, then make your way the rest of the way up the ladder while facing down. At the top, turn around and drop the mine on the nearby floor before getting off the ladder. Once in Ravenholm, you can fire the mine at zombies to kill them in one shot, or you can have fun letting it roam around and distract zombies and kill headcrabs for you. It can't actually hurt zombies on its own, but they can't hurt it either, and it'll serve as a distraction while you casually crowbar-whack or shoot the zombies to death (or throw things at them with the gravity gun). In other words, the mine gives you a lot more time to decide how to dispose of zombies and to do it without rushing. This can be exceptionally useful in the areas where you're attacked by several fast zombies at once -- stand back and carefully pick them off one by one as they cluster around the mine. WARNINGS: You need to be very careful not to let anything explode next to the mine, or it'll blow up, too. Also keep it away from fire. A small amount of water won't hurt it, but it'll blow up if you submerge it too far (like if you drop it into the big underwater passage in the mineshaft area). Alexander Waldmann wrote in to say that the game will crash if a barnacle (like the one in the mine's underwater passage) gets ahold of it. I haven't tested that out, but it's something to watch out for. NOTE: It can often be easier to throw the mine ahead to where you know you're going to go rather than trying to carry it there. The car-crusher area is one example -- just toss the mine through the window you know you're going for, then take the car-crusher ride to get up there yourself. The part where you ride Grigori's lift across is even more important. You can't carry the mine across with you on the lift due to invisible barriers that it can't pass through. What you need to do is stand next to the lift and fire the mine toward the church at a very steep angle (nearly straight up) so that it goes over the invisible barriers and lands in the church yard. That way you can take the mine with you all the way to the mineshaft area. TIP: In the big headcrab-infested room at the bottom of the first mineshaft, you can drop your rollermine to the floor to let it slowly but surely finish off all the headcrabs for you. You could also use it to distract all the headcrabs while you make a run for the exit. (You probably won't want to go to the trouble of taking it past the water-filled shaft that's just ahead, anyway.) CONTRIB NOTE: Stealth-X wrote in with several tips on taking the rollermine further along in the game. To get it past the underwater tunnel, you have to use the gravity gun to toss it high into the air as you're falling into the water, then quickly surface and nab the mine before it falls into the water, too. Carefully hold onto it while skimming along the top of the flooded shaft so that it doesn't go too far underwater and blow up. This works, but I found that it wasn't *nearly* worth all the trouble. Most of your enemies for awhile ahead will be Combine soldiers, and they and the rollermine ignore each other (and it's too easy for the mine to get blown up by a soldier's grenade). Also, try and imagine what a pain it is to take the mine along during the entire jeep run in Chapter 7 and early Chapter 8. Sure, you can set it on top of the jeep and get in quick in order to trick it into sticking, but it'll keep zapping the jeep constantly even though it doesn't have any electrical charge! And that's not to mention all the invisible barriers that you have to toss it around or over. I've heard that you can take the rollermine all the way to the third and final antlion guard encounter in Chapter 9, but I didn't take it past Chapter 8 because it just got to be *way* more trouble than it could ever possibly be worth (especially since it's such a distraction for your antlion army as you assault Nova Prospekt). *** Chapter 6: "We Don't Go to Ravenholm..." ^^^ Shortcut for the area with the electrified fence John "d j" suggested that instead of entering the main building and finding the lever that turns off the power to the electrified fence, head up the slanty side street until two zombies break out of a butcher shop on the right. Kill them, then use the gravity gun to take one of the tables out of the shop and set it down next to the raised grassy ledge that's just past the shop door. The point is to set the table so that you can use it to jump up onto that grassy ledge. Once you accomplish that, you're going to need three upright barrels to take up onto that ledge and stack next to the wooden structure so that you can use them to jump up onto the board walkway that you can see up above you. This requires a bit of planning ahead, as the only way you can have three barrels is if you saved a few explosive barrels from previous areas and brought some of them along. If not, you can try using other stuff to make your "staircase" up onto the board walkway, but barrels are the easiest to deal with. (Note that you can find some inside the main building, but one of the points of this shortcut is that you never have to enter that building at all.) Once you're up on the board walkway, don't follow it along, but instead turn and go through the nearby window. *** Chapter 6: "We Don't Go to Ravenholm..." ^^^ Blocking some of the fast zombies near the elevator In the third chapter section, soon after Father Grigori gives you your very first shotgun, you'll jump into a water tank and then climb two ladders to get to an area where a bunch of fast zombies converge on your position. Before you climb those ladders and attract the zombies, first look around for any red drain pipes that you can get to -- those are what zombies love to climb. You'll find that you can get to two red drain pipes from the lower areas that you explored prior to jumping in the water tank. The first one is down on the lowest ground level, between a bunch of white pipes and a fence. (And no, you can't build a box staircase to get over the fence. I've tried.) The second one is behind the building that you enter that has all the stairs you climb. What you want to do is find all the boxes in that building and stack several of them around the base of each drain pipe. That way the zombies can't use those drain pipes to come at you from all directions. When those two drain pipes are box-blocked, go on back up the stairs in the building and on across to the water tank and then climb the ladders to get to the zombie attack area. Now all you have to do is stand near the drain pipe that's attached to the platform you're on and shoot down at zombies as they climb it -- there's no danger of any of them leaping up behind you. (Remember that a couple more appear and climb the drain pipe after you summon the elevator.) NOTE: A much simpler way to block the zombies is not to mess with the drain pipes at all. Once you get up to where they attack, run into the room with the elevator, close its door, and summon the elevator. Then quickly use your gravity gun to move the crates in the area to blockade you into the corner with the elevator. If you do it right, the fast zombies who crash down into the room through the ceiling windows won't be able to get to you, and you can duck into the elevator and take it down as soon as it arrives. Unfortunately, some of them may jump down into the area at the bottom of the elevator and attack you there (though you can try quickly running up the "car ramp" to avoid them). *** Chapter 6: "We Don't Go to Ravenholm..." ^^^ Another way to handle the fast zombies that attack after you get a shotgun As soon as you get the shotgun from Father Grigori, jump into the nearby water tank and climb up its ladder, then carefully crouch-walk along the tank's rim until you're standing on the side opposite the ladder. It's *very* hard for fast zombies to attack you there, and most of them will fall into the water tank while trying (which makes them very easy targets). It's rare, but a zombie may land on the wooden boards near the top of the water tank's ladder and then leap at you, knocking you off the tank. To prevent this, immediately shoot down any zombie that lands there. (Or, as contributor Koji suggested, stay crouched so the fast zombies can't leap at you and knock you off.) This strategy is also good for when the fast zombies attack you on the rooftop ledge near the elevator. As soon as you get onto that ledge and hear the zombies in the distance, climb back down the ladder and crouch-walk along the water tank's rim as before. CONTRIB NOTE: Dorian wrote in to say that if you position yourself just right at the top of a ladder, fast zombies will be unable to hit you, but will instead "freeze" and give you extremely easy head shots. That is true, but it doesn't always quite work. If the ladder's too short, a fast zombie can attack you from below. I found that staying right at the top of the ladder leading out of the water tank works best in that area. *** Chapter 6: "We Don't Go to Ravenholm..." ^^^ How to completely bypass the elevator and poison zombie area After you finish off the fast zombies that attack you on the rooftop ledge that has the door that leads to the elevator, don't go inside (unless you want to look for supplies). Instead, look down over the edge of the roof with the drain pipe on it to see down into the poison zombie's area. Now look to the left at the fence that you need to get over from down in that area. Don't you see? You could jump over that fence from way up here! You can even do it without taking any damage if you aim for the parasite rocket that's on the other side of the fence (to the left of the telephone pole). However, you may want to first use the gravity gun to throw health packs over the fence just in case you do take damage and need them. Also, quicksave before you jump, because you might get hopelessly stuck between the parasite rocket and the wall. *** Chapter 6: "We Don't Go to Ravenholm..." ^^^ Big shortcut for the street/rooftop area with tons of respawning zombies John "d j" suggested that in the area past the above-mentioned elevator and "car ramp," you don't have to go to all the trouble of getting up onto the rooftop ledges and running along them to the doorway that leads to the next area. Instead, use the three explosive barrels that the fast zombies knock down when you first enter the street area to make yourself another barrel staircase. (Note that if the zombies don't knock all three barrels down, you should be able to pull the rest down with the gravity gun. If not, you can make do with two barrels, though it's hard.) The place to make the "staircase" is just a short way down the street, near a drain pipe and where the wall turns a rusty green color. There's light shining on that particular area, as if encouraging you to think about what you can do there! Use the Chapter 5 gravity gun trick to set each of the three barrels upright, then stack them into a standard barrel staircase right at the rusty green wall corner that's near the drain pipe. After saving your game, hop up your staircase and turn right and go up a ladder. Fast zombies will now start appearing, so quickly run forward and go up another short ladder and then jump across to the walkway with the doorway. Quickly run through it, and you'll be safe! *** Chapter 6: "We Don't Go to Ravenholm..." ^^^ Many good ways to handle the zombie attack while waiting for Grigori's lift For the area where you'll be on a rooftop platform waiting for Father Grigori to send you his lift, you can do the same sort of thing as in an earlier tip. You'll have to pick up some furniture and/or boxes from the room with all the headcrabs (and the rooms before, which you can still reach) and carry it across the roofs with you one piece at a time and drop it down into the area you're going to. Be sure to drop at least six things down there before you drop down yourself. One red drain pipe you want to stack stuff at the base of is near the small rail fence with the break in it, and you can find the other one by going around behind the buildings. Be sure to stack at least two large things side-by- side at each drain pipe base and then put one more large thing on top of your stack. You need a tall, sturdy barricade that the zombies can't easily knock over or push aside. When you get up to the rooftop, your blockades should stop the first two fast zombies, and the others won't even appear! (If the zombies do manage to push your stuff aside and start climbing the drain pipes, you can restore your save and see if it happens again -- maybe they just got lucky once.) CONTRIB NOTE: GoldenWyrm suggested that if you have Dog's rollermine "ball" with you, you can skip the barricading of those drain pipes and simply drop the rollermine down to the base of one of them from up on the roof. It'll distract the first two zombies, and no more should appear. This is only advisable, though, if you don't want to get the rollermine back for future use. CONTRIB NOTE: Owen Graupman wrote in with another interesting way to handle this area. Don't bother blocking any drain pipes -- just head for the roof where the lift will arrive. Once there, find where Father Grigori is standing to talk to you and jump over there. You can't get over the fence, but you can land on a rocky ledge next to it. The advantage of this is that none of the fast zombies can get to you over there, and you can pick them off at your leisure. When they're all down, drop down carefully to the ground and make your way up to the rooftop again. (The only disadvantage is that you have to use a lot of ammo shooting the zombies if you do things this way.) Another way that I found to be very easy and ammo-conservative is to use the ledge mentioned in the above paragraph and the things below it to drop safely down to the street right before the zombie attack starts, and then back up into the nearby dead-end corner. You need to have a large item with you (radiator, rollermine ball, sawblade, whatever) that you can throw at the zombies with the gravity gun as they appear ahead of you. This is easy to handle because they can only come at you from one direction, and it's easy to quickly suck up your throwing item between zombies. Once they're all dead, head all the way back up to the rooftop and take the lift. (NOTE: The rollermine ball of Dog's is the best to do this with because it can be used to distract the fast zombies as well as crush them. See an earlier Chapter 6 tip for all the details.) CONTRIB NOTE: John "d j" came up with a variation on the above tips which is almost as good as James Thorpe's tip below. As soon as you get up on the roof and grab ammo, jump over to the rocky ledge near Grigori, then drop down to the street. Don't stay there, but run back to the poison zombie's area and up the stairs and enter the building again (closing the door behind you). Go over to the ladder that leads to the roof and wait at its bottom until you hear Grigori say to step into the lift. Then run up the ladder and across the roof to the lift. The area will most likely be zombie-free! CONTRIB NOTE: Brecht Claeys wrote in to remind me of how easy the "standard" method of handling this fast zombie attack is, so I thought I'd go ahead and put it in. Stay on the rooftop and find the drain pipe (the one furthest from the lift's release brake handle) that the zombies will start climbing. As they climb, shoot them when they near the top of the pipe with either the shotgun or Magnum .357. All of the zombies that arrive before the lift does will come up that one drain pipe as long as you stand next to it the whole time. CONTRIB NOTE: The absolute last word for this combat has to go to James Thorpe, who discovered a way to keep the zombies from even trying to climb up onto the roof at all! When you go through the trap door, look around on the roof for supplies, then look at Father Grigori to get him to start talking to you. As soon as he does, return to the little fence niche with the closed trap door in it and scrunch yourself into the corner where a box of shotgun ammo is (or was, if you picked it up). Stay very still in that exact spot, and no fast zombies will climb up drain pipes during the long wait for the lift. They might start climbing when you go for the lift after it arrives, but it's easy to make it inside and hit the yellow-handled lever before any zombies can reach you. *** Chapter 7: Highway 17 ^^^ Shortcut for entering first optional house At the first house with a thumper next to it that you come to in the second chapter section, you're supposed to enter it through the cellar door and then figure out how to get up onto the house's main floor. However, you can open the front door without ever entering the cellar. Go around the side of the house left of the front door and break out the small window there with the crowbar. Then throw a frag grenade in through that window so that it bounces off an inside wall and goes toward the door. That'll destroy the board that's holding the door closed. (If you then enter through the front door instead of the cellar, the poison zombie won't even appear in the bedroom at all!) *** Chapter 7: Highway 17 ^^^ Best way to approach Northern Petrol and activate the thumper To start with, when you come to where you drive under the large bridge, head through one of the two central arches and drive straight into the water. The jeep will stall, so get out and move around in the water to avoid any antlions that fly at you. Any antlion that lands in the water will die as quickly as a human bathing in molten lava, and no antlions will spawn while you're walking around in the water. After all the nearby antlions have drowned trying to get to you, run along the middle of the pond and toward where an APC is parked on the sand way up ahead. When you see the two soldiers appear near it, back off a bit and watch as they make a run for the safety of the dock structure. Once they make it, you can shoot down all three soldiers with the pistol from far enough away that they can't return fire. Then find the beached boat that's near the dock structures and jump up onto its lowest point. You do have to cross a small amount of dry sand to get there, but no antlions should spawn. Move along the boat's right (starboard) side as it slants upward, and then make a running jump from the bow to the nearby wooden walkway. Go halfway down the wooden ramps that lead down to the sand, then make a running jump straight at the thumper. As soon as you activate it, get out the gravity gun and knock away any antlions that approach you before the thumper really gets going. Then run back into the water and all the way back to where you left your jeep. Use the gravity gun to knock the jeep all the way across the pond and onto the sand near the thumper. (That avoids a long antlion-provoking drive across the sand.) Now you're ready to head up onto the dock structure (via wooden ramps this time) and finish off the rest of the soldiers up there. *** Chapter 7: Highway 17 ^^^ Secret stash at Northern Petrol After you park your jeep near the Northern Petrol buildings, activate the thumper, run up the little ramp, and kill all the nearby guards, take the time to go for a secret stash that includes a health kit, an SMG grenade, and an energy orb for the pulse rifle (which is a very rare item at this point in the game). Look for a red shed over to the right of the ramp that leads up from the sand -- it has the words LOADING ZONE in the middle of its door. You can't open the door, but you can pile up some crates and/or barrels at its roof's low point in order to get up on the roof. Once you're up there, walk over to the other side and look down from the very edge. There's your stuff, which you can suck in with the gravity gun. When you're done, simply head back over to the side of the roof you came up on and drop off. (NOTE: This same secret stash can be accessed later on after you get the jeep onto the road behind the buildings and are ready to move on -- look around behind the buildings until you find it.) *** Chapter 7: Highway 17 ^^^ Shortcut for gunship battle just past Northern Petrol Right after you get past the big Northern Petrol area and are heading up the highway once again, a gunship will appear and attack. If you're on Easy difficulty and have three RPG rockets, you can retreat back to the Northern Petrol buildings and take cover there. You'll have to quicksave after every rocket hit and quickrestore after every miss to make sure you destroy the gunship. If you're on Normal or Hard difficulty, read on. Quicksave your game after you make the ramp jump and can see the left turn in the highway ahead that's blocked with car debris. What you want to do is ram your way through the debris without stopping. Getting out of the jeep to shoot down the gunship or to use the gravity gun to clear the wreckage is time- consuming and will get you badly shot up, especially on Hard difficulty. The wrecked cars provide little cover from the gunship, since it can constantly circle around to where it can shoot you no matter where you're crouched. What you want to do as you approach the wreckage is steer to the right around the first two wrecked cars that are in the road, then hit the blue car straight- on. (NOTE: The blue car is just to the right of the white van with the infinite rocket crate.) It's a difficult maneuver, and you'll probably have to quickrestore and try again several times. If you hit the main wreckage area wrong, you could overturn the jeep or get it stuck on top of a car to where you can't go forward or backward. But if you hit the blue car just right, you can push it forward and then get around the last of the wreckage. (You may have to stop, go back a little, and then push forward in turbo mode after you hit the blue car.) NOTE: If you overturn the jeep when it's totally or nearly past the wreckage, get out and turn it back upright with the gravity gun and try to continue on without quickrestoring. You may still be able to make it without taking too much damage. *** Chapter 7: Highway 17 ^^^ Way to avoid the gunship entirely just past Northern Petrol During my latest experiments in manipulating trigger points, I discovered that the gunship that assaults you on the road past the Northern Petrol facility only shows up if you drive past a certain point while in the jeep. That point is just past where the road starts curving upward, so park the jeep before you get to that point, then get out and shove the jeep ahead of you with the gravity gun. When you're well past the road's curving-up point, get back in the jeep and drive on, gunship-free! *** Chapter 7: Highway 17 ^^^ Shortcut for the third ambush area in the fourth chapter section As you know, you need to get out on foot and kill off all the soldiers near the gas station and then knock their APC loose so the force field that's blocking the jeep from going down the road will drop. Well, you can remove the APC before you go anywhere near that gas station, and then you can speed on through the area without fighting any of the soldiers. Before you get to the junk-blocked part of the road (near the grassy knoll with the crossbow), stop the jeep so that you're facing the gas station across the way. Using zoom mode, you should be able to see the back end of the APC and the two little blocks that are keeping it from rolling into the ocean. While in zoom mode, shoot those blocks with the tau cannon until they move aside enough to allow the APC to roll. The tau cannon isn't perfectly accurate at that distance, so aim carefully at each block and hit it with a couple of minutes of continuous fire (or hit each block once with a charged-up secondary blast). *** Chapter 7: Highway 17 ^^^ Making the gunship battle at the bridge easier When you deactivate the train tracks' force fields and the gunship shows up, stay in the small downstairs room near the force field control room and shoot the gunship from there. The two windows in the room are indestructible, and the doorway is a great place to shoot rockets at the gunship from since it flies right by there and you can quickly duck into cover when needed. This is a lot better than trying to get all the way back to the nearest infinite rocket crate while the gunship is swooping around and shooting at you. The only problem is that unless you're on Easy difficulty and never miss, you'll run out of rockets before the gunship can be destroyed. The way to solve this problem is to import the five loose rockets that are lying around next to the nearest infinite rocket crate before you shut off the train tracks' force field. After blasting all the soldiers in the entire area, including in the force field control room, carefully make your way back along the bridge's structure to the supply hut with the infinite rocket crate. This is very time-consuming and tedious, but you'll need to pick up and carry one spare |
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Another Half-Life 2 Walkthrough :
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